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[RELEASE] DNVL2.map  "Duke Nukum V (working title) Ch. 2 (beta)"

User is online   ck3D 

#1

Direct continuation of DNVL1.map. SP, DM, etc. some may say a bit tough off pistol start but more than possible (just like how I like them). Current par time in the episode user.con (not included) 30 mins.

Needs (relatively recent) EDuke.

Calling it a beta but in reality is a rather technical map and thus was tested an insane lot, multiple complete playthroughs, just by me though. Feel free to let me know if something breaks, but not much should (crossed fingers knocking on wood). Have fun.

Attached File(s)


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#2

Congrats release machine! :D Took me like 35 mins on CGS, found only 1 secret this time since I played a bit hastily and just once so far. I like the outdoor areas and that huge TROR thingie ;) Very impressive and yet: when you read it's a map by ck3d you can be sure it's technically and architecturally remarkable. Just like his first DNV map is. Respect!
Worked even better than first DNV map in Polymer I'd say, maybe some frames drop at the final place but whatever. Will try in polymost 2nd walkthrough if I don't forget. ;)

Can't wait to play to next map since it seems it will have a theme I like a lot. We'll see...
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User is offline   Dr.Panico 

#3

Great map! Surprisingly, this one took me only 31 minutes. I guess to compensate, these minutes were more intense than the previous map.
I think this is heading to a similar direction of Blast Radius - having the first level being deceptively simple, and then take off the training wheels for the second map.

I've enjoyed the very clever moments of verticality (the rocket in particular) and how well it flows altogether. Couldn't find the red keycard, but fortunately it could be skipped with the Jetpack. Things get pretty heated at the end, just the way I like it. Little details, like the body parts of a unfortunate Liztrooper, were also pretty cool looking.

And I know this is merely a taste of thing to come...
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User is online   ck3D 

#4

Thank you both for the feedback, happy you liked this one.

Interesting to hear so far Polymer has been handling the episode correctly, it seems. Am very glad since was aiming for max compatibility (albeit within EDuke). Wonder how it may alter the lighting (fogpals...), but probably not much or not in a bad way if into the look. Although it is very possible this doesn't keep up further into the episode, since the TROR will become a wee bit less isolated and more malicious.

Rocket drove me insane to make - and it isn't even built right, compared to cleanly how I would redo it now that I've gone through the process once. Root mistake was building it just as an outdoor structure first with no plan for indoor, and then improvising scoops into and out of it with the more I looked at it. For me it stands for as many lessons as it has floors. One day I might write a blog post about all of the mistakes I made somewhere. The module you reach at the bottom is loosely based on the Icarus:

Posted Image

That is where the red key is, Dr. Panico if you found the jetpack but not the key I am not too sure what happened:

Spoiler


I like that the Blast Radius comparison exists. Will it be correct?

This post has been edited by ck3D: 22 April 2026 - 07:09 PM

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User is online   ck3D 

#5

This should make it easy to play both maps in continuity: https://www.moddb.co...evels-earlybeta
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User is offline   Dr.Panico 

#6

Quote

That is where the red key is, Dr. Panico if you found the jetpack but not the key I am not too sure what happened


Yeah, I know. I found it on my second playthrough. I was probably too ready to bail once I set the switch that I didn't pay attention on what was behind it. It happens :sweat:

Spoiler

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User is online   ck3D 

#7

View PostDr.Panico, on 23 April 2026 - 03:23 AM, said:

Yeah, I know. I found it on my second playthrough. I was probably too ready to bail once I set the switch that I didn't pay attention on what was behind it. It happens :sweat:

Spoiler



I appreciate the appreciation for the secret, I always loved the vibe of
Spoiler


This post has been edited by ck3D: 23 April 2026 - 06:32 AM

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User is offline   Mark 

#8

Not a "real" review since I didn't have a vanilla testing folder on my new computer yet and I don't play many maps these days. I loaded the map into my HHR project folder which has mostly the proper tiles, enough to test the map. Of course it was loaded with 3d models instead of sprites, high res textures and some custom content that over rides the originals and of course, Polymer lighting. But I was still able to make a quick run around the map in god mode to get an impression of the map. As usual, loaded with fancy effects and high contrasting color schemes.. There were a couple of places that acted like mirrors. I don't know if they actually were mirrors or if it was a polymer thing. Another cool map. I have my framerate capped at 120 and it stayed at or near that the entire time I ran around the map. One memorable moment was the high climb up in the rocket area. In real life that would have been a real sweaty palms moment. I could have cheated and used the jetpack but I was curious to see how far up I coiuld climb.

This post has been edited by Mark: 23 April 2026 - 04:59 AM

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User is online   ck3D 

#9

View PostMark, on 23 April 2026 - 04:56 AM, said:

Not a "real" review since I didn't have a vanilla testing folder on my new computer yet. I loaded the map into my HHR project folder which has mostly the proper tiles, enough to test the map. Of course it was loaded with 3d models instead of sprites, high res textures and some custom content that over rides the originals and of course, Polymer lighting. But I was still able to make a quick run around the map in god mode to get an impression of the map. As usual, loaded with fancy effects and high contrasting color schemes.. There were a couple of places that acted like mirrors. I don't know if they actually were mirrors or if it was a polymer thing. Another cool map. I have my framerate capped at 120 and it stayed at or near that the entire time I ran around the map. One memorable moment was the high climb up in the rocket area. In real life that would have been a real sweaty palms moment. I could have cheated and used the jetpack but I was curious to see how far up I coiuld climb.


Thank you Mark that actually is really precious feedback, love hearing nothing but reassuring confirmation from people that technically things run well for the most part for them regardless of settings of choice (that sounds closer to a goal reached every time); and their impressions in terms of fresh feeling too, I always love it when a map (any map) instills a sense of adventure in some way even (maybe especially) when it's not so huge. There are a couple of places that are mirrors indeed (that I can recall right now), one is the waterfall near the start (which is an idea I reprised from my AA HTTKB maps), other one is inside blue key tunnel (that happens to serve as one of my favorite moments in the map). In general I love using mirrors especially to perplex players with room/hallway geometry/symmetry, classic E2 trick. Hopefully at least some of the next maps (whenever they come out) also will convey some of that fresh feel.

By the way if you are looking to (try and!) shake off some rust/chew on some gum. Skill settings really matter in this episode, maybe less so in this map given the amount of respawns, but (as players have been pointing out) the first map probably is very accessible without cheats on Piece Of Cake/Let's Rock. If you can make it through the first couple of rooms (should actually/hopefully be fun) then should already have started stocking up and passed the hardest, or second hardest part. And then the second map should be way easier in continuous play than standalone if you ever get around to installing the demo, feedback from more casual players in general I would be interested in if I'm going to be doing sporadic drops/updates. (That is a general statement going out to everyone)

BTW Dr. Panico I appreciate the honesty about the red key mistake, it is true there is a fair chance to miss the pillar going down since there is a little sector blocking part of the way but unreasonable enough, and in a way if the player panics (... user name checks out :nuke: ) because of the alarm is 1/ justified 2/ means the alarm works 3/ is a viable strat to go out and then come back later for the key, or just grab the jetpack and skip the key (like you did) if they are stumped and/or smart. In fact I actually like that as a possible strat and so most likely will keep it in.

This post has been edited by ck3D: 23 April 2026 - 07:17 AM

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#10

That setup made octabrains the most aggressive I've ever seen them
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User is offline   pepsodent 

#11

I had to time to play both maps so I'll combine my thoughts into 1 post and drop it here instead of splitting feedback in 2 different topics.

I was very curious to see what crazy things you'd come up with when messing with TROR so when I saw these releases I had to try them ASAP. The con file that came with maps dropped some errors in my eduke so I played them in old fashioned way through user maps tab. Only after finishing them did I remember that you also provided midis too, I played with vanilla music. I will be honest, I dont like the audio visual cancer you going for in some places, and fogpal experiments only make it worse in some cases. But in these crazy experiments there's always something interesting that does work well, like that cool helipad in 2nd map made out of nukebutton, so I had to endure through the poopy parts to see the cool shit. And there was plenty of cool things, like the street area in 1st map or the crazy multilayered missile in 2nd. There was some lag in 1st map due to all the TROR there but its something I always accepted in maps with my shitty laptop, it wasnt too bad to hurt gameplay anyway.
For the first map, I think it was a bit excessive to make a new layer for 1 new playable area there or there. I think TROR makes more sense when you utilize layering to its fullest, making full use out of it instead of adding 1 open window and moving on to another layer. I also found it a bit weird that I could skip the big fight on top and run straight to end level button, but maybe it was because I managed to slip below the helipad into the office areas instead of using what I think was the intended way through the hatch on top with sprite ladder.
Going to canyons and secret bases in 2nd map after nice city area was a bit disappointing at first. The red fog is decent, but I wonder if the area would look better at full visibility so the orange tint doest turn into brown fog at distance. There's some random techbases, that neat helipad I mentioned above with nice reference in secret area bellow it, some more TROR and the highlight of both maps. The massive multilayered rocket, now this is what I was expecting from your TROR experiments! How many layers is there? I didnt count because what happens inside was much more interesting. Got stuck for a bit on the way up as I forgot about the elevator in one of the stages of a rocket but its okay. The map ends with another pretty view, worth all the trouble. I couldnt get the key to finish the map though, cliff was tiny bit too high to reach and I run out of jetpack fuel by that point. Maybe there was another somewhere but I didnt bother looking, DNKROZed my way up. I think there maybe was some decorative sprite to jump on that got destroyed during the fight.
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User is online   ck3D 

#12

View Postpepsodent, on 24 April 2026 - 10:54 AM, said:

I had to time to play both maps so I'll combine my thoughts into 1 post and drop it here instead of splitting feedback in 2 different topics.

I was very curious to see what crazy things you'd come up with when messing with TROR so when I saw these releases I had to try them ASAP. The con file that came with maps dropped some errors in my eduke so I played them in old fashioned way through user maps tab. Only after finishing them did I remember that you also provided midis too, I played with vanilla music. I will be honest, I dont like the audio visual cancer you going for in some places, and fogpal experiments only make it worse in some cases. But in these crazy experiments there's always something interesting that does work well, like that cool helipad in 2nd map made out of nukebutton, so I had to endure through the poopy parts to see the cool shit. And there was plenty of cool things, like the street area in 1st map or the crazy multilayered missile in 2nd. There was some lag in 1st map due to all the TROR there but its something I always accepted in maps with my shitty laptop, it wasnt too bad to hurt gameplay anyway.
For the first map, I think it was a bit excessive to make a new layer for 1 new playable area there or there. I think TROR makes more sense when you utilize layering to its fullest, making full use out of it instead of adding 1 open window and moving on to another layer. I also found it a bit weird that I could skip the big fight on top and run straight to end level button, but maybe it was because I managed to slip below the helipad into the office areas instead of using what I think was the intended way through the hatch on top with sprite ladder.
Going to canyons and secret bases in 2nd map after nice city area was a bit disappointing at first. The red fog is decent, but I wonder if the area would look better at full visibility so the orange tint doest turn into brown fog at distance. There's some random techbases, that neat helipad I mentioned above with nice reference in secret area bellow it, some more TROR and the highlight of both maps. The massive multilayered rocket, now this is what I was expecting from your TROR experiments! How many layers is there? I didnt count because what happens inside was much more interesting. Got stuck for a bit on the way up as I forgot about the elevator in one of the stages of a rocket but its okay. The map ends with another pretty view, worth all the trouble. I couldnt get the key to finish the map though, cliff was tiny bit too high to reach and I run out of jetpack fuel by that point. Maybe there was another somewhere but I didnt bother looking, DNKROZed my way up. I think there maybe was some decorative sprite to jump on that got destroyed during the fight.


Thanks heaps for playing and the feedback.

About the first map I totally agree about the TROR being suboptimal and superficial to a degree, basic idea is

Spoiler


Second map

Spoiler


Thanks again, super precious for me/rest of episode dev.

This post has been edited by ck3D: 24 April 2026 - 12:07 PM

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User is offline   pepsodent 

#13

the simplicity of 1st map makes sense, I had suspicion it was on purpose and you confirmed it. I also take back what I said about full visibility in 2nd map, you changed my perspective on it. With how visually diverse your style already is having the map in full clear view would only make it worse yeah.

Spoiler

I went through the underwater caves a few times and they led me to pic rel. I didnt see any buttons in there, maybe I missed it.

This post has been edited by pepsodent: 24 April 2026 - 12:07 PM

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User is online   ck3D 

#14

View Postpepsodent, on 24 April 2026 - 11:54 AM, said:

the simplicity of 1st map makes sense, I had suspicion it was on purpose and you confirmed it. I also take back what I said about full visibility in 2nd map, you changed my perspective on it. With how visually diverse your style already is having the map in full clear view would only make it worse yeah.

Attachment duke0874.png
I went through the underwater caves a few times and they led me to pic rel. I didnt see any buttons in there, maybe I missed it.


Spoiler


This post has been edited by ck3D: 24 April 2026 - 12:29 PM

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User is offline   stillTodd 

#15

I know this is blatant a$$ kissin', but I really appreciate the high quality and stylish maps you guys are putting out lately. Especially ck3D's stuff but everyone involved (hey, pepsodent!).

Thank you all.
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User is online   ck3D 

#16

Since there was demand/curiosity about 1/ the rocket 2/ the map in full vis I figured I would post this, might reuse a couple of the images later on ModDB so also doubles up as a way to save some later work in advance.

Some angles from the map 1/ with full vis on (actually does look pretty sick and just as stable as my shade 12 choice, but again I intend/like that the player only really gets to get flashes of the full picture whenever there is action and so to me this is a bit sacrilegeous), and 2/ with full vis + minus 12 shade value offset (so base zero outdoors but now wrong indoors etc...).

Spoiler


Here is sideview/automap/details of the rocket (by the way they all have names):

Spoiler


And (this is what I might reuse later) map alpha vs. beta/current:

Spoiler


Oh and whilst I am at it, to clarify about the USER.CON errors; this is a normal Atomic USER.CON with just the level and music data modified, the errors are inherent to the base game code and it is just they used to fly under the radar and not be detected until EDuke picked up on them. Funnily enough there are even more intrinsic mistakes in the original .cons that are such human error they can not really be picked up but do matter gameplay-wise (e.g.. Battlelord A.I. calling for Trooper's after being shrunk etc.), whereas those don't really. I do feel OCD about them too though and ultimately might fix them (did in Blast Radius in spite of my will of touching base code as minimally as possible already for that project).

I have a possible question for those who have played.

Spoiler


This post has been edited by ck3D: 25 April 2026 - 05:54 AM

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User is offline   Dr.Panico 

#17

Quote

Spoiler



Spoiler


This post has been edited by Dr.Panico: 25 April 2026 - 09:07 AM

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