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[RELEASE] W.A.R.T.H.U.G.Z.  "Duke VS. P.I.G."

User is offline   Merlijn 

#31

Too bad Mikko got so annoyed / impatient by the boss fight, but seems he enjoyed the rest of the map at least. :)
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User is online   ck3D 

#32

View PostMerlijn, on 02 January 2026 - 04:50 AM, said:

Too bad Mikko got so annoyed / impatient by the boss fight, but seems he enjoyed the rest of the map at least. :)


I always fully expected the bumper sticker at least would be an implicit, instant two points off the score :lol:

This post has been edited by ck3D: 02 January 2026 - 03:15 PM

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User is offline   Maarten 

#33

Finally played this map! Just wrote down some stuff..don't mind me if my English is slopy :P

This one is really interesting & feeling fresh and at time it really made me go "how the hell did he do this?". That's quite something for a old game like this.

The main "star" of this map is for sure the pigcop cars & choppers. I really liked the way you did introduce them and it's fun.
Design is also really cool and felt quite future but at the same time a realistic feel.
I love the way some buildings look!

I played on CGS, found 1 "red part" secret with very helpfull stuff, since I died quite often and saved a lot. The map was quite hard at times, especially with the many pigcops shooting me while I was looking where the hell they where (like on rooftops or sloped parts of a building). But still, I haven't played much Duke myself, so it's mostly me being a bit "n00bish".

The last chopper fight was a tough one, and it exactly made me stop the level for 1 day :P But today I got the tricks and (after alot of dying and saving) it felt really nice when I finally beat the damn thing. It's really creative and I feel like trying this map just once more (maybe this time on Let's Rock).

So no real complaints from me, except maybe a bit more enemy variation would have been good. But I also get this Pig-Cop thing was a main goal/theme.

Again: congrats on the release and you really made a stand out map which you can be proud of! Good job :D

This post has been edited by Maarten: 05 January 2026 - 12:33 PM

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User is online   ck3D 

#34

Thanks for playing and for the precious feedback Maarten! Means quite a bit that you enjoyed the map.

The sector enemies are various combinations of moving sectors and shootable switches (sometimes invisible) bound to target logic machines that trigger various out-of-bounds doors with autocloses that themselves set off their own activators (the latter being a trick I actually learned or re-learned not so long ago from Merlijn). I actually was curious to see if you would like those enemies since I've noticed you are starting to experiment quite a bit with automatic shooters too and so as you can see, there is a lot that is possible, and I'm already looking forward to seeing the contraptions you will make in the future yourself and the tricks you use or invent.

Target logic is a term High Treason coined, but his machines are a lot more complicated. If you want to take a look at the simple ones in my map, they are on the top left corner of 2D mode (you have to zoom out to the max). His look like this:



Parachute Pigcop is different and actually executed wrong, it uses lowering double parallax but really things should be offset the other way around, using a sinking sector with the Pigcop up in the air but standing on an invisible sprite (as opposed to tall see-through sector floor), that is why they can be buggy and clip Duke up in case he is good enough to reach them before they have come down (but that's usually not how it plays out). Honestly wouldn't have been a huge hassle to correct but I actually kind of liked it as proof of concept, albeit janky and so it stayed.

This post has been edited by ck3D: 05 January 2026 - 12:58 PM

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User is offline   Maarten 

#35

Nice to see your so much into experiments!
Yeah I forgot to mention parachute pigs. Really creative way to let the enemy attack you!
Also quite funny to see we somewhat got this "overlap" of shooters - I actually added it in my map just a few months before the release. I actually got the idea after checking SE.MAP (and also wanted a special start and climax in my own map, but it took a while before finding the right "feel". The shooters really made things close to what I was looking for).
I'm not too sure if I'll epxeriment even more, because I still have the most fun time when just making locations. But hey, I always say that when starting a new map, so who knows what happens :P

Anyway back to your release. I'll give the map another spin soon! I feel I still need to discover some stuff I probably haven't really found out yet (even tho I played for sure 45+ minutes).
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