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[RELEASE][ R18 ] Rig-big-brig (gedoyo v0.99)

#1

Map: Rig-big-brig

eduke32 required
gedoyo 0.99 or later (61MB) mirror
optional: HRP hires music pack ["highres/music.def"]


Attached File  Rig-big-brig.7z (170.99K)
Number of downloads: 106

Difficulty Settings: Yes
Coop: No
Dukematch: No
Length: Skill4 took 50 minutes for all kills and no secrets
Built & Tested with EDuke32 r10166 12/5/22
Eduke no later than r10458 9/25/23 recommended
video mode: Polymost




--gedoyo details----
Killcounts include all possible enemies in the map for the current skill setting,
any enemies tagged as skill4 are included in skill3,
any untagged [lotag 0] respawns are removed
but tagged-unlinked respawns are only removed if they are unlinked due to skill setting babes/fems
therefore if a mapper places impossible respawns with a unique tag it will be an impossible kill

Recons account for 2 kills total
Tanks account for 2 kills total
Eggs only count as a kill while unhatched

Overall reduced enemy health
Shrunken Sentries can't be stepped on
Corpses have hitscan enabled
Duke no longer climbs onto nearby switches
Slimers no longer devour living enemies
Slimer egg duplicate slimers glitches fixed
Troopers won't play dead
Protector Drones don't stay eternally airborn underwater
Rapid hits won't spam reactive enemy sounds
Pigcops don't skip reload
Pigcops can't swim
Recon hitbox *should* be fixed
Babes can be saved and are tracked
Babes can't be killed but saving them or hitting them with explosions spawns their linked enemies
Fems can't be killed but spawn their linked enemies when approached or hit

Pistol ammo cap - 256
Pistol weapon pickup reduced to 40
Chaingun ammo cap - 400
Chaingun weapon pickup reduced to 48
Chaingun ammo pickup reduced to 48
Expander ammo cap - 75
Expander weapon pickup set to 15
Expander ammo pickup reduced to 10
Freeze ammo pickup reduced to 16
Devastator weapon pickup incresed to 20

Some repurposed item sprites from 64
Dual submachineguns don't give you a chaingun, only ammo
Alt missilelaunchers don't give you an rpg, only rockets
Pickup highlight changed from green to blue

Various lesser things that escaped being noted



--Skill4 notes----
Kills are tracked without duplicates [or should be]
Sentry corpses are not instantly killed by explosives
Shrunken corpses do not respawn
Submerged pigcop corpses do not respawn
Submerged trooper corpses do not respawn
Submerged trooper64 corpses do not respawn
Submerged enforcer corpses do not respawn
Submerged battlelord corpses do not respawn
Respawning stayput actors leave their sector
Slimers like sizable corpses
Octabrains do not respawn
Newbeasts do not respawn
PSOctabrains do not respawn [unused]
Dronemothers do not respawn
Hagane does not respawn



--Bugs----
Slimers can cling to Duke through walls and floors
A slimer on land grabbing onto Duke underwater will be silent and invisible until Duke surfaces
Standing on a sentry's head as it reverts to normal size can mess with the shrinking size
Portal effect's animation has 1 unalligned frame
Overlord sentries will climb big height differences if they really want to
Overlord sentries can fire rockets through glass they lean into
Dronemother/Redmother are taking damage from their own projectiles occasionally
Rarely sentries' clipping will catch their own projectile
Recon doesn't aim high enough for E1L2 window for altfire
Dronemother attacks are likely capable of opening cracks through walls they are standing near
Under certain unknown circumstances a cycloid sentry might not respawn on skill4




credits for resources are included in a txt but generally all enemy sprites came from the community stockpile thread
I regret how large the zipsize got when there is only 1 map to play. Surely forgetting something important but enjoy.


Spoiler

2

User is offline   Aleks 

#2

Can't believe this topic stayed silent for over a month, as the map/mod is certainly something! I must say I enjoyed the "added" aspects of the gameplay a lot, it seemed that especially the boss sentries were a lot smarter/aggressive in pursuing Duke than what you'd usually get, also the "new" troopers that use their cloak more wisely are more fun to fight and octabrains are no longer just dead meat as soon as you get the devastator. I also appreciate all the DN64 vibe added, although it was sometimes not obvious as to which pickup gives what kind of ammo. The weapons/enemy balance throughout the map was perfect IMO, a bit on the stingy side, but you made sure to let every weapon shine. Possibility to save the babes DN64-style was another nice touch.

As for the design, I appreciate the layout, I like the maps where you can really get lost, but after a while I got a hang of what leads where. The whole thing took me about 80 minutes with all secrets/kills/babes (although now that I think of it, I'm pretty sure a couple of flying pigs fell to the water and I never bothered chasing them, so unless they drowned, the enhanced kill counter might not be perfect - I ended up with 410 kills in total). Design-wise, I especially liked the deck and engineering. Not sure how tight you were on resources, but some areas could use more detailed lighting/shading (which is now pretty bland) and some extra trimming, but I understand it could have been tricky to pull given that pretty much the whole map is one giant SOS structure.

Now last but not least, I'll mention the elephant in the room - what's with all the anime porn in this map? It seems to be completely out of context here (even more than in Shadow Warrior, although it kinda reminded me of SW), especially the whole yellow key section which apparently was a random hentai museum stuck in the middle of a tanker...
1

#3

Originally the yellow access card was an optional area for the sole purpose of hidden hentai and little to no ammo.
It is also why the card is where it is in the map but there was no indication that it was optional and it's often
going to be a first route because of how early you can get to it.

Since it was optional the Blue -> Red let you enter the 'engine' room very early. I didn't want anyone to get into
there with too few weapons on them. Before adding Yellow as a requirement the Blue card was in the bridge and
the Red card was in the room directly below it so you could skip a lot of the ship.
The idea with the Yellow area was the admiral's quarters (on a tanker).

Pigcops
Spoiler


The
Spoiler
Likewise areas like the tunnel connecting the big stairwell to an elevator are merely shaded
as they were built with no extra splits.
That it does not resemble the shading of a real duke map at all sucks.
0

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