[RELEASE] Anorak City "new city map playable now"
#1 Posted 04 February 2011 - 03:09 PM
This post has been edited by ck3D: 04 February 2011 - 03:09 PM
#3 Posted 04 February 2011 - 06:14 PM
#4 Posted 04 February 2011 - 07:04 PM
#6 Posted 05 February 2011 - 10:11 AM
This post has been edited by Radar1013: 05 February 2011 - 10:12 AM
#7 Posted 05 February 2011 - 11:50 AM
#8 Posted 05 February 2011 - 12:06 PM
oporix, on Feb 5 2011, 09:50 PM, said:
Nothing essential is hidden so it's just a matter of going through every location. Viewscreens provide hints.
#9 Posted 05 February 2011 - 03:34 PM
However, the button hunt almost ruined it for me. It is a sprawling map with a lot of details and it's easy for things to hide in plain sight. The areas you need to explore aren't really highlighted and using viewscreens is not easy if you aren't already familiar with the map.
Even the blue access panel, which is not hidden at all, was still difficult to find (Mikko had trouble with that as well). Finding the three buttons can be a big chore; it takes a lot of exploring and it's easy to miss areas. I think I found almost every secret before finding the last button. This is also a flow issue: yes, the battles are fun, but most of the time I ended up running around without an enemy in sight.
It's one of those maps that is more fun to play the 2nd or 3rd time through when you know where everything is. Unfortunately, I doubt that most players will even get through it the first time unless they cheat by reading spoilers or looking in mapster.
#10 Posted 06 February 2011 - 05:38 AM
This post has been edited by Mikko_Sandt: 06 February 2011 - 05:39 AM
#11 Posted 06 February 2011 - 07:54 AM
Other than that I didn't really have much problem... except that, like I said on DN-R, I felt like I was doing something wrong when I was opening rooms with the yellow keys and found out that there was nothing in those rooms and that I had to go back...
I just replayed the map and this time I went into the 2nd half of the map straight away. It worked really well like that too. I enjoyed it more now that I knew what to do. This time I also took my time to LOOK at all the good texture sets, combinaison used, etc. Some really good stuff done I would have never thought of (like using a ground texture for a wall with a different pal and it actually works perfectly, and that's just one example).
#12 Posted 06 February 2011 - 08:52 AM
MetHy, on Feb 6 2011, 07:54 AM, said:
The map gets better the more times you play it.
But in a way, I think this goes to show that mappers should make level progression very obvious. The thing that makes the map better on a replay is that you know what to do and don't waste time running back and forth across the map looking for stuff. So why not design maps so that players can have that experience the first time they play it? In this case, it would not require moving anything around, just adding a few hints. For example, the blue access panel which almost everyone misses could have a lamp post nearby so the area is lit up ( with shading, of course) so that people will stop to look instead of just walking past the small and unremarkable panel. The door to the library is similarly unremarkable. It doesn't stand out as a door that can be opened. (EDIT: Something else I just thought of; One thing that both the blue keycard door area and the library door area have in common is that you cannot see in through the windows. In this map you can usually see into areas that are possible to enter, so not being able to see in is misleading). When I had found all three buttons I had no idea what I had unlocked and I only checked the library door after a lot of trial and error. I don't think I'm suggesting anything that would take away from the exploration theme or undermine the integrity of the map; there's no reason it can't be made more friendly to players.
This post has been edited by DeeperThought: 06 February 2011 - 08:56 AM
#13 Posted 06 February 2011 - 08:56 AM
DeeperThought, on Feb 6 2011, 05:52 PM, said:
I 100% agree.
At least as far as Duke Nukem 3D is concerned, that's how it should be. Of course in other video games (I'm thinking of the Survival Horror maybe) it could (...should?) be different, but as far as Duke3D is concerned, you expect things to "make sense" and feel natural.
#14 Posted 06 February 2011 - 05:16 PM
This post has been edited by Gambini: 06 February 2011 - 05:16 PM
#15 Posted 29 March 2011 - 03:14 PM
I also see what people mean by saying how Duke 3D maps have to follow a certain tradition, and I agree with it to an extent, however I also don't feel that it's entirely true. It's good to have an OG, almost arcade-like feel to user maps, but every once in a while it's also good to have a more ambitious project that takes some liberties for the sake of experimentation. That's why I tend to divide my releases into two categories of maps, some that tend to stick to the original 3DR style (see AMC Pleaser or Meatball Sub Makin), and others that I can just go nuts with, and try to go my own ways. This map just happens to be part of the last category.
Thanks to everyone who took the time to play this.
#16 Posted 29 March 2011 - 03:35 PM
I found the gameplay (i.e. monster & item placement) to be quite good, especially considering how quickly you threw it together. The only thing lacking imo was some obvious visual clues about where the player needed to go (like at the keycard slot that everyone kept walking passed without noticing).
#17 Posted 29 March 2011 - 04:07 PM
ck3D, on 29 March 2011 - 03:14 PM, said:
I like both. Just keep on mapping.
#18 Posted 31 March 2011 - 03:12 PM
DeeperThought, on 29 March 2011 - 03:35 PM, said:
I found the gameplay (i.e. monster & item placement) to be quite good, especially considering how quickly you threw it together. The only thing lacking imo was some obvious visual clues about where the player needed to go (like at the keycard slot that everyone kept walking passed without noticing).
I can agree with that. It's too bad that I didn't have anytime for having this map beta-tested prior its release, oh well. I will devote more time and thought to such key elements next time.
#19 Posted 02 April 2011 - 06:27 PM
#21 Posted 22 November 2011 - 01:13 AM
#22 Posted 22 November 2011 - 01:55 AM
The forum will die soon enough if not already, Duke4.net is where it is at.
#23 Posted 22 November 2011 - 04:17 AM
ck3D, on 22 November 2011 - 01:13 AM, said:
Puritan doesn't come here.
He's fed up with the lack of ability to do anything about what goes on at DN-R because of his restricted mod account. I can e-mail him or post at DN-R and get your account un-banned, but it seems pointless. That ship has been sinking for the last few years and the water is lapping over the railing. Time to swim away.
This post has been edited by Forge: 22 November 2011 - 04:18 AM
#24 Posted 23 November 2011 - 03:14 AM
#25 Posted 23 November 2011 - 03:08 PM
ck3D, on 23 November 2011 - 03:14 AM, said:
enjoy the next 9 months while it lasts. that's when the "lease" is up and I doubt kim will re-new it
#26 Posted 28 November 2011 - 07:21 AM
I remember sending my first emails to Kim with all the maps I had built before even getting internet access so he could put them up on DN-R, I told him I thought the site might be abandoned because of how old the game was, to which he quickly replied that it certainly wasn't and wasn't going down anytime soon... that was almost ten years ago already. gosh
This post has been edited by ck3D: 28 November 2011 - 07:23 AM
#27 Posted 28 November 2011 - 05:28 PM
#28 Posted 28 November 2011 - 06:34 PM
By the way, in medical lingo, DNR stands for Do Not Resuscitate, which now seems appropriate.
#29 Posted 29 November 2011 - 09:24 AM
#30 Posted 29 November 2011 - 11:24 AM
DeeperThought, on 28 November 2011 - 06:34 PM, said:
Are you referring to the feature that allows you to sort maps? That's not really a search function.