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[RELEASE] Cliffs of Dover  "somehow the author of Shaky Grounds returns ;)"

User is offline   Merlijn 

#31

Thanks for sharing the stream, it's a great playthrough. Some funny moments in there as well, such as the first death in the run XD

The soundtrack for this map is online now:
https://youtu.be/BEvBU5LjbWg
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User is online   ck3D 

#32

Cool. Song is a perfect match for the map but that goes without saying; if people are so discreet about appreciation for it (but I've seen some), I reckon it must be because by now they expect your music (and Maarten's) to be one ingredient of the Oostrum mapping experience that is a given. But always worth recognition in its own right. In this case there is quite a bit I've said about the map that could also apply to the song in terms of references to past work, but rearranged and merged into new.

I just realized from TLOD's playthrough that both cannons now shoot at once, by the means of flicking just one of the two switches (around 2:49:10 in the video), I don't remember that being a thing in the beta and so is it intentional? If not, may be because you have a loose Masterswitch somewhere in the area, or something that basic (but of the sort that loves to sneak in between map revisions). Not a huge deal in the sense that all of the explosions are triggered anyway but looks strange now having one switch per cannon when one is redundant (and not linked to the other one).

This post has been edited by ck3D: 01 March 2026 - 11:03 AM

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User is offline   Merlijn 

#33

Thanks, I've seen plenty of comments about the soundtrack so it's all good for me :) There are definitely some familiar elements (I do love those long howling guitar notes hehe).
One of the inspirations was a Red hot chili peppers songs, believe it or not. A deep cut from their last album, very different from their mainstream hits but a very cool song IMO:

https://youtu.be/oG5...d3AWHFyVGDRCXa1


As for the cannons, it's been like this in the beta as well. If you press the left button first, you can fire the cannons independently. If you press the right one, both cannons will fire together.
I'm not sure why it behaves like this; the masterswitches are very close to each other, so that probably explains it.

But I have decided that it's not a bug, it's a feature :D It's a neat little quirk that offers slight variations for those who want to experiment with the cannons and see how many kills they can get out of it.

This post has been edited by Merlijn: 02 March 2026 - 09:19 AM

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User is online   ck3D 

#34

Oh OK, interesting. Most likely it's just basic MASTERSWITCH interference, remember you would need different sectors for each explosion since one MASTERSWITCH going off also automatically triggers every other MASTERSWITCH in that sector.
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User is online   ck3D 

#35

By the way, I also checked your cannon setup real quick yesterday when I went in to check the TROR in pepsodent's new map. Your MASTERSWITCHES already are in different sectors and so set up properly, but your SEENINES are not and that is where you would need a split. The behavior being MASTERSWITCH won't care for SEENINE channel and just detonate all of them that are timed and in the same sector. So that perfectly explains the results you are getting. One MASTERSWITCH is outside the sector and so only detonates the correct SEENINES, the other MASTERSWITCH is with all of the SEENINES and so triggers all.

This post has been edited by ck3D: 08 March 2026 - 02:15 AM

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User is offline   Merlijn 

#36

Ah, I figured it was something like that, thanks for confirming! I knew it wasn't the masterswitches. But like I said, I kinda enjoy that this quirk is in the map so I'll just leave it in :)
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User is online   ck3D 

#37

Oh yeah it was mostly just so you would know for sure how to replicate it. It is true it is a funny quirk, maybe there is something to do by pushing it in unexplored directions for new puzzles or certain type of kill zones, etc.
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