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Bad Weekend

#1

Hello,guys!
I want to show you my mod called "Bad Weekend".This is nine-level episode,two of them are secret levels.
There are new sounds,new art and new boss.Also I have made the introduction for this (you can watch it here)
I ask not to criticise complexity of levels - I wanted to make difficult mod,and i have made it.

------------
Some screenshots :(

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I hope you will like it :(

Download!(some bugs are fixed)

This post has been edited by Mister Sinister: 13 June 2010 - 02:28 AM

1

User is offline   Zaxtor 

#2

For a sec I thought u had a bad weekend in rl.

:(

Nice shots so is a city based mod?
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#3

Yes,it is,but there is one "abstract level" :(
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#4

Nice screens :( always looking forward to play new mods, and ready to take a challange in difficulty :(
The screen with the rooftops looks pretty nice *thumbs up*
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User is offline   Mikko 

  • Honored Donor

#5

Design seems top-notch and gameplay was interesting until the never-ending vents made my blood boil and I had to call it quits.

I will continue tomorrow though.
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User is online   Danukem 

  • Duke Plus Developer

#6

I started playing this and got stuck in the second level:

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At this point I had used the blue, red and yellow keycards. I was exploring the duct network again and trying to find out what the yellow keycard had done. I dropped down into an area I had not previously been to, and it seems that I fell right through a sprite floor to get stuck in the spot shown on the screen shot. I could not get out even using the jetpack, because there were no openings in the shaft.

I'm going to try the other maps individually and see how they play. So far, the design has been of high quality, and I really enjoyed the city rooftop theme. Unfortunately, the gameplay is lacking for me in this map because most of the time is spent wandering around in the duct network trying to figure out where to go next. I would have much preferred a map that stuck to the rooftop theme. Not only is the duct network confusing, it's not good visually to be in the ducts very much, because you are just staring at a plain metal texture. One of these days I hope someone makes a rooftop level that does full justice to that theme. In the mean time, this is still an interesting level and I enjoy the rooftop parts.

I'll post again if I have anything to say about other levels.
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User is offline   Lunick 

#7

When i first saw this i was like, what happened?

But im going to download now

This post has been edited by Lunick: 09 June 2010 - 07:11 PM

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User is online   Danukem 

  • Duke Plus Developer

#8

Trying level 3 now (I'm playing it as a user map because of the level 2 bug). I had to restart a few times due to getting killed, but I'm not frustrated yet...I would rather get killed by pigcops than get lost. However, one thing that annoyed me on my latest attempt: I shot the first pipebomb that was lying on the floor so I couldn't blow up the crack and had to start over again. The pipebomb is in a place where it can easily be shot during the firefight while the player is still in the vent and can't even see it yet.

I don't know if you had beta testers, but if you did you should get better ones next time.
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#9

Quote

I dropped down into an area I had not previously been to, and it seems that I fell right through a sprite floor to get stuck in the spot shown on the screen shot. I could not get out even using the jetpack, because there were no openings in the shaft.

I will correct this place.By the way, it already was the end of level

Quote

The pipebomb is in a place where it can easily be shot during the firefight while the player is still in the vent and can't even see it yet.

I don't know, I did not have similar problems

This post has been edited by Mister Sinister: 09 June 2010 - 11:25 PM

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User is online   Danukem 

  • Duke Plus Developer

#10

Ok, moving on. The next level, "Lodger", I played as a user map. The first half of the map was extremely difficult, because there was hardly any health or ammo. I had to keep drinking water to stay alive, and it was tedious. I know some of the difficulty was due to the fact that I was playing it as a user map, so I had no equipment from the previous level. In the second half of the level there were enough supplies. All in all, it was ok, not great.

The next level, "Into the Streets" (I'm not sure about the name) was quite good. The ratio between enemies and supplies was fair, and the flow was good, and the design was nice. The only problem I had was in the very last room. There is tons of health and ammo, but you have to fight hordes of enemies in a small space because the door closes behind you. There are touchplates all over the room which spawn more enemies, so if you try what I did and run around like crazy while shooting, you will die. What I ended up doing was carefully triggering one touchplate at a time, finding some cover and then shooting the enemies, and repeating. There's a bug in the game which makes this room especially annoying -- when you shoot an enemy with an explosive (e.g. devastator) and it's not enough to kill them, the enemy moves towards you instead of getting knocked away. I fixed this long ago in my own CONs so I forgot about how annoying it is. It makes the devastator almost useless in a situation like this. I exited the last room and finished the map without triggering all the touchplates -- it didn't feel right but I was tired of blowing myself up.

I have just started the next map and so far it looks like wall-to-wall city street action, which is probably a good thing. But I'm going to sleep now.

EDIT: Now let's talk about the changes from the regular game. I don't know why you lowered the player's max health to 90, but of all your little changes that one I find very objectionable. The new sounds are fine, for the most part, although I'm really tired of hearing him say "I LOVE BIG GUNS AND I CANNOT LIE". At least in the regular game there is a random selection of sounds when he picks up a weapon and he doesn't say the same thing every time. I like the deadlier pistol, but by making the bullets deadlier you also increased the deadliness of some enemies. With the 90 health max and deadlier enemies, it's almost instant death in many situations. (Anyone playing this should save often!) All in all, I don't think the little changes justify making this a mod rather than a vanilla map pack. In some cases it looks like you changed things just for the sake of changing them (e..g the Devastator is now the "Double barrel weapon" which is a name downgrade). What keeps me playing is the quality of the maps, which is good and so far getting better.

This post has been edited by DeeperThought: 10 June 2010 - 12:10 AM

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#11

Quote

so if you try what I did and run around like crazy while shooting, you will die

I don't agree with you.I used steroids alternately with the first-aid set, shot from miniguns alternately with RPG and all was normal.There also is freezethrower and ammo for expander that facilitates this fighting.
To a word saying, what you can tell about music which I used?

edit:

Quote

(e..g the Devastator is now the "Double barrel weapon" which is a name downgrade)

Kept mind that it not so well sounds, but, unfortunately, has forgotten to correct it

At level "City of fugitives" don't forget to use your expander!

This post has been edited by Mister Sinister: 10 June 2010 - 12:23 AM

0

User is offline   zykov eddy 

#12

View PostDeeperThought, on Jun 10 2010, 01:01 AM, said:

I like the deadlier pistol, but by making the bullets deadlier you also increased the deadliness of some enemies.


Actually not, every "shoot SHOTSPARK1" line in game.con was replaced by "shoot SHOTGUN"


Overall, nice episode, Mister Sinister. The only problem is the difficulty.
(btw, new texture (837) is too big, make sprite smaller on the level)
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#13

Quote

(btw, new texture (837) is too big, make sprite smaller on the level)

Posted Image
everything is okay
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User is offline   zykov eddy 

#14

View PostMister Sinister, on Jun 10 2010, 07:35 AM, said:



Oh well, maybe I have wrong version of the map.

This post has been edited by zykov eddy: 10 June 2010 - 06:40 AM

0

User is online   Danukem 

  • Duke Plus Developer

#15

View Postzykov eddy, on Jun 10 2010, 07:26 AM, said:

Actually not, every "shoot SHOTSPARK1" line in game.con was replaced by "shoot SHOTGUN"


Overall, nice episode, Mister Sinister. The only problem is the difficulty.
(btw, new texture (837) is too big, make sprite smaller on the level)


But SHOTGUN does almost twice the damage of SHOTSPARK1, so while you are right about the two not being connected, my basic point about the aliens being more deadly is also correct.
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User is offline   necroslut 

#16

Looks cool, downloading now.

(I love Ambassador21)
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User is online   Danukem 

  • Duke Plus Developer

#17

I finished City of Fugitives. It reminded me of Serious Sam -- mindless action but fun. I did find a bug in one part:

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I got into that room by jumping through one of the windows. But I could not get out, and I had to use noclip.

The level after that looked very weird and I was not in the mood, so I skipped it and tried the boss level. Really awesome boss! Where did that art come from? If I were coding him I would have made it more interesting, though. You could have had different stages and attack patterns instead of just making him randomly switch weapons. At least make him turn red when he's low on health or something.

I didn't mention this before, but I liked your music and most of the sound choices.

I did try the other maps (like Dante's office) but they were too difficult.
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#18

By the way,"Dante's Office" is alteration of the first level of "Devil May Cry 3" :(


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The level after that looked very weird and I was not in the mood, so I skipped it

It is a pity, pass it later if there will be a mood

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At least make him turn red when he's low on health or something.

maybe lifebar?
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User is offline   zykov eddy 

#19

I suggest you to make player's max health back to 100.
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User is offline   Mike Norvak 

  • Music Producer

#20

Looks good. Playing when hav some time :(
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#21

Health is returned back to 100,some bugs at level "Through the roofs" are fixed and some names are returned back
Download
0

User is online   Danukem 

  • Duke Plus Developer

#22

In City of Fugitives, you can avoid fighting the monsters in the last section by running to the helicopter. In fact, I'll bet it would be possible to do a speed run of that whole level while avoiding monsters. There should be something to slow down the player's progress.
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#23

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There should be something to slow down the player's progress.

You are right, I will think over it a bit later.

So as a whole, what you can tell about all it? Whether it is good it or it is bad, level which most of all was pleasant and etc.
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User is online   Danukem 

  • Duke Plus Developer

#24

View PostMister Sinister, on Jun 14 2010, 08:43 AM, said:

You are right, I will think over it a bit later.

So as a whole, what you can tell about all it? Whether it is good it or it is bad, level which most of all was pleasant and etc.


It's not your best looking level, but it's fun. After playing it with your mod, I tried it with my Attrition mod and it was quite fun with that as well.

Here are some suggestions:

1. Prevent speed runs by adding keycard doors or something to slow down the player. I don't mean puzzles, because it shouldn't be a puzzle map.
2. Add a few battlelords or other minibosses
3. Adjust the ammo ratios. For example, there is a huge amount of shrinker ammo which isn't very useful in this map, but not very much RPG ammo.
4. Give the player more things to blow up besides monsters. It's fun to "destroy" buildings and blow holes in walls and stuff, and it would suit this level well to have a lot of that.

Something I forgot to mention before: I'm not sure if it was this level or the previous one, but there were a bunch of RECONs that were not following their paths and were stuck against a wall.
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#25

Quote

Something I forgot to mention before: I'm not sure if it was this level or the previous one, but there were a bunch of RECONs that were not following their paths and were stuck against a wall.

I will corret this

So what is the best level in this mod?And did you find easter egg at level "Lodger"? :(
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User is offline   Forge 

  • Speaker of the Outhouse

#26

Played some of this.
Alot of bugs. Kept getting squished while dropping through the roof vents on the second level.
Clipped through stuff in most every level (the first five or six I've played) to get to where I wasn't supposed to be and either got stuck or was able to bypass areas of the map.
The second level looked good until I got into the airducts. No viewsceens = lots of unnecessary and boring searching. Same for the third level, but not as extreme.
The maps could use some cleaning up with the shading and misaligned textures.
The maps have a lot of potential, but got predictable real fast. Hit a switch-spawn aliens-wander around, Hit a switch-spawn aliens-wander around, repeat-infinity.
Several of the ratios were screwed up. Too much ammo, or too many colas.

Seems like this wasn't beta-tested or at least looked at seriously before it was released. Overall it's fair to good and there's alot of potential to be better than what it is.
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User is offline   Mikko 

  • Honored Donor

#27

Reviewed!
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#28

My God,the rating 90 has knocked me down. :)
By the way, for the fifth level I was afraid most of all. You in the review call it the best level in the mod - and I am very glad to it.
Thanks,Mikko :)
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User is offline   Spiker 

#29

It's a VERY good mod. I like the new sounds. Slightly too much vent crawling though.
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User is online   Danukem 

  • Duke Plus Developer

#30

I see that Eddy Zykov is credited with the new boss. Did he make the art for the boss from scratch? If so, big props to him because it is excellent. If not, it was a good find. I would like to use that boss art in my Attrition mod. Would that be ok? EDIT: I will also send him a PM.

This post has been edited by DeeperThought: 27 July 2010 - 11:41 AM

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