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[RELEASE] DNVL1.map  "Duke Nukum V (working title) Ch. 1 (beta)"

User is online   ck3D 

#1

Maybe some minor mistakes left (definitely some slight TROR portal funkiness) but tested several times and good enough just in time for D3D's 30th. Should run fine in classic/software, absolutely no idea about how other renderers may perform.

First level in my upcoming episode; see .txt.

Basic user map + MIDI format. Current par time in episode user.con (not included) set to 15:00 and no 3DR time, feel free to let me know your times (casual runs or not) and ultimately I might use them.

Oh yeah I know the RPV's technically bug out but left them like that on purpose so they act like they guard key areas. Somehow when TROR interferes like this, they do not look confused/get lost and it looks legit.

This post has been edited by ck3D: Yesterday, 02:33 PM

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User is offline   Dr.Panico 

#2

Congrats on the release!
This one took me 35 minutes and I still missed a few enemies and most secrets.

So far, so good. I haven't noticed any particular glitches. Everything seems to work as intended. As for visuals and gameplay, they were top-notch as always. I must've missed the Expander somewhere, since the map gives a lot of ammo for it (and I could've used it in the last battle).
Getting inside the Million Dollar theater was a little confusing, but it's nothing too obscure fortunately. In general, the layout is well-put together and the visuals are neat.
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User is online   ck3D 

#3

Thank you once again for playing and the feedback.

Yes there is a Shrinker in the map, depending on what the player does after they have found the key, they are more or less likely to find it.

Just replayed the level. Can confirm no major issues, only minor visual ones if you really look out for them, and last but not least the ultimate explosion in the level doesn't go off despite being set up (surely a simple MASTERSWITCH hitag thing) but I like that, will make it cooler to replay in the final episode with fireworks at the end there (and on my end the work is already spent).

This post has been edited by ck3D: Yesterday, 10:36 PM

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User is online   ck3D 

#4

OK I wasn't going to let people hanging without the aforementioned fireworks (it's not even much but it is the proper finale). This version of the map fixes the explosion (as expected was stupid MASTERSWITCH mistake) and also adjusts some visual errors here and there, I still have some stuff that breaks (handful of Cyclers failing) but nothing I will fix before the final episode release, none of the adjustments will be practical and thus matter at this point.

Sorry for double post, website doesn't let users edit posts after a four-hour window limit.

Attached File(s)



This post has been edited by ck3D: Today, 02:52 AM

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#5

Took me like 30 mins on CGS, found all secrets since there are only a few. Map can be played in Polymer, brightness and general lighting looks a bit better there I'd say, performance gets a bit slowed down in some outdoor areas indicated by FPS turning red - just like in my current map. Still decently playable so it's fine, also tried with Polymost which is kinda too dark in some places but that was the intention anyway I think.

Layout is nice, good city vibes and lots of TROR and the cinemas connected is very neat. A good portion to explore, finding secrets, solving puzzles etc. Well done!

Some points of critique containing spoilers:
Spoiler

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