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(RELEASE) WGCity2.map  "Got part2 after 15 years waiting."

#1

Second part of the WG city series, after 15 years of waiting. :P Requires eduke32.
Uses TROR and extended build limits.
Works in Classic and polymost, but recommended in polymost.
Took me around 2-3 weeks to build.

STORY:

There is a new cult of Alien worshipers who have congregated around an alien spacecraft.
Your mission is to destroy the spacecraft and all alien lifeforms surrounding the area.

Difficulty settings : yes

Attached File(s)


14

User is offline   Dynamo128 

#2

Congrats on another high quality map release!
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User is offline   stillTodd 

#3

Hey WG! Dammit I took what I thought was going to be a short break from Blast Radius to play this, and it turned into an evening. Thank you again!

I really liked the way the map was re-traversed. Very fun map (and challenging) using DukePlus, for anyone interested. Plenty of Battlelords dropping cannons and the Imperium cannon is also present here, if you're using the latest DP release.

(edit: lots of vertical movement, jumping and sniping possibilities are involved)

This post has been edited by Vagan: 02 March 2023 - 06:18 PM

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#4

Hey Vagan, thanks for your comments! Glad you enjoyed yourself! I should try the map on DP too. :)
1

User is offline   jkas789 

#5

Congratulations on the release William! It's always treat to see you posting something new.
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#6

Thanks jkas789 and Dynamo128. :)

Here is my score for DIG + all secrets and enemies killed. Just in case anyone wants to challenge the level designer. :D

Attached thumbnail(s)

  • Attached Image: wgpartime.jpg

2

User is offline   NNC 

#7

I loved the first one, so I'm in, especially BR got me back to regular duking.
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User is offline   Merlijn 

#8

Congrats with the release William! I just finished the map and it really feels like the direct sequel to WGcity, even though it's made many years later.

IMO it's a worthy sequel, it has that same unique blend of urban and nature theme and the focus on verticality is really great.
I especially loved the building with the 5 floors, that's excellent use of the TROR feature. And it was fun to play.
Action has a good sense of escalation throughout, some really well placed battlelords that could throw their mortars accross the map.

Other highlights include the church on top of the hill (being taken over by the alien worshippers.. well at least they didn't steal Duke's bike this time!) and the layout of the city itself.
Overall.. it's a WG map and a sequel to WGcity, there's no reason not to play it. :P
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#9

Thanks Merlijn, the building with the 5 floors is my fave part, specially the top with the fights and jump, tbh that part is inspired by the 2 buildings in warzone. :D
1

User is online   ck3D 

#10

MSDN review by Mikko is up: https://msdn.duke4.net/hotwgcity2.php
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User is online   Aleks 

#11

Congrats on the release, Will! Finally got to play it and it was well worth the time!

Actually, I started by re-playing the original WG City (which seems to be turning 18 this year) after no idea how long and I agree with Merlijn, despite all the time, this one felt a lot like a direct sequel, both maps have similar overall feeling to them (although the atmosphere is completely different as one takes place at a sunny day and the other and stormy night). This one seemed more "direct" though, both maps are quite open, but at the same time relatively easy to find the way around and in this one, I pretty much always seemed to go to the proper location required for progress. The combat builds up nicely, the city is not too densely populated at the beginning, but stuff unfolds as you move forward (also at one point around the beginning I've got the weirdest bug, the monster counter started to randomly decrease at a steady rate until almost reaching the amount of killed monsters, then stopping - from about 80 to like 55 in total. Never happened to me before and no idea what could have triggered this behaviour).

The hotel was impressive (although a bit too cramped), working way through it floor by floor/room by room felt very satisfying and I liked how much destruction you could make there. My favourite part was the church though, especially how nicely the alien ship was composed into the underground, felt very "3D". There's been some memorable fights, was never too close to dying really, but some stuff caught me by surprise, like the octabrain waves coming from 3 different directions at the top of the hotel or some of the commanders cross-firing from two perpendicular directions. Also, whole platforming here seemed very natural, easy to follow and fun to perform, nice job!

The layout of the city also deserves some praise, it's quite incredible you made this map in 2-3 weeks, as it looks very "planned". Loved the bridges and construction/destruction contrast!
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#12

Thanks Aleks!

When I started this map in my mind I wanted a hotel you had to ascend, then jump to another building like in the old warzone map but bigger using TROR I also wanted a church and a library, being the 3 main locations.
I also wanted to make a map in the exact spirit as WGCity but also completely different, seems odd but sounds like it worked out.
The Alien ship and EDF building was added while mapping, the ship was added because I needed something to use for jumping up to the church. :D And later on the idea for going under the ship and also blowing it up seemed logical and interesting.

WGCity had platforming, open areas, easy to access weapons nature mixed into the theme, loads of explosions and sprite bridges, different heights and so on, I wanted something similar but with different locations, the church for instance is just a replacement for the stripclub in WGCity. :D And I guess the Hotel replaces the sewer system.
I even added the exact same amount of secrets places. :P

This is the church I used for inspiration for the map.
Attached Image: 2458175383_e6d9e5e152_b.jpg

The church became very hard to work on because I didn't plan the TROR in it very well, so I wasn't really able to make things as cool as I had wanted, but you still liked it so I guess it turned out alright. :D
The library was pretty basic, and really was just a place to go before the end. :D

Also over the last few years I have attempted a number of times to make / start a WGCity2 but all of those attempts failed and came to nothing or looked like complete crap, or had terrible usage of TROR.
It was the mod of the month thread and Blast Radius that motivated and inspired me to make it this time.
2

User is online   Aleks 

#13

View PostWilliam Gee, on 22 March 2023 - 09:07 PM, said:

When I started this map in my mind I wanted a hotel you had to ascend, then jump to another building like in the old warzone map but bigger using TROR I also wanted a church and a library, being the 3 main locations.
I also wanted to make a map in the exact spirit as WGCity but also completely different, seems odd but sounds like it worked out.

Quote

WGCity had platforming, open areas, easy to access weapons nature mixed into the theme, loads of explosions and sprite bridges, different heights and so on, I wanted something similar but with different locations, the church for instance is just a replacement for the stripclub in WGCity. :D And I guess the Hotel replaces the sewer system.

Yeah exactly, both maps have this open, but not confusing layout with lots of proper height variation and platforming. Combat also seems similar, "building" in a very progressive way.

Quote

I even added the exact same amount of secrets places. :P

Hah, I've noticed that, was wondering if it's on purpose or just a coincidence, interesting detail! Also the location of shrinker at the beginning of both maps kinda resounded with me, being quite easily found underwater close to the starting location.

Quote

This is the church I used for inspiration for the map.
The church became very hard to work on because I didn't plan the TROR in it very well, so I wasn't really able to make things as cool as I had wanted, but you still liked it so I guess it turned out alright. :D
The library was pretty basic, and really was just a place to go before the end. :D

Ah didn't know it was so closely inspired by a real building, the recreation was pretty spot on, even down to the fancy fences (gotta admit I preferred your white variants). These kind of churches seem to lend them nicely to the Build aesthetics, I've recreated a similar one in my current map a while ago (also based on photos) :P
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#14

Looks like I tried to make a WGCity2 back in 2008
https://forums.3drea...ead.php?t=30502
Pity we cant view the screenshots. :D
1

User is offline   quakis 

#15

Played on CGS, really enjoyed the condensed nature of this one, just large enough for the action and still feels sprawling. Quite surprised how much was still packed in there, especially the church and its underground section. Had to get a little creative in spots too. This reminds me that I'll also need to revisit the first WGCity, it's been too long since I last played it so don't remember too much, maybe even way back when it was first released?

Here's a little over 50mins of gameplay from my first run;


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#16

Thanks for the video Quakis, I enjoyed watching you work through the level. :) (y)
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