
[RELEASE] BrooklynBridge & Finalized "[Updated] New User Map"
#31 Posted 12 October 2012 - 03:57 PM
#32 Posted 12 October 2012 - 05:29 PM
LeoD, on 12 October 2012 - 03:44 AM, said:
taivo maaripuu released a map called dogville many moons ago that was clearly over the top in terms of roch influences, with dozens of instances of sector, texture and sprite combination recreation or copy-pasting. pascal rouaud eventually sent a few angry emails, asked everyone with duke-related reviewing sites to remove it from their server, and told taivo that because of his behavior he was giving up on mapping altogether (although in the eyes of many that sounded more like an excuse to abandon roch 9 if anything). besides the argument the map was actually really good too, taivo quickly released a modified version without the blatant rip-offs but still the map fell through, remained absent on most websites for a while and only got a little popular again many years later when that modified version eventually got shared on forums by people who still had it on their hard drive after all this time. it was a ridiculous case really and the typical exemple of what happens when someone's ego gets in the way of other people's work
Commando Nukem, on 12 October 2012 - 01:09 AM, said:
well no shit, that was the joke. i seriously hope noone on earth actually devotes some of their time to genuinely collecting each revision for each duke 3D user map in 2012
#33 Posted 12 October 2012 - 05:57 PM
#34 Posted 12 October 2012 - 11:06 PM
Mblackwell, on 12 October 2012 - 05:57 PM, said:
Maybe to some extent, but back then the situation was ridiculous. Rouaud claimed that HE invented the use of sprites to make 3D objects and used Merljin's chairs in Red3 as an example to claim how big of an influence, even though 3D sprite objects have existed in usermaps since 1996 and even in the original game (think the bridge at the end of E1L1).
Anyway like MRCK said the comparaison with this map and Dogville is just a joke. It's true that Dogville used a lot of stuff from the Roch maps, and Rouaud got mad because it wasn't the first time (think Taivo's Spiegul contest map). In this case Gambini is making a fool of himself because of one bench.
This post has been edited by MetHy: 12 October 2012 - 11:10 PM
#35 Posted 13 October 2012 - 04:26 AM
ck3D, on 12 October 2012 - 05:29 PM, said:

ck3D, on 12 October 2012 - 05:29 PM, said:
#36 Posted 13 October 2012 - 04:38 AM
MetHy, on 12 October 2012 - 11:06 PM, said:
Anyway like MRCK said the comparaison with this map and Dogville is just a joke. It's true that Dogville used a lot of stuff from the Roch maps, and Rouaud got mad because it wasn't the first time (think Taivo's Spiegul contest map). In this case Gambini is making a fool of himself because of one bench.
One of the problems with Tiavo was the lack of proper credits: it's ok to be inspired by other peoples work, but he didn't even admit it although it was blatantly obvious. That's what really pissed people off back then. I could also add that 'being inspired by' and 'blatant rip-off' are not the same thing, but that's another discussion.
Anyway, the bench thing really seems really blown out of proportion, sorry Gambini. Gonna play the map ASAP.
#37 Posted 13 October 2012 - 05:02 AM
LeoD, on 13 October 2012 - 04:26 AM, said:

Hm, the only one I can find has a map file date from 2004-08-11 which I suppose to be the original release.
i think the only version that is still around is the modified version, i might have the original somewhere on one of my old hard drives, but i am not even sure. i think i was the one who brought the map back after a while by posting it on dn-r, but i am not even sure anymore, maybe it was someone else. some rooms and spriteworks in the original version were completely similar to some locations in the roch series. in the modified version taivo tweaked a few textures so that it wouldn't be the exact same and he would be able to release it, but if i remember correctly pascal said it wasn't enough and that taivo should really just keep the map strictly to himself unless he rebuilt everything from scratch (how does one go about just thinking up such a request anyway ?). mikko removed the link to the review on msdn for a while, but for many years after the event the page was still there and one could still access it if they had the url.
This post has been edited by ck3D: 13 October 2012 - 05:03 AM
#38 Posted 13 October 2012 - 05:30 AM
Paul B, on 11 October 2012 - 07:54 PM, said:
(Besides updating the download link you should have better put your text update at the bottom or better into a new post to avoid irritation for first-time visitors of the thread.)
Paul B, on 11 October 2012 - 07:54 PM, said:

Paul B, on 11 October 2012 - 07:54 PM, said:
Paul B, on 11 October 2012 - 07:54 PM, said:
This post has been edited by LeoD: 13 October 2012 - 05:33 AM
#39 Posted 13 October 2012 - 07:01 AM
ck3D, on 13 October 2012 - 05:02 AM, said:
I lost the original version to a hard drive crash, but wasn't one of the main differences also having to do with some car (that was removed)? I don't remember properly; Mikko would know.
IIRC we were discussing mappers or some such, and you brought up Taivo and dogville, so I knocked out a review, then double "dog" dared the admin at DN-R to upload it.
(patiently waiting for the "updated" version as requested)
#40 Posted 13 October 2012 - 08:03 AM
#41 Posted 13 October 2012 - 08:14 AM
rasmus thorup, on 13 October 2012 - 08:03 AM, said:
(However, http://dukeworld.duk...e32_current.zip is from 2011-03-19 and desperately needs an update)
rasmus thorup, on 13 October 2012 - 08:03 AM, said:
#42 Posted 13 October 2012 - 08:22 AM
Commando Nukem, on 12 October 2012 - 01:09 AM, said:
It will be laughtable the day you see me using stuff made by somebdy´s else without their permission. It may not be copyrighted, but it´s still my intelectual property.
Paul B, on 12 October 2012 - 06:35 AM, said:
I may be a whiny bitch, but you are a worthless prick. You could have just made them yourself, even if they were highly inspired in the ones I did. You knew this was going to piss me off, yet you decided to carry on. Also in the updated map the benches are still the same, you just added a sprite behind them. You can shove your credits up your ass. Thanking someone for something they didn´t agree is like stealing something off a room and leaving a "thank you" note.
You can say now that I´m a bitch and all that, but you were the one licking my balls sack some posts ago.
MetHy, on 12 October 2012 - 07:27 AM, said:
You think so? I didn´t spent 1000+ hours along three years designing that map, just to be used by an asshole as a prefabs resource. I´m in all my right here. I´m sure everybody that gave me their back would be pleased if he rips stuff from their maps. But I´m not.
Also doesn´t matter how small the stuff he ripped is. It´s his attitude of not aknowledging the fact and his ironical answers towards my concern (prior and post release) which aggravate it.
#43 Posted 13 October 2012 - 09:24 AM
Anyways, a review is available here: http://msdn.duke4.net/hotbrooklyn.php
#44 Posted 13 October 2012 - 09:53 AM
LeoD, on 13 October 2012 - 08:14 AM, said:
(However, http://dukeworld.duk...e32_current.zip is from 2011-03-19 and desperately needs an update)
That's your HRP's version number.
edit:I found it!
And it still bugs up the game. Do i need something else beside the latest eduke? I got it from here http://dukeworld.duk.../20121013-3068/
This post has been edited by rasmus thorup: 13 October 2012 - 09:58 AM
#45 Posted 13 October 2012 - 10:26 AM
Mikko_Sandt, on 13 October 2012 - 09:24 AM, said:
Anyways, a review is available here: http://msdn.duke4.net/hotbrooklyn.php
Here, have my plus, sir.
#46 Posted 13 October 2012 - 10:28 AM
EDIT:

This post has been edited by t800: 13 October 2012 - 10:33 AM
#47 Posted 13 October 2012 - 10:35 AM
t800, on 13 October 2012 - 10:28 AM, said:
EDIT:

If you are according to minus you've just got, i'm pretty confused as well, since i got lost on the map as well. Even couple times. I'd help you but i can't really remember the map just now. It was little bit confusing, in that part, as i remember.
#48 Posted 13 October 2012 - 10:56 AM
t800, on 13 October 2012 - 10:28 AM, said:
Use the bridge pillars to jump up on the roof on the building near the bridge entrance. Once up there use the yellow key card you just picked up to activate the yellow switch.
#49 Posted 13 October 2012 - 11:34 AM
This post has been edited by t800: 13 October 2012 - 11:36 AM
#50 Posted 13 October 2012 - 11:45 AM
rasmus thorup, on 13 October 2012 - 09:53 AM, said:
Download and start with:
eduke32 -noautoload -gzzz_UniversalHelpPack.zip
Don't skip the intro.
#51 Posted 13 October 2012 - 12:01 PM
Mikko_Sandt, on 13 October 2012 - 09:24 AM, said:
Anyways, a review is available here: http://msdn.duke4.net/hotbrooklyn.php
Thanks Mikko for the review and the upload. I just wish that damn Mantle option was working. Do you know anything about this?
This post has been edited by Paul B: 13 October 2012 - 12:02 PM
#52 Posted 13 October 2012 - 12:09 PM
This post has been edited by Paul B: 13 October 2012 - 12:11 PM
#53 Posted 13 October 2012 - 12:14 PM
Paul B, on 13 October 2012 - 12:01 PM, said:
I don't play usermaps with DukePlus unless the map was specifically designed for it. I did once design a DukePlus map however and I think I successfully disabled mantling but obviously I cannot recall how it was done. DP came with instructions on DP effects so check it out if you really think it's worth the time. If I were you I'd just forgetaboutit. The last thing I'd want to do is disable mantling for a map that was never designed for DP in the first place.
#54 Posted 13 October 2012 - 12:20 PM
#55 Posted 13 October 2012 - 12:53 PM
Gambini, on 13 October 2012 - 12:20 PM, said:
Wow! The last person i'd expect to help me. Hi Gambini that's exactly what I did but it doesn't appear to have worked. I did read the manual but it was vague and didn't mention anything about disabling the feature. I figured the Hitag 0 would have disabled the mantling but it appears it didn't work. Maybe I accidentally added a palette to the M sprite. I'll double check. I appreciate your help. Thank you!
Okay for the record I thought the EXTRA Value was the Hitag value. I had no idea there was a separate attribute only accessible in 2D mode by using the F8 Key on the sprite.
I have located that 'EXTRA' value which was defaulted to -1 and changed it to 0. I believe this was what was needed to make it function. I have placed several of these sprite M tiles in sectors duke shouldnt' be doing anything fancy. Hopefully this smooths out the game play for the Duke Plus fans.
Thanks for bringing this to my attention. LeoD can you please confirm this functions for you now?
Attached File(s)
-
BrooklynBridge.zip (182.29K)
Number of downloads: 206
This post has been edited by Paul B: 15 October 2012 - 01:08 AM
#56 Posted 13 October 2012 - 01:56 PM
Quote
Ouch, I suddenly feel all my work on Parkade get swept under the rug

At this stage Paul is a fully fledged and experienced TROR mapper and has an extensive understanding of the feature, however going back to Parkade I must have made about 85% of the TROR, and I definitely made all the complicated stuff. I even think Paul reverse-engineered some of my methods of construction of some architectural objects from Parkade (don't worry Paul, I won't pull a Gambini about it

However don't let this take the light off Paul's TROR in Brooklyn Bridge; the use of TROR is definitely a lot more consistent, practical and polished than in Parkade. There's also some sloped platforms (the vents in the arcade) which aren't in any released maps as far as I can tell, so kudos to Paul for that (as for unreleased maps... muahahaha

#57 Posted 13 October 2012 - 02:19 PM
Micky C, on 13 October 2012 - 01:56 PM, said:
I even think Paul reverse-engineered some of my methods of construction of some architectural objects from Parkade (don't worry Paul, I won't pull a Gambini about it
Micky this isn't true at all. I could never reverse engineer your work because I never understood how you got to the final product. Your work demonstrated what was possible with TROR. By seeign your concepts and design I fought with TROR until I finally understood how I could use it practically.
Honestly, when I read the initial documentation with TROR I was so lost. What really helped me progress with TROR was Helixhorneds documentation afterwards a tutorial more or less that showed me how I could break a TROR sector and re-join it. It was only after understanding that concept in conjunction with the F3 view could I begin to appreciate TROR properly. The one thing though I did try and mimic of yours was the TROR desks as you have seen in this map. But I have not stolen any of your implementations with TROR. But I have admired your work and vision because without your examples I don't think I would have known its capabilities.
I have also introduced new method in this map with TROR. For example how to get the red keycard and have it get pushed along a conveyor belt after activating it via a switch when a conveyor belt can't start in the stopped state TROR makes this possible using a bridge effect in an expanded sector.. Typically a conveyor belt is always moving and can only be stopped not started to produce an effect.
This post has been edited by Paul B: 13 October 2012 - 03:07 PM
#58 Posted 13 October 2012 - 02:57 PM
Edit: Don't worry to much about my previous post, I wrote it in the heat of the moment after reading Mikko's review and took that line to mean something along the lines of "Parkade is Pauls map and he built most of the stuff in it" but I understand now I overreacted and it doesn't really mean much.
This post has been edited by Micky C: 13 October 2012 - 03:00 PM
#59 Posted 13 October 2012 - 03:01 PM
Paul B, on 13 October 2012 - 12:53 PM, said:
EDIT: The silently updated version works, too. (Bad boy)
This post has been edited by LeoD: 13 October 2012 - 03:33 PM
#60 Posted 13 October 2012 - 03:36 PM
LeoD, on 13 October 2012 - 03:01 PM, said:
EDIT: The silently updated version works, too. (Bad boy)
Yea well Trooper Dan got back to me and explained that I only need that sprite in the map once. I thought I needed to put it in every sector there was a wall that duke would want to grab. So I removed the extra's when they didn't need to be there and in the process I screwed something up so I had to adjust it. But I'm glad it works now. I appreciate your feedback. I just like to make a map that works for everyone. I hate knowing that there's some stupid quirk which is screwing up the experience.
I've been silently updating this map all day hoping that I can come up with some benches that will relieve some tension between Gambini and myself. I'm sorry for the frustration this has all caused.
This post has been edited by Paul B: 13 October 2012 - 06:14 PM