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[RELEASE] Super Mario 64 - Lethal Lava Land  "Another Duke map based on a Super Mario 64 course"

#1

Here's a map based on Lethal Lava Land from Super Mario 64. This is basically yet another map where the aliens have been having their way with the area until Duke shows up and kicks a whole lot of alien ass.
(Unfortunately, this map doesn't have nearly as many fun moving platforms as the original Super Mario 64 course did; the moving platforms that are in the map suffer from a substantial amount of jank (as I found out firsthand while testing the map).)

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Attached File(s)



This post has been edited by ToiletDuck64: 30 May 2024 - 09:29 PM

7

User is offline   slacker1 

#2

Really nice work! As with the previous SM64 maps of yours, really great work recreating the original level while adding new and interesting areas that make sense and work with the story of the level.

On my play through the commander on top of the fast main elevator became invincible like it did in your notes in the .txt file. I also had this happen with some troopers on the roof of Big Boo's Haunt. I wonder if it's a bug with TROR or something? Anyway, that was the only enemy the glitched on me.

The start of the level is TOUGH. Thankfully there's a bunch of health but I was 'peek-a-boo' pistol sniping for a good while before the level was clear enough that I could move around without getting hammered.

Thanks for sharing. I really enjoy these SM64 levels. Any plans on what SM64 level is next (if any)?
1

#3

Thanks! Passed the level. I have no knowledge of Mario64, but this map was fun anyways, like the spinning sectors with enemies.

Attached thumbnail(s)

  • Attached Image: Untitled.jpg

1

User is offline   JacketAU 

#4

So nostalgic in more ways than one! :P Thanks for the great map, I had a lot of fun!

I still can't find all the secrets!! XD
1

User is offline   OpenMaw 

  • Judge Mental

#5

Nice work! I'll have to check this out later.
0

User is offline   Aleks 

#6

This is probably my favourite of your SM64 levels (along with Wet Dry World). It's more straightforward and less based on puzzles than usually, which is a good thing. The beginning is pretty intense with all the monsters just out there in the open, especially the troopers at the beginning made me take a beating as I was trying not to move around too much to avoid waking up more stuff. The map was very generous with supplies even without finding all secret places so the large groups of enemies later on weren't difficult to deal with and in general I enjoyed the combat a lot, the locations of most enemies worked very well. My favourite part was the inside of the volcano, which looked quite intimidating and impressive (despite the heavy TROR glitches of the floating sectors, but I just assume the map is somehow playable with Polymer on at least a couple of machines...). Obviously, I have no idea how the original looked or played, but I can see how this was a platformer. The super-elaborate story is of course great as always. I didn't have any glitching commanders, but it's something that happens sometimes due to their hitbox I think, especially when placed on top of some higher platform, commanders might become invincible to projectiles, but they can still be brought down with hitscan guns.
1

User is offline   ck3D 

#7

View PostAleks, on 03 June 2024 - 02:41 AM, said:

This is probably my favourite of your SM64 levels (along with Wet Dry World). It's more straightforward and less based on puzzles than usually, which is a good thing. The beginning is pretty intense with all the monsters just out there in the open, especially the troopers at the beginning made me take a beating as I was trying not to move around too much to avoid waking up more stuff. The map was very generous with supplies even without finding all secret places so the large groups of enemies later on weren't difficult to deal with and in general I enjoyed the combat a lot, the locations of most enemies worked very well. My favourite part was the inside of the volcano, which looked quite intimidating and impressive (despite the heavy TROR glitches of the floating sectors, but I just assume the map is somehow playable with Polymer on at least a couple of machines...). Obviously, I have no idea how the original looked or played, but I can see how this was a platformer. The super-elaborate story is of course great as always. I didn't have any glitching commanders, but it's something that happens sometimes due to their hitbox I think, especially when placed on top of some higher platform, commanders might become invincible to projectiles, but they can still be brought down with hitscan guns.


I think you should try and give SM64 a go sometime, it's a short and simple game (at a casual level, otherwise it can get as technical as you want to play it because the physics are broken), as far as early 3D level design goes it's a masterpiece and something I can't help but notice whenever I study those levels is that game did something similar to what Duke 3D did in relation to DooM. Which is very specific focus on dynamics and spatial arrangement no other competitor had experimented with or shown before (moreso than at first might meet the eye of any mundane player). Duke 'shunned' DooM tech with all the moving sectors and overlapping spaces; SM64 'shuns' Duke/Build/general 2.5D tech by shoving almost nothing but contraptions 2.5D couldn't pull off around its levels, and from that perspective it becomes obvious the entire game doubles up as an almost arrogant tech demo of what the 64 could do in addition to being an enjoyable and creative game. I think there is zero level in SM64 that would be 100% reproducible in DOS Build, so TROR is mandatory to come close to replicating just about anything from that game that isn't the central castle/hub. Not just because the layouts are Quake-styled with lots of stacked platforms but also due to how particular the choice of every moving part mechanic is. Sometimes it's stupid stuff that prevents it, such as this or that lone set of platforms that unnecessarily insists on flipping a certain way (in the early levels mostly) but some other times it's entire level parts that play in novel ways also because they showcase a new effect, and it's almost always something Build in particular couldn't do. That makes ToiletDuck's entire experimentation with remaking the SM64 levels in Duke all the more commendable.

This post has been edited by ck3D: 03 June 2024 - 05:15 AM

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