[release] Sin Center "classic style city map"
#31 Posted 25 February 2012 - 07:27 AM
#32 Posted 25 February 2012 - 07:45 AM
Design is solid throughout IMO, there are indeed some visual glitches but they didn't distract me too much. The huge pool centre was the highlight of the level, I really liked the scale and those mirrors were a cool touch.
One weaker point would be the ending, the way the level ended felt a bit random and sudden to me. I would have liked some more rooftop + jetpack action, now the jetpack felt a bit useless and thrown in at the last minute. But overall, a very enjoyable map.
This post has been edited by Merlijn: 25 February 2012 - 07:46 AM
#33 Posted 25 February 2012 - 08:15 AM
#34 Posted 25 February 2012 - 08:17 AM
Mikko_Sandt, on 25 February 2012 - 08:15 AM, said:
I would say so. And I would add that this is a map where the player can be reasonably expected to find a lot of the secrets. Most of them are pretty obvious.
#35 Posted 25 February 2012 - 08:33 AM
#36 Posted 25 February 2012 - 08:58 AM
Merlijn, on 25 February 2012 - 07:45 AM, said:
Design is solid throughout IMO, there are indeed some visual glitches but they didn't distract me too much. The huge pool centre was the highlight of the level, I really liked the scale and those mirrors were a cool touch.
One weaker point would be the ending, the way the level ended felt a bit random and sudden to me. I would have liked some more rooftop + jetpack action, now the jetpack felt a bit useless and thrown in at the last minute. But overall, a very enjoyable map.
Thanks for the comment.
I too would have like to see more rooftop action, but considering that the map was started around 2006, at this point it's already incredible it got finished (thanks to Mikko); so at some point it's good to say "fuck it, it's done".
The jetpack was put there for noob players who don't know how to strafe-jump, because that last jump is impossible if you don't strafe jump. Like this there is still a solution for them to beat the map. (I remembered players complaining about jumps that were impossible to be made in Mikko's BNW episode)
I've fixed the misaligned textures I had missed and I'm now trying to fix the glitches.
#38 Posted 25 February 2012 - 09:42 AM
Mapster is still finding 2 errors though but fuck it, I'm not touching it more. It's done. Plus, depending on the version of eduke32 used, some glitches appear, some don't, and in some cases none appear at all (I'd like to know how the map plays in original dos Duke if somebody still uses that).
Mikko replaced the file already for those who care.
Thanks for the feeback everybody.
Edit : with Forge that's 2 people complaining the map isn't hard enough, so I just added about 7 enemies in come get some only. Now it's done. More feedback is of course welcome but I'm definitely done with it.
This post has been edited by MetHy: 25 February 2012 - 10:11 AM
#39 Posted 25 February 2012 - 09:52 AM
#40 Posted 25 February 2012 - 10:15 AM
rasmus thorup, on 25 February 2012 - 08:33 AM, said:
It is about right. The opinion of a few hardcore Duke3D players is next to irrelevant because they're going to find usermaps easy anyway (there are exceptions though, usually tedious exceptions). I find 99% of usermaps easy. The original maps (which were the source of inspiration for this map) are piss easy even on hard. Moreover, increasing the monster count as a means to increase the difficulty level is risky as it can render a map boring.
#41 Posted 25 February 2012 - 10:59 AM
#42 Posted 25 February 2012 - 11:16 AM
#43 Posted 25 February 2012 - 12:16 PM
rasmus thorup, on 25 February 2012 - 11:16 AM, said:
Blame EDuke32. The Shrinker obviously should do no damage to Battlelords. Mappers should not start removing Shrinkers from maps with mini Battlelords or vice versa because of an EDuke32 feature.
This post has been edited by Mikko_Sandt: 25 February 2012 - 12:16 PM
#44 Posted 25 February 2012 - 12:20 PM
Relevant CON code:
state checkboss1hitstate
ifrnd 2 spawn BLOODPOOL
ifdead
{
ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL
else
{
ifrnd 64 globalsound DUKE_TALKTOBOSSFALL
ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS1FROZEN strength 0 break }
}
sound BOS1_DYING
addkills 1
ai AIBOSS1DYING
}
else
{
ifrnd 32 { action BOSS1FLINTCH move 0 }
ifspritepal 0 { }
else ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AIBOSS1PALSHRINK break }
soundonce BOS1_PAIN
debris SCRAP1 1
guts JIBS6 1
}
ends
#45 Posted 25 February 2012 - 12:36 PM
On the subject of the shrinker bug, the way I fix it in my latest mod is I have all monsters do a health check when hit by the shrinker (before ifhitweapon, of course), and if their health is > 400 it is treated like bullet damage. This allows it to work on minibosses, but only if their health drops to about fat commander level or below. And of course pal 0 bosses are never affected.
As I was saying, though, there are other exploits worth fixing. For example, the player can restore full health at any water fountain or toilet water. It's obvious that the original developers were not too concerned about the game being easy.
#46 Posted 25 February 2012 - 12:51 PM
This post has been edited by Mikko_Sandt: 25 February 2012 - 12:51 PM
#47 Posted 25 February 2012 - 01:03 PM
What major balance? People play differently. This map has a very balanced ammo/health/actor matrix. I cheated anyway, jumped to the lower roof and pressed on the exit button while the mini-boss was yapping and shooting; and used the Freezer/Pipe Bombs for the mini-boss before that. The shrinker would make no difference here for myself. - I use the shrinker for the little actors in Damn' I'm good, when I want to snoop around a bit. I honestly can't see a major potential weapon imbalance either way.
This post has been edited by Hank: 25 February 2012 - 01:05 PM
#48 Posted 25 February 2012 - 01:09 PM
#49 Posted 25 February 2012 - 01:10 PM
Mikko_Sandt, on 25 February 2012 - 12:51 PM, said:
But TX was saying that EDuke32 with the original CONs behaves the same way as DOS Duke. Is that not true?
#51 Posted 25 February 2012 - 01:23 PM
DeeperThought, on 25 February 2012 - 01:10 PM, said:
I misread his post. I don't use the Shrinker on Battlelords because this is a habit that has persevered since before EDuke32. I don't remember ever killing a mini Battlelord in Duke3D with the Shrinker prior to EDuke32.
Originally I was responding to this ridiculous and totally misleading claim:
rasmus thorup, on 25 February 2012 - 11:16 AM, said:
This implies one shot per one kill, as if it were easy to kill mini Battlelords with the Shrinker, which is of course not the case whether this particular person finds it easy or not.
#52 Posted 25 February 2012 - 01:28 PM
#53 Posted 25 February 2012 - 02:11 PM
Mikko_Sandt, on 25 February 2012 - 01:23 PM, said:
This implies one shot per one kill, as if it were easy to kill mini Battlelords with the Shrinker, which is of course not the case whether this particular person finds it easy or not.
... it is true!
This image was taken, using Duke 3D version 1.5 cons from the source code released in 2003, on my test enemy map.
I just did this a moment ago. I used only one shot of shrink ammo here. - The one shot shrinker is old news, well for me. Here, the boss only shot with those useless balls, I did not even get a scratch. Looks kinda cute, come to think of it.
#54 Posted 25 February 2012 - 02:25 PM
PS: I made the last jump at the first attemp and never in my life used strafejump, so the jetpack could be removed.
@Methy: I read you´re done with the map. Sadly I´m late, but here´s a bug most people surely overlooked: If you are crouching you can´t go across those fence shadows in the floor of one of the main areas (the one surrounded by the garage IIRC). That´s because the shade sprite is blockable, and should not be so.
This post has been edited by Gambini: 25 February 2012 - 02:25 PM
#55 Posted 25 February 2012 - 02:38 PM
Texturing/Lighting-Shading: 7/10
Sprite Work/Detailing: 8/10
Ambiance: 9/10
Architecture: 18/20
Layout: 19/20
Gameplay: 20/30
Overall: 81/100
Attached File(s)
-
missed texture problems.zip (609.21K)
Number of downloads: 363
This post has been edited by Paul B: 25 February 2012 - 03:03 PM
#56 Posted 25 February 2012 - 02:55 PM
Hank, on 25 February 2012 - 02:11 PM, said:
I don't doubt that it's possible to kill Battlelords with the Shrinker. I have done this myself but, as I said, it wasn't until EDuke32 came out. See below.
Gambini, on 25 February 2012 - 02:25 PM, said:
Well quite frankly this is the case with the vast majority of maps, including the originals which I'm using as a reference point for obvious reasons. I refer to my earlier point about experienced players not being a good measuring stick. (This also applies to the Shrinker thing. Most casual players probably don't know that it's possible to shrink mini Battlelords or at least are under the impression that it takes many shots to do so. Hell, as I said, even I didn't know that what's needed is hitting them from a specific angle.) I think people like Paul B and Mickey C are closer to the average player these days than you or I.
This post has been edited by Mikko_Sandt: 25 February 2012 - 02:56 PM
#57 Posted 25 February 2012 - 03:09 PM
Those are fighting words and I look forward to seeing you in a Duke Death Match some time =)
You should show some respect to the veterns of the game as well as the new comers on the forums.
This post has been edited by Paul B: 25 February 2012 - 03:38 PM
#58 Posted 25 February 2012 - 03:12 PM
Paul B, on 25 February 2012 - 03:09 PM, said:
Well correct me if I'm wrong but you're the one, along with Micky C, who whined about the map being difficult whileas everyone else complained about it being too easy. Your words, not mine.
#59 Posted 25 February 2012 - 03:33 PM
This post has been edited by Paul B: 25 February 2012 - 03:40 PM
#60 Posted 25 February 2012 - 03:51 PM
Gambini, on 25 February 2012 - 02:25 PM, said:
So? What are mappers supposed to do, play Scrooge with ammo, health and equipment? Mappers then force the player to follow a very tight game play. There should be left overs, if you allow for different player and game styles.
Mikko_Sandt, on 25 February 2012 - 02:55 PM, said:
I shrank the mini-boss in version Duke version 1.3 . Perhaps, in version 1.4/1.5 the coders (3D Realms) made some changes? Well, either way, if a given mapper wishes to keep the shrinker off-limits to a mini-boss, the game.con can be fixed for that.
@ MetHy - I just noticed two more legitimate 'short cuts' in the map. It seems the map gets better the more I play it. Yes, I am for alternate ways. Cheers, and thanks.

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