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[RELEASE] DNVL3.map  "Duke Nukum V (working title) Ch. 3 (beta)"

User is online   ck3D 

#1

New map out, here: https://www.moddb.co...taearly-release

Third level of my new episode to close out D3D 30th anniversary week. Again beta/early state but in reality final enough unless someone runs into trouble.

"Blast anything bright!"

Alternate download/option: DUKE NUKUM V Demo (0.92) - first 3 levels playable in continuity via user.con: https://www.moddb.co...evels-earlybeta

Is fun off/lends itself well to pistol start however. But most likely won't be so mean as to take away Duke's weapons at level start even in the final. Just is a thing to do.

This post has been edited by ck3D: 26 April 2026 - 05:38 AM

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User is online   Dr.Panico 

#2

Excellent!
This one is a tad shorter (only 23 minutes), but it's also much harder. It goes on you head-first and gives only brief moments of respite. The nature of the level (being inside a hotel of sorts) makes combat a bit painful is more cramped areas. The room with all the ladies and the Drone was tense - I've managed to deal with it without killing the girls; who know what would've happened if I didn't.

I've noticed something I'm pretty sure wasn't intentional: the gate next to room 001 can be clipped through from both sides. While I ended up using this in my favour in certain moments, this still must be some kind of oversight.
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#3

Okay this one doesn't seem to run smooth with Polymer so I switched to polymost immediately and I gave up after an elevator squished me. Forgot to save. WTF? The beginning area is also a PITA. Made me think how a YouTuber would try a "no damage" (taken) run. ;) :P
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User is online   ck3D 

#4

View PostDr.Panico, on 26 April 2026 - 10:30 AM, said:

I've noticed something I'm pretty sure wasn't intentional: the gate next to room 001 can be clipped through from both sides. While I ended up using this in my favour in certain moments, this still must be some kind of oversight.



Yeah so you are the best for catching that, the issue is fixed (also in the uploads) now. Probably stray key press on my end or something but such a crucial one. Thanks and glad you enjoyed the map!

Spoiler


unedukecated yes I suspect Polymer is going to start shitting the bed from now on, especially from the next level onwards. But it is useful to know which ones are mostly compatible with that renderer and which ones aren't so that I can relay the info to other players later myself. Should watch out for the elevators marked out of order yes, they all are a legit cache but have a trick so should be on your toes. Beginning should be good enough, first time I ever tested it at all on CGS barely got hit and made it into the building with 130+ health. But lowering skill settings is no shame the way I am utilizing them. Usually it is as game modes (think Game A/Game B etc... oldschool style) where CGS is intended/hardcore the way I like it and then lower steps remove whole enemy types that I've observed annoy certain niches (e.g.. LR barely has any turrets; this specific level should have a couple though; in this specific episode also removes a lot of my otherwise beloved Sentry Drones).

Fun fact, YouTube AI refused to let me post 2D automap. It's not bad though and just symbolic.

This post has been edited by ck3D: 26 April 2026 - 02:20 PM

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#5

Polymer is weird, when I started this map for the very first time yesterday with Polymer frames were indeed suboptimal but it was still playable, nonetheless I switched to polymost immediately. Now I have warmed up my computer and it runs even worse in Polymer, starting area is like a slideshow with 5 FPS or something = unplayable in Polymer, at least with my setup. This is odd, because when I play my new map "cold" it's also not that smooth, but once my computer gets "warm" it runs smoother - so quite the opposite to your map. IDK why lol

Yeah, once you know where to go in your map the rooftop is easy. Perhaps just a little less blast action from every angle, so that it really is more of a safe space like it should be? Just saying because DNV is obviously meant to be an accessible episode for every gamer, not just for dukers. ;) Just saying!
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User is offline   Mark 

#6

I played under Polymer too. Framerate was surprisingly good until the first Battlelord popped in. Along with everything else going on, not only did Polymer shit the bed, it sprayed onto the drapes too. I had to go into god mode to continue. Framerate was quite good in many places except when enemies spawned in. Kill them off and it climbs up to a good rate again. So it was a rollercoaster ride of framerates.

The map itself was once again, quite an undertaking. Not surprising for a ck map. You still da man.
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User is online   ck3D 

#7

unedukecated about the performance difference that must have to do with the way I build TROR, the way I understand it it requires a rendering pass for every portal and the way I build it is rather sophisticated so that it can be flawless in classic/software (in reality is pretty basic but has to do with getting even a loose grasp on how sectors draw, sprites load etc. which is pretty technical/not so well documented and can take a while to get with raw practice), basically uses lots of splits/portals and so isn't the most optimal in Polymer at all (which ironically enough seems like is the most tolerant with 'flawed' TROR, and then Polymost). Especially around the rooftop and upon the finale I can picture your FPS must be dropping already. Or most anytime not so much when around the center of the rooftop but way more so when around the edges looking in.

Your comment about the accessibility is interesting (just like I liked how Dr. Panico's comments from earlier and the comparisons to Blast Radius existing). I will not comment on it for the time being but I am noting that it was remarked (and can confirm that it already is being considered via the skill settings).

Mark thanks for giving it a shot and the comment. Hey so if you can make it until the first Battlelord that doesn't spawn right into the map (again depends on difficulty level which drastically changes the start) then you really are just being humble and not so rusty as you sometimes express you are, even on the lowest skill there is it is a tough battle. OK again cool to hear about the performance issue. I suspect the next map will be the exact same - play nice at start but then start costing water money - in Polymer like this one but exacerbated, as soon as Duke gets into one specific room (if you play it). Appreciate the indulgence and appreciation, neat to hear this is getting you to play raw D3D again (now matter how 'enhanced'/'modified'; all the more useful to know; honestly also absolutely do not care about the player using cheats if that is how they best can experience the maps).

One of these days when I can find the time/manage a break I will test the levels in Alien Armageddon. Hopefully will play well but I suspect more difficult due to some of the code (not unfairly so and in a way that would fit the demographic of that mod anyway). Curious to see how the episode might look/perform in Legacy too, just last week someone posted a playthrough of my L.A. Meltdown remake on YouTube (https://www.youtube....ommasterclass19) and minus some of the turrets morphing into Legacy Organtics and automatically sticking to sky/ceiling in that mod looks, and seems like it plays real cool. Last boss battle in particular looks so much more difficult.

BTW Dr. Panico (for the opportunity that I get to communicate without double posting), about the Sentry Drone room

Spoiler


This post has been edited by ck3D: Yesterday, 08:38 AM

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#8

Oh I see, this makes sense now with TROR being hardware hungry. But I think in some maps where TROR is not used that excessively they might run smooth with Polymer but whatever. I will check if upcoming DNV maps will run nicely in Polymer, and if not I'll be switching to polymost of course. I have never played "Blast Radius" so far, but have heard of it multiple times of course. Maybe one day... :P
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User is online   NNC 

#9

Gawd, lots of news here.
1

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