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[RELEASE] Galbadia  "A modern style city map"

User is offline   MetHy 

#31

Yeah you made an apartment + half a corridor. The apartement ended up being a secret place (don't ask me I'm not responsible for that ;)), and the corridor, i copied its design for the other half of the corridor so that the whole thing looks coherent.
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User is offline   ck3D 

#32

i am trying to play this and just got to what i guess is halfway through the level, just past the hive and into that second city area. i am struggling to find one of the keycards to keep going, and i have been exploring everywhere for a while already, but i am not getting lost yet... i want to find it without any help, noone in this thread ever said anything about that section so i must have skipped something or done something wrong, it should be easier than that.

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 !
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User is offline   Mikko 

  • Honored Donor

#33

The shotgun is actually in one of the four apartments, I think it was Steambull's, right in his bathroom.
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User is offline   ck3D 

#34

alright, just finished it... the location of that keycard should have been obvious. i didn't think of looking into those crates, i should have known that location was there for something...

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

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User is offline   underTaker 

#35

It wasn't too hard to find that keycard. I was just snooping around looking for some secrets (at the end i've just found one ._. ) and i saw the UP sign on the box. I also liked how you addressed mail boxes to people ;) That's a nice connection.
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User is offline   CruX 

#36

Maybe the apartment sells were "0" because they only offer efficiencies ;)

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

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User is offline   MetHy 

#37

The idea was to make a man's clothe's shop based on Duke, kinda like Dukebugger but for clothes; hence the "D" sign on the outside wall
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User is offline   Mikko 

  • Honored Donor

#38

Duke would never endorse a faggy clothing store.
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User is offline   Gambini 

#39

About that I loved what he said when entered the changing room. I don´t remember what it was but it made me chuckle (mostly because his pants were different).
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User is offline   MetHy 

#40

View Postck3D, on 19 September 2012 - 04:12 AM, said:

for some reason i never found a shotgun until i got one from a dead pigcop just before the hive


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

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User is offline   Micky C 

  • Honored Donor

#41

View PostMetHy, on 23 September 2012 - 02:01 AM, said:

Well at least now I know what to put as an easter-egg message in my next map ;)


I thought you were semi retired?

Was that a joke or are you going to make another map? Posted Image
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User is offline   MetHy 

#42

Well, I've been working on&off on a couple of things for the last few weeks because I had some free time; however I just got hired today for a new job which is 39h/week.
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.
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User is offline   Steambull 

#43

Thanks to Mikko for making some sense of the map... I hadn't touched it since I began building that bar, I had the back way out planned pretty much just like you did it. Also, good move that you made the "city hall" a library instead, I was sure it was going to be made inaccessible if someone really tried to make it a proper city hall. The map worked pretty well in the end, good job guys. ;)

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

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User is offline   MetHy 

#44

By the back way do you mean the dark alley you go in after the bar? I built that, Mikko just built the secret place and the path leading to the hive there.

The library is pretty much half Mikko half me as well
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User is offline   Micky C 

  • Honored Donor

#45

View PostWhat, on 24 September 2012 - 05:37 PM, said:

- Steambull (apparently my forum nickname came from one of the registration fields that just confused me)


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.
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User is offline   Arwu 

#46

Hi. ;) after long absence from the forums Im back now :P Im be able to continue work on my single player map, :P maybe somebody want to just look at it? :P. Im need opinions, continue it or not :P anyway, what I just see is a great piece of work :P this Galbadia map is one of my favourites:) maybe I just repeat what others say but:
'
- 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 :D, 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

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User is offline   Helixhorned 

  • EDuke32 Developer

#47

Just played it through, it's very enjoyable throughout. Ammo and weapons were a bit on the scarce side IMO (especially at the beginning), but since I was in a good duking mood, I beat the crap out of the alien bastards anyway. Music fits just fine for me. There's a grahical glitch:
Spoiler

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User is offline   Jenz/Amaka 

#48

Played it and loved it.
Pacing is top notch and small details were in this level is just amazing. It was rather easy but very enjoyable.
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User is offline   Daedolon 

  • Ancient Blood God

#49

You can get stuck in the map if you don't have any hitscan ammo to shoot the buttons to open the vault with the yellow keycard inside.

EDIT: Got lucky finding some kind of odd angle where pressing the buttons with your feet was successful.

Also, easiest boss ever:
Attached Image: duke0002.png

This post has been edited by Daedolon: 17 October 2012 - 11:15 AM

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User is offline   MetHy 

#50

So what did you think of the map?
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#51

I'm a bit late with playing this map. But it was really good! We've had a lot of good maps lately, and this was one of them. There was one part where i jumped on a door and managed to jump out of the map, so you needed to block some walls there. But this map was almost perfect. I also noticed what helixhorned did. When walking over the car you could see the part where you jump into the hole.

This post has been edited by rasmus thorup: 20 October 2012 - 08:34 AM

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User is offline   Paul B 

#52

I can't wait to play this map. It looks amazing!
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User is offline   Daedolon 

  • Ancient Blood God

#53

View PostMetHy, on 17 October 2012 - 12:50 PM, said:

So what did you think of the map?


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.
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User is offline   MetHy 

#54

You should have played in Come Get Some, there are a bit more enemies. If it was just me I would have added even more enemies in the outdoor area, but it would have been a bit tricky since there is little to hide behind.

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

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User is offline   Paul B 

#55

Hi guys,

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

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User is offline   MetHy 

#56

View PostPaul B, on 22 October 2012 - 09:12 PM, said:

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.


View PostPaul B, on 22 October 2012 - 09:12 PM, said:

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'm pretty sure none of these 2 points were intentional though :D to be honest, I for one didn't think about it (dunno if Mikko did).

I'm glad you liked the map so much
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User is offline   Mikko 

  • Honored Donor

#57

Yeah first of all there's no need to trap the boss and second, waking up the Drones is irreversible (well, you can always load a previous save but that's different) and most players will do it anyway because that's what people do when they're facing an active force field with a switch in front of it.
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User is offline   Paul B 

#58

View PostMikko_Sandt, on 23 October 2012 - 04:46 AM, said:

Yeah first of all there's no need to trap the boss and second, waking up the Drones is irreversible (well, you can always load a previous save but that's different) and most players will do it anyway because that's what people do when they're facing an active force field with a switch in front of it.



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

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User is offline   MetHy 

#59

Well that's good to know people can enjoy the map a way we hadn't think of.
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

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User is offline   Paul B 

#60

View PostMetHy, on 23 October 2012 - 10:38 AM, said:

Well that's good to know people can enjoy the map a way we hadn't think of.
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.
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