Thanks for the feedback, very happy to hear about players enjoying this map!
@necroslut LameDuke and general beta screenshot style definitely is a big inspiration, some of the texturing choices are direct references and so one could say the influence is out there in plain sight. Honestly replicating the style even with the final Duke 3D .art and palette isn't so hard as long as the mapper is familiar with those aesthetics themselves and what originally made them.
@juvenite I appreciate the appreciation, as the .txt coming with the map says the song is a .mid version of Red Light In My Eyes, Pt. 2 by Children of Bodom (I don't even listen to that band but thought the .mid was pretty cool indeed - finding just the right track to fit the mood is one of my favorite guilty pleasure mental games and sort of the icing on the cake for me once a level is baked).
[RELEASE] Red Light Rumble "E1L2 x E3L4 x neo-noir"
#31 Posted 11 August 2022 - 12:06 AM
#32 Posted 09 October 2022 - 06:07 AM
Finally got to play this one and I must say I like it by far the most out of the recent trilogy of speed maps from ck3D! This one genuinely did feel quite "classic", both when it comes to design and gameplay. Despite many enemies in fairly open central street location, it doesn't feel overwhelming and spammy because the enormous cars provide a lot of cover/block the views. The "gimmick" with the babes triggering more fights was cool, it wasn't too difficult to spare them and the concept didn't feel pushed at all. The progression in general seemed a lot more clear and straightforward, which is good in case of such a large map, also the effects and locations really were a nice nod to the 2 original maps this was based upon. The colours looked great, I didn't even mind the pal 6 stuff here that much, the touches of purple were a nice touch. Some texturing did feel like it could use a bit more stop and thought, but nothing really controversial like in Salvage Title. Few mirrors flickered when viewed from certain angles too, particularly the one in the XXX studio was easy to trigger that. Secrets felt rewarding and their locations followed the common sense, also some of them felt inspired by RLD in particular. My favourite location was the demolition office I think, with some nice design touches, also gotta admit the bar was quite wild with its crazy colouring. Also not sure if many people noticed it, but the shadows in this map are looking really awesome - aside from the sharp contrast shadows noticable from the get-go, there's some nicely layered ones, like the hanging metal drawers with a soft gradient change of shade value. The only thing I'd change about the gameplay would be less RPV's or larger spread of them, since they seemed to keep on getting stuck either upon themselves or the enemies below them, often resulting in elevating them to very high altitudes where they would become difficult to aim at and also pointless in posing any threat to Duke. There's been some really nice triggered large battles, and surprisingly they didn't really involve hordes of flying monsters attacking you. The 3 commanders appearing behind you after yellow key gate was particularly nice, also the large fight that gets triggered later in that spot. Nice job, once again congrats on the release, especially considering this took 4 days only!
#33 Posted 09 October 2022 - 08:09 AM
Thanks Aleks, I appreciate every single one of your comments and I'm glad you got to play, and enjoyed, this map. I think it's definitely my favorite out of all three recent-ish speed maps I've made too. I'm especially happy you took notice of the shadows, regardless of how simple the level that's always one of my favorite things to make in Build (well lighting in general), but I'm not surprised that aspect also resonates with you from how shadow-heavy your own maps are. Regarding the flickering mirrors, that's weird (but I also noticed something like that going on I think in Radar's video), probably a Polymost thing since they are flawless in classic, and so now I wonder where the differences lies and what I'm missing for them to also render correctly in Polymost, because those really are classic mirrors (perhaps it's because they're at an angle?). Again glad you had fun, thank you for playing!
This post has been edited by ck3D: 09 October 2022 - 08:12 AM
#34 Posted 24 March 2023 - 09:44 AM
Made sure to grab the most recent upload this time. Really enjoyed RLR a lot, it has a nice balance of combat and exploration. Refreshing chunky urban visuals and the various nods at the sources of inspiration. I also love the synergy between Pigcop Tanks / Sentry Drones exploding and the street Babes scattered about.
Here's another 48 minute recording of my first time run:
Here's another 48 minute recording of my first time run:
This post has been edited by quakis: 24 March 2023 - 09:45 AM
#35 Posted 24 March 2023 - 04:23 PM
quakis, on 24 March 2023 - 09:44 AM, said:
Made sure to grab the most recent upload this time. Really enjoyed RLR a lot, it has a nice balance of combat and exploration. Refreshing chunky urban visuals and the various nods at the sources of inspiration. I also love the synergy between Pigcop Tanks / Sentry Drones exploding and the street Babes scattered about.
Here's another 48 minute recording of my first time run:
Here's another 48 minute recording of my first time run:
Thanks for this, it was really interesting to see how you chose to go about and explore the map. Out of all the speed maps it's probably my favorite one to play, rather curious of how the Scorpion Tanks from Blast Radius would perform in it if I ever were to make such a version (I'm tempted to update the level sometime, somehow anyway in order to fix two misaligned textures, one buggy door, that one mirror which seems to be either renderer or EDuke version dependent, and one sky glitch).
#36 Posted 24 March 2023 - 06:55 PM
ck3D, on 24 March 2023 - 04:23 PM, said:
Out of all the speed maps it's probably my favorite one to play, rather curious of how the Scorpion Tanks from Blast Radius would perform in it if I ever were to make such a version (I'm tempted to update the level sometime, somehow anyway in order to fix two misaligned textures, one buggy door, that one mirror which seems to be either renderer or EDuke version dependent, and one sky glitch).
Seeing some of your single maps receive tweaks and have some BR enemies added in/swapped in would make for some nifty "Bonus DLC" for Blast Radius