#9
Posted 02 January 2023 - 03:27 AM
Thank you for all the comments - I appreciate every single one of them.
Yeah that steroids jump is intended - the sign Dan's screenshots cuts actually is the main hint (alongside the 'local barista beats long jump world record' news flash on one of the screens; you get the steroids en masse at the Sec Torrefactor). My intention there was to have the player stop for a second thinking 'and now what?', look down for a possible path and see not just the two pools but also the huge ass flashing 'YOLO' sign. Some players i.e.. Merlijn seem to pick up on that just fine (that actually was the greatest thing to read last thing before going to sleep last night), so I think I'm fine with the execution there for what it is. I want to teach players to think out of the box in certain situational scenarios where they have to make choices and take risks, it's thrilling to actually be uncertain and step into the possible foreign. Of course with user maps in general you never know what's 'intended' or not, but mine usually have that under control (and players like Quacken who play several of my levels seem to learn and appreciate that about them, developing that sense of trust). There's also a part of me who thinks that if the player is unaware of mechanics the base game has always featured for close to 30 years, most of them covered in the manual or most everywhere online, then by definition that's on the player, when especially inventory item use is rich of possibilities that exist - I'm trying to not sum up Duke 3D just to the guns but also consider all the possibilities at play, including the game's extreme physics and quirky/broken mechanics. Duke Nukem isn't just a badass because he can kill shit, he's also a badass because he can take the plunge off buildings and safely land into a small puddle like the 'living' action hero trope that he is. From third person view, I usually imagine the character would even throw in a stylistic pirouette just like he would in the original platformers. One of my favorite aspect of the original Duke Nukem character is how in spite of the looks and attitude, he's in fact an artist who ignores that aspect of himself (unless he's canonically writing a best seller book). Dude couldn't just survive a nuclear explosion, he would dance fucking ballet amidst - and he most likely would have caused and scripted it all.
Re: 'ice physics' - their speed actually can't be helped and is forced to be set to max since that is the only way floor textures on conveyor belts won't scroll (relative alignment doesn't come into play there). I think their speed itself is actually fine and fittingly zipping, but maybe it's the patches of ice sector themselves that are a bit obscene; they clearly aren't very refined. They're all marked, though, accordingly to the new government measures where after 69 people dead they finally unlocked budget for 'safety measures' in the form of the blue and yellow cones, as explained at the entrance of the ice rink. That effect needed to be gross and intrusive anyway, it's a gimmick - I can be a bit of a troll or buffoon - the whole idea is for the structure of the arena itself to encourage Doom type of play where you gather monsters at the center in a group, before launching your onslaught - but at the same time throw that off completely with the zippers and having to keep an extra eye out for the cones and your general spatial awareness (instead of just looking at the monsters trying to achieve a task you've already performed thousands of times). Completely safe ground under the form of the solid goo comes at the cost of having to endure closer combat.
There's a lot about this map in particular that's really explained or made easier if the player actually pays close attention to the bits of detail - absolutely every element in the map is either useful, or a reference. The more patient, observant or thoughtful players will be duly rewarded with less frustration, that is until they equally slip into the slime pit.
Bit of a spoiler (I really don't care to be honest) but the central effect of the map and thing the bogus goo turns into is supposed to evoke a Christmas tree (so an alien one I would suppose), also explaining all the decorations/items/card falling into place.
Another thing I try teach players to use differently is weapons too in fact. A lot of the encounters in this map are encounters are that specifically designed to throw you off in terms of which guns you'd normally use against which enemy; for instance trying to use the shrinker against the big group of Commanders (normally the best gun against the individual foe) won't work, as you'll get blasted trying to reach and stomp the ones you've shrunk by the ones you haven't yet. But then that means the freezer becomes the best gun, since now you can strafe around the group, blast it with freeze ray, and the Commanders you don't reach will blast the ones you do into smithereens. So it's a lot of Commanders but also not enemy spam as long as you're provided with an easy option out. The expander straight up erases drones, too, and the RPG is better for (actually) long distance kills and sniping than the pistol. Everyone has their own limitations on their grasp of the possibilities of the game (just yesterday I saw an experienced Duker streaming who didn't know you could break Duke Burger Jolly Meals for Atomic Healths), and whilst traditional patterns exist and should be considered the only way forward anyway is to embrace and explore all the rest. Codes exist so that we can play with them all we like.
I actually really want to hear about the references in there that people will or won't get. Everything around the 3DR Denmark studios is interactive from the whiteboard (gotta use the marker - repeatedly) to the computers (hence using Mapster to literally build your path forward, since Duke is that badass he'll hack the meta) but there are also tons of references to movies, or cute little detail here and there, or the sequence where Duke rolls up and smokes a spliff before heading back to the four Battlelords 'high'. So as the author I'm in the dark when it comes to what people do recognize or don't - I'm not even sure which set pieces Merlijn liked, for instance, but obviously I'm curious.
Now there's one map bug I've noticed in a video where some enemy projectiles can traverse glass one way through certain angles, but your own projectiles can't, I didn't realize that was possible there until I saw it. It's probably a simple, dumb blocked maskwall thing, so I might drop an update fixing that a bit later, because this kind of unfair situation I can't have (the map in its current state still is very playable, though; those angles are exceptional and unlikely, and that's probably all I'll be fixing on this one).
The sum of the speed maps, I think at the end of the day I'll end up regrouping an episode called Dada Nukem. Now, working on this really has fueled me to finalize Blast Radius as soon as possible this month. But now I get to say that if I'm too slow at working on my episode, it's only because I'm basically working on a second episode (even myself I just realized that).
Thank you for playing!
This post has been edited by ck3D: 02 January 2023 - 04:07 AM
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