[RELEASE] Crosstown Carnage [Mini Episode]
#1 Posted 10 December 2024 - 06:07 PM
After clearing the aliens out of the West Coast of the USA, Duke heads back east to start the cleanup there. From the tops of skyscrapers, Duke will have to navigate the city's old subway system to find where the Battlelord has been hiding.
Crosstown Carnage contains two new alien types: the Freeze Trooper and the Expander Trooper. The Freeze Trooper fires freezer blasts at Duke. These pack a punch, but won't immediately kill you. The Expander Trooper fires blasts of microwaves which will fry Duke. Hit enough, and Duke expands until he explodes. Both may drop their respective ammo when they die.
Crosstown Carnage was conceived as a mini-episode. Instead of creating 3 or 4 maps, I built one large map where the player will seamlessly move from one map to the next. The pacing was inspired by games like Half-Life, but I wanted to keep the overall design and feel more like Duke 3D. Save often.
Multiplayer will only work in Co-op mode.
Installation
To play, unzip the map to your Duke Nukem 3D Atomic Edition directory, and run "crosstown_carnage.bat". Navigate the "New Game" menu, and find the new fifth episode "Crosstown Carnage". While the map itself can be loaded directly from the "User Maps" menu in Duke 3d, the additional aliens and correct music will not be present.
I had initially made this map with the song "Bullet Dam" by Lee Jackson from Duke Nukem World Tour. Due to copywrite, and file size, this has not been included. Should you want to play the map as intended, and you own a copy of DNWT, simply copy this file "E5L1_BulletDam.ogg" into your eDuke32/music directory. Then, open "CC_User.CON" and scroll down to line 458 and delete the section "pob.ogg //". Save, and the map should play with the correct music.
Download
#2 Posted 11 December 2024 - 10:00 AM
#3 Posted 16 December 2024 - 08:32 AM
I've found one minor visual issue, will describe it later and not significant imho. I think it's just art related.
This is one fun romp. I love maps that are mini episodes; this one is full of cool stuff, unexpected ambushes, appropriately placed secrets, the works.
Highly recommended. Thank You!
#4 Posted 16 December 2024 - 05:56 PM
Anyone, this is a great map and challenging using DukePlus. 14 secrets (I've found 12 so far).
#5 Posted 16 December 2024 - 06:17 PM
formerlyTodd, on 16 December 2024 - 05:56 PM, said:
Anyone, this is a great map and challenging using DukePlus. 14 secrets (I've found 12 so far).
Thank you so much! Love to hear your notes. I did a lot of testing, but at some point you need a second pair of eyes.
#6 Posted 16 December 2024 - 09:54 PM
vanshnookenraggen, on 16 December 2024 - 06:17 PM, said:
Glad to. I'm going to revisit a couple of things, so it will be a couple of days while I deal with IRL crap. I did find all secrets but I had to use dnshowmap to figure out a couple.
One quick question: is there a jetpack in there anywhere? I didn't find one on my playthrough, but I thought that at least one secret was not jump-able (I'm good at solving jump puzzles).
Really really solid map. I enjoyed the style a lot.
#7 Posted 17 December 2024 - 01:26 AM
formerlyTodd, on 16 December 2024 - 09:54 PM, said:
One quick question: is there a jetpack in there anywhere? I didn't find one on my playthrough, but I thought that at least one secret was not jump-able (I'm good at solving jump puzzles).
Really really solid map. I enjoyed the style a lot.
I intentionally left out the jetpack. I designed everything so that it wasn't needed (and having one may break the map in some spots). If it's the secret I'm thinking of, it's jumpable.
I also designed things so there are often multiple ways to navigate through the map (more so for speed runs). Though, admittedly, you don't get 100% that way.
This post has been edited by vanshnookenraggen: 17 December 2024 - 01:27 AM
#8 Posted 17 December 2024 - 05:12 AM
vanshnookenraggen, on 17 December 2024 - 01:26 AM, said:
I also designed things so there are often multiple ways to navigate through the map (more so for speed runs). Though, admittedly, you don't get 100% that way.
That explains a couple of observations I think so far there are just a couple of graphics glitches, one actually helpful to find a secret (or maybe planned, but I'm thinking this is an eduke32 version thing that has to do with sprite placement), and one HOM.
What I'll do is try a couple of different versions of eduke32, compare to the one included in DukePlus, and see if there's commonality or not.
This plays like you had a small team of beta testers. Lots of kudos.
Very minor criticism is the way the map closes off at a couple of junctures; the player can't go back to pick up all of the secrets as a result. However those places cause some "oh crap" moments that are really fun.
This post has been edited by formerlyTodd: 17 December 2024 - 05:12 AM
#9 Posted 17 December 2024 - 10:44 AM
formerlyTodd, on 17 December 2024 - 05:12 AM, said:
What I'll do is try a couple of different versions of eduke32, compare to the one included in DukePlus, and see if there's commonality or not.
I only tried this out in eDuke, so it might be a DukePlus thing? I've never used DukePlus. There were some issues in Polymer which caused me to make some design changes to the map (which I think run fine in Polymost)
Quote
This was very much intentional. Though, I made sure to allow you to get 100% in one playthrough if you know how.
#10 Posted 17 December 2024 - 03:59 PM
vanshnookenraggen, on 17 December 2024 - 10:44 AM, said:
I'll narrow that down by running the same version of eduke32 that DukePlus uses but without DP. I run Polymost btw.
#11 Posted 17 December 2024 - 08:12 PM
There's a flickering switch sprite that appears when farther away & disappears when closer, when using the OpenGL renderer. This is for the first secret. That switch doesn't show up in the software renderer. I guessing this might be a known bug with the renderer. DP or non-DP, doesn't matter.
There's a HOM effect that may well be a tile problem with the duke3d.grp that I'm using. That said, this is the one that Allen published and made available on Mediafire. This is in either software or OpenGL and regardless of DP or non-DP.
Very small number of momentary, non-distracting, minor visual artifacts when using DP and the OpenGL renderer, and it might be caused by having visibility and FOV turned up a few notches.
I'll get deets to you via PM on the HOM.
This post has been edited by stillTodd: 17 December 2024 - 09:42 PM
#12 Posted 19 December 2024 - 12:07 AM
Version Notes: 1.1. Made a number of small changes to remove clipping and other BUILD issues in Classic Mode. Yellow card has been moved so that players don't get stuck at the end of the map with no way to retrieve the card.
#13 Posted 19 December 2024 - 10:48 AM
I know it's fanboying, but you could charge for this work if that was a thing 'round here.