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[RELEASE] Shrapnel City 2096: Trapped In The Future!  "Episode 3 revisited"

User is offline   ck3D 

#1

Hi, here's one thick slice for a happy new year. Just like L.A. Meltdown 2047 did with episode 1 two months ago, Shrapnel City 2096: Trapped In The Future! reinterprets all of episode 3 in just one big level.

In terms of filesize/resources spent this is my biggest map yet, barely beating Blast Radius level 12 Zarathustra by half a tickly inch. It also has some of my most complex (base) sector over sector experiments yet, and some of my favorite architecture, inspired by real Santa Monica landmarks.

Supports SP, coop, DM. Comprises sixteen secrets, some wide open skips and lateral approaches to the traversal. Maybe there's something fishy about some of the keys you'll be finding. Replay value should keep most busy. Tons of references, some puzzles. Also does the classic episode 3 style dark writings on the wall to use the NVG's on a few times for secrets. Lots of unmarked stuff too.

Intended difficulty is CGS, anything below doesn't have any of the turrets (but they're less numerous than in the episode 1 remake).

Full playthrough should take anywhere between 90 mins and two hours. Only tested by me for now but should go smoothly. Also should be stable despite flirting with the sprite limit but might easily crash if/when mindlessly DNKROZing and triggering a bunch of monsters everywhere around the level. Of course we don't bring this up in public - just like Tier Drops.

Download link (temporary): https://we.tl/t-YI0tq2mwHK
(edited 90 mins later to fix a wonky touchplate)

Some screenshots in spoiler tags, although I'd recommend just jumping in.

Come get some while you can! All the best for 2024 if you're still here. Cheers.

Spoiler


This post has been edited by ck3D: 06 January 2024 - 07:33 AM

13

User is online   Dr.Panico 

#2

Congrats on the release! This one took me two hours to beat.


OOOOOOH BOY... This one was a tough pill to swallow. Once again, the level sports some really creative designs - both in a aesthetic sense and in a game layout one; with the way parts of map are connected reminding me of the original 1.3d levels. The way each level got represented was very clever and unique (though I missed the Tier Drops segment) and there's also some really small, but neat and inventive setpieces to boot.

Gameplay-wise, this one kicked my ass. From the relative lack of ammo at the beginning (forcing the player to be a little creative with their weapons choices), to the enemies appearing in the distance; not always in a easy-to-hit spot, and also that Drone trap in the KTIT building really uped the challenge compared to its predecessor. There is one part I really liked near the medical center where there's the optional challenge of trying not to get that woman killed. I don't know if I succeded all the way through as I made my way up the rooftops, but it was a nice touch.

Sadly, the middle part was pure misery. The chopper segment, while a creative setpiece, caused me to die multiple times because the Commanders would gang up on me and there's no room to dodge their attacks. I think it's because I missed the shrinker in the first part, so I couldn't defend myself properply.
There's also the entirety of the Flood Zone area. Now, to be frank for a second, I do have a bias against underwater levels in general. On DN3D atleast, underwater segments fuck up the combat dynamics with its different gravity and reduced speed; making it harder to dodge and escape some enemies. The propensity of some enemies (like the Octabrains) of going up to the surface like they're balloons or something can also be a source of frustration if you're not used to it (wasted so much ammo on them like you wouldn't believe). Another factor is that I entered this part without any Scuba Gear. Again, I don't know if you're supposed to get one earlier; but until I found that one sweet spot in the massive flooded area with it, I was in a standstill.

Another thing I've noticed: I'm not sure if it's intentional, but once you use the ATMs, that typing sound never shuts up. Not too big of a problem, but it's worth mentioning.

Nonetheless, this was a overall well-made and very, very challenging map. Will replay it later today in order to find all the secrets (especially the yellow key).
4

User is offline   ck3D 

#3

Thanks for playing and for the feedback again. Yeah I didn't specify, the combat I tried making easier and smoother than in the LA Meltdown remake where I thought it was a bit rough, but there are a couple of nasty surprises (but also many more good ones hopefully). The chopper ride is unfortunate without a shrinker, before that point the map submits two of them, one secret one on top of the sushi place (hint at how to get up there is on a dark wall on the bar counter in the karaoke hall) and then one on the extension that protrudes from the bank during the rooftop fight. Shrinker is supposed to be the go to but should be managable with the Freezer to keep the commanders at bay while you duck out of reach from the drones, if you stay towards the center and crouch they can't really get you even if/when they go off through the walls. If you ignore the commanders, they will stay distant for maybe half the ride, but then eventually they will start trying to enter through the door and you should be on your toes for that moment. I might refine that part a little later on, I'm only so satisfied with it but at the same time it's supposed to be a distant frontal attack so has to roughen up a little.

Entire Flood Zone segment is based on finding the scuba and very much facilitated if you found the earlier secret one, that's also in the karaoke hall, you get there the same way you'd go for the secret shrinker. If you don't have it then you're basically forced into the pressure of relying on all the (numerous) Atomic Healths and Portable Medkits to survive until you find it. It's in a very obvious spot near where Duke lands and the Battlelords and Octas coming out of the walls should corner and encourage remaining in this area for a little longer, worst case scenario if the player misses it, once they reach the TV/security monitor they'll see it there and consider going back. But then the joke would be on them since there's a third scuba gear behind a barely secret switch in the very next room. There also is a fourth secret scuba on the 'dry' office floor with the elevators that you can grab by interacting with the Duke 3D loading screen. Otherwise should be survivable, on one of my runs I entered the zone with 50 HP and no scuba, even successfully forgot to grab the red key before reaching the basement and had to backtrack. Was harsh and of course I know where all the stuff is, but it's not impossible. Probably just as foreign as base Flood Zone was as a first time player just on an expanded scale. I agree Duke's slow underwater movement is quite tiresome but for combat I find projectiles and enemies are much easier to dodge than on land since they're also affected. Also it may be silly but I like encouraging the player to never forget they can always resurface. Flood Zone bit clearly is the most challenging part, maybe the only really demanding one. Rest should be more of a cruise (hopefully!).

Tier Drops part is the ultimate supersecret of all supersecrets. I ran out of walls before I could make it when I had the perfect spot for it, too, but would have served no purpose anyway, just confusion so instead I diluted it into all of the sector over sector work around the level, in a sense it's all a bit of Tier Drops essence but you can't find it... Except in one symbolic spot, the one I would have picked. But you may have to crack a code.

Didn't exactly notice that about the ATM's but with that specific sound I should have known, thanks. One more thing I won't forget I might or might not optimize later.

The yellow key; with your thorough playthroughs, I refuse to think you didn't find it. But maybe you used it?

This post has been edited by ck3D: 06 January 2024 - 11:38 AM

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User is online   Dr.Panico 

#4

Quote

The yellow key; with your thorough playthroughs, I refuse to think you didn't find it. But maybe you used it?


No, but I did manage to find it on my second playthrough. It's one of things I just missed on my first try (like the Shrinker). When you have such a big map with so much to do, and all the enemies shooting at you, you're bound to miss a few things.
Oh and I found the Tier Drops area. Very clever ;)

Flood Zone area is far easier on a second try, now that you know exactly where to go; but yeah, underwater sections are not really my cup of tea. I'm sure most people won't mind it though.
1

User is offline   ck3D 

#5

Some of the real Santa Monica designs I used for inspiration, sometimes tight sometimes very loose:

Raw Meat
https://santamonicao.../2019/12/14.jpg

Bank Roll
https://www.svb.com/...anta-monica.png

L.A. Rumble
https://www.uclaheal...53084-87676.jpg

Flood Zone
https://en.m.wikiped...ca,_California)
https://images1.loop...oto-1-Large.jpg

Fahrenheit
https://i0.wp.com/sm...KCRW_121010.gif
https://cityofsantam...ne-in-front.jpg

Movie Set
https://90bb70.p3cdn...ing-Graphic.png

Hotel Hell
https://media.luxair...9e23c600919.jpg (not actually in SM)

Stadium
https://dailytrackpi...ica-college.png

Two more difficult things to find around the map: the Gorillaz reference (hint: think "19-2000"), the Quake logo (mostly challenging because it's stylized and the proportions are off). Bonus points if one catches the Shining one too, it's nearly invisible. There are a few hidden jokes on some walls in addition to the NVG graffiti too, but all the Santa Monica Bank slogans are from a real campaign throughout the 90's.

This post has been edited by ck3D: 06 January 2024 - 04:33 PM

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User is offline   stillTodd 

#6

This looks awesome (very) but I'm having issues with DukePlus bailing, due to the unmentionable sprite limit issue ;)

Could someone send me a version number of eduke32 that is working ok? I'll play without DP as need be, just trying to get it to fly.

(edit: I'll try the latest eduke32 build and report back. I was having the same problem with Simpler Times for whatever that's worth)

This post has been edited by Vagan: 06 January 2024 - 05:34 PM

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User is offline   Aleks 

#7

Congrats on the release! Curious to try this one, maybe I'll find the time/motivation tomorrow.

View PostVagan, on 06 January 2024 - 04:58 PM, said:

This looks awesome (very) but I'm having issues with DukePlus bailing, due to the unmentionable sprite limit issue ;)

Could someone send me a version number of eduke32 that is working ok? I'll play without DP as need be, just trying to get it to fly.

(edit: I'll try the latest eduke32 build and report back. I was having the same problem with Simpler Times for whatever that's worth)

Well, both this one and Simpler Times are balancing on the edge of the sprite limit so should be played without any external gameplay mods (Simpler Times also uses custom code so there's that also), also newer EDuke versions are advisable (I think from version r10212 onwards, the rendering limit of sprites on screen has been raised, not crucial but also enhances the gameplay with larger and open maps).
2

User is offline   ck3D 

#8

View PostVagan, on 06 January 2024 - 04:58 PM, said:

This looks awesome (very) but I'm having issues with DukePlus bailing, due to the unmentionable sprite limit issue ;)

Could someone send me a version number of eduke32 that is working ok? I'll play without DP as need be, just trying to get it to fly.

(edit: I'll try the latest eduke32 build and report back. I was having the same problem with Simpler Times for whatever that's worth)


Aleks said it best; I think something important to communicate to Duke/EDuke users this day that's mostly mapper/modder knowledge I just now realize would be that EDuke has improved drastically over the course of the last few months. Stuff like most Polymost discrepancies with the classic renderer are gone but just on a technical level newer builds can render more sprites and more walls in one frame without glitches, all updates the EDuke team spontaneously volunteered to push after Blast Radius tickled the former limits. It's not a big gap but from now on mappers will start taking advantage of the extra leeway again, I figure a lot of improvements and novelties also were introduced for Aftershock, so at this point if one is attached to older builds, I wouldn't be surprised if they get left behind by more and more of the user maps that keep coming out nowadays. My point being, this era is a particularly good one to update one's version of EDuke, so many of the classic issues with the port have been solved recently it's quite a valid move, and that is coming from someone who still has folders with builds from 2009, 2011, 2017 and 2020 installed, and an overworked PC from 2009. I don't see the point for the average player to regularly update whatever already works for them, but this era in the history of the port is being significant enough to warrant it.

Any recent EDuke should run this fine, older ones might show graphical glitches (disappearing sprites) in the Flood Zone section, there's one sprite bridge there that alone is the old MAXSPRITESONSCREEN limit of 2560 (vs. now 4096 like it had been the case from about 2010-2017). The crashes are a map-induced issue like Aleks explained, this map and Alexcity 2 Simpler Times basically use so many sprites they're just barely optimized for classic gameplay by a hair's breadth, so of course combined with a gameplay mod that draws and spawns extra sprites regardless they tend to flip and not like it. Wasn't an issue with L.A. Meltdown 2047 because it used a lot less sprites and didn't quite tickle Build limits in general nearly as much. But I'll consider alleviating the issue with updates that would wisely reduce sprite count over time perhaps. I wouldn't want to lock any player out ideally but in the case of this particular project it's also quite tempting to just leave it as the experiment it is, by nature alone it's bound to be some mammoth of a map so it might as well.

This post has been edited by ck3D: 07 January 2024 - 03:42 AM

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User is offline   ck3D 

#9

This new version fixes one minor issue with the level (one water sector in Flood Zone Duke couldn't emerge out of, nothing game breaking since it still was possible out of the next).

https://we.tl/t-zMTFEUAXVY

This post has been edited by ck3D: 07 January 2024 - 12:50 PM

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User is offline   ck3D 

#10

I have an official download link at last: https://www.moddb.co...kem-3d-user-map

This version is newer than the one posted just above and corrects a blocking sprite on top of the chopper that persisted to show but was meant to be invisible (thought it was a palette or lighting thing at first which had me stumped but now I realized it was because it was a MASKWALL sprite and apparently those are insensitive even to the invisible flag). Wasn't a problem but a bit of an eyesore and the current setup enhances clarity of the view, might help.

I've also added the map to Blast Radius 4.0.0, cleaning up some other stuff while I was at it (Queen/Newest Queen buggy frozen code, a misaligned texture or two): https://www.moddb.co...3d-blast-radius although I'd recommend playing the map standalone for now since with the current BR code, the final battle lacks one minor twist the original game code normally allows (would be a spoiler but really is nothing big). I'll address that a bit later before I publicize the update on ModDB, but it's already in, just in that state and so for now the one off link is recommended for a complete experience.

Spoiler


This post has been edited by ck3D: 07 January 2024 - 03:22 PM

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User is offline   ck3D 

#11

Radar already has a thorough 100% secrets walkthrough video of the level up, if anyone needs help solving any part, Radar's run really honors how to optimally traverse the map, I'm in fact very impressed by how there are a couple of jumps in there I hadn't even really considered (when I actively look for that stuff while designing), from the roof of the sushi bar onto the pillars with the lights or down into the pools below at the entrance is smart. Time is impressive (my runs always seem to consistently take around 110 mins doing everything) but I also really appreciate how the map was ran and scanned. There are layers to the gameplay and it's pretty evident Radar saw all of them all the while making the traversal look simple and selecting the best bits, I was expecting the time it would take to solve the map to such a degree to be at least a couple of days if not weeks longer.


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User is offline   Radar 

  • King of SOVL

#12

Sorry for spoiling your map so early MRCK. :dukegoof: If anyone doesn't want to get spoiled then definitely don't watch that. Probably best reserved for after you've completed the map once to get a good look at the secrets, one of which was pretty massive. It's a great map that takes almost an hour even if you know where everything is. Would love to see speed runners take it on. Can't wait for Lunar Apocalypse 3024.

Here's a full size screen shot to help decorate the thread a little.

Posted Image
3

User is offline   ck3D 

#13

No please don't get me wrong I'm enjoying the enthusiasm and reactivity a lot. I'm very happy you liked the map, was hoping you would since you had liked the episode 1 one but I think this one is a lot better (it's also possible that just two or three days from now I'll have the complete opposite opinion). I typically tend to stick to E1 tropes/style/textures in general so here getting to give into the episode 3 vibes was a fun little experiment, very enjoyable. Level reminds me of the NYC level in Blast Radius a lot except this one doesn't have sewers, otherwise the loops in the layout are very similar, but here probably is better orchestrated and more interactive in how the verticality is used.

Left a comment on your video with extra timestamps to each sub level. Thank you for showcasing my work and please do not underestimate your role as a player in this community. Maker/player is a codependent relationship of sorts and this type of porting over of the medium (Build maps) to video I see in the efforts of what channels like yours do I find interesting not just for reach or preservation (although obviously that too), but also because the resulting playthroughs really feel like a cinematic cooperation with one director and then the actor plays their part in their own style and the result is a given movie, I feel like that can possibly culminate in some real form of underground modern art over time. At least in your videos, it can be felt you're really down with what you play, so as someone who's addicted to making the stuff anyway that's almost reassuring to see. Plus in the context of the Duke Nukem franchise and its relationship with cinematic thematics in general (especially 3D), that's extra cool factor.

This MIDI I'm not sure I remember where I found it by the way, may or may not have been freemidi.org, I'd need to check again to see if I can credit an actual author like I already did for the episode 1 MIDI which I remember you also liked (its info is in the L.A. Meltdown 2047 .txt file and/or on ModDB). In this case I really downloaded a bunch of Blade Runner MIDIs from various sources and ended up keeping what I thought was the most fitting one but didn't look back on it yet.

Will be linking to your vid on ModDB when I drop Blast Radius 4.0.1. I want to come up with a special custom version of the Cycloid for that version, maybe ultimately of the L.A. Meltdown Battlelord too. Ideally I'd want to convert a lot of the scum around those maps to the Blast Radius roster, since that's 1000+ enemies plus potential balance adjustments that might take forever but then I guess it would be cool/wise to at least start with the bosses. Might have that up in the next couple of days.

Also it's going to be Lunar Apocalypse 3072: Mission Moonbase if/when it happens, clearly sounds silly but I'm actually pretty stuck on the years. Made episode 3 first because I wanted to (potentially) save the best for last and also because would have felt redundant so soon after Postmortem which basically already is that, but I'm warmed up to the idea now. I also would like to join WG's new WGMEGA contest and take a small break from Duke at the same time, so unsure what will happen in which order exactly.

This post has been edited by ck3D: 08 January 2024 - 05:19 PM

2

User is offline   ck3D 

#14

Forgot this obvious reference, but the 2096 East Town Towers are a (rough) miniature replica of the L.A.P.D. building from Blade Runner 2049 (I didn't do the year numbering thing on purpose either, only became aware of that movie just recently):

Posted Image

Would love to build a city on that scale but the elevators would take forever.

List of possible skips I'm aware of, re: speedrunning:

- get none of the keys, get steroids from clinic trashcans, jump out of the window and dive right into Flood Zone (good luck);

- get first blue key, don't open the karaoke bar with it and keep it for the next blue lock, that can be combined with the aforementioned skip to get into Flood Zone with either a spare blue key, a spare red key or both blue and red keys (allows for skipping the entire Flood Zone section, or further parts of the level);

- getting inside the part of the firestation where the trucks originally start still is possible without opening the gates, most consistent way to do that seems to be climbing around the structure from the elevated entrance then roof and then jumping down then crouching through the lower sprite roof upon impact, once inside the key can be grabbed and a switch there can be used to trigger the sequence from inside that I replaced a decorative speaker sprite with after I realized breaking in was possible, so get ready for the Pig swarm;

- obviously the subway gates can be jumped whichever way so spending the yellow key on the ticket machines is pointless (way more fun to unlock Freeway instead), first gate is deliberately more difficult since it's meant to be an obstacle on normal play (whereas every other way/gate has stuff to assist) but is possible by luring an enemy nearby or even just from flat ground since I did it once, first try, and then never ever managed to replicate that again;

- Fahrenheit can be skipped if the player entered the last block (whichever way) with a blue key, Movie Set too if they did with a red key;

- it's most likely possible if not very easy if determined to get high enough of a jump boost off an enemy or prop to reach the top of the first floor of the hotel from the street and then just climb all of the tall slope to reach the part with the last red key lock, thus skipping all of Hotel Hell and the need of any key up to that point;

- last but not least, the last gate is a lure, the joke is the red key pad can be used as a platform to just jump it (call the elevator first), meaning it's certainly possible to complete the map in seconds having found zero of the keys.

This post has been edited by ck3D: 08 January 2024 - 07:28 PM

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User is offline   Aleks 

#15

View Postck3D, on 08 January 2024 - 04:48 PM, said:

Left a comment on your video with extra timestamps to each sub level. Thank you for showcasing my work and please do not underestimate your role as a player in this community. Maker/player is a codependent relationship of sorts and this type of porting over of the medium (Build maps) to video I see in the efforts of what channels like yours do I find interesting not just for reach or preservation (although obviously that too), but also because the resulting playthroughs really feel like a cinematic cooperation with one director and then the actor plays their part in their own style and the result is a given movie, I feel like that can possibly culminate in some real form of underground modern art over time. At least in your videos, it can be felt you're really down with what you play, so as someone who's addicted to making the stuff anyway that's almost reassuring to see. Plus in the context of the Duke Nukem franchise and its relationship with cinematic thematics in general (especially 3D), that's extra cool factor.

Was watching Tár few days ago and couldn't help but make a very similar comparison of level designer and player, but to a music composer and the conductor of an orchestra, with the latter interpreting the work of the first in his own way. I suppose actor/performer and director/screenwriter comparison is even more direct!
2

User is offline   stillTodd 

#16

@Radar thank you for posting the gameplay. It helped me figure out the normal progression early on - I was doing the 2nd skip that ck3D posted above, without knowing any better. It also informed me to look closer for the bank code. I stopped watching after that, so not to spoil the rest of the map :)

@ck3D this isn't exactly a skip, but part of the bank (where you eventually get a red keycard) can be accessed earlier than usual, using a variation of skip #1. Get steroids from the clinic trash, then jump from the left UCLA clinic window onto part of that building, then use the steroids to long jump to the bank rooftop. It requires using the tripmine trick to get down without taking on damage. I was assuming it was a secret - I look for jump puzzles frequently, haha!

Thanks again for a totally awesome map.

(only one sprite max exceeded crash to date, and that was due to exploring the 2nd blue card area earlier than normal)
1

User is offline   ck3D 

#17

View PostVagan, on 09 January 2024 - 02:41 PM, said:

@Radar thank you for posting the gameplay. It helped me figure out the normal progression early on - I was doing the 2nd skip that ck3D posted above, without knowing any better. It also informed me to look closer for the bank code. I stopped watching after that, so not to spoil the rest of the map :)

@ck3D this isn't exactly a skip, but part of the bank (where you eventually get a red keycard) can be accessed earlier than usual, using a variation of skip #1. Get steroids from the clinic trash, then jump from the left UCLA clinic window onto part of that building, then use the steroids to long jump to the bank rooftop. It requires using the tripmine trick to get down without taking on damage. I was assuming it was a secret - I look for jump puzzles frequently, haha!

Thanks again for a totally awesome map.

(only one sprite max exceeded crash to date, and that was due to exploring the 2nd blue card area earlier than normal)


That is quite the fantastic skip to find really, I had never thought of jumping left out of those windows onto that roof for some reason, I'm so glad that maneuver is possible although now I regret not sneaking a secret or hidden message up there. I'll try it in a bit. Fun fact the spritework at the very end of that roof with the successive layers of windows is an absolute ass pull I added late after realizing a tiny corner of my room geometry was impossible (protruded outside of the wall), wall used to be completely flat there and it's probably just because this sprite (literal) facade exists that the jump is possible. Thanks for the report (and again for playing), this is really cool.

I'm going to upload a revised version of the map in a bit where I've fixed some misaligned textures, one weird slope and deleted three (3) sprites (it's an optimization). I also just coded a special Battlelord & Cycloid for the end of the versions of both episode remakes that are included with Blast Radius (just about to move up to 4.0.1) that is going up as soon as I'm done with testing. They are simple but use Blast Radius and Zero Zone projectiles respectively so might make for a cool change, and will clash a bit less over time as I work more scum variation in around the rest of those levels.

This post has been edited by ck3D: 09 January 2024 - 06:09 PM

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User is offline   stillTodd 

#18

The difficult jump stuff is something I love. I've been a player since Duke 3D came out. Still play primarily with the keyboard, and only use the mouse when needed for aiming purposes - that's how old school (or experienced or whatever) I happen to be. So some of those jumps need precise timing, hahaha!

Thanks again. I'm no mapper but I appreciate really good stuff like this.
1

User is offline   ck3D 

#19

I am the same type of player re: setup, classic keyboard settings with mouse aim on to assist a little. My play style basically never evolved since the 90's, it only got better at whatever it is. Something I have yet to practice is strafe jumps, they aren't evident with that kind of config. Or maybe they are and it's just that during my last test run I tried (just once) to recreate Radar's pillar jump and miserably failed. Either way I agree the crazy physics are a big part of the fun in the game. A must to consider while mapping if you asked me, the more movement possibilities within the given space the better. I appreciate the appreciation for the work.

'Final' version of the map I was mentioning is up here, seemed like a touchplate had broken again in a recent revision too, anyway all issues should be done with: https://www.moddb.co...kem-3d-user-map

Blast Radius 4.0.1 also is up and includes the level with an alternative Cycloid variant at the end (so far the only change), can be grabbed here: https://www.moddb.co...3d-blast-radius

Front page article: https://www.moddb.co...re-new-user-map

Spoiler


Nacho/TLOD will be streaming the level this weekend here:



This post has been edited by ck3D: 09 January 2024 - 11:28 PM

2

User is offline   stillTodd 

#20

Done! That was a lot of work :) I think it would be especially challenging using something like DP.

One other skip: steroid jump from the blue keycard spot in Flood Zone, to the ground. I thought it was too high up, but with steroids it looks like there might be reduced damage. It knocked off 25 health and 22 armor or so.
1

User is offline   ck3D 

#21

Yeah that's great to hear I was hoping people would experiment with steroids jumps off the buildings like that. Sometimes Build also does this thing where just barely clipping into the edge of a sector or sprite will nullify all fall damage even when supposedly terminal, as a player lately I realize now I've actually been subconsciously practicing that lately and I wonder how much of why is to facilitate testing. There is some Atomic Health at some of the extremities of the collapsed beach front otherwise to try and make a skip even more tempting.

If curious about the process, never mind the lo fi:


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User is offline   Aleks 

#22

Mikko'd: https://msdn.duke4.n...neoshrapnel.php

Congrats on the score! Also, haven't played the map yet, but I love that building next to the cocktower clocktower on the 2nd screen, especially the architecture of the top of it (the hotel with the slopes is super impressive as well of course, but seen this one before)!
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User is offline   ck3D 

#23

Sweet thanks, am happy Mikko liked the map, especially that he could observe some progression with combat because I made a conscious effort there and as a result I think the level has some of my best monster placement yet, that man's mind will be tough to turn around after Zarathustra showed him the light but we all know he's just playing hard to get. Once again brought up interesting points too, it's true that in this map Duke basically keeps going up and down, never really consciously registered that due to being too focused on him optimally scanning through the map but indeed there's this pattern where Duke always ascends to descends or rises before he sinks. Traversal is like a yo-yo.

I unlisted the timelapse video by the way I am down with lo fi but this is rough and so maybe Build is lo fi enough as is. I just need to make disk space for a full res export but in case I don't then that other link I guess stays up.

TLOD/Nacho spent six hours in the level last night:



This post has been edited by ck3D: 14 January 2024 - 05:27 AM

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User is offline   Merlijn 

#24

Finished the map, took me about 80 minutes. Found 9 secrets.

Overall, I had a lot of fun with it. The scale is comparable to the largest BR levels, and the sheer size of the gameplay area remains impressive! I love how each map of the OG episode is more or less represented by a distinct building, they also flow into each other rather naturally. This was probably a bit easier to put together compared to episode 1, since you could stick to the urban theme for the entire map now. The buildings look very impressive, my favorites are the clock tower, the hotel (great use of slopes here!) and the Blade Runner-inspired one with the big neon sign. Indoor sections also have a ton of personality to them, you can see the inspiration but you made it your own thing. Really impressed that you could throw this together so fast and still make it a coherent whole.

Gameplay-wise I see where Mikko is coming from, the helicopter ride and the flood zone area are definitely rough. Also the respawning commanders from the other side of the map got kinda annoying after a while.
I also kinda fucked up the flood zone area at first:

Spoiler


Those gripes aside, there are several really fun fights throughout the map with great monster placement! I especially enjoyed the fights in the fire station / KTIT segment. The progression from building to building is also really fun, especially in the first half. I also noticed most of the possible skips, but I always want to play the 'intended' way first. It's a "you first want to learn the rules before you start breaking them" thing. ;)

In short: thanks for another impressive and fantastic map!
1

User is offline   ck3D 

#25

Happy you had fun times and appreciated the buildings Merlijn, re: which episode was the hardest one to remake I actually don't know, I feel like both maps just sort of happened and just I hit different (metaphorical) walls with each, LA Meltdown being fewer levels and having already made big cities before I knew I could get really loose with resources from the get-go so I focused on sector shading and detail a lot, also secrets around the city in general but then it came back to bite me in the butt pretty hard around the time of The Abyss. Shrapnel City I knew would be even harsher on resources and so from the start that I shouldn't repeat the same mistake and work on all distinct bits very sparsely, sleeping on sector shading where (not if) need be and saving everything detail for last, all the while pumping out everything potentially wall hungry as early as possible, for perspective on everything. Process is pretty observable in the timelapse video I posted above, I made it for this level in particular because I figured due to the nature of the stretch the exercise is supposed to be in essence it may be interesting to study how exactly I played my cards to get whatever result it is that I got. Now I'm quite satisfied with the level but with extra resources at my disposal I would have added a lot more interconnections and secrets everywhere (a few spots around the map are downright begging for that), also a lot more outdoor sector shading, and no flat cliffs, maybe a background cityscape too. Funnily enough, I already have the potential episode 2 remake fully mapped out in my head and contrarily to what I had always suspected prior to thinking about it in detail, that one actually may be the easiest of all, but what better way to jinx projects than premature calls am I right.

Thanks for playing and for the neat detailed feedback. Gives me ideas of things to possibly improve for the Blast Radius version of the map, might have to conduct a very minor revision sometime too since a few moments of Nacho's stream triggered my perfectionism (idea for another secret scuba placement, a few textures that stood out, etc.).

This post has been edited by ck3D: 15 January 2024 - 06:08 AM

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