Duke4.net Forums: [Release]Canyon - Duke4.net Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

[Release]Canyon

#1

Posted Image
Posted Image
Posted Image

This is my new canyon-themed map
I hope you will like it

Download(fixed)

This post has been edited by Mister Sinister: 23 June 2010 - 02:03 AM

1

#2

looks nice
will give it a shoot
thanks for your work and time
0

User is offline   Lunick 

#3

I love this map, very good :)
0

User is offline   Danukem 

  • Duke Plus Developer

#4

It's a good map so far, but I'm taking a break due to fatigue. Some comments:

-It looks good, but the desert theme becomes monotonous after a while.
-You are very stingy with pipebombs. This is one of those maps where you have to treat each pipebomb like it was a precious key, and if you use one to blow up an enemy, then you are stuck because you can't blow up a crack. Keep in mind that pipebombs can be blown up accidentally by bullets.
-The software renderer is not good for this map, because there are many sprites halfway below the ground, and you can see them in software.
-There's a false floor trap near the first red keycard. The fall into the pit is supposed to kill the player, but if you have full health and armor, you survive and get stuck down there.

I quit when I used the first red keycard and realized that I needed a second one. I got tired of going back and forth over very similar terrain looking for more keycards.

These comments sound negative, but actually I think it's a good map. It may look monotonous, but the gameplay is varied due to variations in terrain with lots of z-axis, and jumping puzzles. I'll try to finish it later tonight.
0

User is offline   Loke 

#5

Good map. The canyon areas are quite impressive in terms of design; all the vegetation and uneven terrain design makes it look a lot more realistic. The base, while a nice surprise and a good change from the desert theme, feels too empty and there's not much to look at except dull gray corridors. Worst thing however is the enclosed design barely being able to fit the player and lack of space to evade enemy fire.
Unfortunately there's a significant lack of shading making it look all too bright, even in the most cramped areas which no light should be able to travel to. If you need any inspiration take a look at the official 3DR maps; strong shading can make even a fairly basic map look better by a large margin.

It's quite challenging, due to the large amount of enemies, even on lower difficulties which isn't a bad thing per se but nevertheless I felt that it began to drag on about halfway through the map. There are some nice surprises with enemies attacking you from different locations, such as behind a corner or high up on a cliff, however the majority of battles you'll have is enemies just waiting for you in plain sight and being severely outnumbered by a group that just spawned behind your back. Unfortunately this is what you'll be doing for the duration of the map and in the end it gets too predictable and tedious.
Even though it can be difficult I personally believe you pretty much nailed the amount of health and ammo provided to the player; it was never frustrating as there was always a health pack around the corner to heal me up. Though you should provide the player with a box of pipebombs at the beginning instead of one. :)

Anyway, definitely a good map and worth trying out.

I was about to comment on the bug at the red keycard but DT beat me to it.
0

User is offline   zykov eddy 

#6

Something's wrong with .zip archive
0

User is offline   NY00123 

#7

Looks like the internal canyon.zip file is, in fact, a RAR file.
0

#8

Fixed

Quote

Unfortunately there's a significant lack of shading making it look all too bright

Shading - one of the largest problems in mapping for me

Quote

There's a false floor trap near the first red keycard. The fall into the pit is supposed to kill the player, but if you have full health and armor, you survive and get stuck down there.

Oh, never noticed the similar

This post has been edited by Mister Sinister: 23 June 2010 - 02:09 AM

0

User is offline   NY00123 

#9

Well, I've got to play and finish the level (using the original archive with the RAR file, repacked as ZIP). I like the platform style of things in the places you need to jump from one location to another, along with the few abysses.

There appears to be a bug with the latest yellow card door: The card isn't needed at all in order to open the door. And after inserting the card, there's no change to the door behavior.

Regarding the pipebombs a few have mentioned: I do agree that in the beginning you better need to preserve ones. I've completed the level with 6 pipebombs, though, and I guess I could have 7 if I haven't used one to be able to enter some room which I don't have to visit (or so I believe).
At least one pipebomb was surely saved for not blowing up a wall that I didn't really have to (opening another path to a nearby outside area). Maybe some would be needed for the secret areas I haven't spotted in this run, although I don't know here.

About the need to repeat a path for the second blue card out of the two, well yes it could maybe be a bit repetitive. Although, I'm not sure, but maybe a few extra enemies have got spawned in the way, possibly helping to cover over that.

To summarize, good job with the map.

This post has been edited by NY00123: 23 June 2010 - 01:47 AM

0

#10

Quote

Maybe some would be needed for the secret areas I haven't spotted in this run, although I don't know here.

To find secrets pipebombs are absolutely not necessary

Quote

There appears to be a bug with the latest yellow card door: The card isn't needed at all in order to open the door. And after inserting the card, there's no change to the door behavior.

I have corrected it already
0

User is offline   Mikko 

  • Honored Donor

#11

How do I get to the base? I'm at the helipad and just got a Shrinker, thinking there'd be some way to shrink myself to get in from the semi-closed door but no.
0

#12

Nearby there is a small lake into which it is necessary to dive
0

#13

I cannot play it until i remove the Xtreme files
but from what i saw it is great
Have not played it all
0

User is offline   Mikko 

  • Honored Donor

#14

I just reviewed the map. It may sound a bit negative but should be helpful. You have potential to become a great mapper so keep it up!

This post has been edited by Mikko_Sandt: 27 June 2010 - 12:44 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#15

Was anything changed/fixed in this map besides the yellow keycard door bug? If there was a significant update, I'll download again and give it another go.
0

#16

In the beginning of level you have a box of pipebombs now.
I think that it's not such a significant update.

Mikko,i like this review despite all criticism. :)
0

User is offline   Mikko 

  • Honored Donor

#17

Well good. I'm probably gonna start playing Bad Weekend tonight.
0

User is offline   eccles 

#18

Loved it. Nice and difficult using advanced AI. It helped to know in advance about saving the pipebombs.

Thank you, lots of fun!
0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options