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[RELEASE] E9L99

#1

E9L99

Hi folks, I'm excited to announce another vanilla Duke level, named simply E9L99. This is my first solo map release since 2009. Before I find the time to revive my Duke4 site, I'll just attach the map to this post. I'll also link to the ModDB page when it's authorized.

Despite no custom code or assets, E9L99 turned out to be quite lengthy and convention-breaking, so don't expect a cakewalk. This is for real connoisseurs. You'll never be sure what's actually going on. The environment seems to be hostile to any sentient life form, so you're advised to save often. Don't hesitate to consult this topic in case you get stuck or face other problems with the map.

This map is not designed to be fun or entertaining for everyone. It's eerie, disturbing, unnerving, ill-formed and just wacky. Inspired by my childhood nightmares and everyday struggles.

After me spending sleepless nights fighting various strange bugs, abusing effects and optimizing them to use fewer walls, the map seemingly started to live on its own. It learned to crash LEBuild's 3D mode, tile browser and stats screen in some occasions. I guess the number and complexity of effects might do weird things to the game as well. At some point it just felt like the map went out of control and kept mutating, as if it's resisting you and trying to take over your mind. Random sprites seemed to appear out of nowhere. My sense of reality was also altering. I was working hard, then suddenly some stupid effect didn't work as intended and I couldn't even touch the map file for several months straight. As the level grew bigger, it began to consume me and my life. I was trying to polish every bit of it, but eventually I gave up and decided to leave some places in intentionally unfinished or "corrupt" state. I'm done with it. The level will continue to evolve as you play it. Please report any strange feelings you get.

Attached Image: 01.JPG Attached Image: 02.JPG

I can only show the starting location and the ending in very bad quality, because the map is really wicked. Sorry for the vague introduction. There may be other, more obscure endings, so keep exploring. It's also debatable which ending is the actual "good" one. I'm a bit confused about what this map is really about.

As this map pushes everything to the limit and takes advantage of some game bugs, it has certain compatibility problems with EDuke32 versions other than late 2021 builds, so I bundled one that works with the map (Polymost only): r9793

The map with the compatible EDuke32 executable bundled:
Attached File  E9L99.ZIP (2.71MB)
Number of downloads: 258

Map-only archive for those who already have the required version:
Attached File  E9L99DSK.zip (343.1K)
Number of downloads: 238

Some other info:
Spoiler


This post has been edited by Jan Satcitananda: 26 May 2025 - 06:28 PM

9

User is offline   Dr.Panico 

#2

Huh. You weren't kidding. This is a weird and creepy one!
Certainly excited to try it, but I can't even get out of the first area. I did kick that wall and got in the room with the faces; but I don't know what to do after that.

Is this one of those maps you need to know how to use certain exploits (like warping or squeezing through a hole) in order to properly play it?
0

User is offline   Polunka 

#3

I dig it so far. I don't know why but I've always liked the maps where creepiness, weirdness and surrealism play the integral part in building the atmosphere. The puzzles are also quite unique in terms of approach to their solution. I guess you would have to understand them in a metaphorical way since you say this map is supposed to convey your childhood fears and complexes and everyday problems, though I'm not really the kinda guy who understands such things well. And yet I've managed to get through some puzzles already.

Still, I have got stuck on one puzzle (well, I'd say it's impossible not to get stuck on this level), hopefully you can help me (though you also don't have to since you're the author and you decide):

Spoiler


This post has been edited by Polunka: 26 May 2025 - 10:17 PM

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#4

View PostPolunka, on 26 May 2025 - 08:14 PM, said:

Spoiler


Spoiler


View PostDr.Panico, on 26 May 2025 - 07:00 PM, said:

Is this one of those maps you need to know how to use certain exploits (like warping or squeezing through a hole) in order to properly play it?

You don't have to use any special exploits. In fact, I put a lot of effort to troubleshoot the clipping bugs that could screw up the progression. Certain places may require some skill though, as they rely on precise aiming or quick movement. Coupled with the unforgiving nature of the map, it would be extremely challenging to complete without saves. Generally you need to be curious and watchful to make your way through the level.

This post has been edited by Jan Satcitananda: 27 May 2025 - 03:27 AM

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#5

E9L99 on ModDB: https://www.moddb.co...3d/addons/e9l99

This post has been edited by Jan Satcitananda: 27 May 2025 - 02:49 AM

0

User is online   quakis 

#6

A unique level for sure, there's a lot I do like about it but having made it to the

Spoiler

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#7

View Postquakis, on 27 May 2025 - 05:51 AM, said:

Spoiler


Spoiler

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User is offline   Bruno 

#8

Hi! It seems to be a very good map! But I don't know what to do when I'm facind the faces wall. There's a soda machine that hurt you and a stop sign on the floor.
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User is offline   Dr.Panico 

#9

View PostBruno, on 27 May 2025 - 10:28 AM, said:

Hi! It seems to be a very good map! But I don't know what to do when I'm facind the faces wall. There's a soda machine that hurt you and a stop sign on the floor.

For this part, you have to kick all the faces. If you do them all, you should hear a thunder sound. Then you must go to the previous area for the next puzzle.

Which I'm stuck currently. No matter what I try, I get stuck in the middle while a Overlord roar sound plays endlessly. Sometimes I manage to squeeze in only to die. I tried "feeding" a Holoduke to the Radioactive hole. Nada.

I have no idea what to do. Which sucks because I really want to play through this map, but it's so confusing.


EDIT: I finally figured out what to do, though there wasn't any clue for it (or atleast I didn't find anything). I think what this level does is put you into a desperate situation where you gotta try EVERYTHING in order to progress. I'm currently at the 7 Sins switch puzzle, but I think I'm starting to understand what logic this level is operating at.

This post has been edited by Dr.Panico: 27 May 2025 - 11:15 AM

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#10

View PostDr.Panico, on 27 May 2025 - 10:42 AM, said:

For this part, you have to kick all the faces. If you do them all, you should hear a thunder sound. Then you must go to the previous area for the next puzzle.

Which I'm stuck currently. No matter what I try, I get stuck in the middle while a Overlord roar sound plays endlessly. Sometimes I manage to squeeze in only to die. I tried "feeding" a Holoduke to the Radioactive hole. Nada.

I have no idea what to do. Which sucks because I really want to play through this map, but it's so confusing.

Try to "bury" yourself kicking the floor. It's dumb, but that's how the story goes. :lol:

View PostBruno, on 27 May 2025 - 10:28 AM, said:

Hi! It seems to be a very good map! But I don't know what to do when I'm facind the faces wall. There's a soda machine that hurt you and a stop sign on the floor.

Thou shalt disturb the peace of the dead.

This post has been edited by Jan Satcitananda: 27 May 2025 - 11:27 AM

0

User is online   quakis 

#11

Stuck again, probably missing something obvious (again);

Spoiler


This post has been edited by quakis: 27 May 2025 - 11:56 AM

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#12

View Postquakis, on 27 May 2025 - 11:55 AM, said:

Stuck again, probably missing something obvious (again);

Spoiler


Spoiler


This post has been edited by Jan Satcitananda: 27 May 2025 - 12:05 PM

0

User is offline   zykov eddy 

#13

This map feels like afterlife.
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User is online   quakis 

#14

View PostJan Satcitananda, on 27 May 2025 - 12:01 PM, said:

Spoiler


Spoiler

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#15

View Postquakis, on 27 May 2025 - 12:39 PM, said:

Spoiler


Congrats on completing the level ;) Yes it's full of pain, yet can be rewarding if one plays thoughtfully and grasps the ideas behind it.

I heard of that wad, certainly carries some similarity, although E9L99 has a well-defined storyline and is done purely with map effects, so it's a tiny fraction the size of lilith.

View Postzykov eddy, on 27 May 2025 - 12:22 PM, said:

This map feels like afterlife.

Yes, it's kind of about Duke's "afterlife" where his soul can't find peace. But it might have various interpretations. You may even find that the main character isn't Duke himself.

This post has been edited by Jan Satcitananda: 27 May 2025 - 02:20 PM

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User is offline   Dr.Panico 

#16

I'm very sorry, but I had to throw the towel now.
Don't get me wrong: this is one of the most unique and cleverly designed levels ever made not just for Duke3D, but for any game. I took the liberty to check out the most I could with cheats (yeah I know, shame on me :wallbash: ) and I can attest that this is one for the history books. At the same time, however, it is also one of the most confusing maps I've played so far. There were times when, even when I understood what had to be done, it seemed like I missed something essential; to the point my mind just short-circuited out of frustration trying to figure it out.

I love weird maps. I love creepy maps. And this level delivered both in spades, with some geniuinely freaky and mind-melting setpieces. But I can't get through it, atleast not now. It's sorta like the Trout Mask Replica of Duke maps - you either get it or don't; and those who get it will have a unique and unforgettable experience.

I hope this map gets the attention it deserves. It truly is a diamond-in-the-rough. (Besides, I could use a video walkthrough...)

Now, if you excuse me, I have to lie down. May this level invade my dreams tonight!
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#17

View PostDr.Panico, on 27 May 2025 - 04:26 PM, said:

I'm very sorry, but I had to throw the towel now.
Don't get me wrong: this is one of the most unique and cleverly designed levels ever made not just for Duke3D, but for any game. I took the liberty to check out the most I could with cheats (yeah I know, shame on me :wallbash: ) and I can attest that this is one for the history books. At the same time, however, it is also one of the most confusing maps I've played so far. There were times when, even when I understood what had to be done, it seemed like I missed something essential; to the point my mind just short-circuited out of frustration trying to figure it out.

I love weird maps. I love creepy maps. And this level delivered both in spades, with some geniuinely freaky and mind-melting setpieces. But I can't get through it, atleast not now. It's sorta like the Trout Mask Replica of Duke maps - you either get it or don't; and those who get it will have a unique and unforgettable experience.

I hope this map gets the attention it deserves. It truly is a diamond-in-the-rough. (Besides, I could use a video walkthrough...)

Now, if you excuse me, I have to lie down. May this level invade my dreams tonight!

No problem, the gameplay is supposed to be confusing and frustrate the player at times. Maybe a video playthrough could help you out. I wonder how far did you manage to get without cheats at the moment?

By the way, thanks for mentioning that album, didn't hear about it before, since I don't know much about avant-garde music in general.
1

User is online   quakis 

#18

Out of all the effects/tricks going on here, there's one I just can't quite figure out how it's achieved:

Spoiler

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#19

View Postquakis, on 28 May 2025 - 05:56 AM, said:

Out of all the effects/tricks going on here, there's one I just can't quite figure out how it's achieved:

Spoiler



That's a tricky one that is a huge step forward even from the mirror seen in 20SCCBP. You got the core idea right, the trick is to force a hidden mirror to render the inner parts (so those must be modeled as reflected to cancel the mirror reflection and effectively turn it into a SE40-like effect). Normally a mirror places the entire reflection behind its surface (as seen from viewer's perspective), but that doesn't mean that you can't put extra sectors in front of it and make them visible (e.g. by joining the sector containing the mirror with another sector). This is usually considered a bug that leads to undesirable artifacts that appear like random walls popping out in front of the mirror, but here I took advantage from it, hiding the mirror itself but intentionally leaving a HoM texture on parts that the "reflection" should be seen through. Fortunately, Build gets pretty loose on rendering mirrors and will draw any reflection that is closest to the player, even if the mirror isn't currently visible per se.

Spoiler


The effect is hard to examine in place because it contains some zero-thickness sectors and is also overlapped by other rooms. Maybe a step-by-step guide with some sample maps could explain it better. The effect should be doable in Mapster32.

This post has been edited by Jan Satcitananda: 28 May 2025 - 07:01 AM

5

#20

Oho, I was just playing with this very concept the other day. Initially it was an accident about a year ago where I'd used an invalid texture to get a reflective look in a room, only to discover a nearby mirror was still drawing on the page, later read the source code and figured out why. It did strike me that as it is an entirely separate rendering pass, that it could probably be used strategically to render things that the player can't otherwise see or fake geometry that wouldn't be possible in one pass.


Haven't had much time to experiment with it and haven't gotten it to do anything useful yet, so very nice to see a working example is already out there. Excellent stuff.
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#21

View PostHigh Treason, on 28 May 2025 - 08:48 AM, said:

Oho, I was just playing with this very concept the other day. Initially it was an accident about a year ago where I'd used an invalid texture to get a reflective look in a room, only to discover a nearby mirror was still drawing on the page, later read the source code and figured out why. It did strike me that as it is an entirely separate rendering pass, that it could probably be used strategically to render things that the player can't otherwise see or fake geometry that wouldn't be possible in one pass.


Haven't had much time to experiment with it and haven't gotten it to do anything useful yet, so very nice to see a working example is already out there. Excellent stuff.

Great to know! I suppose that there might exist other ways to do the trick, so maybe you find a better or simpler way to do that.

Did you have success getting to that place in the map?
0

User is online   quakis 

#22

Thanks for the explanation, made a lot more sense what's going on and even managed to get something going albeit a few rendering quirks still to iron out. It is indeed a fascinating effect and neat to have learnt something new from Build thanks to this release. I want to continue experimenting around with this some more. Cheers again!

Results:
Spoiler


This post has been edited by quakis: 28 May 2025 - 11:20 AM

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#23

View PostJan Satcitananda, on 28 May 2025 - 09:58 AM, said:

Great to know! I suppose that there might exist other ways to do the trick, so maybe you find a better or simpler way to do that.

Did you have success getting to that place in the map?


Haven't played it. I generally avoid anything that uses certain ports. May make an exception if I have the time, but I don't generally have a lot of that spare these days.

Anyway, turned out I was over-complicating things. Previously I was doing some weird things with sticking walls together, but all I had to do was overlap a sector with a mirror in it and use an invalid tile where I want the thing to display - in this case I used "MIRROR" because that tile gets blanked (set to a 0x0 tile) at run time and the mirror display code only runs on walls where it's an overpicnum so it won't interfere. This would be bad practice as it still adds to the mirror count in the map, so another 0x0 tile should be used instead.

Worth noting that setting an invalid tile on the top of the shelving unit would let you look through the top into the fake space below, but it would require very specific tweaking of things to prevent it from going HOM once you move past the front of it.




Attached Image: capt0090.png Attached Image: duke0038.png

This post has been edited by High Treason: 29 May 2025 - 10:23 PM

2

#24

View PostHigh Treason, on 29 May 2025 - 09:52 PM, said:

Haven't played it. I generally avoid anything that uses certain ports. May make an exception if I have the time, but I don't generally have a lot of that spare these days.

Anyway, turned out I was over-complicating things. Previously I was doing some weird things with sticking walls together, but all I had to do was overlap a sector with a mirror in it and use an invalid tile where I want the thing to display - in this case I used "MIRROR" because that tile gets blanked (set to a 0x0 tile) at run time and the mirror display code only runs on walls where it's an overpicnum so it won't interfere. This would be bad practice as it still adds to the mirror count in the map, so another 0x0 tile should be used instead.

Worth noting that setting an invalid tile on the top of the shelving unit would let you look through the top into the fake space below, but it would require very specific tweaking of things to prevent it from going HOM once you move past the front of it.

Yup, turns out that I was also over-complicating the setup, although that helped to render two non-coplanar portals at once using the same mirror. The drawback of my inverse mirror design is that the maximum depth is limited and some HoM is visible at certain angles. On the other hand, it might facilitate through-the-top rendering you described (because the mirror is actually behind the wall).

By the way, I was considering making a map for the original DOS game, but it wouldn't be very ambitious anyway because of the limits on switches and other effects being so low.
Spoiler


This post has been edited by Jan Satcitananda: 30 May 2025 - 03:38 AM

0

User is offline   brullov 

  • Senior Artist at TGK

#25

When asked "If you were stuck on a deserted island, what 3 things would you bring?", you can safely answer "Lezing's E9L99". An endless stream of crazy ideas, both technical and game-design, that cheekily, audaciously demonstrate a high level of the author's knowledge of how the engine works. Well done!
2

User is offline   ck3D 

#26

View PostDr.Panico, on 27 May 2025 - 04:26 PM, said:

(Besides, I could use a video walkthrough...)


There is Nacho/TLOD's stream now. I want to say don't spoil yourself too much, but I was glued to it the entire time because the level is fascinating and to be fair feels like my own experience of it still will be unique anyway when I finally play it. The last maps in Duke 3D history to have impressed me this much must have been Red 4 and Blown Fuses. Technically, it is way ahead of a lot, essentially Build Porn: The Map but at the service of a consistent direction, just ethereal. There is a lot to comment about it but I should reserve that for whenever I've personally played it or I would be going off impressions.



Spoiler


This post has been edited by ck3D: 01 June 2025 - 01:52 AM

2

#27

View Postbrullov, on 31 May 2025 - 01:29 PM, said:

When asked "If you were stuck on a deserted island, what 3 things would you bring?", you can safely answer "Lezing's E9L99". An endless stream of crazy ideas, both technical and game-design, that cheekily, audaciously demonstrate a high level of the author's knowledge of how the engine works. Well done!

Thank you buddy, I knew you're gonna like the level B)

View Postck3D, on 01 June 2025 - 01:49 AM, said:

There is Nacho/TLOD's stream now. I want to say don't spoil yourself too much, but I was glued to it the entire time because the level is fascinating and to be fair feels like my own experience of it still will be unique anyway when I finally play it. The last maps in Duke 3D history to have impressed me this much must have been Red 4 and Blown Fuses. Technically, it is way ahead of a lot, essentially Build Porn: The Map but at the service of a consistent direction, just ethereal. There is a lot to comment about it but I should reserve that for whenever I've personally played it or I would be going off impressions.

Yes, I see that most time was spent there figuring out the puzzles and trying literally every possible option.

Spoiler


View Postck3D, on 01 June 2025 - 01:49 AM, said:

Spoiler


I didn't finish Blast Radius yet, but the idea appears pretty suggestive and tempting; it's mostly a matter of technical skill and finesse to do it right. There was so much talk about Duke being dead in the recent years that somebody with enough dedication had to make E9L99 that would symbolize the very end of everything.

This post has been edited by Jan Satcitananda: 01 June 2025 - 06:51 AM

1

User is offline   Polunka 

#28

Holy shit, what a monstrous level! Finally beat it. So much nonsensical stuff thrown together yet it feels so coherent. One of the most interesting and captivating Duke3D maps I've played. Why captivating? Well, for me, it was the fact that each puzzle's completion felt especially rewarding since most of the puzzles were extraordinary and actually took some time and brainstorming, and with each new puzzle it felt more intriguing, just what else the author could have come up with.

As for the Build Porn stuff, I'm not a mapper myself but even I could appreciate the things you did on the technical side that I hadn't witnessed before in a Duke3D map.

Well, I did still cheat but only a couple times and I also admit to have looked up some of the moments in The Legend Of Devon's video:
Spoiler
I found only 9 secrets out of 20 but I think it's enough for me. This level pretty much exhausted me so I'll call it a win :D

And the last but not the least, the wackiest ending to a Duke3D level I've ever experienced! I was pretty much mind-blown at how someone could ever think about something like this in a Duke map.

All in all, had a lot of fun. Thank you for bringing this masterpiece to life, and I hope you will bless us with more levels in the future :dukeaffirmative:

This post has been edited by Polunka: 01 June 2025 - 07:17 AM

1

#29

View PostPolunka, on 01 June 2025 - 07:16 AM, said:

Holy shit, what a monstrous level! Finally beat it. So much nonsensical stuff thrown together yet it feels so coherent. One of the most interesting and captivating Duke3D maps I've played. Why captivating? Well, for me, it was the fact that each puzzle's completion felt especially rewarding since most of the puzzles were extraordinary and actually took some time and brainstorming, and with each new puzzle it felt more intriguing, just what else the author could have come up with.

As for the Build Porn stuff, I'm not a mapper myself but even I could appreciate the things you did on the technical side that I hadn't witnessed before in a Duke3D map.

Well, I did still cheat but only a couple times and I also admit to have looked up some of the moments in The Legend Of Devon's video:
Spoiler
I found only 9 secrets out of 20 but I think it's enough for me. This level pretty much exhausted me so I'll call it a win :D

And the last but not the least, the wackiest ending to a Duke3D level I've ever experienced! I was pretty much mind-blown at how someone could ever think about something like this in a Duke map.

All in all, had a lot of fun. Thank you for bringing this masterpiece to life, and I hope you will bless us with more levels in the future :dukeaffirmative:

Thanks for your feedback, great to know that you found the map interesting. Maybe once you can beat the level without cheating ;)

Feels like it's a good idea to write a short guide on how to pass through certain places in the map, because some players face difficulties there:

The "pride" switch:
Spoiler


The "really ready room":
Spoiler


The segmented door:
Spoiler


The clyster:
Spoiler


This post has been edited by Jan Satcitananda: 01 June 2025 - 09:31 AM

1

User is offline   NNC 

#30

Is this map Duke's answer to Doom's MyHouse?
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