[RELEASE] DNVL7.map "Duke Nukum V (working title) Ch. 7 (beta)"
#1 Posted 14 May 2026 - 02:47 AM
Should work fine in new EDuke; worth remarking is, using a couple of months old versions of EDuke to test it made it break in really weird ways: irreversible player X/Y movement slowdown upon activating a certain switch lowering slow door (similar to using inittimer but applied only to player X/Y; Steroids worked 'normally' in such conditions in that they augmented movement speed, but did not break state, and roided up Duke in that broken mode remained slower than not broken normal Duke), all textures deactivating to pitch black (including in menu/end of level screen but also in the next levels loaded) but sprites remaining, DNDEBUG revealing walls dragged out so far away from map mapper can not even reach, etc... Made me freak out a little so finally updated to latest EDuke, tested with and without sped up game timer, tried some fixes on the map side at the same time and... now seems fine, minus the aforementioned lag on veteran hardware in one spot or so.
So have fun.
This post has been edited by ck3D: 14 May 2026 - 03:13 AM
#2 Posted 14 May 2026 - 04:28 AM
(Attachment below is for possible EDuke troubleshooting, nothing playable)
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Attached File(s)
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edukelog_debugmap.rar (195.17K)
Number of downloads: 31
This post has been edited by ck3D: 14 May 2026 - 07:27 AM
#3 Posted 14 May 2026 - 07:30 AM
This is one of the best levels so far. It kinda reminded me of Incapharnaum, in that it's one of those levels where you can just pick a direction and go, and plan your strategies accordingly. I can't help but enjoy levels like this. Combat and navigation were tough, but fair. It didn't break on my end, so the overall experience was very smooth. And the overall layout was pretty clever.
The only aspect I didn't care much about was that Organic Turret platforming section. It looks cool and all, but the platforms move too slowly; so for the most part you're just playing the waiting game and having little else to do. Either having the platforms move a little faster or have more enemies showing up in the canyon could improve things a little. I also didn't understand why I couldn't climb the rougher rock area. Was that for preventing some other glitch from happening?
#4 Posted 14 May 2026 - 07:38 AM
This post has been edited by ck3D: 14 May 2026 - 07:41 AM
#5 Posted 15 May 2026 - 02:19 AM
Will be holding out for either a solution to the crashes on the map side (perhaps just remaking the bad wall sector would fix it), or on the EDuke side before I move on to uploading the v. 0.95 demo.
#6 Posted 15 May 2026 - 09:17 AM
DNVL7 is another great one and plays smoothly so far with nary a hiccup. Am about maybe 1/2 through, just getting out of the main beginning area.
I've been save-spamming and have done a number of loads along the way with no issues. I'll keep at it though. It plays well with nothing unexpected happening - have yet to use 'roids but will do so (I don't like DP steroids play - feels weird relative to the original).
@ck3D thank you again for another awesome map.
This post has been edited by stillTodd: 15 May 2026 - 10:04 AM
#7 Posted 15 May 2026 - 09:30 AM
Completely forgot how DukePlus roids play. Remember in base D3D (at least) they are not just good for traversal speed/terrain control during fights, they also make you grow back if shrunk and grant you Shrinker invulnerability for as long as they last, all the while making your kick stronger. Shrinker gimmick especially useful in this map or the couple of others that have Newbeasts.
This post has been edited by ck3D: 15 May 2026 - 09:38 AM
#8 Posted 15 May 2026 - 10:12 AM
Anyways, I'll continue to play on this low rent system. And @ck3D thank you for those extra pistols upon start!
This post has been edited by stillTodd: 15 May 2026 - 10:40 AM
#9 Posted 15 May 2026 - 10:57 AM
This post has been edited by ck3D: 15 May 2026 - 10:59 AM
#10 Posted 15 May 2026 - 12:56 PM
Loading from a break, eg saving, quitting, then starting up eduke32 later & loading the save, is working 100%.
#11 Posted 16 May 2026 - 02:27 AM
Standalone map file (updated, same as previous one without underlying potential corruption upon reload in continuous play): https://www.moddb.co...taearly-release
0.95 6-level demo: https://www.moddb.co...v-095-earlybeta
#12 Posted 17 May 2026 - 03:24 AM
2 is still an amazing map with it's flaws I mentioned, probably I replay it first in an episodic format before going on for the rest.
This post has been edited by NNC: 17 May 2026 - 03:29 AM
#13 Posted 17 May 2026 - 03:30 AM
#14 Posted 17 May 2026 - 03:51 AM
#15 Posted 18 May 2026 - 12:15 AM
NNC, on 17 May 2026 - 03:24 AM, said:
2 is still an amazing map with it's flaws I mentioned, probably I replay it first in an episodic format before going on for the rest.
I would have had an issue with you not having an issue with the start of level 3, especially assuming coming into CGS/pistol start (I love it but it only is fun when knowing your way around the rooftop already). General thought: this is a *new* episode. Maybe jumping into it blind on CGS is a little presomptuous (although understandable out of habit, obviously), just like the original D3D episodes probably is better experienced on lower skill or even continuity first until the levels are tamed or otherwise yeah, you will get all of the turrets and drones and extra Battlelords essentially playing on dev skill that is in strict terms of challenge more suited for veteran Dukers, but not the most casual or (mutually) fair of approaches.
The levels are double format really. Simultaneously user maps when played as such, and legitimate episode parts, modern version of the 00's Roch/Red... era of series type releases but landing somewhere definite if you will. All contexts valid and accounted for, none play the same, player chooses angle.
General note to possibly appease the nervous systems of whoever is following the series, will take a little while before I release the next chapters. It is not so much work that is needed but will take energy and I can use a break.
This post has been edited by ck3D: 18 May 2026 - 01:08 AM

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