The Game WIP "My first episode"
#31 Posted 20 October 2010 - 07:54 AM
#32 Posted 20 October 2010 - 09:52 AM
Backing to the RazorZ's ammo and stuff placing problem - you've actually helped me a lot with the same problem on my map, maybe i could help you as well. It is much better if someone can test the map.
#33 Posted 20 October 2010 - 01:23 PM
And is it necessary to fill empty places with enemies? I would have thought the player would prefer not to be constantly fighting the whole map.
#34 Posted 20 October 2010 - 01:39 PM
underTaker, on Oct 20 2010, 08:52 PM, said:
Backing to the RazorZ's ammo and stuff placing problem - you've actually helped me a lot with the same problem on my map, maybe i could help you as well. It is much better if someone can test the map.
I think the beta test should be the testing step (while everything is almost ready, every single level is made, just needs some polishing, etc.). I´ve tried to balance your map, works well, but still require some work yet.
And DeeperThought, the main point in the gameplay is to make every single level completable as alone. That way there won´t be especially not enough ammo -problem, which usually ruins the fun. However, if there´s too much ammo, it becomes too easy to complete the whole episode, so we try to stick into the absolute central balance in the gameplay, like this:
- the player has many weapons to choose from
--> every weapon should have a purpose/use at some point, hopefully in every single level
- not too much ammo and not too little ammo
- enemy balance obeys the difficulty
--> sense of progression; while going forward, enemies become more difficult to take out
--> enemy amount balances the ammo/weapon ratio
- not too much shooting, action should be balanced with some puzzles at times (key hunting, button pressing, running through the timed doors, etc)
That´s incomplete list, but I try to keep at least most of these things in my mind. It´s hard to clearly express all the important gameplay factors, it depends so much on the level you´re working on.
#35 Posted 20 October 2010 - 01:46 PM
RazorZ, on Oct 20 2010, 02:39 PM, said:
- the player has many weapons to choose from
--> every weapon should have a purpose/use at some point, hopefully in every single level
- not too much ammo and not too little ammo
- enemy balance obeys the difficulty
--> sense of progression; while going forward, enemies become more difficult to take out
--> enemy amount balances the ammo/weapon ratio
- not too much shooting, action should be balanced with some puzzles at times (key hunting, button pressing, running through the timed doors, etc)
That´s incomplete list, but I try to keep at least most of these things in my mind. It´s hard to clearly express all the important gameplay factors, it depends so much on the level you´re working on.
Yes, those are good guidelines, and I know you have followed them in your own maps, which I have enjoyed a lot. Although I think the timed door shrinker puzzles at the end of Mincer City were a mistake; it breaks the flow and it's very annoying because you can easily get squished, plus it feels anti-climactic after all the big battles in that map.
By the way, guys, if you do include a shrinker puzzle, make sure that the mirror wall is pal 4. That makes the mirror indestructible. Otherwise, the mirror often gets blown up and the level becomes impossible to complete.
#36 Posted 21 October 2010 - 05:40 AM
DeeperThought, on Oct 21 2010, 12:46 AM, said:
By the way, guys, if you do include a shrinker puzzle, make sure that the mirror wall is pal 4. That makes the mirror indestructible. Otherwise, the mirror often gets blown up and the level becomes impossible to complete.
Wow, I never knew about that! Thanks, DeeperThrough! Now let´s make a shrinker puzzle! Hehee... !
Just joking, I have no need to do a shrinker puzzle so far, but who knows, I or Undertaker may create one, they can be very interesting, when it´s in good balance with the action...
I try not to do the same mistake like in Mincer City, but there will be some puzzles and jumping included; I just added a section into the fourth map where you have to do some tricky jumping to get across the deadly gaps, I hope it is a balancing factor there.
#37 Posted 24 October 2010 - 12:30 AM
Duke Nukem - L.A Once More Title Screen
This post has been edited by RazorZ: 24 October 2010 - 12:34 AM
#38 Posted 24 October 2010 - 03:17 AM
#39 Posted 24 October 2010 - 07:33 AM
underTaker, on Oct 24 2010, 02:17 PM, said:
Hmm, I was thinking about it earlier, so... why not?
#40 Posted 25 October 2010 - 03:33 PM
I hope you keep up the good work and finish the episode!
I wish I could help but I started to study mapping and codes recently. Maybe in the future I make some maps or mods... DNF will probably be a great game but Duke 3D won't be forgotten so early.
#41 Posted 25 October 2010 - 10:05 PM
LkMax, on Oct 26 2010, 01:33 AM, said:
I hope you keep up the good work and finish the episode!
I wish I could help but I started to study mapping and codes recently. Maybe in the future I make some maps or mods... DNF will probably be a great game but Duke 3D won't be forgotten so early.
Thank you!
You're right - such an old good classics will live forever - well, thoose old games, like Duke, were the funniest ones to play
#42 Posted 01 January 2011 - 11:11 AM
#43 Posted 01 January 2011 - 12:28 PM
Micky C, on Jan 1 2011, 11:11 AM, said:
+1
#44 Posted 14 January 2011 - 10:15 AM
#45 Posted 09 March 2011 - 10:20 AM
I'm pretty sure everybody have already forgotten this topic and project No - it is not dead - it was just sleeping. I had totaly no time, no ideas and no motivations, however few days (or maybe weeks?) ago i started working over it again. Before i lost contact with RazorZ he started the fourth map, which wasn't edited for a pretty long time. I decided to finish it myself. Now it's almost done, let's say it's 95% done - it needs just 1 more location, placing the enemies and items and maybe a bit detailing.
I must say that i wanted this map to be as 3DR-styled as possible and i think it have been done. This map is bit less 3DR-styled as other ones, but it's surely the biggest and most detailed one.
The total progress of this mod for right now is about 70%. Three (i'm counthing also this one) of five maps are already done, and one of two secret maps is ready too. One of the maps is made mostly by RazorZ, so it will be harder to finish it without him (i didn't seen him online for ages o.O ) I will finish that map as the last one.
Here are some screenshots of this fourth level. I've been to lazy to launch it in-game, however it's mostly the same ;P
This part was the map's beginning - made by RazorZ
And some side-view
Let me know what do you think
This post has been edited by underTaker: 09 March 2011 - 10:38 AM
#46 Posted 09 March 2011 - 04:41 PM
Ehhm, that new sideview mapster function is pretty cool, gives a different perspective of a map (y)
#47 Posted 09 March 2011 - 05:50 PM
Do I see some custom art in some of those shots?
#48 Posted 09 March 2011 - 06:48 PM
I don't see any custom art, but maybe I'm not looking hard enough.
Looks good anyway.
At least three people will let you know how they like it when you decide to release it.
This post has been edited by Forge: 09 March 2011 - 06:48 PM
#50 Posted 10 March 2011 - 08:37 AM
Also i don't write too much on DNR now because this is my only project and even the only thing in Duke that i'm going. I'm not too active at community forums at all.
Thanks for comments guys
This post has been edited by underTaker: 10 March 2011 - 10:43 AM
#51 Posted 13 March 2011 - 11:53 AM
This map maybe doesn't look too long, but it isn't short at all. Enemy/ammo/items placement will be tested yet. I think i will need some testers if RazorZ will not come back o.O
Well, enough talking, here are the screens - there are not too much, because the changes wasn't so big, and also i didn't want to spoil too much
And here you can compare how many changes has been made (well, mostly it was some detailing, bug fixes, enemies and items, but not only. Oh, and also you will see that thoose errors are gone! xP )
#53 Posted 13 March 2011 - 04:43 PM
Please don't make the player run back and forth across the map hunting for buttons, that's all I ask.
#54 Posted 13 March 2011 - 04:56 PM
Anyway, we shall see how is the adventure in the maps.
#55 Posted 13 March 2011 - 06:35 PM
#56 Posted 14 March 2011 - 09:01 AM
Actually i try not to do such things, DT - i try to think of as much different types of puzzles i can, and here i can say - the best ideas in this case comes just by "accident" Like i've made some part, add some things and i see i can do something cool that i didn't even think about before. I think this maps will not be too boring in this case.
The thing that is really slowing me down is lack of ideas. Also i have a small difficulties with placing the enemies/weapons etc. but i think i'm getting better with it.
Next map is supposed to be facility-theme, and this is the only thing i'm pretty affraid of - i have totaly no experience with making facility-maps. We'll see what will happen
Also - there are 4 finished maps, and 1 secret map, that was supposed to be my standalone map - i wanted to create another episode previously, but other maps were crappy, and only this one was good, so i edited it a bit and made it secret level. This episode is supposed to be 5/2 (5 maps + 2 secrets), if i didn't write yet ^^
Well, i think it's time to do that minor changes i wrote about, and wait for some inspiration for next map
This post has been edited by underTaker: 14 March 2011 - 09:01 AM