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(RE) [RELEASE] Nightshade Army

User is offline   Mike Norvak 

  • Music Producer

#31

View PostPaul B, on 22 January 2012 - 08:01 PM, said:

Anyway, my second time through I started the map in software mode.



What do you mean by "software mode"? 8 bit sofware mode or 32 bit polymost?

View PostPaul B, on 22 January 2012 - 08:01 PM, said:

When it was too dark to continue I made the switch half way through the map to Polymer.


If you played the map with Polymost and extract the autoexec.cfg file in your eduke folder the map shouldn't look too dark.....

View PostPaul B, on 22 January 2012 - 08:01 PM, said:


I'm not too sure what to say.... I've just played the latest map again on Let's Rock difficulty. It took me 40 minutes exactly from start to finish. I killed 172 aliens and I found 6 secrets this time?. On the topic of secrets I would like to mention an odd occurrence I have noticed with one of your secrets. It’s the secret in the strip club by the table and chairs. I've noticed if I enter into the water scene and stir up the aliens before going down into the club either one of those aliens flip that switch that opens the secret or something else triggers that secret without me having to flip the switch under the table. If the secret has already been opened up before I get there if I flip the switch the secret room will close never to open again. You may want to look into that and make it so that secret can be opened and closed as many times as you want using that switch. (This may be as simple as making that secret door an Activator instead of using a Master Switch).


There always have been 6 secrets even in the original release.

What triggers that sectret place door? Is there a way to replicate it?

View PostPaul B, on 22 January 2012 - 08:01 PM, said:

Oh by the way the wider hallway works perfectly now, Thank you! I didn't see any problems with any doors not opening properly either. So either you've been extremely busy making these fixes or something weird just happened when I played it for the first time. I think you may have added more health re-spawns because I found a lot more atomic health’s and shot gun ammo this time around especially when back tracking. It definitely helps once you've played the map more than once then it’s not as tough. I think you've got a pretty good balance going on. I’m very pleased with the way the map played this time and I didn’t die once.


The only thing I fixed were that hallway, everything else has been there since the beginning...

View PostPaul B, on 22 January 2012 - 08:01 PM, said:

So i quickly played through the map 3 and 4 more times to confirm it wasn't a fluke. The maps playing really well with the exception of that strange secret room. But that's so minor. As a result of the map working so much better the second time around i'm updating my rating to 99/100.


You must be crazy :unsure: Please stop harassing me XD

This post has been edited by Norvak: 22 January 2012 - 08:47 PM

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#32

Thanks for letting me beta-test the map, Norvak. :unsure:

Just out of curiosity--what is it with everyone "rating" maps lately? I enjoy seeing constructive criticism flying around but when I see someone tacking on a somewhat arbitrary number at the end of it the whole thing is kind ruined for me.

As for constructive criticism:

My early comments about design stand--I *love* it. Now that I found out that Hendricks266 broke that eduke32's shading methods were altered and I can actually see things now with some minor tweaking of r_shadescale, I enjoy it even more. Gameplay is still difficult but that is because I am horrible as a Duke player. And your map is too darn beautiful for a Duke map. It's distracting me from the enemies. How dare you make such a nice map.

Jerk. Oh, *constructive* criticism? Hmm. Unfortunately, you've not left me with much more to say, good or bad.

I'd love to see a space map from you someday. :P
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User is offline   Mike Norvak 

  • Music Producer

#33

View PostSupertanker, on 22 January 2012 - 08:42 PM, said:

Thanks for letting me beta-test the map, Norvak. :unsure:

Just out of curiosity--what is it with everyone "rating" maps lately? I enjoy seeing constructive criticism flying around but when I see someone tacking on a somewhat arbitrary number at the end of it the whole thing is kind ruined for me.

As for constructive criticism:

My early comments about design stand--I *love* it. Now that I found out that Hendricks266 broke that eduke32's shading methods were altered and I can actually see things now with some minor tweaking of r_shadescale, I enjoy it even more. Gameplay is still difficult but that is because I am horrible as a Duke player. And your map is too darn beautiful for a Duke map. It's distracting me from the enemies. How dare you make such a nice map.

Jerk. Oh, *constructive* criticism? Hmm. Unfortunately, you've not left me with much more to say, good or bad.

I'd love to see a space map from you someday. :P


Thanks!

So, the autoexec.cfg file is working? I feel like everybody is saying the map looks so dark :/

This post has been edited by Norvak: 22 January 2012 - 09:04 PM

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User is offline   Paul B 

#34

View PostNorvak, on 22 January 2012 - 09:04 PM, said:

Thanks!

So, the autoexec.cfg file is working? I feel like everybody is saying the map looks so dark :/


Unbeknownst to me, my video mode changed from Polymer to Polymost after changing Duke to software mode in the video menu. I didn’t realize the second time I was playing your map I was playing it with Polymost which corrected all the visual problems. (The plane & gate door into the sewage area etc). Sorry for the confusion, I automatically have Eduke load up Duke with Polymer typically enabled by default. So when it was shut off, I had no clue until I looked further into what mode it was actually running.

The problem with the secret area can be duplicated if you first go down into the water tank and swim to the far end before going into the strip club. I am almost certain because those brown or blue trooper aliens can open doors, I think one of them is some how triggering the switch when they walk by that table after they see Duke. So that is most likely the problem, but it doesn't always happen, it just depends upon which alien passed by that table at the right angle. Maybe if the switch size were made smaller the aliens wouldn't be able to trigger it? I don't know, but it has happened to me quite a few times while testing that particular area. I'm surprised the beta testers didn't come across this one but other than that it’s pretty sound.

Yes, I'm playing with the autoexec.cfg and the darkness is just fine using Polymost. However, I am using a CRT monitor and people who might have older LCD screens may find it a tad darker and that could be where the feedback is coming from because older LCD screens don't handle grays and shadows well.

Because I don't know what causes the automatic re-spawns of health and ammo in the map it's quite possible that the first time through I missed what triggered some of the re-spawns etc. which was why it appeared that there was more health and ammo one time then another. Keep in mind I've only fully played through this map twice, but both times I played through it more thoroughly then the average player.

I sense a little hostility when it comes to me rating this map because I enjoyed it and quite frankly I’ve played maps that have been publicly rated higher but I’ve enjoyed and appreciated this map more. I am just giving credit to where credit is due. I also believe this map has been under rated for its quality and workmanship. If anything should affect its overall rating it should be that it doesn’t include Coop or Duke Death Match. Which I believe all maps should try and incorporate regardless of the fact the feature is not out yet. It doesn't take a degree in Duke Nukem mapping to publish a personal map rating. Just because I don't host a Duke Nukem website doesn't mean I can't throw my rating out there. For a linear single player map it doesn't really get a whole lot better.

In fact, for me to actually take the time to thoroughly test this map, write a lengthy personal review as well as point out some minor hick ups that have been accidentally over looked it should be appreciated and not frowned upon as it only contributes to the success of the final product. Plus it's all observations anyway... which shouldn't be offending anyone. Again, that's what community forums are for: posting, reviewing, commenting & questioning and I did just that in a positive manor.

Anyway, I will be taking a step away from the Duke Nukem community for a while, I think I need a break.

This post has been edited by Paul B: 23 January 2012 - 12:29 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#35

View PostPaul B, on 22 January 2012 - 10:10 PM, said:

The problem with the secret area can be duplicated if you first go down into the water tank and swim to the far end before going into the strip club. I am almost certain because those brown or blue trooper aliens can open doors, I think one of them is some how triggering the switch when they walk by that table after they see Duke. So that is most likely the problem, but it doesn't always happen, it just depends upon which alien passed by that table at the right angle. Maybe if the switch size were made smaller the aliens wouldn't be able to trigger it? I don't know, but it has happened to me quite a few times while testing that particular area. I'm surprised the beta testers didn't come across this one but other than that it’s pretty sound.


i performed that exact action multiple times and never had an alien trigger the switch. must be losing my touch for finding the weird. maybe you should whore your services out as a beta-tester

View PostPaul B, on 22 January 2012 - 10:10 PM, said:

I sense a little hostility when it comes to me rating this map because...
Anyway, I will be taking a step away from the Duke Nukem community for a while, I think I need a break.


don't get butt hurt because one or two people contradict or disagree with what you say or do. I didn't hear Mike (the actual map author) complain, and I'm sure he appreciates the feedback. just ignore it, don't even bother addressing it, and move on.
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User is offline   Mike Norvak 

  • Music Producer

#36

View PostPaul B, on 22 January 2012 - 10:10 PM, said:

In fact, for me to actually take the time to thoroughly test this map, write a lengthy personal review as well as point out some minor hick ups that have been accidentally over looked it should be appreciated and not frowned upon as it only contributes to the success of the final product. Plus it's all observations anyway... which shouldn't be offending anyone. Again, that's what community forums are for: posting, reviewing, commenting & questioning and I did just that in a positive manor.

Anyway, I will be taking a step away from the Duke Nukem community for a while, I think I need a break.


Don't worry, as Forge said I never want to offend you or complain about your opinion, In fact I'm really really glad with all the effort and time you spend on find bugs and point me several stuff out, I was thinking this (re)release was going to be almost ignored, thank you for showing me there's still poeple playing the map. About your score, well, if you think it deserves a 99, that motives me to a make a 110 rated map :unsure:

EDIT: about that bug I'll check it later, don't know why this happens, anyway is a secret place, maybe a godd thing for the "surprise" factor

This post has been edited by Norvak: 23 January 2012 - 07:45 AM

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User is offline   Arwu 

#37

First I must say that I never see most uglier map.. lack of details and bad ratio of enemys/items make this map even worse. Also its too short and not worth to play again, also secrets are too easy to find and final battle... not worth my words.
Also I turned music off because it hurts my ears.
So, first maps created by noobs are way better than this..

:D and now, all opinions above are opposite to what Im truly think about this map :D
Im trully impressed how author put his hearth into map making :D my rate: 11/10 haha
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User is offline   Arwu 

#38

maybe nobody noticed this but I found some RPG ammo impossible to reach, as on image you found this near last fight area
In mapster32 all walls here are blocked so thats the issue :D

Posted Image
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User is offline   Gambini 

#39

Norvak rewards cheaters
1

User is offline   Mike Norvak 

  • Music Producer

#40

View PostGambini, on 12 February 2012 - 12:36 PM, said:

Norvak rewards cheaters


LOL

@Arwu: yeah I noticed that but I forget to fix it.

edit: Nop, it seems you don't have this version

Is supposed that's the reason I re-released this map...

This post has been edited by Norvak: 12 February 2012 - 01:45 PM

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