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[NEW RELEASE] LOCKED AND LOADED  "My attempt at making the ultimate train map"

User is offline   pepsodent 

#1

my 2nd map, locked and loaded, is out!

A train level, one of my favourite types of a map, now made by me! A 2nd map I worked on, which I'm very proud of that it turned out so good.

Some of you who seen (and helped!) my progress on this map already know that this was supposed to be part of episode that I haven't figured the name for. Its still is, however I decided to release it as a demo due to some personal stuff in my life. Once on the internet always on the internet, you know the stuff. The whole thing is still planned and slowly being worked on don't worry about that. Check the screenshots and link to download bellow and share your thoughts and feedback, all critique is welcome as I'm still a newbie into the mapping stuff. The last paragraphs are spoilery as its about my thoughts on the map and how it came to be, read it after playing it

Attached Image: duke0593.png Attached Image: duke0594.png Attached Image: duke0595.png
Attached Image: duke0596.png Attached Image: duke0598.png Attached Image: duke0599.png

link: https://www.moddb.co...cked-and-loaded

Now, my thoughts on the map. I love train maps, before and when making this one I played many of them to see what works and what doesn't. Lets see the biggest issue - due to the nature of the setting these types of maps are very linear, a straight line. Some maps, like Blood's train level, add backtracking to pad it out. Its okay, but doesn't fix the issue of replayability. I tried to take on these 2 problems by making you start at the middle of the train, now you have 2 paths to take. To fix the backtraking both paths now progress your map, if you go to back of the train you get a key, if you go forward you get same key. That way no matter what you take you don't have a problem of picking a wrong way. However something I wanted as I planned the layout was to have a use for 2nd yellow key, but couldn't find place for it, so I'll figure it out for ultimate definitive edition that will come out in 10 years when I finally finish this damn episode. Another big thing I did was add TROR into the equation, and now that you can change between top and bottom parts of the map at almost any time the replayability options are near limitless! But I'm not done yet, you also get a jetpack! A train level with a jetpack, now you don't even have to play on train itself, get the jetpack, a rocket launcher too from the supply boxes in your starting car and go nuts on this map. This is why it's so open and free to go, I decided refrain from blocking lines, instadeath sectors and keep the massive skip, yeah you can beat the map in 30 seconds, but you will miss out on all the fun. The choice is up to you.
From the very start of making it I had set myself to make an ultimate train level so I'm asking you if I succeeded at taking this big task as my 2nd map ever. There are still issues like cramped Insides of the train and enemy AI struggling with it. The styles of 8 grey cars are drastically different, I probably should've picked a specific texture style. The final passenger cars are a bit lacking on combat side, but that could be interpreted as the map taking more chill end to things after intense fights in main section of the map. I haven't done the moving scenery on conveyors, didn't have time for it. I also wanted to build a city on horizon, as this train is moving to LA by the plot of the episode. I'll get to it all when finalizing it in the future for sure
13

User is offline   Mike Norvak 

  • Music Producer

#2

Congratulations!
0

User is offline   pepsodent 

#3

some real life stuff the map was based on
Attached Image: Union_Pacific_locomotive.png Attached Image: duke0602.png
Attached Image: 16-tons-railway-crane.jpg Attached Image: duke0601.png
Attached Image: istockphoto-945231294-1024x1024.jpg Attached Image: duke0603.png
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User is online   ck3D 

#4

Map was some of the most fun times I've had in Duke in a while, creative and fluid from start to finish, difficulty just right, really cool unique detail and practical setups everywhere. Leaving the progression wide open always is a bold choice but I adore that you went that direction. Structure/composition/pacing of the level also great (no matter how exactly one goes at it). Original fine use of fogpals subtly throughout. Lovely mood and awesome action amidst some unique vistas.

Good luck on your episode, the secret to managing such a project is let it drive you crazy to a degree but not too crazy. Build is such a time sink.

This post has been edited by ck3D: Today, 12:17 AM

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