[RELEASE] Galbadia "A modern style city map"
#31 Posted 18 September 2012 - 11:19 PM
#32 Posted 19 September 2012 - 04:12 AM
i have two complaints so far : the player can easily get access to the slanted roof above that tunnel in the second street area and get squished (i assume someone forgot to block a wall somewhere), and for some reason i never found a shotgun until i got one from a dead pigcop just before the hive - that being said, it wasn't a bad point at all seeing as killing all the monsters before that with just the pistol and some of the secret weapons i found (freezethrower and devastator) is very doable, there is more than enough ammo for that so i guess it makes for an alternate gameplay for those like me who haven't played in a while and miss everything all the time even though it's just in front of their eyes... anyway it's an immersive experience so far so i am going to look for those damn keys again right now !
#33 Posted 19 September 2012 - 04:15 AM
#34 Posted 19 September 2012 - 04:37 AM
anyway that was a very good map, very immersive, in terms of feel some sections reminded me of some old kevin cools maps, other sections reminded me of alex pistol's only map whose name i can't seem to remember right now (bank heist ?), and that library was my favorite bit of the map, it felt very classic, almost like in a 3DR original style meets anslem.map kind of way... loved how huge that place was and how old-school the combat felt. i also loved the ending (which i didn't find hard at all, oddly enough), with the teleportation back to the main street area, that was a great idea and feature, when i entered that room with the overlord i thought i was in for yet another hive fight à la lunar apocalypse, but it turned out to be exactly what i had hoped for. very nice use of a simple effect.
i also located the entrance of a few secret places that i never figured out the way into, which added to the unlinear feel somehow... besides all this not much to be said... a good worthy map and a fun experience. great to finally see this released.
This post has been edited by ck3D: 19 September 2012 - 04:38 AM
#35 Posted 19 September 2012 - 07:53 AM
#36 Posted 22 September 2012 - 05:04 AM
Pedantry aside, I finally got a chance to actually play through this and I'm glad I did, because it was excellent stuff overall. Absolutely loved the design and style in that eastern-themed apartment, the gameplay was solid and like MickyC (IIRC) noted, there were a few texture misalignments, but nothing serious. I think the one big gripe I had was the use of Duke sprites as "pants" in that clothing store. I totally get why they were there, and it's probably more my fault than anyone else's, but I couldn't not see Duke's legs. Maybe it was the shoes or something, I dunno.
This post has been edited by EmericaSkater: 22 September 2012 - 05:14 AM
#37 Posted 22 September 2012 - 07:17 AM
#39 Posted 22 September 2012 - 07:42 AM
#40 Posted 23 September 2012 - 02:01 AM
ck3D, on 19 September 2012 - 04:12 AM, said:
Remember when Geoffrey couldn't find the shotgun in Anarchy City 2 ?
Well at least now I know what to put as an easter-egg message in my next map
This post has been edited by MetHy: 23 September 2012 - 02:02 AM
#41 Posted 23 September 2012 - 02:52 AM
MetHy, on 23 September 2012 - 02:01 AM, said:
I thought you were semi retired?
Was that a joke or are you going to make another map?
#42 Posted 23 September 2012 - 10:22 AM
So, time will tell... I've been trying to focus on more simple and less time consuming stuff though. Kinda like Metropolitan Mayhem in a way.
#43 Posted 24 September 2012 - 05:37 PM
EDIT:
- Steambull (apparently my forum nickname came from one of the registration fields that just confused me)
This post has been edited by What: 24 September 2012 - 05:41 PM
#44 Posted 25 September 2012 - 04:49 AM
The library is pretty much half Mikko half me as well
#45 Posted 25 September 2012 - 05:11 AM
What, on 24 September 2012 - 05:37 PM, said:
If you want you can change your forum name. I've been contemplating changing mine to Trooper Mick to follow a trend that went around at Duke4.net a few months back.
#46 Posted 25 September 2012 - 10:40 AM
'
- ideal amount of details
- great flow, playtime, not too hard
- some eye catchings: girls as breed, library, ps2 console, mario nukem is great idea that put smile on my face , area with aliens in tubes , creepy room.... and more of small details.
'
thanks for making this fun map !
'
ps: Im played once for now, two secrets, all enemies and overall time of 40 minutes
This post has been edited by Arwu: 25 September 2012 - 10:45 AM
#47 Posted 28 September 2012 - 10:49 AM
#48 Posted 28 September 2012 - 12:28 PM
Pacing is top notch and small details were in this level is just amazing. It was rather easy but very enjoyable.
#49 Posted 17 October 2012 - 10:42 AM
EDIT: Got lucky finding some kind of odd angle where pressing the buttons with your feet was successful.
Also, easiest boss ever:
This post has been edited by Daedolon: 17 October 2012 - 11:15 AM
#51 Posted 20 October 2012 - 08:33 AM
This post has been edited by rasmus thorup: 20 October 2012 - 08:34 AM
#53 Posted 20 October 2012 - 02:08 PM
MetHy, on 17 October 2012 - 12:50 PM, said:
I did feel it was quite short (didn't get really lost so the pacing was continuous), but I guess I don't play usermaps that much so I have no really comparison point. On the default skill setting it was moderately challenging at first with the lack of ammo but it seemed to become a bit too easy later on.
I liked the setting and the idea of cramming detail into one area, so instead of one apartment in an apartment complex to explore, you had several. Again with no comparison points since I play new usermaps maybe once a year I found it to be a solid and fun map nevertheless.
#54 Posted 21 October 2012 - 01:22 AM
I thought there was just enough ammo for the start of the map, which was the point. Maybe I could have added a little more or a chaingun somewhere in the main outdoor area (at least for people who play without auto-aim). But then again, most enemies at the beginning are liztroops which can should be easily killed with the mightyfoot alone if necessary, while taking little to no damage for anybody who's been playing Duke3D for the past 15years.
BTW there is a semi-hidden freezer which is noticeable if you look through the window of the starting apartment.
This post has been edited by MetHy: 21 October 2012 - 01:56 AM
#55 Posted 22 October 2012 - 09:12 PM
So I finally had the proper time to sit down and play this map on let's rock. I also didn't play this map right off the bat. I wanted to take a real quick glance in Mapster just to get a feel for the size of the map. Don’t worry I didn’t spoil any thing. I was worried at first I’d get super lost when playing it just because it looked SUPER HUGE in Mapster. Anyway, needless to say the game play was seamless. I had no problems progressing through the map everything was perfectly laid out and tied together. I went from one area to another like I knew what I was doing and I really had no clue. I really love how this map immerses you in the game. It's been a long time since i've played a map like that and I lost track of time and found myself admiring every sector as I went along.
You all did a FANTASTIC job! I also couldn't tell there was more than one mapper involved because the amount of detail, design and creativity was breathtaking and consistent. It took me 40 minutes from start to finish. Ammo and health was perfectly distributed through out the map as was the AI. There was a ton of sprite work which in some areas was really good and in other areas glitchy where I think you could have benefited from using TROR instead. I found 2 of the 4 secrets on my first play through. Then I decided to go back and see what I missed. I really like how you can trap the boss using the force field while you navigate around the city block that was a heck of an idea.
I did notice that triggering the New Aliens in that nest under ground was totally optional and I could just skip by them and conserve my ammo for other enemies. I like the fact that you give the player the option to do so. I think this is a perfect map I had so much fun playing it. I played it using Polymer the frame rate was a bit harsh on my video card but whatever I managed and still had a lot of fun. I think this is my new favourite classic style map of all time. I’ll be talking about this map for a long time to come!
This map is a must download for anyone’s Duke collection!
This post has been edited by Paul B: 22 October 2012 - 09:24 PM
#56 Posted 23 October 2012 - 01:22 AM
Paul B, on 22 October 2012 - 09:12 PM, said:
Paul B, on 22 October 2012 - 09:12 PM, said:
I'm pretty sure none of these 2 points were intentional though to be honest, I for one didn't think about it (dunno if Mikko did).
I'm glad you liked the map so much
#57 Posted 23 October 2012 - 04:46 AM
#58 Posted 23 October 2012 - 09:56 AM
Mikko_Sandt, on 23 October 2012 - 04:46 AM, said:
Actually I needed to trap the boss otherwise he was annoying and would trap me in the area with the safe because I wanted to look around more for secrets. I had fun visually enjoying all the eye candy. I also like the fact that you can control where the boss ends up using the forcefield. I found the Boss didn't play very well in the main park area but if he was lured in the back area with the swing set and sandbox he was way more aggressive and played better.
Anyway, I like the setup whether it was intended or not.
This post has been edited by Paul B: 23 October 2012 - 09:57 AM
#59 Posted 23 October 2012 - 10:38 AM
Between that and a couple of bugs that were reported that we missed, the lesson I learnt from this map is that I was too impatient to release it and we should have asked a person or two to betatest it. I'll remember that for the next time.
This post has been edited by MetHy: 23 October 2012 - 10:38 AM
#60 Posted 23 October 2012 - 08:52 PM
MetHy, on 23 October 2012 - 10:38 AM, said:
Between that and a couple of bugs that were reported that we missed, the lesson I learnt from this map is that I was too impatient to release it and we should have asked a person or two to betatest it. I'll remember that for the next time.
Gosh I played through it and didn't have any problems at all.. So for the record it worked great for me.