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[RELEASE] Incubator rebuild (gedoyo v1.02)

#1

Difficulty Settings: Yes
Coop: No
Dukematch: No
Length: ~15 minutes for all kills, secrets, and babes on skill4
Built & Tested with EDuke32 r10166 12/5/22
Eduke no later than r10458 9/25/23 recommended
video mode: POLYMOST


This is based on the 64's version of Incubator with some original areas added.
The most signature view of the map from the dark room is thoroughly ruined. The orientation between it and the outer wall was off by 90 degrees ~~
The nightvision/pipebomb pair of panels are not tagged as secrets. Be sure to enter other secrets for credit.

Main difference between the map versions are pickups and sound cues for enemies. The stand alone map has slightly fewer enemies.
Both require eduke.


gedoyo 1.02

Attached File  10 IncubatorUkobat(gedoyo).7z (78.21K)
Number of downloads: 228

Attached File  10 IncubatorUkobat(StandAlone).7z (78.06K)
Number of downloads: 244




Octabrains were being counted as 2 kills if they died to an Expander previously.

gedoyo details
Spoiler

1

#2

This is a version2 of the same map and a new version of gedoyo.


To feel more like the original map the rpg is introduced accordingly and to better mimic the 64 the rpg is swapped with devistator as if it were the grenade launcher.
It doesn't go so hard on drones in places- for SA door humping is no longer compulsory
Water direction is displaying properly
Forgotten security monitor works
Some enemies shuffled around or added
The sound for retracting windows is less grating
The outer area might maybe look less visually appalling
Slimers can't enter the control room from the Incubator window anymore
The Incubator window itself is unblocked
Added forgotten babes
Collision in a certain secret improved (the shape also differs slightly between SA)

There is no pulse light at SA's exit due to an oversight artistic vision in the next map

Since the original area is large enough that backtracking from the exit makes it feel dragging on it is instead now part of the main path.
A previously normal area is now a secret.


--

The gedoyo version is R18
A v3 will only happen if alt ammos are added or something goes wrong with SA

Attached File  10 IncubatorUkobat(gedoyo)v2.7z (81.68K)
Number of downloads: 26


Attached File  10 IncubatorUko(StandAlone)v2.7z (81.67K)
Number of downloads: 25


gedoyo 1.03

Changes of note to gedoyo are freezing behavior of enemies. As soon as they are frozen death is permanent and the kill is counted. The frozen remains stay frozen and are no different from a corpse except they cannot respawn. Slimers are an exception to this because I can't get the damn thing to do it. This change resolved a bug that was making squished frozen enemies not give kill credit, and it makes the freezer is bit stronger.
Octabrains have a chance to burst whenever they get hit by explosives.
Pigcops canceling their firing midshot is resolved.
The recon's altfire is more pleasant to the ears and doesn't erase you so easily.
All troopers and trooper captains are blue.
Battlelord Sentry doesn't play a global roar and does less average damage which can still spike to its normal amount.

Babes and Fems are now killable instead of immortal. The Babes are tallied accordingly.

Tripbomb lasers look closer to 64's.
Bullets have the smoke removed and instead spawn sparks like 64.
The 64 sprites of RPG and Chaingun now give you the corresponding weapon.
The 64 versions of the Shotgun and Pistol are now used for the HUD. Note this is only tested in 1080 widescreen. I have no idea if this will scale properly to other resolutions/aspect ratios.

Enemies that die on submersible water should now sink and eggs spawning on it should too.
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