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[release] Sin Center  "classic style city map"

User is offline   Forge 

  • Speaker of the Outhouse

#91

that was a little gay

okay, down vote this post if you gargle balls

This post has been edited by Forge: 29 February 2012 - 04:28 AM

-2

#92

Pretty cheap downvotes if you ask me.
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#93

If you feel it's a genuine problem, maybe it's worth taking it up with the admins as they might be able to see who keeps doing it and have a word with them for you, because I'm sure complaining about it in a publically visible thread is really making them think what they are doing is worthwile.
-2

User is offline   TerminX 

  • el fundador

  #94

 Forge, on 27 February 2012 - 08:05 AM, said:

I don't know who keeps down voting me. They're too spineless to come forward and reply.

They've posted a few times in this thread. :lol:
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User is offline   Mikko 

  • Honored Donor

#95

Downvotes are awesome. I wish people downvoted me more!
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User is offline   Gambini 

#96

Seems like a warplane passed by shooting and ran out of bullets just when the general was in its crossair. Just went to resupply and will come back tomorrow to finish the chore :lol:
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#97

One thing is sure. If it was one person, he should be out of downvotes for today :lol:.... i think so :S
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User is offline   MetHy 

#98

I'd appreicate it if you could keep your childish forum ego games out of this thread.

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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#99

 High Treason, on 27 February 2012 - 09:16 AM, said:

If you feel it's a genuine problem, maybe it's worth taking it up with the admins as they might be able to see who keeps doing it and have a word with them for you, because I'm sure complaining about it in a publically visible thread is really making them think what they are doing is worthwile.

Whenever I see someone complaining about the vote system I down vote that person.
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User is offline   Forge 

  • Speaker of the Outhouse

#100

that was more gay

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

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User is offline   Gambini 

#101

We all should hear Methy´s petition and stop whining about the rep system that seems to be here just to cause trouble.

If you could not care less about the rep system why this ^ is your third post regarding it? I don´t get it.
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User is offline   Paul B 

#102

Just for the record I am not down voting you.

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

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User is offline   Forge 

  • Speaker of the Outhouse

#103

that was real gay

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

-1

#104

 Gambini, on 27 February 2012 - 11:23 AM, said:

We all should hear Methy´s petition and stop whining about the rep system that seems to be here just to cause trouble.

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
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User is offline   Mikko 

  • Honored Donor

#105

Tried to downvote every offtopic poster just for the fun of it but I reached a quota I didn't know existed in the first place :lol: Well maybe I can continue later.
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User is offline   Paul B 

#106

 Mikko_Sandt, on 27 February 2012 - 02:31 PM, said:

Tried to downvote every offtopic poster just for the fun of it but I reached a quota I didn't know existed in the first place :lol: Well maybe I can continue later.



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

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#107

you did it yourself mikko.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#108

We've become so hard on usermaps lately. Of course I have my criticisms, but compared to the 3D Realms level set, this map is quite good. It's not iconic like Dark Side or Hollywood Holocaust, but does it have to be? I think not.
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User is offline   Forge 

  • Speaker of the Outhouse

#109

I don't think the majority is being too hard on this map. The level was designed in the spirit of the original maps (E1L1, E1L2, etc). This map is incredibly easy which seems to be what the main focus is on, but those maps are incredibly easy as well. If I were rate them, they would score about the same as this one.
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User is offline   Mikko 

  • Honored Donor

#110

 Forge, on 27 February 2012 - 03:38 PM, said:

This map is incredibly easy which seems to be what the main focus is on, but those maps are incredibly easy as well.


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.
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User is offline   MetHy 

#111

That is so true, most of the times I only die because of fun-ruining cheap stuff that shouldn't be there (mean traps, explosions, things you can't know beforehand, etc).
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User is offline   Danukem 

  • Duke Plus Developer

#112

 MetHy, on 27 February 2012 - 05:10 PM, said:

That is so true, most of the times I only die because of fun-ruining cheap stuff that shouldn't be there (mean traps, explosions, things you can't know beforehand, etc).


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,
2

User is offline   Forge 

  • Speaker of the Outhouse

#113

True that it's rare to die in a Duke map from normal combat encounters. There are instances where a mapper takes it to the extreme other direction and makes it incredibly difficult. This is even more annoying because mediocre action is replaced with frustration.

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.
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User is online   quakis 

#114

Solid map! Reviewed this on taw, here.
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User is offline   MetHy 

#115

 quakis, on 28 February 2012 - 05:58 AM, said:

Solid map! Reviewed this on taw, here.


Thanks for the review

However

Quote

The use of bold shapes and strong lighting in the design are key points MetHunter has done a good job putting together


You can thank Mikko for fixing the shading!
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User is online   quakis 

#116

 MetHy, on 28 February 2012 - 06:04 AM, said:

You can thank Mikko for fixing the shading!


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

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User is offline   CruX 

#117

Got the time to play this, pretty good stuff. Far as aesthetic goes, there was a very clear and distinct 'classic' goal with this one, so there's nothing I can fault with the design. I'm also not sure I understand what this snafu with the map's balancing is. Sure, there's not many enemies (I played on CGS) , but it seemed appropriate given the amount of ammo/health you were given, seeing as I ran pretty thin on both at multiple points in the map. Course, that could just be me. My trigger-happiness is outweighed only by my remarkable ability to completely miss ammo caches. In any event, it was fun, and that's all that matters to me, challenging gameplay or not.

This post has been edited by EmericaSkater: 28 February 2012 - 07:54 AM

1

#118

Yep, I agree. Fun is a good word to use here. Just beat it on Damn Im Good, as that setting is the true test of a map. This map passes with flying colors.

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 :lol:
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#119

I really need to find more time to play more of these Vanilla map releases, I spend most of my time trying to finish the games I end up buying off Steam. :P

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. :lol:
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User is offline   Helixhorned 

  • EDuke32 Developer

#120

I played the initial release of this map and liked it a lot. Since you guys are on crack lately as far as releasing maps is concerned, here are only a couple of key points:

- 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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