Parkade *RELEASED!* "the polymer TROR CBP is ready for action"
#181 Posted 16 March 2012 - 07:09 PM
#182 Posted 16 March 2012 - 07:23 PM
Trooper Dan, on 16 March 2012 - 07:09 PM, said:
Yea problem is Forge really wasn't cheating... Unless you call roid strafe jumping a cheat? I figure because its natively enabled in the game that its technically not cheating but being creative to make it to places you normally couldn't get to. In any case now that I am more aware of the devestating impact of this type of jumping I can at least make provisions to ensure this type of thing doesn't happen where it ruins the entire gameplay because someone takes an incredible shortcut to the end of the map.
Since Micky is here now I just wanted to offer a big appology for making it seem like I was trying to trump his design during the building process of this map and I am very sorry if I came across this way I realize that I can be a bit of an asshole and i'm really sorry.
This post has been edited by Paul B: 16 March 2012 - 07:25 PM
#183 Posted 16 March 2012 - 07:27 PM
So anyone who was thinking of downloading the latest copy (which probably isn't that many people ) should hold off for a bit.
This post has been edited by Micky C: 16 March 2012 - 07:28 PM
#184 Posted 16 March 2012 - 07:33 PM
Micky C, on 16 March 2012 - 07:27 PM, said:
So anyone who was thinking of downloading the latest copy (which probably isn't that many people ) should hold off for a bit.
Okay i'll delete my post... Make sure you grab the latest copy on this form before you start editing.
#185 Posted 16 March 2012 - 07:35 PM
#186 Posted 16 March 2012 - 07:37 PM
Trooper Dan, on 16 March 2012 - 07:35 PM, said:
Gosh no we aren't.. this sucks. Honest i fricken hate mapping because of the amount of mistakes i make. I'm sorry really this is probably all my fault too. It really is more embarassing than anything.
This post has been edited by Paul B: 16 March 2012 - 07:37 PM
#187 Posted 16 March 2012 - 07:53 PM
Micky C, on 16 March 2012 - 07:27 PM, said:
Trooper Dan, on 16 March 2012 - 07:35 PM, said:
I touch the map for the first time in months when it's about to be updated regardless and this is the comment I get?
#188 Posted 16 March 2012 - 07:55 PM
Micky C, on 16 March 2012 - 07:53 PM, said:
Yep. Guilt by association.
#189 Posted 17 March 2012 - 09:57 AM
This post has been edited by Paul B: 22 March 2012 - 02:37 PM
#190 Posted 18 March 2012 - 07:13 AM
Paul B, on 17 March 2012 - 09:57 AM, said:
The ZIP contains Parkade Players Handbook.doc and Parkade.map HandBook.doc which contain conflicting information. I guess the latter got here unintentionally.(?)
#191 Posted 18 March 2012 - 06:14 PM
LeoD, on 18 March 2012 - 07:13 AM, said:
The ZIP contains Parkade Players Handbook.doc and Parkade.map HandBook.doc which contain conflicting information. I guess the latter got here unintentionally.(?)
Yea shit I meant to remove the old outdated file. I didn't realize i had included two.. Just ignore the file: Parkade.map HandBook it was for the previous revision of the map. Sorry about that, I guess i really need to be more careful before I update the map. Lack of sleep and too much mapping instigates these type of mistakes.
#192 Posted 19 March 2012 - 06:01 PM
#193 Posted 20 March 2012 - 06:19 PM
One bug, when I go through the cracked opening (East Building) , I am ending up, on top of the building, without reason. [this happens 2 out of 10 times when I go through the crack]
This style of map is for me. It will take a couple of tries until I can get through it with Damn I'm good. So far I found enough ammo and weapons, yet also multiple ways to get there. I certainly liked the window bit, where I can simply use the ledge of the building to go from one room to the next. I can jump all over the place without blocked walls. This theme is carried through the map. A lot of freedom to venture through. There will be more to discover, I'm sure. One minus - I did not like the Yellow Card Trick. I finally found the card and could not get through. I got through it via an alternate pass. My suggestion is to use a 'non standard' key color for this sort of set up. That way the player knows, this gate wont open with a card.
No rating. It's I either like something or don't. I like it.
#194 Posted 20 March 2012 - 08:08 PM
Hank, on 20 March 2012 - 06:19 PM, said:
Can you please explain what you mean by alternate pass? Which Yellow Keycard as there are two of them on this map I'm not sure what you are referring to or how you were able to get around it.... I would definitely be interested in hearing more information from you.
Thank you.
I too have noticed the bug with the front door crack launching Duke up onto the roof of that building. I'm not really too sure how we can fix that. Maybe by making that crack larger? I guess it will take some tweaking and as far as I know that's probably the only annoying glitch left. Actually I shouldn't say that because the East building has a glitch with the TROR sectors being so close together sometimes Duke can get stuck between a layer and not be able to surface properly. Bahh! It never ends!
This post has been edited by Paul B: 20 March 2012 - 08:42 PM
#195 Posted 20 March 2012 - 08:26 PM
LeoD, on 19 March 2012 - 06:01 PM, said:
Parkade.jpg
Hi Leo,
The map has a ton of Atomic Healths and Medkits which are at your disposal. You just need to find them =)
We kind of did a good job hiding the good stuff.
This post has been edited by Paul B: 20 March 2012 - 08:49 PM
#196 Posted 20 March 2012 - 08:48 PM
#197 Posted 20 March 2012 - 08:52 PM
This post has been edited by Paul B: 22 March 2012 - 02:37 PM
#198 Posted 21 March 2012 - 02:48 PM
Paul B, on 20 March 2012 - 08:08 PM, said:
Thank you.
there is no way to describe this in words.
#199 Posted 21 March 2012 - 02:57 PM
Hank, on 21 March 2012 - 02:48 PM, said:
Alrighty, The first picture is shown of the East Building on the third floor. That switch is there for multi-player purposes only. Perhaps I could have made that more obvious by hidding that switch so it just isn't there at all unless multi-player mode is enabled. The fact you were able to skip the entire Skywalk bothers me. You must have tried really hard to skip around the Skywalk. In either case I will need to fix this because you're not suppose to go from the Third floor and make it to the north tower 3rd floor without traversing through the second floor catwalk.
The proper and intended design was for Duke to leave the second story east building and navigate his way through the skywalk to the North Tower to the third floor. Obviously I've over looked this process in the process of trying to make the game multi-player friendly. I guess I have more work cut out for me. Then again this is a really odd case and it pisses me off i've missed this.
But thanks for bringing this to my attention.
Micky normally catches my stupid mistakes but he's been busy with school and I have a tendency to accidentally overlook stuff. Even though I play test different ways obviously I don't attempt ways that break what I think are predetermined routes. But I know how you did what you did and i'll make sure you don't do that again you cheater you! (Just kidding)! =)
By the way you're absolutely right! This is confusing to game play!
This post has been edited by Paul B: 21 March 2012 - 03:13 PM
#200 Posted 21 March 2012 - 03:52 PM
Paul B, on 21 March 2012 - 02:57 PM, said:
Nah, as I said, I was 'teleported' to the roof level to begin with. So I looked around where I can jump down to. Micky C and you designed the map to be able to choose different paths; thus a given intended path by you might get circumvented by a player. Again, not sure if this makes sense.
Either way, may I suggest to make more maps.
This post has been edited by Hank: 21 March 2012 - 05:46 PM
#201 Posted 21 March 2012 - 10:53 PM
I don't know I'm not really cut out for mapping as you might have noticed, I obviously make way too many mistakes and it takes me hours just to do the simplest of things. Getting pretty discouraged because it's so time consuming. Plus I think the veterans of the community are tired of seeing me around here talking and correcting the same map over and over. Anyway, I've more thoroughly tested the map again tonight while fixing that yellow key card so it only appears during multiplayer on the third floor of the East building. I have also found another glitch with the TROR skywalk section as well as some other minor annoyances. Anyway, in case you're interested I've republished the map again for you or any "new comers" who might be interested in trying it out for the first time.
http://forums.duke4....&attach_id=5172
As for everyone else...yah thanks for your patience. I think I’m going to retire now as it's going to be the death of me.
By the way the East building front door can still warp you to the roof but its been minimized now as the hole is larger and doesn't require duke to jump through it. Hopefully this reduces the occurances of the glitch since i can't seem to fix it.
This post has been edited by Paul B: 09 July 2012 - 08:00 PM
#202 Posted 22 March 2012 - 05:30 AM
Paul B, on 21 March 2012 - 10:53 PM, said:
I don't know I'm not really cut out for mapping as you might have noticed, I obviously make way too many mistakes and it takes me hours just to do the simplest of things. Getting pretty discouraged because it's so time consuming. Plus I think the veterans of the community are tired of seeing me around here talking and correcting the same map over and over. Anyway, I've more thoroughly tested the map again tonight while fixing that yellow key card so it only appears during multiplayer on the third floor of the East building. I have also found another glitch with the TROR skywalk section as well as some other minor annoyances. Anyway, in case you're interested I've republished the map again for you or any "new comers" who might be interested in trying it out for the first time.
http://forums.duke4....&attach_id=4701
As for everyone else...yah thanks for your patience. I think I’m going to retire now as it's going to be the death of me.
By the way the East building front door can still warp you to the roof but its been minimized now as the hole is larger and doesn't require duke to jump through it. Hopefully this reduces the occurances of the glitch since i can't seem to fix it.
I am not sure how the link works. - The entire map was a show piece for TROR, and I truly think Micky C and you succeeded in this. Dude, TROR is a new frontier, with new game possibilities and what not, errors and flaws are to be expected. Cheers.
#203 Posted 22 March 2012 - 10:47 AM
#205 Posted 22 March 2012 - 04:15 PM
Drek, on 22 March 2012 - 02:59 PM, said:
How true
http://forums.duke4....&attach_id=4701
could not resist to hack a bit, the above link works, until 'someone' deletes that too.
#206 Posted 22 March 2012 - 04:28 PM
Hank, on 22 March 2012 - 04:15 PM, said:
http://forums.duke4....&attach_id=4701
could not resist to hack a bit, the above link works, until 'someone' deletes that too.
Sorry guys this is all my fault.
Here are the links: (This map can now be enjoyed using the Duke Nukem 3D High Resolution Pack!)
For those who want to play it with the included background music:
http://forums.duke4....&attach_id=5172
For those who want a smaller download without the background music:
http://forums.duke4....&attach_id=5173
Mikko don't say anything. I'm just as frustrated as you are. I think i've uploaded this map 4811 times..
This post has been edited by Paul B: 09 July 2012 - 08:01 PM
#207 Posted 25 March 2012 - 12:52 AM
The problem with creating a map that is not linear is the number of variables and problems that can surface and this is why I believe this map took so long to test. In the end, I really hope all this work was worth the effort to those who like to revisit Duke Maps and ultimately I hope this map can be enjoyed not only in single player but for multi-player when it becomes available if there is still a duke audience around.
This post has been edited by Paul B: 06 April 2012 - 10:17 AM
#208 Posted 14 April 2012 - 10:56 AM
What discouraged me on my first attempts at a playthrough was the abrupt beginning. You're starting out surrounded by pigcops and rather scarce ammo to defend yourself. However, as the level progresses (and you find a couple of hidden areas), the ratio balances out and gameplay is a lot more enjoyable.
Of course, the original and generous use of TROR, and the highly nonlinear routing is what sets this map apart. IMO, how Parkade does it is really close to the ideal: you're given almost complete freedom in what order you visit the various locations, and even if you're stuck at times there are hints that lead you from one "station" to the next.
Verdict: s your ass off.
#209 Posted 14 April 2012 - 11:58 AM
Helixhorned, on 14 April 2012 - 10:56 AM, said:
What discouraged me on my first attempts at a playthrough was the abrupt beginning. You're starting out surrounded by pigcops and rather scarce ammo to defend yourself. However, as the level progresses (and you find a couple of hidden areas), the ratio balances out and gameplay is a lot more enjoyable.
Of course, the original and generous use of TROR, and the highly nonlinear routing is what sets this map apart. IMO, how Parkade does it is really close to the ideal: you're given almost complete freedom in what order you visit the various locations, and even if you're stuck at times there are hints that lead you from one "station" to the next.
Verdict: s your ass off.
Hi Helix, thanks for your take on the map. I'm not sure if you are using the latest map. The map has been updated many many times are you running the latest version of the map? It also addresses the pig cop imbalance at the start of the map as well as some other minor issues. The final version of the map has been released here:
http://forums.duke4....&attach_id=5172
I would strongly recommend anyone wanting to replay this map or to play this map for the first time to use the final released version. It contains better detail more streamlined gameplay and freedom to roam.
Also the vending machines dispense extra stuff if you find you're running low on supplies.
This post has been edited by Paul B: 09 July 2012 - 08:02 PM