Duke4.net Forums: [RELEASE] MINI MAP PACK - Duke4.net Forums

Jump to content

  • 5 Pages +
  • 1
  • 2
  • 3
  • 4
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

[RELEASE] MINI MAP PACK  "A collection of ten maps made in 90 minutes each one."

User is offline   Mark 

#31

I'll keep the experiment on my hard drive for a while just in case I want to make a proper re-build of it someday. But its not a priority.

I'm going to leave it in all it's glorified original condition for now. :D

This post has been edited by Marked: 31 January 2012 - 03:40 AM

0

User is offline   Mikko 

  • Honored Donor

#32

The red map took me exactly one minute, BattleBlock 1.5 minutes.
0

User is offline   Mike Norvak 

  • Music Producer

#33

View PostMikko_Sandt, on 31 January 2012 - 07:03 AM, said:

The red map took me exactly one minute, BattleBlock 1.5 minutes.


Were those any good?
0

User is offline   Mikko 

  • Honored Donor

#34

Here's my "Speedcity":

Posted Image

Attached File  Speedcty.zip (73.7K)
Number of downloads: 308

Took about that 1.5 hours and should take you no more than 2-3 minutes.

View PostNorvak, on 31 January 2012 - 07:08 AM, said:

Were those any good?


Yeah!

This post has been edited by Mikko_Sandt: 31 January 2012 - 11:11 AM

2

User is offline   Mike Norvak 

  • Music Producer

#35

View PostMikko_Sandt, on 31 January 2012 - 11:11 AM, said:

Here's my "Speedcity":

Took about that 1.5 hours and should take you no more than 2-3 minutes.

Yeah!


Nice one it took me about 2:30 minutes, added to first post. If we keep making this kind of maps sure we can release a whole mini episode soon :D
0

#36

What about i link all these nice little maps together and make it a map pack mod? Very easy to do. If you want it, i can do it when there are some more maps.
0

User is offline   Micky C 

  • Honored Donor

#37

View PostNorvak, on 31 January 2012 - 12:51 PM, said:

Nice one it took me about 2:30 minutes, added to first post. If we keep making this kind of maps sure we can release a whole mini episode soon :D



View Postrasmus thorup, on 31 January 2012 - 01:10 PM, said:

What about i link all these nice little maps together and make it a map pack mod? Very easy to do. If you want it, i can do it when there are some more maps.


Episode? Map pack mod? I reckon we might be able to put all the mini maps into a single map, and link the sections together, with teleports if necessary. It would certainly be a lot less hassle for the player. I don't know about everyone else, but my map only has about 800 walls, which is less than 5% of the limit.

Edit: Hmm I just realized there'd be a continuity problem with weapons carrying over. Never mind then.

This post has been edited by Micky C: 31 January 2012 - 02:18 PM

0

User is offline   Arwu 

#38

Mikko , I enjoyed your map more than others :D I want to jump with map but Im terrible with ideas :D.
0

User is offline   Mark 

#39

Good map Mikko. Took me over 4 minutes because I stopped to admire the scenery. :D
0

User is offline   Loke 

#40

Took me roughly 1 hour and 10 minutes to make while testing took about 5 minutes. I'm a extremely slow mapper so this isn't something I'm used to. Was good fun though.

Posted Image

Playtime is roughly 2 minutes. 32-bit recommended!

Attached File  catandmouse.zip (3.01K)
Number of downloads: 281
2

User is offline   Micky C 

  • Honored Donor

#41

Hang on Loke, that's actually my map you uploaded and showcased there Posted Image

Spoiler

Edit: if there's going to be a map compilation, let me know so I can do a quick fix; it seems one of the cracks doesn't have a tag. I didn't have any time left over for playtesting, I'm just glad it worked out as well as it did first run. I would also include a short .txt file.


This post has been edited by Micky C: 31 January 2012 - 10:11 PM

0

User is offline   Arwu 

#42

This cat and mouse play is funny :D

Micky, I just discovered strange energy reflecting other dimension or something like that :D :D wow thats make me laught too loud :P
0

User is offline   Loke 

#43

You're welcome! :D

I'd definitely like to do some more but it's kinda difficult coming up with ideas.
0

User is offline   Arwu 

#44

From my point of view, time limit is not good for such guys as I am. . I am very slow at mapping. . . In 1 hour I managed to do only two rooms with details. . Better make similiar topic with 100 "things" limit. What I mean? One used sector or sprite, subtract one from this limit :D it easier to check with mapster than believe on someone word (for example: time limit.)
this a little strange for me with this time limit now :D
0

User is offline   Mike Norvak 

  • Music Producer

#45

View PostMicky C, on 31 January 2012 - 09:12 PM, said:

Spoiler

Edit: if there's going to be a map compilation, let me know so I can do a quick fix; it seems one of the cracks doesn't have a tag. I didn't have any time left over for playtesting, I'm just glad it worked out as well as it did first run. I would also include a short .txt file.



Don't worry Micky, sure there will be time for fix stuff if we release a pack or something. I think LeoD idea to make this project a weekly/monthly base for example. In my case I consider this like a very fun, adictive and productive exercise (from a mapper's view point)

View PostArwu, on 01 February 2012 - 04:56 AM, said:

From my point of view, time limit is not good for such guys as I am. . I am very slow at mapping. . . In 1 hour I managed to do only two rooms with details. . Better make similiar topic with 100 "things" limit. What I mean? One used sector or sprite, subtract one from this limit :P it easier to check with mapster than believe on someone word (for example: time limit.)
this a little strange for me with this time limit now :P


Well if someone uses more time, is up to him. Like every act when no one is watching: copying on an exam, parking in a prohibited place, warizing software :D etc. you know.... :D

BTW Loke that map was really fun.

This post has been edited by Norvak: 01 February 2012 - 07:06 AM

0

User is offline   Mikko 

  • Honored Donor

#46

Cool concept Loke, reminded me of Lair and then that Arch-vile map in Plutonia. Too bad the Overlord doesn't navigate better.

This post has been edited by Mikko_Sandt: 01 February 2012 - 07:56 AM

0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#47

I'm still submitting a map, I just haven't had enough time to work on it lately (ironically enough). Don't release a community pack without me! :D

This post has been edited by The Mighty Bison: 01 February 2012 - 09:06 AM

0

User is offline   Loke 

#48

View PostNorvak, on 01 February 2012 - 07:05 AM, said:

BTW Loke that map was really fun.


Mikko_Sandt said:

Cool concept Loke, reminded me of Lair and then that Arch-vile map in Plutonia. Too bad the Overlord doesn't navigate better.


Thanks.

The idea came from one of my maps I did for the Doom 64 EX port which itself was an idea of the "Cat and Mouse" map from Doom 64. Not terribly original but nonetheless it was an refreshing experience working on a time limit.



The Cyberdemon, as with the Overlord as you said, also tends to get stuck on corners which kinda ruins the immersion.
0

User is offline   Arwu 

#49

Nobody is interesed with this topic now.... Maybe too late but this is my attempt, a little crapy map ;p
I still think that time limit is a strange rule, one person in 1 hour can map much more than other person in 3 hours, regardles of skills and experience...
I created my map <2 hours, sorry.. but thats true ;p
these many enemies in view so turning models off might be a good idea, I do not tested well it.. Should work in Duke plus with realistic moving (thats why I'm addedsome strange flat platforms :D

Attached File(s)


2

User is offline   Hank 

#50

View PostArwu, on 04 February 2012 - 01:54 PM, said:

Nobody is interesed with this topic now.... Maybe too late but this is my attempt, a little crapy map ;p
I still think that time limit is a strange rule, one person in 1 hour can map much more than other person in 3 hours, regardles of skills and experience...
I created my map <2 hours, sorry.. but thats true ;p
these many enemies in view so turning models off might be a good idea, I do not tested well it.. Should work in Duke plus with realistic moving (thats why I'm addedsome strange flat platforms :D

Well, I like your concept.
Too late? Not for creating something, I think. Besides, my average build time for a map is four weeks, and three month testing and tweaking, I would not even try to attempt to do anything in two hours. Thus; cheers and keep going!Posted Image
0

User is offline   Micky C 

  • Honored Donor

#51

Yeah, we need more rooftop maps. What was the point of waiting for the elevator to come up?

I don't really think we'll be getting many more mini maps. Perhaps after the Mighty Bison makes his, we'll get them all and put them into a single pack and upload them to MSDN and CGS for reviews.
0

User is offline   Mikko 

  • Honored Donor

#52

Some good things about that map such as the pool and the general idea. One thing you should keep in mind is that the larger the area the harder it is to fill with details. Another thing is that it's almost never a good idea to extend a map's duration by adding tons of enemies.

View PostArwu, on 04 February 2012 - 01:54 PM, said:

I still think that time limit is a strange rule, one person in 1 hour can map much more than other person in 3 hours, regardles of skills and experience...


Eh, we have had a billion different CBPs with different rules. This CBP is a 1.5-hour CBP. The 1.5-hour restriction is the "catch" of this CBP and probably the reason why so many participated in the first place and in such a short time. If you don't like the rule, there are always other CBPs that may better suit your taste.
1

User is offline   Arwu 

#53

Micky C wrote:

Quote

Yeah, we need more rooftop maps. What was the point of waiting for the elevator to come up?


the reason is, that player must first kill boss before taking elevator ;P (yes, there a better methods maybe :D


Mikko_Sandt wrote:

Quote

Some good things about that map such as the pool and the general idea. One thing you should keep in mind is that the larger the area the harder it is to fill with details. Another thing is that it's almost never a good idea to extend a map's duration by adding tons of enemies.


Yeah, it is harder to fill with details but not much harder :D only much more work..
I put these many enemies only for more fun and maybe a little to extend play time, map can be completed without them in maybe 30 seconds
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#54

View PostMicky C, on 04 February 2012 - 03:52 PM, said:

I don't really think we'll be getting many more mini maps. Perhaps after the Mighty Bison makes his, we'll get them all and put them into a single pack and upload them to MSDN and CGS for reviews.


Yeah, I'll get around to making mine. I just haven't been able to sit down for a full hour-and-a-half.
0

User is offline   Mark 

#55

View PostMicky C, on 04 February 2012 - 03:52 PM, said:

I don't really think we'll be getting many more mini maps. Perhaps after the Mighty Bison makes his, we'll get them all and put them into a single pack and upload them to MSDN and CGS for reviews.


Please leave mine out of the pack if you make one. My map's unfinished "lameness" doesn't need to be spread around any further than it already has. :D

This post has been edited by Marked: 05 February 2012 - 12:22 PM

0

User is offline   Micky C 

  • Honored Donor

#56

View PostThe Mighty Bison, on 05 February 2012 - 09:58 AM, said:

Yeah, I'll get around to making mine. I just haven't been able to sit down for a full hour-and-a-half.


Hmm, remember this? Posted Image

View PostThe Mighty Bison, on 30 January 2012 - 10:30 AM, said:

Hell, just for the sake of it, I'll do one of those maps tonight. Does it have to be single player?


It doesn't have to be done all in one block, I took a break while building my mini map.
Having just finished Red 2 for the first time, I'm going to make another mini map with a mine/underground cavern theme. If all goes well it should be up in a few hours. I might use classic textures, TROR, and polymer lighting to save time.
0

User is offline   Micky C 

  • Honored Donor

#57

Bump.

I've finished my next map; Micky's Mini Mine. It was designed with classic textures and polymer, and uses polymer lights and TROR. It hasn't been tested with the HRP, although I imagine it could look good with the normal and specular mapping. The framerate has been a respectable 30 fps for me throughout the entire level. The story is "After a mysterious light-emitting crystal was discovered in the ground, the entire mine has gone silent, and it's up to Duke to neutralize any potential threat he may come across, and get the hell outta there."

I'd like to say I did this in one and a half hours, but honestly, I took a break halfway through at about 35 minutes, and forgot to continue the timer when I came back. When I realized this, I tried to finish everything off as quickly as I could, so the official time is "hopefully not over by too much". Edit: And the expected play time is 4-5 minutes.

Posted Image

Attached File(s)



This post has been edited by Micky C: 06 February 2012 - 01:54 AM

2

User is offline   Arwu 

#58

Polymer lights ? Tror ? Eh, my pc can't run polymer so maybe leave this map outta my pc . :-/
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#59

View PostMicky C, on 05 February 2012 - 07:46 PM, said:

Hmm, remember this? Posted Image


What can I say, I'm a busy college student with a job. I haven't mapped in years. I also had sleeping problems last week. :D It's getting made. I'm using every minute of the time that I have.

This post has been edited by The Mighty Bison: 06 February 2012 - 08:00 AM

0

User is offline   Loke 

#60

View PostMicky C, on 06 February 2012 - 01:52 AM, said:

Bump.

I've finished my next map; Micky's Mini Mine. It was designed with classic textures and polymer, and uses polymer lights and TROR. It hasn't been tested with the HRP, although I imagine it could look good with the normal and specular mapping. The framerate has been a respectable 30 fps for me throughout the entire level. The story is "After a mysterious light-emitting crystal was discovered in the ground, the entire mine has gone silent, and it's up to Duke to neutralize any potential threat he may come across, and get the hell outta there."

I'd like to say I did this in one and a half hours, but honestly, I took a break halfway through at about 35 minutes, and forgot to continue the timer when I came back. When I realized this, I tried to finish everything off as quickly as I could, so the official time is "hopefully not over by too much". Edit: And the expected play time is 4-5 minutes.

*snip*


I had some difficulties finding the shotgun at the beginning so I mostly ran around with the pistol and the ripper while engaging in a one-on-one brawl with the protector drone. Otherwise I liked it and surprisingly it ran quite well in Polymer so it seems to be completely playable on a ATI card. :D

EDIT: Took me about 6 minutes to complete.

This post has been edited by Loke: 06 February 2012 - 09:13 AM

0

Share this topic:


  • 5 Pages +
  • 1
  • 2
  • 3
  • 4
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options