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[RELEASE] BrooklynBridge & Finalized  "[Updated] New User Map"

User is offline   MetHy 

#61

View Postt800, on 13 October 2012 - 11:34 AM, said:

OK, I finally found that goddamn hidden switch! It is at back of those electric generators or whatever they are. How could I not notice it before? Maybe I just considered it to be part of scenery. Anyway thanks for help.


There is a viewcsreen showing it.

View PostPaul B, on 13 October 2012 - 12:09 PM, said:

I am just curious to know if any one has taken out the mini boss on the bridge at the starting position with the RPG? You can spawn the RPG from the starting position. (you don't have to leave the pier).


That's how I always did it.
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User is offline   Mikko 

  • Honored Donor

#62

I don't understand - how are you supposed to get the RPG without leaving the pier?
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#63

I shrunk him and jumped to him right after i got the shrinker :S very good map Paul b.
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User is offline   Paul B 

#64

Why not throw a spoiler out there..

Okay.. I think most people missed this... That's why I was surprised Methy commented.. But he was finding the RPG in a secret area. The RPG will actually spawn on the pier along with an atomic health on the top of the billboard sign if you shoot the buttons on the flying fighter plane. If you have a good shot with a pistol you can clip that button from the pier or if you give up on the long shot you can hit it from under the bridge then go back to the pier and kill the battle lord. Then take the secret immediately to the yellow keycard grab your 2 atomic healths on the bridge and the rest is cake. Extra rocket ammo will also appear outside of the arcade area.

I know some people said the map was too linear but I did make other routes than the main path that can change the way the game plays but they are not obvious and a quick play through won't reveal this.

LOL @ Rasmus you're TOO hardcore.

This post has been edited by Paul B: 14 October 2012 - 10:50 AM

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User is offline   underTaker 

#65

View PostPaul B, on 14 October 2012 - 10:41 AM, said:

I know some people said the map was too linear but I did make other routes than the main path that can change the way the game plays but they are not obvious and a quick play through won't reveal this.


Even if it was linear, as i said, it still was really good. I liked it like no map in past couple weeks. Maybe my last last sounded little bit too criticaly. :D

About the last boss, i remember i got killed him with RPG as well.

This post has been edited by underTaker: 14 October 2012 - 10:51 AM

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#66

Too linear? Come on...
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User is offline   Paul B 

#67

View Postrasmus thorup, on 15 October 2012 - 08:06 AM, said:

Too linear? Come on...



Hey its okay... He was expecting Deus Ex quality I didn't come through. This just gives me more incentive to make a better map for him! It's all good =) It's pretty hard to build a single map that everyone just loves without compromising in some areas. So i'll make a variety of maps for different people. =)
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#68

That's a good attitude. But this map wasn't too linear in any way...
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User is offline   Forge 

  • Speaker of the Outhouse

#69

Reviewed

http://www.scent-88....yn/brooklyn.php
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User is offline   LeoD 

  • Duke4.net topic/3513

#70

View Postrasmus thorup, on 15 October 2012 - 08:06 AM, said:

Too linear? Come on...
Linear in terms of what to do next, not in terms of architecture. There are maps with several keylocks of the same colour, for example, or which let you collect several keys before opening the first lock. Your choice of sequence might reveal different weapons respectively and therefore change your experience during a replay.
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User is offline   MetHy 

#71

I think you accidentaly broke the map in your last update; that or you added that hidden thing that is mandatory for level progression :

This switch (middle one) won't appear anymore, I checked in mapster and it's pal1 for some reasons
http://i101.photobuc.../duke0014-1.jpg

Also while you're at it you might want to unblock (or not, depending on how you feel about it) the other vents of the bridge, cause I accidentaly fell into when jumping off the bridge and I had to DNCLIP through it to get it.
http://i101.photobuc...3D/duke0013.jpg

Otherwise I've liked the changes you made in the final version so far.

This post has been edited by MetHy: 18 October 2012 - 10:39 AM

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User is offline   Paul B 

#72

View PostMetHy, on 18 October 2012 - 10:39 AM, said:

I think you accidentaly broke the map in your last update; that or you added that hidden thing that is mandatory for level progression :

This switch (middle one) won't appear anymore, I checked in mapster and it's pal1 for some reasons
http://i101.photobuc.../duke0014-1.jpg

Also while you're at it you might want to unblock (or not, depending on how you feel about it) the other vents of the bridge, cause I accidentaly fell into when jumping off the bridge and I had to DNCLIP through it to get it.
http://i101.photobuc...3D/duke0013.jpg

Otherwise I've liked the changes you made in the final version so far.


Hi Methy,

Actually... I gave that switch a sprite pal of 1 on purpose. The change is expected, it will allow Duke to take different paths to complete the Blue Key card objective. I like it better this way. Access to the Security room you were in is now optional. Access to the Arcade can be either through the Vent system by the blue keylock or via the security room. Accessing the security room will alert more pig cops though. After retrieving the blue key card this will trigger the switch for the gate to open. If Duke leaves the arcade through the main locked doors it will trigger more enemies. If duke goes back the way he came into the arcade from the roof entrance he will leave much quieter. The game play is left up to the player. I have tested the map in both play styles and it plays as I was intending it to.

As far as getting stuck in the vents on the bridge I'm sorry that happened and hopefully it doesn't happen too frequently. I am happy with the final outcome and I do not plan on editing this map. I am currently working on a new smaller map it will be out soon =) stay tuned for some more TROR niceness.

This post has been edited by Paul B: 18 October 2012 - 12:43 PM

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User is offline   MetHy 

#73

Oh alright; sorry about that, I was so used to the older versions i wasn't expection such a big change in level progression; i'll keep playing then, seems like a good idea
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User is offline   nukemania 

#74

How do I get to the red keycard? And I mean unlocking the door to it.

This post has been edited by nukemania: 11 November 2012 - 05:02 PM

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User is offline   Paul B 

#75

View Postnukemania, on 11 November 2012 - 04:57 PM, said:

How do I get to the red keycard? And I mean unlocking the door to it.


I'll give you a hint. You don't use the door to get to the redkey card. The Red Key card will come to you. You need to look behind some boxes =)

This post has been edited by Paul B: 11 November 2012 - 10:25 PM

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User is offline   nukemania 

#76

Thanks. I'm going to check it out when I get home. I've been playing a lot of user maps recently.
1

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