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[RELEASE] Metropolitan Mayhem - a 15-map episode!

User is offline   Hank 

#151

View PostBlue Lightning, on 30 March 2012 - 05:56 PM, said:

mabye it's my rig, who knows,

The map does play, when I play it. I checked a bit. The map also has 4 or 5 errors if you open it in Mapster, one error is a corrupt wall/sector. So it may not just be your comp, it may become an issue with other players down the road. http://forums.duke4.net/public/style_emoticons/default/smile.gif
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#152

Ah I see. Well I wont be playing it in any case. I can back into the alley it wont dump me, but I will get dumped going down the manhole.

Anyway, Map 9 is what I would like to say something about. What a terrific map that has turned out to be. The first time I played it on DIG, I bitched and moaned about how it was too hard.

Last week I played map 8 every day 5 times, until I could finally beat it on DIG.

Tonight I open map 9 on DIG, and this time I almost complete it! When I moaned about it being too hard before, It's not that it was too hard, it's that I wasnt skilled enough to play it on DIG! Map 8 made me aquire new skills, so now I can play map 9 on DIG!
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User is offline   ck3D 

#153

map 9 is by me too, it's probably the hardest map of the whole episode, if you can almost defeat it on DIG you're pretty much dominating the entire experience, good luck
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User is offline   Mikko 

  • Honored Donor

#154

I don't understand how it can be so hard. Are you trying to kill every enemy or something (which is impossible on DIG anyway)?

Edit: How often you save your game?

This post has been edited by Mikko_Sandt: 31 March 2012 - 03:05 AM

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#155

View PostMikko_Sandt, on 31 March 2012 - 02:58 AM, said:

I don't understand how it can be so hard. Are you trying to kill every enemy or something (which is impossible on DIG anyway)?

Edit: How often you save your game?

Yeah I like to clear the areas by making every dead body dissapear...and it is quite possible. And I never save-game. I always start from the beggining.

This is why I love DIG so much...each map has a different stratagy for the win. In the case of map 9, the only explosive you get early (if you look), is the laser trip bomb. And it is those that I use on dead battlelords and fat commanders to get rid of their bodies. :) (of course slimers will not eat dead battlelords or fat commanders).

(EDIT OCT 14 2014) - Holy crap I found a secret place that takes you to a roof! LOTS OF EXPLOSIVES BUT IT SPAWNS SOME BATTLELORDS!)

Another way is to stand in front of a dead battlelord and get a fat commander to fire rockets at you, then move out of the way and let their rockets take care of the dead battlelord. I like to use that trick to get rid of live enemies too when possible.

Another trick I use is when in the building going up in the elevator, preparing to fight my first battlelord on the rooftop, I avoid a battle with the brown alien and fat commander in the building...I instead lure them into the elevator, and then send it down...that gets rid of them. They are still alive, but they cant get at me, and it saves me ammo.

I think I will FRAPachinno a walkthrough soon on DIG and post it.

This post has been edited by Blue Lightning: 14 October 2014 - 07:32 PM

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#156

I hate the "Damn I'm Good" skill, in fact I always play the game on "Let's Rock". And complete the map without killing every enemy, is like completing a Yoshi's Island level without perfect score.
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#157

View PostNancsi, on 31 March 2012 - 07:01 AM, said:

I hate the "Damn I'm Good" skill, in fact I always play the game on "Let's Rock". And complete the map without killing every enemy, is like completing a Yoshi's Island level without perfect score.

Let's rock is too easy. Why discount a difficulty setting (DIG) that brings in so much stratigic gameplay?

View Postck3D, on 31 March 2012 - 01:08 AM, said:

map 9 is by me too, it's probably the hardest map of the whole episode, if you can almost defeat it on DIG you're pretty much dominating the entire experience, good luck

Firstly, you are one of the best map makers I have seen to date. Secondly, your humble about it. A fine addition to the Duke community in my opinion. I look forward to more stuff from you!

Question: I know you made map 2, 8 and 9. I also kept map 1 and maps 11, 12 and 7, anything to do with any of those? (the rest either had bug problems or were not my cup of tea although I liked the series as a whole.)

Request...a huge city map (bigger than even map 8), lots of rooftops and ledges). Subway system is always good. I know you dont believe in monitors lol. I noticed you have none on your maps (I think).

This post has been edited by Blue Lightning: 31 March 2012 - 07:42 PM

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User is offline   Merlijn 

#158

ck3d is more or less retired, but he has already made quite a lot of very good city maps.

If you haven't played it already, I'd recommend the AMC pleaser. It comes pretty close to your request and it's more or less in the same style as this episode.

Here's a link: http://www.scent-88..../amcpleaser.php
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User is offline   Mikko 

  • Honored Donor

#159

View PostBlue Lightning, on 31 March 2012 - 07:18 PM, said:

Let's rock is too easy. Why discount a difficulty setting (DIG) that brings in so much stratigic gameplay?


Because by playing on an easier skill level you're able to enjoy the map's audiovisual aspects and play at your own pace. DIG may be good for extra challenge, but if you're using it as a default skill setting you're missing out on everything else that makes a map worth playing. Combat is only one aspect of a map and to me not even the most important aspect.
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#160

View PostMikko_Sandt, on 01 April 2012 - 03:45 AM, said:

Because by playing on an easier skill level you're able to enjoy the map's audiovisual aspects and play at your own pace. DIG may be good for extra challenge, but if you're using it as a default skill setting you're missing out on everything else that makes a map worth playing. Combat is only one aspect of a map and to me not even the most important aspect.

What you say Mikko acutally makes a lot of sense, I know where your coming from. Atmosphere is very important (to me as well), as I am always pointing out a maps ambient sound (or lack there of), and eye candy etc. -


I can enjoy that stuff on DIG after I clear an area and Im slowly scrounging for health/ammo. But your right, if the battle is less hectic there can be more focus on the audio/visual aspects during the intial battles on Lets Rock. I guess each player has their own way to play.
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User is offline   ck3D 

#161

View PostBlue Lightning, on 31 March 2012 - 07:18 PM, said:

Let's rock is too easy. Why discount a difficulty setting (DIG) that brings in so much stratigic gameplay?


Firstly, you are one of the best map makers I have seen to date. Secondly, your humble about it. A fine addition to the Duke community in my opinion. I look forward to more stuff from you!

Question: I know you made map 2, 8 and 9. I also kept map 1 and maps 11, 12 and 7, anything to do with any of those? (the rest either had bug problems or were not my cup of tea although I liked the series as a whole.)

Request...a huge city map (bigger than even map 8), lots of rooftops and ledges). Subway system is always good. I know you dont believe in monitors lol. I noticed you have none on your maps (I think).


the maps i made for this episode were map 2, 8, 9, 10 (except the section on the roof of the train that was an addition by MetHy), the secret level, the stadium map and the boss map with the room with the flashing lights at the beginning (that was wrapped up real quick). Mikko's boss map with the rooftop fight is also based on an idea of mine (I came up with the idea for the map but couldn't find the time to build it, so I asked him ; had I built it myself anyway the results would have probably turned out worse, and too complex for what the map was supposed to be. Mikko's mapping style just suited the idea perfectly, and I love how it turned out, he did it better than I could ever have)

i am not a new addition to this community, i have been releasing maps for over ten years, i just don't really have time for forums (nor do i have time to make maps consistently anymore either). I used to go to the duke nukem repository forums instead of this place, back when that other site was still working. i have a blog with most of my levels even though it's not been updated since 2010 and the download links might no longer work (you can still find the maps on msdn) : http://mrcksdukemaps.blogspot.fr/ (i have released more maps since that aren't featured, such as anorak city : http://msdn.duke4.net/hotanorak.php but the main ones are there). amongst the maps featured i think you are more likely to enjoy amc pleaser (as merlijn pointed out), and you should check out roch island at least for the sake of it, it is a tribute to the roch maps that merlijn, his brother, taivo maaripuu and i worked on many years ago, the design and gameplay will probably annoy you in this one (as well as the couple of invisible walls in the first beach section) but if you are looking for a huge city map with rooftops and buildings it is quite probably your best bet. (along with this map : http://msdn.duke4.net/hotanar.php that wasn't made by me at all, and i have nothing to do with, but is probably one of the best, biggest city maps i've played in a long time)

This post has been edited by ck3D: 02 April 2012 - 02:23 AM

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#162

Interesting. I love these maps, it seems like you like to make wide open areas which I think are fantastic for gameplay. And in some areas of the maps, there is often more than one way to get from one place to the next. However there is still SOME linearity which is very important...that adds a compass for direction, and the player never really gets lost. So thumbs up for routing.

However in my opinion map 8 (Meatball Submakin) broke the mold in cityscape design, and I have played PLENTY of city maps. It seems to have everything one could want from a cityscape, and then some. In fact all the maps have some really good design in this episode (although I couldnt get excited about the train one, too linear for me).

Just a question...it seems you do a lot of city maps. Do you ever build lunar maps?

Edit: Anorak kicks me out when I try to play it. I'll try the other one's though. And I just beat map E5L9 on DIG! YESSS!

This post has been edited by Blue Lightning: 02 April 2012 - 11:26 AM

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#163

BL, just curious, have you ever played Last Reaction and Water Bases TC? I think episode 2 would please you as it's the closest thing to the original game in style and it has lots of harcore action. Even at lower skill setting.
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User is offline   ck3D 

#164

View PostBlue Lightning, on 02 April 2012 - 07:38 AM, said:

Interesting. I love these maps, it seems like you like to make wide open areas which I think are fantastic for gameplay. And in some areas of the maps, there is often more than one way to get from one place to the next. However there is still SOME linearity which is very important...that adds a compass for direction, and the player never really gets lost. So thumbs up for routing.

However in my opinion map 8 (Meatball Submakin) broke the mold in cityscape design, and I have played PLENTY of city maps. It seems to have everything one could want from a cityscape, and then some. In fact all the maps have some really good design in this episode (although I couldnt get excited about the train one, too linear for me).

Just a question...it seems you do a lot of city maps. Do you ever build lunar maps?

Edit: Anorak kicks me out when I try to play it. I'll try the other one's though. And I just beat map E5L9 on DIG! YESSS!


no i have never made a lunar map, besides a couple of attempts when i was still learning the basics of build / mapster over a decade ago, that really aren't worth mentioning / releasing. Almost all the maps I've done are city-based, it is what I like to make and play the best, I've never been too keen on the original episode 2 for that reason (although its gameplay and immersive feel is unmistakingly fantastic, that's a given)

thank you for your comments on the maps and i am glad you liked map 8 that much. i am not a huge fan of the train map either, not to mention that when it was in the making it made the progress on the episode drag on for far too long for no real reason. it's weird that anorak city doesn't work for you though, noone has ever reported me such a thing. do you get an error message of some sort ?

This post has been edited by ck3D: 03 April 2012 - 12:25 AM

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#165

View Postck3D, on 03 April 2012 - 12:24 AM, said:

no i have never made a lunar map, besides a couple of attempts when i was still learning the basics of build / mapster over a decade ago, that really aren't worth mentioning / releasing. Almost all the maps I've done are city-based, it is what I like to make and play the best, I've never been too keen on the original episode 2 for that reason (although its gameplay and immersive feel is unmistakingly fantastic, that's a given)

thank you for your comments on the maps and i am glad you liked map 8 that much. i am not a huge fan of the train map either, not to mention that when it was in the making it made the progress on the episode drag on for far too long for no real reason. it's weird that anorak city doesn't work for you though, noone has ever reported me such a thing. do you get an error message of some sort ?

Nah it just boots me. However, it isnt my old computer (with only 5 gigs left on the hardrive, I had to uninstall Bioshock B2 and RTCW to keep it going :)) that is the culprit. I think it is the fact I have an old Eduke32 and a VERY OLD (the 2005 version) HRP installed. (However the HRP would'nt have anything to do with it, I play it in 8 bit mode).

Yeah, I can see why somone who specializes in something like city maps, might stay away from the lunar maps. They appear to be a whole other ballgame. The Lunar maps I have been a big fan of for reasons I described before...but the city maps defenatley are fun to play. I have only a few industrial maps, and no extra canyon maps, as those do not seem to be as popular and much fewer are made.

View PostNancsi, on 02 April 2012 - 09:43 AM, said:

BL, just curious, have you ever played Last Reaction and Water Bases TC? I think episode 2 would please you as it's the closest thing to the original game in style and it has lots of harcore action. Even at lower skill setting.

I doubt I have. I know I have tried about 800 or more maps but I do not recall those. Thanks for the recommends.

This post has been edited by Blue Lightning: 03 April 2012 - 07:04 AM

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User is offline   MetHy 

#166

Thanks for the news post on duke4.Net

View PostBlue Lightning, on 03 April 2012 - 07:01 AM, said:

Nah it just boots me. However, it isnt my old computer (with only 5 gigs left on the hardrive, I had to uninstall Bioshock B2 and RTCW to keep it going :)) that is the culprit. I think it is the fact I have an old Eduke32 and a VERY OLD (the 2005 version) HRP installed. (However the HRP would'nt have anything to do with it, I play it in 8 bit mode).


This and the fact that you couldn't play Metropolitan Mayhem as an episode just shows that you need to clean your duke folder or make a new one with a more recent version of eduke32.
It takes less time to do that than to go on the forum to say that the map doesn't work.
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User is offline   MrBlackCat 

#167

View PostJames, on 03 March 2012 - 09:00 AM, said:

I really don't understand the difficulty - just extract the zip file to your Duke nukem directory and run the bat file! It's harder to do it any other way :)

Incomplete statement actually... this does in fact, not work for me. The batch file requires eDuke, of course, but that is in the readme file of course. This is still incorrect.

View PostMikko_Sandt, on 03 March 2012 - 09:03 AM, said:

But that's just it: installing this mod requires absolutely no technical sophistication whatsoever.There's no metro folder. There's only a zipped package called metropolitan.zip. The instructions say that you should "unzip the contents of the zip" to your Duke3D directory. There shouldn't be any Metropolitan folders in your Duke3D directory.

There is still mass assumption here for people who don't "do this" all the time. Again. It certainly doesn't work on my system.

View PostTrooper Dan, on 03 March 2012 - 09:09 AM, said:

If anyone a problem due to their Duke folder being a mess, just make a new one. Create a new folder, and copy eduke32.exe and DUKE3D.GRP to that folder. Then place the new episode in that folder and run the .bat Creating a new folder adds less than 50 MB to your hard drive. That's next to nothing, and you eliminate any possibility of confusion or file conflict

This sounds like a great idea... so I did it. Still too many errors to run... no-go again.

View PostMetHy, on 03 April 2012 - 09:27 AM, said:

Thanks for the news post on duke4.Net This and the fact that you couldn't play Metropolitan Mayhem as an episode just shows that you need to clean your duke folder or make a new one with a more recent version of eduke32. It takes less time to do that than to go on the forum to say that the map doesn't work.

This makes more sense... what versions of eduke32 does this work with? I don't do updates unless there is a reason. I have no way to determine if the eduke32 version matters or not.

Here is what I have...
**begin paste**
EDuke32 1.5.0devel 20090313
Application parameters: /xmetropolitan.con /gmetropolitan.grp
Using CON file 'metropolitan.con'.
addsearchpath(): Added C:/3DVR/Duke3D_Metro/
Checking for updates...
Connecting to http://eduke32.sourceforge.net
Current version is 0... no updates available
OS: Windows XP (5.1.2600) Service Pack 3
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
**end paste**

Then I get "Error(s) found in file 'metropolitan.con'. Do you want to use the INTERNAL DEFAULTS? Yes/No

Either answer 'duke3d.grp' missing CON files, re-install Duke Nukem 3D.

Well... I can figure out what is wrong. That isn't the point. The point is that some people just want to know what time it is, not how to build a watch. There is a reason some people build models from kits and others buy Die-Cast cars.

Back at the beginning of this thread, that Blue Lightning guy was getting treated pretty harsh in my opinion... because quite frankly, what he was told did not work. It didn't work for me either. I had the same results he did and followed the provided suggestions just for experiments sake. Sorry guys, you left out important pieces of information. No one said what version of eDuke this was run on. (could be an issue I have had before) No one asked what Duke Nukem 3D version he was using... for myself, this was the issue.

I have 11 Duke Nukem 3D folders for different purposes. Different versions of Duke 3D are required to play various add-ons etc. For each add-on like Caribbean, I have it in its own folder to keep it "clean" and away from normal installs of different Duke versions. I don't generally play with eDuke32, but I wanted to try this mod as it 'sounds' really interesting, conceptually.

The problem I had, is that it is NOT compatible with just any Duke3D.grp file... like many add-ons. I don't know if that was Blue Lightening's problem or not, but no-one mentioned what version of Duke Nukem you need... or at the very least stated what version they were using.
I copied the grp file from my Original "as Vanilla" as it gets, Duke Nukem 3D folder. 1.3D is the version. This doesn't work. So I grabbed the Duke3D GRP file from a Plutonium Pak installation and it fired right up. My problem solved.

So no... copying Duke3D.GRP with eDuke32 with the extracted files from this archive, does in fact, not work. It is NOT a polarized event. The are factors. It MIGHT work. (If it is a particular version) It COULD work, but no one was thorough enough to even mention a half dozen other factors involved that can actually keep this from working.

So I am back to this... SOME versions of Duke3D.grp, with SOME versions of eDuke32 with the Metropolitan episode pack will work. But to pretend it is so simple that insults are appropriate is BS.

I am really glad Metropolitan episode exists... what I played so far I really liked, just as others say, it has that simple feel too it. So many levels feel like the author was making a Duke Nukem Level for their thesis or something. Sometimes you just have to step back from the painting and say "this is finished" because as an artist making your level, there is no such thing as finished. Next week you will have learned something, thought of something etc etc and can make it "better" from your current perspective. I like the idea of the time limit in making the levels as it REALLY pushes you to only put in a "core". The core is where the fun comes from anyway, and the details most people "notice" will be layout, not that perfect texture they fly by in run mode. If I have too much time to observe the scenery, at least before blowing away all the aliens, then it loses something that is very Duke to me.

I want new Duke Nukem mods to keep coming out, especially "vanilla" ones like this, as I am not into all the HRP and so other enhancements. I see new kids come along and discover Duke Nukem every week and get all enthusiastic and want to play add-ons and maybe get into modding etc. I want that to continue. You modders are getting old and will be dying off, you know... I want new ones to hang around and learn this stuff. :wub:

Pretty interesting episode so far, as I understand its origins and purpose... but come on guys, try to remember what it was like when you knew far less about getting this sort of thing to work. Because as I stated above... it just isn't as simple as you say. There are a lot of factors that go assumed back there. I also looked in the text file and it said nothing about not working with Duke3D.grp file version 1.3D. It doesn't work with mine.

MrBlackCat
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User is offline   Forge 

  • Speaker of the Outhouse

#168

I know not everyone reads (or thoroughly reads) the templates that accompany most user releases, but when there's a problem running something, that should be the first source of reference when trouble shooting. It specifically states plutonium pak is required.

* Play Information *

Single Player : Yes
DukeMatch 2-8 Player : Possible but unsupported
Cooperative 2-8 Player : Yes (not tested)
Difficulty Settings : All four skill settings have been implemented but the emphasis is on Let's Rock & Come Get Some
Plutonium Pak Required : Yes
New Art : No
New Music : No
New Sound Effects : No
New .CON Files : Metropolitan.con, which only serves the purpose of putting the episode together. It does not alter gameplay in any way.
Demos Replaced : No


But I agree that when a person is asking for help, a little patience goes a long way in resolving the issue

This post has been edited by Forge: 03 April 2012 - 07:26 PM

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User is online   Danukem 

  • Duke Plus Developer

#169

View PostForge, on 03 April 2012 - 07:18 PM, said:

Plutonium Pak Required : Yes


I presume that's the same requirement as the Atomic Edition. It requires the episode 4 resources.
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User is offline   Hank 

#170

Hey Mr.BlackCat, Sir, me I can't sleep, I've got a effing flu, right after the flu season is over, what is your reason for those long posts? http://forums.duke4.net/public/style_emoticons/default/tongue.gif

View PostMrBlackCat, on 03 April 2012 - 06:58 PM, said:

Back at the beginning of this thread, that Blue Lightning guy was getting treated pretty harsh in my opinion... because quite frankly, what he was told did not work. It didn't work for me either. I had the same results he did and followed the provided suggestions just for experiments sake. Sorry guys, you left out important pieces of information. No one said what version of eDuke this was run on. (could be an issue I have had before) No one asked what Duke Nukem 3D version he was using... for myself, this was the issue.


Great dedective work. You are missing some key points, methinks

View PostMicky C, on 02 March 2012 - 10:11 PM, said:

You've probably got this working by now but I'll say this for future reference; when in doubt, read the .txt file, it almost always has some useful information such as this.

Edit: And I'll probably play the rest of the episode in vanilla mode because of the quality and praise it has.

later on, he could play the maps individually

View PostBlue Lightning, on 03 March 2012 - 10:11 AM, said:

Anyway, I used the grp viewer program and it worked like a pro (Thanks Methy!) Now I have a bunch of seperate .MAP files. Instead of dropping them all in the Duke folder, I put them in a folder I named "Metro", and I can find the folder under "user maps", and then "directories". Map one wont automatically take me to map 2, however the metro directory comes up after the map is done, and the next map is right there.

So far I have to say these maps (I have played 2) are works of art. The classic "City of Sin" map is a cityscape benchmark...but these rival that map. In fact, these feel even more like the original classics, like Hollywood Holocaust and Red Light District. I'm glad I did the work to get these maps open...it sure is paying off right now!

You can not play those maps individually either, without an Plutonium or Atomic set of Duke.grp files. You would see drastic visual glitches with version 1.3.

So, how about making peace, and move onwards?

Ah, most important for others wanting to play this fine mod, and prefering reading in a forum rather than on a text file. http://forums.duke4.net/public/style_emoticons/default/wink.gif
Let me quote from the official attached text file:
"Installation: : First make sure you have the Duke3D.grp file that comes with the original game (Atomic Edition or Plutonium Pak). Then download EDuke32 (link below). Unzip the contents of the zip to the directory that has both the GRP and EDuke32. Run metropolitan.bat and after the title sequence choose the fifth episode from the episode list to play Metropolitan Mayhem.
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User is offline   Helixhorned 

  • EDuke32 Senior Developer

#171

View PostMrBlackCat, on 03 April 2012 - 06:58 PM, said:

**begin paste**
EDuke32 1.5.0devel 20090313

Why using such an old build? Many bugs have been squashed since then...

Also, I kinda agree with BL on the installation procedure... nobody should need to (redundantly) unpack archives. Even if the latest releases have been sane and named every file inside by the same basename, the "classic" approach of managing user content containing more than just a map -- unpack in root directory, run batch file -- is braindead, since

1) it clutters your root EDuke32 directory
2) it requires you to read a batch file (you would never just run one, would you?)
3) it potentially creates conflicts... TILES014.ART anyone?
4) EDuke32 can add the root of a zip to its search path natively, simply by specifying it as an application parameter (or, "command-line argument").

Not to criticize the content of this particular episode, which appears to be pretty cool and I still have to play.
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User is offline   ck3D 

#172

View PostBlue Lightning, on 03 April 2012 - 07:01 AM, said:

Nah it just boots me. However, it isnt my old computer (with only 5 gigs left on the hardrive, I had to uninstall Bioshock B2 and RTCW to keep it going :)) that is the culprit. I think it is the fact I have an old Eduke32 and a VERY OLD (the 2005 version) HRP installed. (However the HRP would'nt have anything to do with it, I play it in 8 bit mode).


I don't know, I use a three-year-old version of eDuke32 too (for compatibility reasons with my graphic card and other random futilities) and I can play the map fine, but yeah the problem is probably the end of your version or your install or something, I haven't heard anyone else report a similar problem with it, the map is quite demanding since it's fairly big and uses a good amount of sprites walls sectors etc... but not necessarily more than any other ambitious single map release either

This post has been edited by ck3D: 04 April 2012 - 12:37 AM

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User is offline   Mikko 

  • Honored Donor

#173

View PostMrBlackCat, on 03 April 2012 - 06:58 PM, said:

I copied the grp file from my Original "as Vanilla" as it gets, Duke Nukem 3D folder. 1.3D is the version. This doesn't work. So I grabbed the Duke3D GRP file from a Plutonium Pak installation and it fired right up. My problem solved.


As everyone already said, this was mentioned only twice in the txt.

It should be assumed that people read the supplied instructions first before asking questions. This is the whole point of supplying instructions.

But thanks for your comments concerning the episode itself!

View PostHelixhorned, on 04 April 2012 - 12:36 AM, said:

Also, I kinda agree with BL on the installation procedure... nobody should need to (redundantly) unpack archives. Even if the latest releases have been sane and named every file inside by the same basename, the "classic" approach of managing user content containing more than just a map -- unpack in root directory, run batch file -- is braindead, since


I agree that the current method is the source of some hassle with respect to files that might conflict with your mod but the fact is that extracting a zipped archive is the intuitive thing to do. So, if we were to rely on the method of reading zipped archives directly, it'd only confuse people more because when people see a zip, they immediately assume it should be extracted.

Also, while including batch files is problematic these days (you can't even email zips that contain batch files), suggesting someone to use the command line to launch a mod is only gonna cause more trouble. Most people don't even know what a command line is let alone how to access it. A better solution would be to allow launching mods via the EDuke32 console à la some modern Quake port ("game hipnotic"). This would be at least a somewhat familiar method.
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#174

Couldn't EDuke read maps directly from Zip files? Or was that just an idea someone had? If it does, will it also read music and such from that folder?

Perhaps, if it does, there could be a way to stop people extracting the zip, such as making EDuke read a different extension too, like EDZ (E Duke Zip), which is literally a normal zip that has been renamed. Of course, with command line parameters, I think any extension works already, GRP is of course a viable option.
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User is offline   Mikko 

  • Honored Donor

#175

View PostHigh Treason, on 04 April 2012 - 05:03 AM, said:

Perhaps, if it does, there could be a way to stop people extracting the zip, such as making EDuke read a different extension too, like EDZ (E Duke Zip), which is literally a normal zip that has been renamed. Of course, with command line parameters, I think any extension works already, GRP is of course a viable option.


Yeah, that's a good idea. For example, Quake3Arena uses pk3 files, which are just ordinary zips but because they have different extensions and look different people don't even try to open them.
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User is offline   necroslut 

#176

Wow! Great episode, really love the oldschool feel. The rooftop boss fight is probably the best such I've played in any FPS for a very long time. I actually liked this more than other, more "modern" mods, such as AMC TC and Eternity.
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User is offline   MetHy 

#177

Running bat files isn't a problem. Anybody not dumb will look at it in notepad before executing it.

However the zdoom way of doing things would be kinda nice to have with eduke32
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#178

View PostMetHy, on 04 April 2012 - 10:33 AM, said:

Running bat files isn't a problem. Anybody not dumb will look at it in notepad before executing it.

However the zdoom way of doing things would be kinda nice to have with eduke32

I dont know, I prefer to gview the file, pull out the .MAP's and drop em in my Duke folder. Espicially since I cannot play every map anyway. And My PC is just about had it. I keep going under 200 mb's left on the hardrive, slows down, get warnings. I dump files to get it over 200 mb, then the next day it's under again. Finally I will be buying a new PC.

- I would also like to comment about Map 1. Really a clever little map, not a long map, but an interesting one nonetheless. A player may
Spoiler

Nice secrets in that level as well. Really a fun clean playthrough.
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User is offline   ck3D 

#179

map 1 was done by MetHy, i think it was one of his first maps ever too (i know he's been working on other projects for a while, including one with Steambull that i really wish would see the light of the day, but seeing how long it's been in on hold for i wouldn't count on it), i really like it too, it's quite unique and different and at the same time so OG-ish, kind of like a lameduke level would feel with proper texturing, i love this kind of stuff
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#180

View Postck3D, on 02 April 2012 - 02:21 AM, said:

Mikko's boss map with the rooftop fight is also based on an idea of mine (I came up with the idea for the map but couldn't find the time to build it, so I asked him ; had I built it myself anyway the results would have probably turned out worse, and too complex for what the map was supposed to be. Mikko's mapping style just suited the idea perfectly, and I love how it turned out, he did it better than I could ever have)

I think you are talking about map 12? Yes, that map is a ton of fun, jumping from building to rooftop to building etc - defenatly a keeper.

This post has been edited by Blue Lightning: 13 April 2012 - 07:50 AM

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