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Parkade *RELEASED!*  "the polymer TROR CBP is ready for action"

User is offline   Danukem 

  • Duke Plus Developer

#181

Don't feel too badly about it. Lots of released maps allow for cheating. That's why there are "speed runs".
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User is offline   Paul B 

#182

View PostTrooper Dan, on 16 March 2012 - 07:09 PM, said:

Don't feel too badly about it. Lots of released maps allow for cheating. That's why there are "speed runs".


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

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User is offline   Micky C 

  • Honored Donor

#183

Hold on if you're going to update the map again can you at least let me do a final check through it because there were some minor yet annoying shade inconsistencies that I'd like to fix. Although I'm having trouble downloading the latest copy for some reason. I think I've got it.

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

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User is offline   Paul B 

#184

View PostMicky C, on 16 March 2012 - 07:27 PM, said:

Hold on if you're going to update the map again can you at least let me do a final check through it because there were some minor yet annoying shade inconsistencies that I'd like to fix. Although I'm having trouble downloading the latest copy for some reason. I think I've got it.

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.
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User is offline   Danukem 

  • Duke Plus Developer

#185

I think I know the true reason why all these updates are annoying to other mappers. It's like you guys are keeping attention on your map by continuing to update and release it. Meanwhile, mappers who did it right the first time get less attention because they don't keep posting about it. And by the way, I don't think you are doing it with a devious intention.
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User is offline   Paul B 

#186

View PostTrooper Dan, on 16 March 2012 - 07:35 PM, said:

I think I know the true reason why all these updates are annoying to other mappers. It's like you guys are keeping attention on your map by continuing to update and release it. Meanwhile, mappers who did it right the first time get less attention because they don't keep posting about it. And by the way, I don't think you are doing it with a devious intention.


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

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User is offline   Micky C 

  • Honored Donor

#187

View PostMicky C, on 16 March 2012 - 07:27 PM, said:

Hold on if you're going to update the map again can you at least let me do a final check through it because there were some minor yet annoying shade inconsistencies that I'd like to fix.



View PostTrooper Dan, on 16 March 2012 - 07:35 PM, said:

I think I know the true reason why all these updates are annoying to other mappers. It's like you guys are keeping attention on your map by continuing to update and release it. Meanwhile, mappers who did it right the first time get less attention because they don't keep posting about it. And by the way, I don't think you are doing it with a devious intention.


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? Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#188

View PostMicky C, on 16 March 2012 - 07:53 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? Posted Image


Yep. Guilt by association.
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User is offline   Paul B 

#189

<deleted>

This post has been edited by Paul B: 22 March 2012 - 02:37 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#190

View PostPaul B, on 17 March 2012 - 09:57 AM, said:

You can lock this forums post because nothing more is being changed or added.
Well, some people might still want to talk about it...
The ZIP contains Parkade Players Handbook.doc and Parkade.map HandBook.doc which contain conflicting information. I guess the latter got here unintentionally.(?)
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User is offline   Paul B 

#191

View PostLeoD, on 18 March 2012 - 07:13 AM, said:

Well, some people might still want to talk about it...
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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#192

I have replayed Parkade while testing some stuff. Revising it was definetely worth the effort. The gameplay flow has improved indeed. Health is a bit rare now for my taste since I don't like licking toilets that much. :wub: And I still couldn't find the guy I'm supposed too shoot. :)
Attached Image: Parkade.jpg
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User is offline   Hank 

#193

I finished the map at Let's Rock. I don't know what the map was like before, so for now :

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. :)
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User is offline   Paul B 

#194

View PostHank, on 20 March 2012 - 06:19 PM, said:

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.


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

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User is offline   Paul B 

#195

View PostLeoD, on 19 March 2012 - 06:01 PM, said:

I have replayed Parkade while testing some stuff. Revising it was definetely worth the effort. The gameplay flow has improved indeed. Health is a bit rare now for my taste since I don't like licking toilets that much. :wub: And I still couldn't find the guy I'm supposed too shoot. :)
Attachment 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

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User is offline   Paul B 

#196

The next time I release a map it will be in Beta Testing for a year before I call anything final!
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User is offline   Paul B 

#197

<deleted>

This post has been edited by Paul B: 22 March 2012 - 02:37 PM

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User is offline   Hank 

#198

View PostPaul B, on 20 March 2012 - 08:08 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.

there is no way to describe this in words.
Spoiler

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User is offline   Paul B 

#199

View PostHank, on 21 March 2012 - 02:48 PM, said:

there is no way to describe this in words.
Spoiler



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

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User is offline   Hank 

#200

View PostPaul B, on 21 March 2012 - 02:57 PM, said:

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.

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. Posted Image

This post has been edited by Hank: 21 March 2012 - 05:46 PM

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User is offline   Paul B 

#201

Hi Hank,

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

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User is offline   Hank 

#202

View PostPaul B, on 21 March 2012 - 10:53 PM, said:

Hi Hank,

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. Posted Image
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User is offline   Kyanos 

#203

Paul, I finally get a chance to play this map. I see it's been updated, then updated, then updated some more, only to have the final attachment not download. :)
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User is offline   Kyanos 

#204

Deleting posts doesn't fix broken download links :)
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User is offline   Hank 

#205

View PostDrek, on 22 March 2012 - 02:59 PM, said:

Deleting posts doesn't fix broken download links :)

How true Posted Image
http://forums.duke4....&attach_id=4701

could not resist to hack a bit, the above link works, until 'someone' deletes that too.
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User is offline   Paul B 

#206

View PostHank, on 22 March 2012 - 04:15 PM, said:

How true Posted Image
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

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User is offline   Paul B 

#207

The Parkade.map is functional with The Duke HRP. Here are some screenshots.

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.

Attached thumbnail(s)

  • Attached Image: The Parkade.jpg
  • Attached Image: Parkade3.jpg
  • Attached Image: Parkade8.jpg
  • Attached Image: Parkade9.jpg
  • Attached Image: Parkade7.jpg
  • Attached Image: Parkade4.jpg


This post has been edited by Paul B: 06 April 2012 - 10:17 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#208

Well, I finally got to play it a while ago, instead of merely strolling around and admiring the architecture. All I can say is that it is GRAND, even if not without some weaker aspects. The map took me one hour to finish, played in 3 sessions, in which I killed 191/200 monsters and found half of the secrets.

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.
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User is offline   Paul B 

#209

View PostHelixhorned, on 14 April 2012 - 10:56 AM, said:

Well, I finally got to play it a while ago, instead of merely strolling around and admiring the architecture. All I can say is that it is GRAND, even if not without some weaker aspects. The map took me one hour to finish, played in 3 sessions, in which I killed 191/200 monsters and found half of the secrets.

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

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#210

I just tried it again too see if i actually played with models with first time. But i still lag a lot without models. I could just play fine with a little lag until the room with the 2 fat commanders. Then i couldn't control anything, and got blown up. I think you could have used less TROR.
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