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[RELEASE] Hotel Atlantis (new Blast Radius map)  "Dubai, but in space"

User is online   ck3D 

#1

Hi, I just updated Blast Radius with a brand new fifteenth/second secret map I built throughout the past few weeks; I was considering releasing it as a user map too but so far have been too lazy to isolate the code, sounds, etc. so you'll need the mod installed but can play the level as standalone/off pistol start by inputting the cheat code DNSCOTTY115 or even just selecting BRL15.map from the USER MAP game menu.

It is set in & on a post-apocalyptic version of Dubai. The level introduces a new enemy type: the Renegade RPV and its many variants (I might keep adjusting its code, please let me know how frequently it may clip into slopes still).

I've been testing it a lot, but it's been just me, and so while nothing important should be broken at all and the progression is simple/clear I'm all ears re: roughness around the edges.

Gameplay is relatively fast-paced and depending on approach the level may take less than two minutes or over two hours to complete.

More level & enemy info: https://www.moddb.co...cret-level-more

Download: https://www.moddb.co...3d-blast-radius

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This post has been edited by ck3D: 02 June 2023 - 10:58 PM

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User is offline   Dr.Panico 

#2

Excellent map! Took me 79 minutes. Very challenging on the combat department. There have been multiple times I had to run around the map for more ammo, because the enemy waves kept coming (though nowhere near as hard as Zarathustra. But, then again, nothing is...); thankfully the level layout is very open, so navigation is pretty smooth. I only got screwed in one of the boss battles on the Jumeirah building where I wasted almost all of my explosives; but that's because of how the Build engine handles slopes.

I especially loved the look of the map. The colorful buildings, combined with the space rips and the music, created a uniquely surreal atmosphere. Some seriously impressive terrain shifting as well.
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User is online   ck3D 

#3

View PostDr.Panico, on 03 June 2023 - 11:51 AM, said:

Excellent map! Took me 79 minutes. Very challenging on the combat department. There have been multiple times I had to run around the map for more ammo, because the enemy waves kept coming (though nowhere near as hard as Zarathustra. But, then again, nothing is...); thankfully the level layout is very open, so navigation is pretty smooth. I only got screwed in one of the boss battles on the Jumeirah building where I wasted almost all of my explosives; but that's because of how the Build engine handles slopes.

I especially loved the look of the map. The colorful buildings, combined with the space rips and the music, created a uniquely surreal atmosphere. Some seriously impressive terrain shifting as well.


Thanks for playing and commenting, glad your experience was fun. Yeah the map does this gimmicky thing with the weapon distribution that is compartmentalized, each set of houses at the end of the first four streets conceal a different gun (the placement of which isn't marked by security cams but constantly suggested in plain sight with abundance or rarity of the corresponding ammo), first pair of streets has the chaingun and shotgun respectively, then the second the RPG and Devastator. And then if one's missed anything then there are opportunities to fetch the explosive and chemical weapons (RPG, Devastator, Freezer, Shrinker, Expander) earlier and/or later depending on whether one runs into the secret places, or just end up at a certain stage of the level eventually.

I think a lot of what I like about Duke 3D has to do with the stimulation of the reflexes and reaction time with all the constant weapon switching, now maps that take the risk of having the player run even out of pistol ammo are rare but here I think I managed to teach the player the use of the most underrated weapons a little better by introducing the possibility of last resort strats and scenarii. There always is something to fall back on nearby and in case the last fight was particularly intense that it cleared up an entire area also of items then the player should have realized by then that all the houses they had to traverse at the start were deep ammo caches. In this map by design the player will naturally want to progress ahead but keep getting pushed back until no one is left resisting anymore, in that sense it's a bit similar to the San Francisco and maybe Norilsk level(s) in Blast Radius but a bit clearer since introducing the new enemies and scale to the player wasn't the goal anymore, could afford a smoother traversal that would feel like a giant playground with the only in-your-face novelty elements being literally the Renegade RPV's.

Zarathustra was meant to represent literal pain, when Hotel Atlantis is more akin to suspended limbo, but I can see why you would compare the two since they have a colorful and atypical design style in common (and personally Hotel Atlantis I just realized also reminds me quite a bit of Koodbool). This level clearly isn't to be a literal battle against yourself, it's a more traditional hit-and-run type of cruise which should feel nice and swift, with the twist that you have to watch your resources quite a bit. It's not Metroidvania-esque but maybe quite.

I think I know which boss you mean, the big blue Battlelord (Permafrost) that spawns after you reach one of the Devastators and the road blows up right? Yeah that one can be tricky, usually you can tell whether or not your shots connect, just it's a bit difficult from such distances. Usually the freezer shots will bounce back in a diagonal column, or you'll see whether or not hitscan and explosives register because of the gibs. I considered moving that one but realized it wasn't so bad to encourage the player closer and also it looks pretty trippy like that regularly walking back up and/or hopping down the slope. There were two stayput Sunburnt Battlelords that I did delete, originally the red lamps on top of the Burj Al Arab had one each which would respawn upon activating the blue lock. Except they were dead easy to forget about and miss sniping from distance, which meant they would be waiting for you from both directions once finally on top of the last elevator puzzle. I think that actually was my original intent when putting them in except then it happened to me and I got so frustrated I instantly turned them into Renegade Recons.

Glad you liked the music too, I don't think I had any other possible choice.

This post has been edited by ck3D: 03 June 2023 - 03:14 PM

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User is online   ck3D 

#4

Some more shots from one last test session, I just updated the map with last minute microscopic stuff (not worth updating from 1.0.0 but good on you if you do). Added some blocking seaweed sprites to one otherwise flat piece of terrain, added two extra secret jetpacks (as part of an existing secret so no new stats, just extra convenience) and realigned literally two textures a little. Also refined some of the wall shading.

Last screenshot is a bit of a spoiler and so I added a Battlelord in an elevator to signal it's about to go down.

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This post has been edited by ck3D: 04 June 2023 - 02:15 PM

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User is offline   gibfrag 

  • Honored Donor

#5

I mentioned in on WG's thread, but it's cool 2 hotel-themed maps come out around the same time! Will be checking this out soon. I am familiar with Dubai through the Hitman series of games, so it should be interesting to see this sort of location in Duke 3D!

This post has been edited by DNSKILL5: 06 June 2023 - 02:10 PM

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User is online   ck3D 

#6

View PostDNSKILL5, on 06 June 2023 - 02:07 PM, said:

I mentioned in on WG's thread, but it's cool 2 hotel-themed maps come out around the same time! Will be checking this out soon. I am familiar with Dubai through the Hitman series of games, so it should be interesting to see this sort of location in Duke 3D!


Honestly besides the name this one isn't really hotel-themed in the sense that it's themed around the most prominent buildings on the Palm Jumeirah, but never really ventures inside or anything like that. I actually wish I could have added some indoor or underground locations, only major feature the AWOL version of the map had this one doesn't (there was more stuff but that was inherently part of the concept) was you could cross the central highway from underneath, you could enter the Palm Jumeirah Beach hotel and take an elevator ride down to a parallel highway underneath the first one, cross there and then emerge back out from where the Sheralton hotel is in Hotel Atlantis and so on the other side. Thinking turbo Freeway but at the end of the day it wouldn't have been too dissimilar to what I've already done in Turnpike and I basically replaced the 'fun' that was there with copious amounts of silly platforming and looks all around, that probably lends itself to Duke 3D style gameplay and even thematics a bit better than fancy extra legwork. Less cool design points but that distribution of the space I think functions better. Plus I could always just use the same idea somewhere else in the future, I reckon one probably could make a whole episode just in Dubai and potentially make it fantastic, city is inspiring because it's the real-life crystallization of certain extremes that lend themselves to Build engine blocky roughness and Duke 3D gritty neon vibes super well. Could easily come up with one novel concept per map just looking at photos, anyone.

Also I was going to say, no one in particular should rush to play this map as in it's probably more fun to try and find 'in regulation' as the episode's second secret map but I reckon it's definitely playable as a one-off in form, encapsulates every aspect of the episode in a nutshell quite well and so could almost function as some sort of teaser. And then I realized you probably played through most if not all of Blast Radius anyway before starting your DIG playthrough, in which case I'd say to anyone who's already beaten the episode prior to 1.1.0 unless they find the quest fun (and it might be) shouldn't feel like they have to go back or anything, really anyone can just warp there and they'll get a taste all the while only spoiling so much.

This post has been edited by ck3D: 06 June 2023 - 03:41 PM

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User is offline   stillTodd 

#7

Just some words of thanks & notes surrounding this awesome map. I had played through Blast Radius awhile back, then left the scene and came back to find Hotel Atlantis.

I have a slow system, so to get past some severe initial slowdowns, I started out by getting into god mode, flying around and taking out an initial wave of opponents, and then getting back to the starting point. From there, I un-kroz'ed and played normally. Very challenging, and I was running around multiple times as well to collect ammo/health for survival.

I really like vertically built maps, and this was really a lot of fun. It was great managing ammo to take care of distant opponents.

No crashes using the latest build of eduke32. Just some expected visual glitches here & there, nothing major. My system is super underspecified and I was amazed it handled things as well as it did :)

Thanks again, @ck3D !
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User is offline   jkas789 

#8

I'm just reading this and welp! Time to reinstall Blast Radius again. ヽ(・∀・)ノ
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User is online   ck3D 

#9

View PostVagan, on 08 September 2023 - 10:40 PM, said:

Just some words of thanks & notes surrounding this awesome map. I had played through Blast Radius awhile back, then left the scene and came back to find Hotel Atlantis.

I have a slow system, so to get past some severe initial slowdowns, I started out by getting into god mode, flying around and taking out an initial wave of opponents, and then getting back to the starting point. From there, I un-kroz'ed and played normally. Very challenging, and I was running around multiple times as well to collect ammo/health for survival.

I really like vertically built maps, and this was really a lot of fun. It was great managing ammo to take care of distant opponents.

No crashes using the latest build of eduke32. Just some expected visual glitches here & there, nothing major. My system is super underspecified and I was amazed it handled things as well as it did :)

Thanks again, @ck3D !


My pleasure and thank you for the feedback, it's especially appreciated and useful since I didn't get a lot on this map in particular. Just recently TheLegendOfDevon streamed a blind playthrough (well I was assisting in chat) and just then I realized it was my first time seeing someone else than me just run it. Map indeed seems prone to the occasional weird glitches similarly to what e.g. the Norilsk map can do, I used to blame them all on Polymost (which indeed can straight up crash) but there seems to be another factor after seeing people play in classic and yet get inconsistent results compared to what I get (basically regardless of the renderer they get glitches in places I don't, so that's a bit hard to fix but a lesson learned on open map size).

I'm happy to hear you enjoyed the map too, in a way it's a bit of an encapsulation of the whole rest of the episode on its own. Verticality is a must to me, it's just to tempting not to utilize the (pseudo) 3D space unless one deliberately chooses not to for confined, claustrophobic impressions or conditions. I still stand by my idea that most of the fun in Duke 3D as a game really is due to some intrinsic strengths of, and curiousities about the engine, if it's fun to roam around in the editor it's most likely going to be fun to play unless gameplay gets in the way with anti design later (whether deliberately or not).

Shout out to ancient PC's, mine still is from 2009 and going surprisingly strong after several years roughly stored under a bed and my ex covering it up with a blanket one night frying half the pixels on the screen (but then most of them came back over the years and it's a miracle). Takes some special dedication.


View Postjkas789, on 09 September 2023 - 12:18 AM, said:

I'm just reading this and welp! Time to reinstall Blast Radius again. ヽ(・∀・)ノ


Cool, I hope you enjoy it, latest versions of the file also have six new levels under the form of the demo for Zero Zone, it's Blast Radius action pushed even further but in more controllable environments, I hope you like those too if you try them. Cheers.
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