[release] Sin Center "classic style city map"
#61 Posted 25 February 2012 - 03:51 PM
I agree with Gambini. I noticed that near the end it got really quiet and there was a sudden glut of heavy weapons and ammo. I was a bit disappointed to find that it was just another Battlelord Jr..
This post has been edited by The Mighty Bison: 25 February 2012 - 03:54 PM
#62 Posted 25 February 2012 - 04:14 PM
The Mighty Bison, on 25 February 2012 - 03:51 PM, said:
I'm not sure what Corentin added to the last version but all I did, as far as heavy weaponry is concerned, is give an RPG (and even that was hidden) prior to the first Battlelord fight and, after that, a Devastator with 45 rockets, about the right amount for one Battlelord fight.
This post has been edited by Mikko_Sandt: 25 February 2012 - 04:14 PM
#63 Posted 25 February 2012 - 04:16 PM
#64 Posted 25 February 2012 - 04:30 PM
Hank, on 25 February 2012 - 03:51 PM, said:
I assume the first shortcut is the backdoor of the strip room, but what's the 2nd one?
#65 Posted 25 February 2012 - 04:35 PM
Paul B, on 25 February 2012 - 02:38 PM, said:
pic 4 wasn't fixed because it only happens for you
the other pics are really huge nitpicking and if neither mikko nor myself noticed it I doubt anybody else will except for you, and even if they did, it's really not much
#66 Posted 25 February 2012 - 05:00 PM
Micky C, on 25 February 2012 - 04:16 PM, said:
It's up now: http://msdn.duke4.net/hotsincenter.php
#67 Posted 25 February 2012 - 05:32 PM
What this map was missing was Steroids for those long streets and big jump.
Let's recap the actual stats found on the map.
75 monsters 2 of which are mini bosses. Includes alien respawns
Big Health Kit:11
Atomic Health: 1
Small Health Kit: 10
Armor: 4
Pistols: 3 Ammo: 1
Shot guns: 3 Ammo boxes: 5
Chain Guns: 2 Ammo boxes: 3
RPG: 2 RPG Ammo: None
Devestator: 1 Ammo: 3
Shrinker: 1 Ammo: 1
Expander Ammo: 4
Freezer Gun: 1 Freezer Gun Ammo 1
Pipebombs: 4 boxes
You can draw your own conclusions. I would consider this map a medium sized map based on its physical size and 3 keycard system.
Hmm... this gives me an idea of making a short speed map. Not designed to kill every enemy but keep the player moving forward without back tracking. Back tracking would result in death it would definitely be a speed run with limited ammo and health. Maybe I can pull it off in an hr and a half of mapping too. I think i'll call it Run and Gun. (R&G.map) Now back to Mapster
This post has been edited by Paul B: 25 February 2012 - 05:40 PM
#68 Posted 25 February 2012 - 05:34 PM
MetHy, on 25 February 2012 - 04:30 PM, said:
The second one is the Boss in the garage. Instead of killing the actor, one can run just run along the columns out to the street to the next 'fight'. The loss in health can be made up with new armour later on. It is not an actual route as in a tunnel or duct run. - Keep in mind, I'm weird.
@ Mikko. Why is there such a rush in posting a review? It takes weeks to make a map, and a day after the official issue, we have two reviews. One from Forge and one from Gambini. Is there a competition going on?
#69 Posted 25 February 2012 - 05:59 PM
I haven't had a chance to try the map yet but it looks good, I shall try it tomorrow and come back here to post my opinions on it.
This post has been edited by High Treason: 25 February 2012 - 06:00 PM
#70 Posted 25 February 2012 - 08:44 PM
Paul B, on 25 February 2012 - 05:32 PM, said:
What this map was missing was Steroids for those long streets and big jump.
The rating has been tweaked to suit MSDN´s standards better. Otherwise I think the review is fair, not generous. Nobody will play a map for 2nd time as they did for first time. Now I know where all keycards are and everything i have to do to make my way to the nukebutton. Otherwise I´d show you through Live Stream how easy it is for me.
But i can assure you the map took me 17 minutes, and in that time I took screenshots, left the game running for a drink (forgot to pause it first) and wandered around watching everything to be sure I didn´t miss anything. So it´s safe to say that I wasted about 7 minutes. I didn´t need to retrieve any save game, and only was below 70 on health in that part of the garage where a lot of turrets are shooting at you. At the end of the level I had all that remaining ammo I previously mentioned.
I don´t know you, but I´m the kind of player that finds slightly hard what most other players find normal. So, i can honorably define myself as a subpar player.
This post has been edited by Gambini: 25 February 2012 - 08:46 PM
#71 Posted 26 February 2012 - 02:22 AM
On a side note, if you don't like the abundance of ammo here you're going to loathe our upcoming classic style episode. This one really has as much as the original maps (also because each original map was designed so that they could be beaten starting with only the pistol and 100 health, which was our goal as well).
Also about the map not ending on a "battle with a big wave of enemies", it was sort of intentional as well, the point was to make a map that felt like an episode 3 map. My biggest inspiration for the map is a map that I consider being the best "classic style" usermap ever made : Back Alley (aka _balley.map), although I detached myself from the classic style in quite a few parts because of texturing which is something balley never did. But if you played that map you'd understand where I'm going.
Not every map is supposed to end on a big fight.
This post has been edited by MetHy: 26 February 2012 - 02:25 AM
#72 Posted 26 February 2012 - 03:17 AM
The errors several members mentioned did not affect me at all on my version.
Reminds me of the classic levels I played when Duke first came out, way back when - well done and I hope to see many more maps from you.
This post has been edited by teemac: 26 February 2012 - 03:18 AM
#74 Posted 26 February 2012 - 05:11 AM
teemac, on 26 February 2012 - 03:17 AM, said:
The errors several members mentioned did not affect me at all on my version.
Reminds me of the classic levels I played when Duke first came out, way back when - well done and I hope to see many more maps from you.
Thanks for the feedback. It's not exactly "my first attempt" at the same time because I didn't finish it alone, and also because I have quite a bit of other stuff built: quite a few unreleased/unfinished stuff, made parts in the following CBPs s (maps in which several mappers build together) : CBP6, 2hour CBP, JFCBP1, JFCBP2, Suburban Hive (aka 2hour CBP2), Suburban Hive 2 - Crimson Moon (aka 2hour CBP3); as well as two deathmatch maps I'm rather proud of: Atomic Bunker and Canyon Bunker.
But I have yet to release a standalone map in which I've worked alone.
I also made 2 maps and 3/4 of a third one (which Mikko finished as well) in this upcoming episode
Lunick, on 26 February 2012 - 04:20 AM, said:
which is 98% done.
This post has been edited by MetHy: 26 February 2012 - 05:12 AM
#75 Posted 26 February 2012 - 05:13 AM
Paul B, on 25 February 2012 - 05:32 PM, said:
It's a fair review. If I had reviewed the map without having worked on it, it probably would have scored above 90 (assuming identical map versions, of course). Maps of this size (medium) are also easily beatable in less than ten minutes. Few maps take 20 minutes.
Hank, on 25 February 2012 - 05:34 PM, said:
There's no competition but at least I have always tried to come up with reviews as soon as a level is released which is of course how it should be, seeing how reviews are supposed to tell players whether the map is worth playing and to advertise the map. A review that's published after everyone has already tried the map is like a lost opportunity, mostly serving the author's curiosity. Apply what I just said to games in general and you should understand my point.
This post has been edited by Mikko_Sandt: 26 February 2012 - 05:14 AM
#76 Posted 26 February 2012 - 06:22 AM
Mikko_Sandt, on 26 February 2012 - 05:13 AM, said:
this
if a review can't be put out in a reasonable time then it might as well be put off for months, or even years, when it's opportune to re-advertise the map. it may catch the eye of a new group of people or remind veterans that it was a map worth re-playing.
This post has been edited by Forge: 26 February 2012 - 06:22 AM
#77 Posted 26 February 2012 - 06:46 AM
#78 Posted 26 February 2012 - 07:15 AM
#79 Posted 26 February 2012 - 07:45 AM
#80 Posted 26 February 2012 - 07:46 AM
James, on 26 February 2012 - 06:46 AM, said:
That explains a lot.
#81 Posted 26 February 2012 - 08:47 AM
this map provides more than an adequate amount of fire power. its wide selection of weapons and large supply of health render this "cheating" as unnecessary
if you used this cheap method to defeat the mini-battlelords in this map then complain that it was too easy, then shame on you for not following the spirit of the challenge. using it "just because it's there" is your personal choice to take the easy way out
This post has been edited by Forge: 26 February 2012 - 08:52 AM
#82 Posted 26 February 2012 - 01:16 PM
Having said that, it's good to make the weapon available in a map, so every player can choose his own strategy and playing style.
#83 Posted 26 February 2012 - 01:31 PM
#84 Posted 26 February 2012 - 05:33 PM
Anyway, the map. I have just played it, took me around 15 mins to complete (I took my time, I'm in an overobservant mood), I like the design and layout, the "feel" of the map is good too. I barely noticed the patches that were overscaled or had stretched textures as it played very well, the spawning enemies helped keep me on my toes. a good map.
#85 Posted 26 February 2012 - 05:40 PM
High Treason, on 26 February 2012 - 05:33 PM, said:
That's because you didn't use the magical word "autoaim".
#86 Posted 26 February 2012 - 07:55 PM
Nicley constructed...it made some sense. It seemed clean and fairly polished too.
The giant crater in the middle of the intersection...I hate invisable walls. I know, it had to be made so a player couldnt get thru there, but still...
I would of liked to hear some ambient sound. Yes, I always talk about that on every map I play...but simple stuff like wind-noise adds atmosphere to a map in a big way (at least to me).
All in all a good romp. Look forward to playing it again tomorrow.
PS: I thought you could freeze or shrink a battlord after you knocked his health down to almost zero first. I didnt know you could hit him in the center with one shot to shrink (freeze too?).
#87 Posted 26 February 2012 - 08:02 PM
Blue Lightning, on 26 February 2012 - 07:55 PM, said:
Correct me if I´m wrong but the shrinker doesn´t alter the health, whileas the freezer hurts the objective until it reachs 1 and then it gets frozen. You can experiment this with your own "body" since those are two bouncing weapons.
#88 Posted 27 February 2012 - 04:53 AM
#89 Posted 27 February 2012 - 06:44 AM
This post has been edited by Forge: 29 February 2012 - 04:27 AM

Help
Duke4.net
DNF #1
Duke 3D #1


