[RELEASE] Metropolitan Mayhem - a 15-map episode!
#241 Posted 13 July 2013 - 01:23 PM
#242 Posted 13 July 2013 - 04:01 PM
#243 Posted 13 July 2013 - 04:07 PM
#244 Posted 13 July 2013 - 04:29 PM
NightFright, on 13 July 2013 - 04:07 PM, said:
I've seen this in plenty of other maps, though. I guess it's a polymer issue.
This post has been edited by necroslut: 13 July 2013 - 04:30 PM
#245 Posted 14 July 2013 - 06:07 AM
NightFright, on 13 July 2013 - 04:07 PM, said:
I made that map you posted screenshots of and never encountered any of those weird rendering problems. I don't think anything is corrupted in the map itself, or if there is anything of the sort, it has to be related to an update of eduke32 that came about after the release of the mod, or maybe it is a polymer rendering glitch of some sort. Please note that polymer is not the recommended setting for playing this mod, at least I know I personally made and tested all the maps I have made for the episode in classic mode only, I can't say anything about how they play in other settings or combined with the use of external add-ons. It is the first time I see an issue of this type being reported in one of my levels, too, so it is interesting.
This post has been edited by ck3D: 14 July 2013 - 06:08 AM
#246 Posted 14 July 2013 - 11:42 PM
Anyway, while THIS map is playable, E5L14 is NOT. As I said, those two swinging doors won't open. Checking the sectors didn't reveal any issue. If you place the problematic doors somewhere else in the level, they work just fine, just not where they are right now. I have to say I encountered this specific obstacle in other mods occasionally, too, so this might be a more serious EDuke32 "feature".
You can still use NOCLIP twice or just choose another finale level in E5L10, but it would be great if all maps were working as intended.
(Side note: Can it be that Roch Island was used as a template/inspiration for E5L14? The streets seem oddly familiar to that level. Guess it's OK since the van Oostrum guys were involved in this as well, though.)
This post has been edited by NightFright: 14 July 2013 - 11:45 PM
#247 Posted 15 July 2013 - 01:23 AM
NightFright, on 13 July 2013 - 07:26 AM, said:
NightFright, on 14 July 2013 - 11:42 PM, said:
The objects behind the door prevent it from opening. The door construction itself is fine.
#248 Posted 15 July 2013 - 03:31 AM
Or asked the other way round: How would you have to change the whole thing to get it working? Make the room behind it wider, remove edges/angles or something?
This post has been edited by NightFright: 15 July 2013 - 05:18 AM
#249 Posted 15 July 2013 - 03:14 PM
NightFright, on 14 July 2013 - 11:42 PM, said:
Anyway, while THIS map is playable, E5L14 is NOT. As I said, those two swinging doors won't open. Checking the sectors didn't reveal any issue. If you place the problematic doors somewhere else in the level, they work just fine, just not where they are right now. I have to say I encountered this specific obstacle in other mods occasionally, too, so this might be a more serious EDuke32 "feature".
You can still use NOCLIP twice or just choose another finale level in E5L10, but it would be great if all maps were working as intended.
(Side note: Can it be that Roch Island was used as a template/inspiration for E5L14? The streets seem oddly familiar to that level. Guess it's OK since the van Oostrum guys were involved in this as well, though.)
I don't know about the doors (they have always worked fine for me) but E5L14 is a quick mash-up of different sections in several older maps of mine, including a section of Roch Island that was originally built by the Oostrums and I (a couple of buildings were made by Taivo Maaripuu as well, even though we forgot to credit him in the txt file, probably because he wasn't supposed to be directly involved in the episode to begin with, so it was easy to forget he had built some stuff in a section we had copy-pasted from an earlier map, sorry for the lack of attention, Taivo).
Only the first room and that pitch black corridor in E5L14 are brand new, the rest is from my maps Filler, Happy Hangover, Rural Nightmare then Roch Island, in that order, iirc. We just needed a quick replacement for a boss map that MetHy started but never finished in order to release the full episode after ages of it being in the works and noone really had spare time to make one from scratch at the time, so I came up with this controversial one in a minute, I don't necessarily like it but at least it is pretty trippy.
This post has been edited by ck3D: 15 July 2013 - 03:16 PM
#250 Posted 16 July 2013 - 02:20 PM
I feel sorry
This post has been edited by MetHy: 16 July 2013 - 02:20 PM
#251 Posted 16 July 2013 - 07:28 PM
Anyway, his last name is Maripuu, so it still follows the M trend of this episode.
#252 Posted 06 August 2014 - 02:29 AM
http://www.moddb.com...opolitan-mayhem
#253 Posted 06 August 2014 - 02:46 AM
#254 Posted 06 August 2014 - 03:02 AM
Thank god the episode picks up after the first map.
#256 Posted 06 August 2014 - 03:48 AM
#257 Posted 06 August 2014 - 03:54 AM
ck3D, on 06 August 2014 - 02:29 AM, said:
What you fail to mention is that most of the crew who worked on Duke Hard didn't work on Metropolitan Mayhem
No need to associate the two; MM stands tall on its own.
#258 Posted 06 August 2014 - 04:50 AM
MetHy, on 06 August 2014 - 03:02 AM, said:
That is quite odd considering that I remember the first map being one of my favorites in the episode due to its non-linear pathing.
#259 Posted 06 August 2014 - 04:54 AM
Edit : but anyway - there are plenty of things I'd do differently (and I think, better) now in everything I've mapped. But like I said, no need to think about that now, and I don't feel bad about it, I think it's part of the mapping process and it's probably the same for many people. The more you map, the greater your vision of the game becomes.
This post has been edited by MetHy: 06 August 2014 - 05:06 AM
#260 Posted 06 August 2014 - 06:21 AM
This post has been edited by High Treason: 06 August 2014 - 06:21 AM
#261 Posted 19 August 2014 - 05:30 AM
Great ideas, lots of clichés (but it's something that I really don't mind), most maps are quite easy to play (I hate when you get stuck for something really hidden or confusing), but overall I got really satisfied.
And of course, classic style played in software mode brings real good nostalgic feelings...
This post has been edited by Mr.Torture: 19 August 2014 - 05:31 AM
#262 Posted 19 August 2014 - 08:23 AM
Mr.Torture, on 19 August 2014 - 05:30 AM, said:
Great ideas, lots of clichés (but it's something that I really don't mind), most maps are quite easy to play (I hate when you get stuck for something really hidden or confusing), but overall I got really satisfied.
And of course, classic style played in software mode brings real good nostalgic feelings...
Thanks for the feedback! Did you play the secret level and every boss map too ?
#263 Posted 19 August 2014 - 12:26 PM
MetHy, on 19 August 2014 - 08:23 AM, said:
Played all boss levels (and I loved the train level, awesome idea)!
High Altitude Face Off - I loved this map so much, imho this is the best boss map out of 4, simple, creative and somewhat hard to win.
The Bitch - I liked it because it was simple and quick to reach the queen, and that's a fight we all know it's easy.
Stadium Despair - KILL KILL KILL! Also a great map, like it a lot. I've opened both gates plus the final boss together, damn it was a massacre.
Yelldown Hellride - Well, the beginning is not my cup of tea, in fact I really don't like these kind of nonsense stuff (no offense). But more far you go it gets more and more interesting, and scary too (those upside down octabrains are ghastly!). The two bosses option was a cool idea, that city going down during the fight was awesome! Lots of "well, i guess you didn't feel so lucky, punk!" It's a masterpiece, of course
Need to find out about the secret level, missed this one
#264 Posted 19 August 2014 - 12:59 PM
Of course you feel like it you can always cheat to reach it I guess.
#265 Posted 23 August 2014 - 03:13 AM
Mr.Torture, on 19 August 2014 - 05:30 AM, said:
Great ideas, lots of clichés (but it's something that I really don't mind), most maps are quite easy to play (I hate when you get stuck for something really hidden or confusing), but overall I got really satisfied.
And of course, classic style played in software mode brings real good nostalgic feelings...
hey, i am glad you got to check it out, enjoyed it and even took the time to post some feedback for us to read. thanks !
please let me know your thoughts about the secret level once you find it. i made that one, as well as several other levels in the pack. i hope you will enjoy that one as well. thanks for playing !
#266 Posted 31 October 2016 - 02:40 PM
http://www.moddb.com...opolitan-mayhem
#267 Posted 01 November 2016 - 03:21 AM
Boy, this group is so committed to one letter.
This post has been edited by Nancsi: 01 November 2016 - 03:21 AM
#269 Posted 08 November 2016 - 01:48 PM
#270 Posted 09 November 2016 - 03:02 AM
sorry it's been a while since we last worked on this, but I don't recall such a thing ever being brought up. might be a little late for bug fixes, but I'm interested in any reports of the sort for future reference