[RELEASE] Duke Nukem Zero Zone 6-level demo "The expansion expands"
#1 Posted 04 July 2023 - 07:49 PM
Download here: https://www.moddb.co...3d-blast-radius install with the latest EDuke and select episode 2.
It's got smaller, more streamlined levels and 20+ new enemies (builds off the Blast Radius roster). Ideally I'd want about 30 maps except I'm running out of time to keep actively working on this this actively these days and so instead of sitting on everything I'll just release everything throughout different drops as they happen until the picture is complete.
You can play Zero Zone even if you've never completed or played Blast Radius, but if not used to the Blast Radius enemy variants and general fast pace, you may find some of the combat exceptionally difficult.
The story so far: after all the progressive deconstruction and then seemingly final events of Blast Radius (potential spoiler alert), Duke Nukem has not just realized, but accepted his merely symbolic status as a video game character which in return grants him the power to warp spacetime within his dedicated universe at will, so long as he exists. By design, he naturally uses this newly understood power to reach into forgotten dimensions as he can now imagine and thus materialize them, like a first-person lucid dreamer, and only fulfills fate via his constant pursuit of more asses to kick.
SP, DM, Coop, difficulty settings, it's all in. Also, only Slayer MIDIs.
More info later (maybe), enjoy!
This post has been edited by ck3D: 04 July 2023 - 08:08 PM
#2 Posted 04 July 2023 - 08:10 PM
#3 Posted 05 July 2023 - 01:38 AM
#4 Posted 05 July 2023 - 01:59 AM
This post has been edited by ck3D: 05 July 2023 - 05:39 AM
#5 Posted 05 July 2023 - 09:34 AM
zzl1.map / Crimson Cataclysm (the level literally is two C's):
zzl2.map / Celsius 137 (firestation level inspired in tone by Fahrenheit and Going Postal):
zzl3.map / Shrapnel Snorkel (100% underwater map unless you can find the secret):
zzl4.map / Clogged Bog (sewer level, sector over sector oriented):
zzl5.map / Vicious Venom (alien level, bullet hell moments, introduces new items):
zzl6.map / Octastrophe (introduces the Ghostabrains after Duke eradicated the Octadeity in Blast Radius, they shoot flashbacks):
I just realized the Ghostabrains caused the other Octas to bug out when frozen in Blast Radius, I'm going to be looking into that but the bug doesn't interfere with anything in Zero Zone, so the six maps are fully playable. The flashbacks will start causing lag if you let them stack up but their entire point is you probably should not. I just traversed all the levels again as a quality check and spotted a few funny cosmetic oddities I'll address but apart from those microscopic concerns, all should be good.
This post has been edited by ck3D: 05 July 2023 - 09:46 AM
#6 Posted 05 July 2023 - 11:32 AM
Here's a quick recap of the new enemies and features (serves as a rough draft for a ModDB post too):
___
// MONSTERS
- TROOPERS
Assault Firefighter (pal 10): Assault Captain health but does not teleport, drops armor, shoots fajins (a.k.a. 'balls of awesome');
Assault Asshole (pal 15): Assault General health, drops armor, shoots rockets.
Assault Electrician (pal 17): Octabrain strength, drops Monster, shoots electric zaps.
Assault Assault Assaulter (pal 19): Assault Assaulter with Octabrain strength, drops Redbull.
- DRONES
P.T.S.D. (Portative Turret Sentry Drone): pal 17 shoots RPG, pal 19 shoots mortars.
- PIGCOPS
Firefighter Pigcop / Lobster Tank / Firefighter Recon: pal 10, shoot fajin and gamma ray blast based attacks.
Pigachu / Pigachu Tank / Pigachu Recon: pal 17, shoot electric zaps, can live underwater.
Bog Hog / Bog Hog Tank / Bog Hog Recon: pal 14, shoot slimers, are consumed by a slimer when killed.
S.W.A.T. Pigcop / S.W.A.T. Tank / S.W.A.T. Recon: pal 13, Commander Health, have access to most strongest attacks in the game depending on situation, essentially small pig minibosses.
- OCTABRAINS
Ghostabrain (+ Flashbacks): pal 20, they are the species' lost souls after Duke crushed their deity and request payback from the trauma. Shoot Flashbacks: giant spinning Duke heads that will chase and haunt him, being too close to the reach of one will drain Duke's health and direct collision will hurt both, but they can just be shot. They will fire any weapon back however, and spawn the Octabrain's signature, traditional psychic projectile when defeated so be wise. The source Octabrain needs to be prioritized or Duke might quickly find himself overwhelmed.
Octadeity (soul): big brain that's gotta be defeated like a big brain.
- ALIENS
Newerbeast: blue, shoots electric zaps.
Newest Queen: dark blue, full-sized, shoots electric zaps.
___
// ITEMS
Monster: green atom (pal 17), swaps 19 health for a shrinker ammo refill.
Redbull: red atom (pal 21), swaps 19 health for a microwave expander ammo refill.
Atomic Rush: brown atom (pal 15), restores full (100) health + gives instant steroids boost.
Diet Pepsi: light grey atom (pal 20), substracts 49 of health + is a Wesley Willis reference.
This post has been edited by ck3D: 05 July 2023 - 11:36 AM
#7 Posted 05 July 2023 - 01:51 PM
This post has been edited by ck3D: 05 July 2023 - 02:03 PM
#8 Posted 06 July 2023 - 02:28 AM
#9 Posted 06 July 2023 - 05:06 AM
Thanks for bringing up the lag issue, that's important and maybe a Polymost thing, from what I always saw the base Scorpion Tanks always ran smoothly in the first episode regardless of user settings but there's one specific variation Zero Zone introduces that I know has a bug: for now the Lobster Tank (red tank from the fire station level) shoots both rockets and fajins instead of just fajins like it should, I probably broke something late in dev when writing the S.W.A.T. pigs. Doesn't affect gameplay, just looks ridiculously over the top (projectile itself remains an absolute beam of death whether or not it features rockets), I was planning on
Other enemy bugs I'll fix when I get the chance are the Renegade Recons' sometimes poor detection of slopes, and there also is the fact the Ghostabrain/Flashback mechanic practically doesn't have any good cap and so will cause lag if left unchecked, but I actually kind of like that for now, they'll directly involve the player by haunting their memory.
This post has been edited by ck3D: 06 July 2023 - 05:30 AM
#10 Posted 06 July 2023 - 01:35 PM
Pretty sweet follow-up to Blast Radius. The levels are much shorter here (with the longest one taking 37 minutes for me), which was surprising but not really in a bad way. I've noticed that BR's length can be a bit overwhelming to some people (atleast judging by some YTbers who only played the first few levels and then stopped), which is sad there's a lot of jaw-dropping, breath-taking stuff there.
In here, the levels don't quite have the WOW factor the first episode has; but they're still really impressive levels with its fair share of surprises.
I guess my personal favourite level would be Vicious Venom with its ingenious design and gameplay, not to mention the last battle .
I had some issues on the second level, with the poles and stuff blocking my shots (though to be fair, they block enemy fire too); but I still liked for the most part. The main building looks very amazing.
The third level is just plain mean; an underwater level mostly populated by Sentry Drones?! I mean, it's not bad - it is very competently made, but still, dude...
Not much to say about the last level, except that I'll have to lie down for a while. I don't know what your plans are for the rest of the episode, but let me tell ya: I AM SCARED.
This post has been edited by Dr.Panico: 06 July 2023 - 02:59 PM
#11 Posted 06 July 2023 - 03:28 PM
Underwater map upset you, damn I know the drones have this stigma of being annoying but I thought underwater actually switched up the challenge, I think they're pretty fun there since you have equal access to the vertical axis, that map I actually think is my current favorite in the set (did you find the only secret and/or maybe get the Crystal Caves reference?). You get the best weapons against them early on too but it's possible you missed the chaingun, it's in plain sight but in relatively vast settings, I keep retouching its exact placement. I'm also pretty happy with Clogged Bog (sewer level) and Vicious Venom but the latter I actually find to be, and thought would be refered to as the meanest, it can go in pretty hard at times, so it's interesting for me hearing the underwater level irritated you more.
If you didn't notice (it's subtle), the room in Sharpnel Snorkel where all the drones sequentially come out, the red ones are introduced and you get the red key (there's a screenshot above) is basically one giant sentry drone itself, so you're basically fighting those in some conceptual factory or whichever domain of theirs.
Thanks for playing!
This post has been edited by ck3D: 06 July 2023 - 04:07 PM
#12 Posted 09 July 2023 - 06:25 PM
This post has been edited by ck3D: 09 July 2023 - 06:26 PM
#13 Posted 10 July 2023 - 04:25 AM
Version 2.0.2 (07/10/2023). Changelog from version 2.0.1 (07/10/2023): changes to zzl6.map ("Octastrophe"): fixed some bugged items, refined some frustrating aspects of the difficulty, rebalanced the Flashback enemy code to make its haunting attack just a little less deadly, added explosions at the start.
Can allow yourself to DNSCOTTY206 any time there if worried about your saves since that map has a weaponless start.
Had forgotten to include zzl6.mid this whole time too oops. That is also going up right now.
This post has been edited by ck3D: 10 July 2023 - 04:46 AM
#14 Posted 10 July 2023 - 11:00 AM
#15 Posted 11 July 2023 - 02:26 PM
FWTW, I just updated the last map again to a state that should remove a lot of the artificial difficulty and fix various issues. Now there are Holodukes, more items and platforms, the secret jetpack is easier to see for a split second, some cosmetics have been fixed and last but not least the switches can now be shot. Should alleviate quite a bit of the unnecessary roughness all the while introducing new possibilities.
#16 Posted 12 July 2023 - 09:27 AM
EDIT: one hour later, fixed switches around zzl6.map I indeed had just broken.
Can grab the update: https://www.moddb.co...3d-blast-radius
This post has been edited by ck3D: 12 July 2023 - 10:51 AM
#20 Posted 26 July 2023 - 12:48 PM
#21 Posted 26 July 2023 - 04:40 PM
The Watchtower, on 26 July 2023 - 12:48 PM, said:
Aye it's summer, I would expect no less. In fact I'm the sucker who should be Building less and enjoying the sun a bit more! I've also been trying to take a break, but this engine and all the work on the updates both are so addicting. I'm generally humbled by the reception of Blast Radius thus far but that only feeds my motivation to keep going, I really need to chill though before I deevaluate the entire market (alongside William, except he shouldn't stop).
Second secret level I'd be curious to hear your thoughts about but somehow I predict you may receive it as 'more of the same', it's another two-hour ride with atmosphere and was great testing grounds for the new Renegade Recons, I'm quite attached to it but on raw gameplay terms it probably repeats quite a bit of what the San Francisco and Norilsk maps already did, so maybe it's more of a curiosity. Unless the new Recons work well enough as a novelty to save its freshness but that is hard for me to tell right now, I've been implementing so many variants of them in Zero Zone already I'm a bit desensitized. Layout is a bit too basic with no resources left for sector over sector stuff which I lament a wee bit. But maybe you'll have a completely different take and surprise me.
Zero Zone maps are a clear departure in format however, relying on the same tones as Blast Radius but in a different style, especially levels 3 and onwards when the layouts start turning into their own thing. Maybe that makes the levels feel more classic and yet at the same time every new level introduces new stuff (enemies, projectiles) that clearly wasn't part of the scope of the base game, so the contrast hits harder in a goofy way that strangely works. I'm still thinking about your shadow enemy idea quite a bit, in fact it directly inspired my approach to the Ghostabrains in level 6 (they are transparent blue and not black silhouettes, but still). Your appreciation of the underwater areas in Blast Radius also fueled the idea for the entirely underwater level (third one, that is in the video by Radar I just posted).
Game being out shouldn't mean anyone is expected to, or should rush to consume it. Just means it'll be ready whenever the player is! Thanks for the congrats.
This post has been edited by ck3D: 26 July 2023 - 04:44 PM
#22 Posted 27 July 2023 - 01:15 AM
ck3D, on 26 July 2023 - 04:40 PM, said:
I read "Renegade Raccoons" instead at a first glance and now I'm expecting you to introduce them in the next update. I'd settle with them using the mouse sprites.
#24 Posted 30 July 2023 - 04:25 AM
ck3D, on 30 July 2023 - 03:39 AM, said:
Congrats, but at this point, I totally don't believe Mikko's per-map times
#25 Posted 30 July 2023 - 04:53 AM
This post has been edited by ck3D: 30 July 2023 - 05:15 AM
#26 Posted 30 July 2023 - 07:19 PM
Btw, just a heads up that I have a full playthrough of Blast Radius that will start going up once the Zero Zone videos are finished. I try to stick to no more than 2 videos a week for the same mod to give each video a fair chance at gaining analytics. I might switch to 3 vids a week if another mod or map gets released at the same time, but we'll see.
#27 Posted 31 July 2023 - 08:17 AM
The news of the Blast Radius playthrough is excellent, that is going to make the end of my summer for sure, thank you. So far I was assuming it probably was too inconvenient to stream because of the overwhelming scope and format, and/or just that you didn't like the episode in particular; also it's one that takes a lot of time to absorb and so it's only natural if its appreciation and documentation need the long term to develop, by pure design, I'm well aware. Can't wait! I appreciate the enthusiasm, dedication and your work on your channel.
This post has been edited by ck3D: 31 July 2023 - 08:21 AM
#28 Posted 31 July 2023 - 07:43 PM
#29 Posted 01 August 2023 - 08:05 AM
Radar's video of level 4, of course after the underwater it's the sewer level. This was especially helpful to watch as it made me aware of a possible softlock I'm going to go and fix ASAP, also I wasn't even aware one could leap over the second slime pit like that with just a strafe jump but I actually really like that skip and so will keep it in. The yellow door ledge is nowhere a player with the jetpack can't fly to anyway, and the possibility opens up speedrunning strats. (Extra props for wiping the Trash Compactor clean with all kills there, that isn't easy; and also how the RPG shot at 2:18 worked, I'm not even sure)
This post has been edited by ck3D: 01 August 2023 - 08:50 AM
#30 Posted 03 August 2023 - 07:55 AM
Also dodgeball game when fighting that Madlad Overlord straight on with the RPG is pretty crazy, in general it's been really cool seeing people progressively master the movement around the new enemies and projectiles.
This post has been edited by ck3D: 03 August 2023 - 08:28 AM