[RELEASE] Duke Nukem 3D: Blast Radius full 14-map episode ""A one-way trip!""
#241 Posted 26 May 2023 - 11:21 PM
There's quite a lot to be said about Duke Du Quatrain and the Anarchy City series/remixing, for now I'll just drop the Google maps coordinates of the real-life starting area: https://goo.gl/maps/w1RUEuy7iDMyWfpW8 the last decade has been seeing complete demolition/reconstruction of the apartment buildings on the immediate left after they were revealed to be full of asbestos, and I recreated the old architecture there instead so those are a bit different, but otherwise the whole of the level should be recognizable and accessible with each location matching their coordinates/placement in the Duke map, so one can easily retrace the path 'on foot' in Google Maps. The only exception being the final island which also corresponds to its loose coordinates on the real map of the city but realistically should be at a greater walking distance (it's in an entire different neighborhood), so 'walking' there in Google Maps from the starting position you might get lost and never find it despite going in the right direction, so even if one manages to, it might take them a while (edit: https://goo.gl/maps/DQrSAXkCpXa679jf6). The bus stop and bus line names in that map also are real-life correct, by the way.
This post has been edited by ck3D: 26 May 2023 - 11:31 PM
#242 Posted 27 May 2023 - 03:10 AM
And wow it's a trip to 'walk' through the real life places. I can clearly recognize the areas, you did a splendid job of translating them to mapster. Also looks like a nice town to live in btw
The final area is also interesting, compared to its real life counterpart the AC3 version felt pretty small and cramped. While the BR version does the opposite and makes it bigger to fit the epic scale of the episode. It's notable how accurate to real life that final square is, pretty crazy!
This post has been edited by Merlijn: 27 May 2023 - 03:10 AM
#243 Posted 27 May 2023 - 05:16 AM
And thanks, yeah, it's a nice town but also culturally sterile and so the purple lava in the level kind of functions as a metaphor, haha. There's something about it that is simultaneously blessed and cursed. The first neighborhood with those rental condos that correspond to the first four islands are where I grew up as a teenager and then the last plaza is a location I've been frequenting for 25 years and so from my teenage years on and well into adulthood. So in a so-called meta way, it represents self-affirmation with all the clues one has to find (and switches/boxes they have to tick) on that path of personal development and growth. And in real life too, it's got a lot of cops.
This post has been edited by ck3D: 27 May 2023 - 05:29 AM
#244 Posted 27 May 2023 - 11:11 AM
ck3D, on 27 May 2023 - 05:16 AM, said:
I have to admit that the secret level's architecture reminds me a lot of GTA San Andreas, which I thought had something to do with this being a bit similar to your old Anarchy City maps, which I probably played around the same time as GTA:SA. But now looking at the real-life stuff it seems the connection is stronger and it's not just the coincidence of time, but the architecture and general vibe are really similiar, in particular to the early neighbourhoods of Los Santos!
#245 Posted 02 June 2023 - 10:38 PM
Full article: https://www.moddb.co...cret-level-more
Download: https://www.moddb.co...3d-blast-radius
This post has been edited by ck3D: 02 June 2023 - 10:57 PM
#246 Posted 03 June 2023 - 02:18 AM
#247 Posted 03 June 2023 - 04:23 AM
William Gee, on 03 June 2023 - 02:18 AM, said:
Thanks for sharing, yeah I saw that article just a few days back, author is on the Duke4.net Discord and so I've thanked them on there. Their words about BR were very touching but so was the fact that they did their research and actively asked the community for pointers about everyone's favorite mods, as a result you get an organic article that isn't just a typical clickbait list. Was just as hyped seeing every other mod mentioned on there really, congrats on all the compliments your own mods/level packs got and I was especially happy seeing Duke Hard up too, that was one of the most memorable community projects and a good time capsule of the past generations' activity. You probably could do WG Duke Hard all by yourself which would be the entire tower with all the floors in just one map with your knack for TROR!
#248 Posted 06 June 2023 - 07:15 AM
Spoiler-heavy, maybe more technical-oriented than some of the previous ones and so hopefully not as abstract. I'll need all the abstraction I can when the time comes to recount Zarathustra and then Closure...
I've also conducted some minor updates, mod is now at its version 1.1.3 (last revisions fix a forgotten secret place in Postmortem + chances of crash in two maps, also the bowling alley in Nakano is now 'functional' in the most fitting way possible for Duke's skill). Probably won't touch it for a while now, so please feel at ease grabbing that one.
This post has been edited by ck3D: 06 June 2023 - 07:18 AM
#249 Posted 27 June 2023 - 03:09 AM
#250 Posted 20 July 2023 - 06:21 AM
Version 2.0.6 download link (only fixes tiny nitpicks in comparison to 2.0.5; does not retouch Zero Zone): https://www.moddb.co...3d-blast-radius
This post has been edited by ck3D: 20 July 2023 - 06:22 AM
#251 Posted 27 July 2023 - 07:35 PM
https://www.moddb.co...evel-12brl12map
Separate link for the walkthrough because it was too long:
https://www.moddb.co...map-walkthrough
This is funny but honestly ModDB was bugging out; the actual character count is barely over half that. A lot to say about this map, a lot of the lore of the episode suddenly starts unfolding there, articles also mention all the OG platformers references and tie-ins. I don't think I'll ever top this level, nor that I'll ever want to try.
Spoilers galore obviously, it's the end game now.
(Also updated to v. 2.0.7)
This post has been edited by ck3D: 27 July 2023 - 07:58 PM
#252 Posted 29 July 2023 - 07:30 AM
Quote
The currently registered times are:
You also get to see the time of my most recent playthrough where I needed to go around the level and take screenshots of most everything to illustrate the walkthrough, but it's not my real record.
Obviously posting the run in this thread or wherever I'll get to see it is fine, doesn't have to be on the ModDB page.
#253 Posted 04 August 2023 - 06:46 PM
Also updated to 2.0.8 which fixes some stuff around zzl4.map (that's in Zero Zone) and removed what I realized a bit late were killer viewscreens in brl13.map (because of the relative teleport bug, but at least that taught me how to control it) so now for a first-timer the level may be a bit harder without the corresponding clues, but in fact closer to the intended difficulty really.
This post has been edited by ck3D: 04 August 2023 - 06:48 PM
#255 Posted 11 August 2023 - 07:37 AM
This post has been edited by ck3D: 11 August 2023 - 07:40 AM
#256 Posted 12 August 2023 - 10:02 AM
ck3D, on 29 July 2023 - 07:30 AM, said:
I'm waiting for their authorization to share their video as it currently is unlisted, but Build speedrunner and YouTube user King Mamba just submitted a deathless Come Get Some run of Zarathustra in 6:29 (I'm pretty floored).
#258 Posted 12 August 2023 - 11:25 AM
Just received the authorization to share, so here's King Mamba's run of Zarathustra:
#259 Posted 15 August 2023 - 12:53 PM
Bonus excerpt from the next Level Lore article while I'm at it:
2022 vs. 2004
This post has been edited by ck3D: 15 August 2023 - 12:56 PM
#260 Posted 17 August 2023 - 02:25 PM
The old Anarchy City maps get dissected and the idea of Build engine reiteration scrutinized, might be interesting for the comparison screenshots, aspiring mappers or some of the old timers.
https://www.moddb.co...ecret-1brl14map
Also updated to 2.0.9 just to recolor one wall texture in Norilsk, and also incorporate King Mamba's Zarathustra times.
Latest version can be fetched here: https://www.moddb.co...3d-blast-radius
This post has been edited by ck3D: 17 August 2023 - 02:28 PM
#261 Posted 18 August 2023 - 07:49 AM
Some really neat fights in there, also was glad to see Duke play with certain features of the map like I was hoping some players would, the Brooklyn banks clearly are where to retreat if/when overwhelmed during the docks fight and the layout of the police station I was glad to see utilized like that (playing with all the openings to get the tanks), and the secret yellow key/Metrocard remains a secret once more. Was reassuring seeing the player not get too lost even when lost a little for the second red key, every place just kept looping back to somewhere else until they found it. Also none of the sector-over-sector clipping issues some bits this map can be plagued with (at least in certain EDukes) when the player is really fast despite Steroids-fueled movement, or maybe it was left out of the edit every time it did happen.
#262 Posted 18 August 2023 - 12:34 PM
#263 Posted 18 August 2023 - 01:42 PM
The Level Lore article for the map lists most of the references: https://www.moddb.co...-level-3brl3map
Just to name a few off the top of my head:
- the MTA is the NYC subway system (I achieved the logo by mirroring the ATM sprite), and (yellow) Metrocards are the local passes;
- the Statue of Liberty (granted it's a bit crude) from distance, can see it from the docks, the big overpass is a reinterpretation of the Brooklyn Bridge;
- the NYPD cars and NYC yellow taxis complete with the pissed off Assault Taxi Drivers (yellow mortar stayput Troopers, canonically Scorsese fans);
- all the various signs, e.g. in the metro system correspond to real lines and stations except for 53rd and 3rd which is a Ramones song;
- after you've found the secret yellow key/Metrocard, the TMNT spawn in the sewers (really four green Copium Battlelords with the theme song blasting out of the boombox you saw), underneath the pizzeria;
- the Ramones secret (you almost found it) inside the CBGB, which is a reference to their classic recording at Arturo Vega's loft;
- the CBGB itself, classic underground punk bar that played a significant role in the history of 80's music;
- the Badass store with all the enemies waiting in line, the installations inside and the 'exclusive' red keycards is a mock-up of Supreme, eventually in the back stock you find a tunnel to an online reseller just next door;
- the small park with the fountain is a baby Washington Square Park, and the Brooklyn Banks (brick pit) are a real place, can be seen in the movie Kids;
- The Warriors movie reference on the docks, also the view on the East River from a boardwalk onto a cityscape is quite a typical NYC experience;
- the Mario brothers' apartment from the 1993 movie featuring the van parked in front of the garage, the Thwomp Stomper protective boots in the garage and of course the rest of the red/green, 1P/2P, and occasionally NES-inspired aesthetics;
- the MIDI originally is a Beastie Boys track.
Fun fact: the police station and the CBGB has a few secrets most players I've seen so far seem to fail to find (not that they're that cool at all). The public phone in the police station also is the only one in the episode that instead of beeping will call Burger World from Beavis & Butthead.
Otherwise I also get your position as the map may be the city map in the episode that mostly reinterprets the place the most, and 'precisely' recreates real settings the least. A lot of elements here and there are modeled after, or inspired by real NYC features but the streets themselves and layouts are my own take. Otherwise most of the other cities are more faithful to the source.
Forgot to say, but I also thought the MIDI for this map in particular sounds particularly good with your new set-up.
This post has been edited by ck3D: 18 August 2023 - 02:22 PM
#264 Posted 18 August 2023 - 09:23 PM
#265 Posted 19 August 2023 - 09:26 AM
Nah to me the mix sounds just fine in your videos. Some people aren't too into the track picks themselves because they're atypical and/or at times a bit strong but each MIDI has a rather deep connection to its map, to me they're part of the experience on equal terms with the visuals and I know I enjoy them loud.
But then again I also see many people dislike how loud the explosions can get in Duke 3D and that I also don't get because I play Duke 3D for the explosions.
Oh yeah, you also probably missed out on a couple of NYC references due to having Duke Talk off, otherwise he explicitly mentions the city at least once.
This post has been edited by ck3D: 19 August 2023 - 09:34 AM
#266 Posted 22 August 2023 - 08:58 AM
Now onto looking into how come the central pillar already was down by the time they reached the ruins (it's supposed to be tall when you arrive and then you lower it by going through the alien switch sequence, although they are alternative ways to trigger the collapse of the last cliff early). In this case it's cool as it saved the player some time, but I had never seen that before, wonder what broke (didn't look like a video editing mistake), going to investigate.
Also already updated yesterday to add one extra explodable wall trigger to level 10/Postmortem in order to facilitate progression just a little (in fact it always should have been there, something must have gone wrong during an update of the map at some point, trigger wasn't necessary but greatly helps traversal and so is back in).
EDIT - problem is fixed and its cause was I'm an idiot who sometimes sets touchplates at wrong heights despite twenty plus years of mapping. Bug had been in since 2.0.1. Can fetch an update (2.0.11) here: https://www.moddb.co...3d-blast-radius thank you Radar for helping me spot this.
EDIT - no pun intended.
Friend watched bits with me and said the vibe reminded me of Shadowman, I was so stoked.
This post has been edited by ck3D: 22 August 2023 - 11:08 AM
#267 Posted 25 August 2023 - 08:18 AM
Interesting way around the plane, I typically tend to go the other way, cockpit side first and then through the back of the plane once I've grabbed the key but that also directly pits you against all the Pig Cop tanks. Cool Scorpion Tank dance moves too, always love seeing players who are now used to handling them, around release time to most people that enemy in general was pure mayhem.
Updated last night to fix some broken sprites in brl10.map (barely noticeable), might update again tonight just to correct one misaligned texture I just found.
#268 Posted 26 August 2023 - 11:23 AM
ck3D, on 22 August 2023 - 08:58 AM, said:
That's funny. I thought the button hunt was intentional misdirection and probably gave the user an atom or something, but the real exit path was right under the player's nose the whole time. When I caught wind of this, I reverted to a previous save and dashed straight for the exit. Glad I helped expose something that could frustrate players if left as-is.
#269 Posted 26 August 2023 - 01:45 PM
Radar, on 26 August 2023 - 11:23 AM, said:
There indeed is some deliberate fishy business around the ending, with three possible 'secret' ways to collapse the cliffs that skip the whole of the switch hunt. With just a few jumps, one can reach a 'secret place' that towers over the ruins from the highest one of the structures (the one that has an Ice Cold Battlelord on an elevator platform inside); approaching the end of the tallest cliff will spawn in more minibosses but also reveal the ending early. The player can also collapse the cliffs by simply attempting to clear them with the jetpack or via some crazy jump, as they are set up to do so in case Duke somehow enters the sector when they're still up. And the jetpack also can be used to reach the top of the pillar before it's come down in order to trigger the ending 'normally', just earlier than if Duke would have used the switches. So in a way, the button hunt is misdirection to a degree, but the pillar always being down ruined that too in a twist of irony. Usually, when an exploit is possible that facilitates an otherwise difficult task I'll consciously leave it in (re: fitting through the hole in order to enter the avionics in the plane map), but that bug singlehandedly nullified everything about the entire area.
Speaking of the plane map, just earlier today I was going to fix a few misaligned textures I had spotted from your latest video but couldn't find in my version in classic mode. Is your playthrough using Polymost by chance, that could explain it by qualifying as one more of those minor discrepancies, or it's also very possible I've already fixed those problems in an update and just forgot. If you're using Polymost then I'm pleasantly surprised by how few issues so far you've been getting. Thanks again for sharing your traversal, very helpful for sure.
#270 Posted 26 August 2023 - 03:36 PM
This post has been edited by Radar: 26 August 2023 - 03:57 PM