[release] Sin Center "classic style city map"
#91 Posted 27 February 2012 - 08:05 AM
okay, down vote this post if you gargle balls
This post has been edited by Forge: 29 February 2012 - 04:28 AM
#93 Posted 27 February 2012 - 09:16 AM
#94 Posted 27 February 2012 - 09:26 AM
Forge, on 27 February 2012 - 08:05 AM, said:
They've posted a few times in this thread.
#96 Posted 27 February 2012 - 10:01 AM
#97 Posted 27 February 2012 - 10:18 AM
#98 Posted 27 February 2012 - 10:25 AM
Back to talking about the map : I just played it in Damn I'm Good and I'm rather proud to say that it is easily beatable while killing every single monster (by that I mean killing them definitely, so that they don't respawn), and without dying once. I might make a video of that if I'm bored.
#99 Posted 27 February 2012 - 10:29 AM
High Treason, on 27 February 2012 - 09:16 AM, said:
Whenever I see someone complaining about the vote system I down vote that person.
#100 Posted 27 February 2012 - 11:02 AM
okay, down vote this post if you find love in a man's hairy ass
This post has been edited by Forge: 29 February 2012 - 04:28 AM
#101 Posted 27 February 2012 - 11:23 AM
If you could not care less about the rep system why this ^ is your third post regarding it? I don´t get it.
#102 Posted 27 February 2012 - 11:52 AM
Now... I am here to say this map has inspired me to start a map that hasn't been done before in Mapster. I thought I could make this map in an hr and a half.. Well after doing one room in the map it took me 8 hours so i totally scrapped my time limit as it is imposible for me to create a map in under an hour and a half. However, I will say this: The map is called RunningScared.map. It was Sin Center that inspired me to create this map. I hope you all are anxiously waiting to try it as it is because of Mikko and Methy that this map will be available.
What makes this map different is that it is a linear map from start to finish but with 2 totally separate & distinct paths with two different endings. Each path will tie the player into the same hallways and crossing over rooms but never will the player be allowed to change his route once he starts a certain path. The map will force the player to follow the route he chose from the start. One route will lack ammo and guns and it wont be about killing aliens it will be the voyage around the alien base undetected. This path will also be a set of obstacles and puzzles.
The second route - If Duke decides to go that way will be a run and gun with minimal ammo and more enemies then duke can kill. Hence running scared.
I can't provide a screenshot because the setting is dark and its tough to screen capture. But I think this map will appeal to those players that consider themselves good and for those who don't want to be running scared. The routes will be tightly inter-connected and definitely viewable to each other but only accessible to each other when grabbing keycards. The keycards will all be located in a common location yet Duke will only be able to access the actual keycard not gain access to the other route. Duke will NOT be able to switch routes mid stream and again he won't be able to alter his path. I will not be using trapped doors that lock and close behind duke as that is annoying.
If anyone cares to assist in the making of this map I am open to having more than one person work on it with me. I will post more information in the appropriate forum section later as the map unfolds more.
This post has been edited by Paul B: 27 February 2012 - 03:04 PM
#103 Posted 27 February 2012 - 01:59 PM
alright, down vote this post if you're happier than a queer with a sack of dicks
This post has been edited by Forge: 29 February 2012 - 04:29 AM
#104 Posted 27 February 2012 - 02:05 PM
Gambini, on 27 February 2012 - 11:23 AM, said:
If you could not care less about the rep system why this ^ is your third post regarding it? I don´t get it.
You can't say that we should follow methy's advice and then continue talking about it xD
#105 Posted 27 February 2012 - 02:31 PM
#106 Posted 27 February 2012 - 02:38 PM
Mikko_Sandt, on 27 February 2012 - 02:31 PM, said:
I only have 10 reputation points so I would appreciate it if you didn't down vote me. MetHy & Mikko's Sin Center Map Rocks! Just keeping on topic.
This post has been edited by Paul B: 27 February 2012 - 02:39 PM
#108 Posted 27 February 2012 - 02:56 PM
#109 Posted 27 February 2012 - 03:38 PM
#110 Posted 27 February 2012 - 03:57 PM
Forge, on 27 February 2012 - 03:38 PM, said:
But it's not just the originals that were easy. I don't see how this map is any different from, say, your maps (balance-wise, that is). I almost never die in Duke3D maps these days and even when I do, most of the time it's due to slipping into a pit, dying of an explosion or something like that, and not due to gameplay balance. So, why focus excessively on that aspect? I'm not gonna start bitching about, say, that Crash & Burn map being too easy even though my health never went below 50. It was balanced, and that's all that matters.
#111 Posted 27 February 2012 - 05:10 PM
#112 Posted 27 February 2012 - 06:09 PM
MetHy, on 27 February 2012 - 05:10 PM, said:
That one that gets me a lot is being squished by a swing door in a bathroom. I think I have been killed by more bathroom swing doors than I have by battlelords.
When I open one of those, I'm not worried about the liztroop sitting on the toilet, I'm worried about the fucking door squashing me like a grape,
#113 Posted 27 February 2012 - 06:13 PM
The combat scenarios in this map are what make it so easy. Only a couple aliens are encountered at a time, you can see them coming from a mile away, it's very easy to get tactical advantage on them, you have them severely out-gunned.
#115 Posted 28 February 2012 - 06:04 AM
quakis, on 28 February 2012 - 05:58 AM, said:
Thanks for the review
However
Quote
You can thank Mikko for fixing the shading!
#116 Posted 28 February 2012 - 07:26 AM
MetHy, on 28 February 2012 - 06:04 AM, said:
Thanks for pointing that out, I tweaked that line to suggest a collaborative effort on that part, instead of just your name.
Forgot to mention that I also look forward to your future releases!
This post has been edited by quakis: 28 February 2012 - 07:27 AM
#117 Posted 28 February 2012 - 07:54 AM
This post has been edited by EmericaSkater: 28 February 2012 - 07:54 AM
#118 Posted 28 February 2012 - 02:48 PM
Routing here is excellent with much attention to detail. Good enemy placment and some very nice secret places. Would of liked a bit less explosive ammo, which would of made it much harder on "Damn Im Good", but still it was very challenging. As I said before, no wind noise is my only real quibble.
This map makes it to my hardrive
#119 Posted 02 March 2012 - 06:45 AM
Off topic, but now Forge can finally get the answers he wants the most out of this topic.
Now he knows who keeps down voting him.
#120 Posted 05 March 2012 - 01:09 PM
- enemy/weapon ratio was spot on IMO, there was almost no situation in which it felt imbalanced. "Too easy" maybe (the battlelords were somewhat challenging), but that's a lot better than running around with a pistol half of the map.
- I really enjoyed the architecture, it felt convincing
- however, I'm an outspoken opponent of invisible walls, they distract from the illusion of realism. For example, instead of making the wall blocked in front of the ravine (caused by a helicopter crash?), I would have made a one-way blocking wall on the other side, where you're not supposed to go at the beginning. This way, a player would fall into certain death when attempting to cross it, but that's preferable to being pampered.
- I like the "important notes" and hope that many people will follow!

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