My new map - "Have Fun Storming the Castle!" RELEASED! "v1.0 with .ogg music available!"
#1 Posted 20 March 2010 - 08:15 AM
The basic premise is that you have to infiltrate a small base on a desert island. The thing is that this base, former EDF property, houses a very large teleportation device. You have to use that teleportation device to reach and destroy an EDF troop carrier hijacked by enemy forces.
I have already finished the second part of the map, the carrier, and originally intended to release it as some sort of a mini map. But now it's a full-blown user map, and I hope you'll like the result.
Below is a teaser shot. More screens coming soon. It's good to be back!
This post has been edited by SalaciusCrumb: 20 April 2010 - 12:12 PM
#2 Posted 20 March 2010 - 08:25 AM
Why the Princess Bride reference?
This post has been edited by DeeperThought: 20 March 2010 - 08:26 AM
#3 Posted 20 March 2010 - 11:52 AM
Anyways, great shot, among the best terrain design I've seen!
#4 Posted 22 March 2010 - 12:19 PM
DeeperThought, on Mar 20 2010, 08:25 AM, said:
Hehe, the funny thing is that I just learned that it was a Princess Bride quote immediately before I posted here. I heard the phrase before, and I just thought that it would make a nice map name
Oh, and here's a new screen. Enjoy!
#5 Posted 26 March 2010 - 09:07 AM
And another one:
#6 Posted 26 March 2010 - 10:24 AM
Stupid comment, since then I won't be able to play it (properly).
#7 Posted 26 March 2010 - 11:03 AM
Now do a map named "Get To The Choppa!"
#8 Posted 10 April 2010 - 06:09 AM
#9 Posted 15 April 2010 - 05:18 AM
IMPORTANT: You'll need DukePlus v2.07 for this map! HRP and Polymer not required.
I look forward to any feedback! Please post it eithere in this thread or PM me. Thanks
Attached File(s)
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hfstc.rar (64.2K)
Number of downloads: 463
#10 Posted 15 April 2010 - 06:08 AM
But anyways, only two things. First, you should place the first two turrets so that they can be destroyed. Just good manners to give the player a chance to hit them. Second, the scene where you're supposed to use the jump pad to get to that ship, I have no idea what to do. The door is closed so I just fall down (which doesn't even seem to kill me). I just dnclipped through. I assume this is something that's been left unfinished for now?
#11 Posted 16 April 2010 - 04:19 AM
Okay, let's do this quote by quote...
Mikko_Sandt, on Apr 15 2010, 06:08 AM, said:
Yeah, I know
Quote
I just played the map again, and I had no trouble hitting them. The problem is that I would have been forced to give the player the firepower of an RPG right at the beginning, which I wanted to avoid for balancing and pacing reasons. I mainly added them put pressure on the player, but basically you're right. Any suggestions?
Quote
There is an RPG right in front of you once you are on the skiff. Fire it on the door, and it will "open"
This post has been edited by SalaciusCrumb: 16 April 2010 - 04:20 AM
#12 Posted 16 April 2010 - 04:58 AM
#13 Posted 16 April 2010 - 05:02 AM
Indeed, it's easy to destroy the turrets if you turn autoaim off. I don't know how many play with autoaim so hard to tell if this is gonna cause problems knowing that some people want
The problem with these destroyable sprite doors (or sprite obstacles in general) is that those with only casual experience of usermaps don't know they can blow up doors like that. Apparently even more experienced players/mappers like me tend to overlook them. So, I'd fix this either by making it the way it's usually done, a normal sector door with a crack on it or by putting a button outside the door. I don't understand the point of putting a destroyable sprite door there when you can do it the way it's done nine times out of ten, i.e., using a crack.
#14 Posted 16 April 2010 - 06:47 AM
Mikko_Sandt, on Apr 16 2010, 06:02 AM, said:
Or even easier, he could paste a hitagged crack to the sprite door, to indicate that it can be destroyed.
#15 Posted 16 April 2010 - 07:29 AM
#16 Posted 16 April 2010 - 11:04 AM
EDIT: I attached the current version to this post. It also includes the MIDI this time.
Attached File(s)
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hfstc.rar (69.02K)
Number of downloads: 444
This post has been edited by SalaciusCrumb: 16 April 2010 - 11:33 AM
#17 Posted 16 April 2010 - 11:28 AM
EDuke32 will automatically play a midi if it has the same name as the map.
#18 Posted 16 April 2010 - 11:34 AM
#19 Posted 16 April 2010 - 11:49 AM
SalaciusCrumb, on Apr 17 2010, 07:34 AM, said:
It just helps in the long run if you have a lot of user maps in one folder, most of them tend to have there own "dethtoll.mid"
#20 Posted 16 April 2010 - 01:15 PM
The water texture at the beginning is not aligned with the water texture in the out of bounds area.
Several of the sprite made crates in the 1st building cross sector lines so they turn "invisible" when looked at from the wrong angle or when up next to them.
The floor aligned switched to drop the force field in the 1st building is difficult to activate at its current height. It can be shot or kicked to get to work though.
In the 1st building, when entering the room with the crates head strait through the door until the wall is reached, turn right and head behind the first crate encountered. There's a blocking wall where there shouldn't be one.
After jumping onto the skiff and transporting to where the three turrets are. Shooting the turrets leaves bullet holes in the sky.
In the hanger after the blue key is used and the turret wielding drones are spawned. Walking out of the hallway and into the hanger. Stop right after going through the doorway and look left. There's a turret that does nothing sticking halfway out of the wall.
Non-map related I think. The double barreled shotgun wouldn't work for me until the hanger and I had previously picked up three of them from dead pigcops and the first one at the beginning of the level.
I have screen shots, but no photobucket account to upload them to. I can post them at DN-R or email them to you if you want to look at what I'm talking about.
#21 Posted 16 April 2010 - 01:20 PM
#22 Posted 17 April 2010 - 05:26 AM
#23 Posted 17 April 2010 - 09:04 AM
The attached screenshots should be in the same order as the list of items I mentioned in my previous post. If not, the screenshot of the back of a couple of crates shows the area where I could not move through like there was a blocking 2 sided wall there and effected movement approaching from either side of the crate.
btw: the map is pretty fun to play, so I believe you achieved what you where going for.
This post has been edited by Forge: 17 April 2010 - 09:06 AM
#24 Posted 17 April 2010 - 09:39 AM
Considering it is (or that´s what i read) a beta i would work a little more on the shading -a darker atmosphere would be better- and would add some vegetation in the beggining.
EDIT:
Quote
That can be easily fixed (or barely improved) if you make those sprites wall relative.
This post has been edited by Gambini: 17 April 2010 - 03:01 PM
#25 Posted 18 April 2010 - 04:57 AM
#26 Posted 18 April 2010 - 12:37 PM
Quote
No. But I originally planned the first part of the map to be quite different. The player was supposed to arrive at the scene just as the carrier lifts off, so I copy/pasted the second part of the map so I didn't have too build the ship twice. When I learned that I just couldn't manage to pull this off the way I wanted to, I deleted the sectors. What you discovered were the remnants of this attempt. Thanks for the heads-up!
Okay, latest report:
-First, I used up some extra 90 sectors to add lighting and some shading (mostly outdoor, intended to be more realistic, as if a sun was present to influence to shadows). I hope you'll like it.
-The water alignment problem is fixed.
-Regarding the problem of the visibility of crates: I didn't build them with sprites. These crates come with DukePlus, and they are .MD2 files. Using these crates was the only possible to place crates in dynamic angles. Watch the structure above the crates; doing the crates with sectors would have caused a complete mess.
-I originally built in the "trampolin" because I feared that the player would take damage from the landing otherwise. Stupid me discovered it isn't so, so it's gone now.
Below the latest version so you can check out the added lighting.
-The "lazy turret" was a one-time leftover from one of the drones. I didn't encounter them when I played through the map again.
-Some plants were added to the beginning.
-Regarding the "bullet holes in the sky problem": I honestly have no clue how to fix this. I unblocked the walls around the border and changed to a "genuine" sky texture...nothing working. So if anyone knows the solution, I would be very grateful
-I walked up every part of the room and could not find the lonely blocked wall, sorry. Could it have something to do with the crates?
-I lowered the floor alligned switch by one step, and it works perfect now.
Attached File(s)
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hfstc_vO.9.rar (74.82K)
Number of downloads: 427
This post has been edited by SalaciusCrumb: 18 April 2010 - 12:38 PM
#27 Posted 18 April 2010 - 01:33 PM
In the room opened with the blue keycard there is a cylindrical machine that you place an object in front of. If you try to go behind it the cylinder on the right side, you get squished (at least I did).
In the skycar escape, I didn't know I was supposed to fly straight out, and the first time on that part I turned and started hitting invisible walls. Maybe you could somehow make it clear that the player is supposed to fly straight there? (perhaps by putting something off in the distance that the player will want to fly towards)
Now that I've played the map, I can see why you were asking about starting a level with the player in the skycar. If you're still interested, I can add that in sometime in the next few weeks.
#28 Posted 18 April 2010 - 01:46 PM
SalaciusCrumb, on Apr 18 2010, 05:37 PM, said:
Again, make the sprites wall relative and see how it improves. I know those are models, but when you make a model wall relative it looks the same plus doesn´t dissapear so easy. Just try it.
Quote
Make the walls that get shot hitag >0. this way bullets will keep hitting them but there wont be bullet holes anymore.
#29 Posted 19 April 2010 - 07:57 AM
Below is the 1.0 version of the map.
Attached File(s)
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hfstc_v1.0.rar (75.36K)
Number of downloads: 434

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