THE IMPERIUM RELEASED!
#1 Posted 20 August 2011 - 05:01 PM
DOWNLOAD IMPERIUM
The Imperium is an 8 level adventure with level design and music by the Oostrum brothers (a.k.a Merlijn and Maarten), additional level design by William Gee, Numan and Kaiser (who also made some models for this), with CON coding and some other odds and ends by me. It uses DukePlus, including Muelsa's Supertrooper. Everything you need to play is included in the download, except of course for DUKE3D.GRP. The Imperium does work with the Polymer HRP -- there are a few glitches but it looks great that way overall. Just to be clear, though: The levels were not designed for Polymer and the HRP is completely optional. Some people will like it better without the HRP. Instructions and credits are included with the download.
I have attached some screenshots, all of them from the first 2 levels.
#3 Posted 20 August 2011 - 05:44 PM
Edit: wow, 111mb, DukePlus has gotten really chunky lately.
This post has been edited by Micky C: 20 August 2011 - 05:45 PM
#4 Posted 20 August 2011 - 05:47 PM
#5 Posted 20 August 2011 - 05:57 PM
Thanks to everyone who put this together for us.
#6 Posted 20 August 2011 - 06:37 PM
DeeperThought, on 20 August 2011 - 05:01 PM, said:
DOWNLOAD IMPERIUM
The Imperium is an 8 level adventure with level design and music by the Oostrum brothers (a.k.a Merlijn and Mrline), additional level design by William Gee, Numan and Kaiser (who also made some models for this), with CON coding and some other odds and ends by me. It uses DukePlus, including Muelsa's Supertrooper. Everything you need to play is included in the download, except of course for DUKE3D.GRP. The Imperium does work with the Polymer HRP -- there are a few glitches but it looks great that way overall. Instructions and credits are included with the download.
I have attached some screenshots, all of them from the first 2 levels.
Damn I missed this post while making some track from Reduked, fucking Reduked!!! LOL
#7 Posted 20 August 2011 - 08:24 PM
#8 Posted 20 August 2011 - 08:59 PM
Plagman, on 20 August 2011 - 08:24 PM, said:
No one used Polymer in building or testing the episode. I only noticed this morning that it ran decently with the Polymer HRP (which was not the case a few months ago). Any normal map you see is going to be whatever the HRP comes with.
There are no good ladder textures in Duke, and we never added anything ladderish, except for the vines model for outdoors. I suppose we could have found or made something, or a patient mapper could have built something out of sprites, but ladders aren't used much in the later levels anyway. It's a long story, but let's just say the development of this episode was almost DNFish with all of the stops and starts, and it's amazing that it turned out as great as it did and got released.
#9 Posted 20 August 2011 - 09:23 PM
#10 Posted 20 August 2011 - 09:35 PM
Plagman, on 20 August 2011 - 09:23 PM, said:
Oh, those sneaky guys! I had assumed that all the new tiles were in the user art range of tiles014.art. But no, there are a few (only a few) that do replace regular Duke tile numbers. I'm guessing that the one you noticed is either tile 181 or 378. That was done before the Polymer HRP existed.
#12 Posted 21 August 2011 - 12:44 AM
One question: one of the screenshots shows the underwater part from level 2 (with the floating octobrains), yet from what I can see that isn't the magnificent underwater skybox from Kaiser. It looks like the blue skybox from level 1.. Is that a polymer bug or did something go wrong with the final zip?
The skyboxes show up just fine over here and the underwater skybox adds a LOT of atmosphere to that area.
Also I would like to add that polymer and the HRP are purely OPTIONAL, the episode also looks great without them (and probably runs a bit smoother as well - the levels are huge).
Anyway, have fun playing people! It's a small miracle that this has actually been released!
This post has been edited by Merlijn: 21 August 2011 - 12:45 AM
#13 Posted 21 August 2011 - 01:01 AM
#14 Posted 21 August 2011 - 01:05 AM
Like I said, the episode also works fine without polymer though.
This post has been edited by Merlijn: 21 August 2011 - 01:07 AM
#15 Posted 21 August 2011 - 01:06 AM
#17 Posted 21 August 2011 - 01:26 AM
Plagman, on 21 August 2011 - 01:06 AM, said:
That's at least a relief.
For now, I would advice people to play at least those 2 levels (level 2 and 3) without polymer.. As I said, the episode works fine either way so it's up to the player.
#18 Posted 21 August 2011 - 01:29 AM
This post has been edited by zykov eddy: 21 August 2011 - 01:30 AM
#19 Posted 21 August 2011 - 01:49 AM
There is a soundtrack, but I kept it very subtle on purpose (at one part, for instance, you can hear a scream and vague explosion sounds in the distance.. and later on you can hear a creepy violin softly playing in the background).
This post has been edited by Merlijn: 21 August 2011 - 01:59 AM
#20 Posted 21 August 2011 - 03:46 AM
#21 Posted 21 August 2011 - 04:29 AM
BTW, here are some additional screenshots from the later levels :
(please note that my pc is unable to run polymer)
#22 Posted 21 August 2011 - 04:40 AM
On a related note, playing this episode reminded me how detrimental the 'bleeding enemy' dukeplus feature is. It's so easy to mistake an enemy as dead one second, only to see them back on their feet the next. They play out their entire death animation and are lying on the ground, and just as you're about to move on, they're up and shooting at you. If that's the price I have to pay for bleeding damage, I'd rather they didn't bleed. Just a bit of friendly criticism on the current implementation of that. Hopefully it can be improved a bit.
Also, the water rising effect (I think it was in the first level) was amazing! Engulfing new sectors as the water rose! That's great work, well done to everyone involved with that. After the level geometry, cutscenes and spritework (which blows TROR out of the water), this is what I was impressed with the most. I'm sure it would remind a few mac players around here of the Marathon trilogy from the early 1990's.
Once again, thank you to everyone who worked on this episode over the course of its development. That was the most fun I had playing a first person shooter in years, since I first played the original levels of Duke 3D. And once again, very inspiring stuff.
This post has been edited by Micky C: 21 August 2011 - 04:42 AM
#23 Posted 21 August 2011 - 04:57 AM
Thanks for your comments. The effect with the raising water has been made by William Gee, and it's a very cool effect indeed (I especially love how the water engulves one of the sloped hills, it looks so cool).
Quote
And that's great to hear!
#24 Posted 21 August 2011 - 06:01 AM
1.I don't like big maps with lots of action. I hate sensless killing. The levels are huge and awesome, I would never make such a buty in my life, but the gameplay was just boring to me. I liked the beginning, but eventually I just started cheating to get through the big levels.
2.I'm tired of DukePlus features. It was cool when DukePlus was released first time, I liked the awesome step sounds, jumping system, effects, new projectiles, but now it's just annoying to me. Hearing the same sounds & seeing the same stuff is painful.
This is the same reasons as I didn't like WG Realms 2. You guys did a big job - the levels are beautiful, the use of new features are great, but I expected something like Red series, not this. Please sorry me.
The soundtrack, new weapons, the story - I liked it a lot, but I couldn't stand the gameplay.
This post has been edited by zykov eddy: 21 August 2011 - 06:12 AM
#25 Posted 21 August 2011 - 06:20 AM
zykov eddy, on 21 August 2011 - 06:01 AM, said:
1.I don't like big maps with a lots of action. I hate sensless killing. The levels are huge and awesome, I would never make such a buty in my life, but the gameplay was just boring to me. I liked the beginning, but eventually I just started cheating to get through the big levels.
2.I'm tired of DukePlus features. It was cool when DukePlus was released first time, I liked the awesome step sounds, jumping system, effects, new projectiles, but now it's just annoying to me. Hearing the same sounds & seeing the same stuff is painful.
This is the same reasons as I didn't like WG Realms 2. You guys did a big job - the levels are beautiful, the use of new features are great, but I expected something like Red series, not this. Please sorry me.
The soundtrack, new weapons, the story - I liked it a lot, but I couldn't stand the gameplay.
I agree with your points. It's was pretty boring and the levels didn't appeal to me at all. I could add a lot more to it why it's not too good but I don't want to start a flame war and be attacked by a horde of biased fanatics. I was expecting much more from it but despite the time and effort put into making this episode it's a fail. The music was great though. My score is 4/10 (below average). That's just my opinion. If you enjoyed it lucky you but for me it's a disappointment.
#26 Posted 21 August 2011 - 06:22 AM
#27 Posted 21 August 2011 - 06:23 AM
#28 Posted 21 August 2011 - 07:15 AM
And although the first levels have huge areas, the spacelevels take place in more confined areas. Just don't rush through the maps, try to immerse yourself and feel the atmopshere of these levels.
#29 Posted 21 August 2011 - 07:48 AM
#30 Posted 21 August 2011 - 08:09 AM
Headless_Horseman, on 21 August 2011 - 07:48 AM, said:
Keep trying. It works for me.
@zykov eddy and Spiker: Obviously we disagree, but what I wanted to say was that this project was started a long time ago, and most of it was made years ago when DukePlus was new and nobody was tired of it yet. So in terms of code based effects, it suffers a bit from the long development time and the fact that some people are just tired of that mod. But the level design is very solid, top notch good old-fashioned Duke 3D. I can't help but think that if these maps were released individually as vanilla Duke maps and I were not associated with them in any way, that you guys would like them better.
@Micky C: What's happening there is that the monster is going into its stun animation. But in the HRP, the death animation begins with the stun tile, so the monster falls down like it is dying. With 8-bit art, you can see clearly that it is still alive. There's not much I can do about it, and at any rate I thought it looked cool to have monsters getting knocked down by hard shots and then getting back up so it didn't concern me. Also I should add that the stun feature is not something you would normally encounter in DukePlus. The player can only acquire the stun ability by picking up a special upgrade item which doesn't appear in any maps (except for one in Imperium and one well hidden in DNE).