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Direct System Episode  "Total Conversion Mod"

User is offline   Micky C 

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#31

Ok I tried this out. The level design is too abstract for my taste in terms of its layout. Outdoor environmental design is decent but the problem is everywhere looks very same-ish which makes it difficult to navigate (i.e, remember where you've been, and where you're supposed to go). Plus there's virtually no shading outdoors, everything's mostly given a uniform dark shade which further adds to the same-ishness. I don't really blame you too much for that, since shading outdoor terrain is difficult, and there's some argument for outdoor areas having a uniform shade. However it might benefit to have some lamp posts set up every now and then to add contrast which would make things look better, and if you add them near points of interest that would make navigation easier.

Another problem is that a LOT of weapon sounds, both for the player and enemies were missing. In fact, now that I think about it, many other sounds were missing. The player's landing sound after a jump, things that the enemies say when they see you or move around, not to mention ambient sounds. Ambiant sounds like wind, water running would really spruce it up. It could also use a few set pieces like activated explosions every now and then.

Now this is partially due to the sound issues I think, but fighting the enemies here weren't half as fun as the original game's enemies. Like I said part of that is due to the lack of sound; they all seemed to have hitscan enemies so I couldn't tell when they were shooting, or even what they were shooting (i.e shotgun, machine gun). As a result, it appeared that they all were the same enemy, even if that wasn't the case. And indeed they looked similar too, but I know there are only so many different looks you can give to 8-bit human soldiers. Another point is that the gameplay didn't seem to flow all that smoothly. The player encounters enemies in a fairly constant stream, with no build up of tension or anything like that, and the same-ishness of the environment doesn't help that, it also doesn't give the player any real sense of progression.

Due to the confusion nature of the level, I wasn't able to finish it. Sorry if I sound really harsh here, I've got the worst cold in the history of mankind and I had a bit of a headache when I played it, which would have tainted my experience of the map, but I think my points are still valid. It's definitely a unique style that isn't done very much in Duke though.

Edit: Also, it appears that the texture that's used for the walls everywhere outdoors has some yellow fullbright pixels in it or something. If you can, I'd suggest removing them. The gloves on the duke weapons look fantastic though.

This post has been edited by Micky C: 15 April 2013 - 03:59 AM

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User is offline   Bloodshot 

#32

I thought the sound issue was just me. That's actually the main reason I haven't played it yet.
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User is offline   zykov eddy 

#33

View PostMicky C, on 15 April 2013 - 02:37 AM, said:


Another problem is that a LOT of weapon sounds, both for the player and enemies were missing. In fact, now that I think about it, many other sounds were missing. The player's landing sound after a jump, things that the enemies say when they see you or move around, not to mention ambient sounds. Ambiant sounds like wind, water running would really spruce it up. It could also use a few set pieces like activated explosions every now and then.


There's a warning in ReadMe!!!!!!!!!!!!!!! !!!!!!!.txt. You should choose "DirectSystem" as your custom game directory.
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User is offline   Jenz/Amaka 

#34

View PostMicky C, on 15 April 2013 - 02:37 AM, said:

Plus there's virtually no shading outdoors, everything's mostly given a uniform dark shade which further adds to the same-ishness. I don't really blame you too much for that, since shading outdoor terrain is difficult, and there's some argument for outdoor areas having a uniform shade. However it might benefit to have some lamp posts set up every now and then to add contrast which would make things look better, and if you add them near points of interest that would make navigation easier.

Due to the confusion nature of the level, I wasn't able to finish it. Sorry if I sound really harsh here, I've got the worst cold in the history of mankind and I had a bit of a headache when I played it, which would have tainted my experience of the map, but I think my points are still valid. It's definitely a unique style that isn't done very much in Duke though.

There wasn't any reason to have nice shades outdoor since there's no moon and it's night, but you are correct. Maybe some lamp lights here and there would be better.

View PostMicky C, on 15 April 2013 - 02:37 AM, said:

Due to the confusion nature of the level, I wasn't able to finish it.

I tried to make more open levels since I and my friends are tired of modern FPS games where everything is linear as hell.

View PostMicky C, on 15 April 2013 - 02:37 AM, said:

Sorry if I sound really harsh here

No need to say sorry. I want constructive & criticism.
1

User is offline   Mikko 

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#35

Where was the last key? I went through the outdoor area that surrounded the last outpost but couldn't find anything. Half the time I couldn't see much but that's partially because it's too bright in my apartment.
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User is offline   Jenz/Amaka 

#36

View PostMikko_Sandt, on 16 April 2013 - 03:27 AM, said:

Where was the last key? I went through the outdoor area that surrounded the last outpost but couldn't find anything. Half the time I couldn't see much but that's partially because it's too bright in my apartment.

It's in the Tunnel checkpoint.
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User is offline   Mikko 

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#37

Strange, I walked right past that checkpoint without seeing it :)
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User is offline   Mikko 

  • Honored Donor

#38

Mixed feelings about this one but there's definitely potential both mapping & asset wise. Review here: http://msdn.duke4.ne...tsystemdemo.php
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#39



here's my playthrough of the demo mod
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