[RELEASE] Bummed Out ! Anarchy City X "A new survival-styled city map"
#1 Posted 05 August 2013 - 05:42 PM
Review by Forge on CGS / Download
MSDN Review and Download
Duke is a bum, who has sheltered himself in an abandoned warehouse, itself located in the old industrial district of a vague french town in the countryside. It's a cold winter morning and the sound and shock of explosions in the near vicinity jolt him out of sleep. It isn't going to take long for him to realize that the entire area is under heavy attack. Being unarmed, he is critically overwhelmed. Help him make his way to the train station - his only chance of survival.
Please read the included 'read me' file (in addition to the usual authoring template) as the gameplay in this map is a lot different from more classic levels :
- No weaponry (and you are facing some of the toughest beasts in the game) ;
- No key cards, you have to collect money and use ATM's ;
- Very limited amount of health packs, all located at the same strategic spot, as well as very few inventory items ;
Said .txt file covers all the info you need more extensively.
Please play in classic 8-Bit mode only. Polymost and, as far as I know, Polymer, seem to render parallexed skies differently and thus will cause some unintended cosmetic glitches, more particularly some of the bigger sprite structures will look off in anything but 8 bbp.
Have fun with this one, hopefully.
This post has been edited by ck3D: 12 November 2013 - 07:24 AM
#3 Posted 05 August 2013 - 06:28 PM
I just updated the original post with an updated version of the map. I had forgotten to lock a door and add a switch to unlock it in a room nearby. The map was still fully playable with no major effect on gameplay, but the room the switch was supposed to be hidden in was empty and thus looked out of place and useless. Now the new version works the way I intended things to be !
#4 Posted 05 August 2013 - 07:49 PM
This post has been edited by Paul B: 05 August 2013 - 08:47 PM
#6 Posted 05 August 2013 - 08:29 PM
Paul B, on 05 August 2013 - 07:49 PM, said:
It says to run it with the 8-bit renderer, so no Megaton.
#7 Posted 05 August 2013 - 08:39 PM
Paul B, on 05 August 2013 - 07:49 PM, said:
renderer aside, Megaton allows for maps that break the old build limits?
do not own, do not know.
#8 Posted 05 August 2013 - 08:43 PM
Forge, on 05 August 2013 - 08:39 PM, said:
do not own, do not know.
Good point Forge. I just assumed because it was done in classic it should run with Megaton. (I don't own Megaton either). I didn't think this map would exceed the map sector/wall/sprite limits but I guess it does.
Anyway, I did play the map. It's extremely difficult and I think the map still would have played very well with a rocket launcher through out. I needed God Mode to finish the map it was a bit too tough for me. I really enjoyed the layout and what the author was trying to achieve. I did run into a minor snag where a window sector squished me even with God Mode and I died cheating. Kind of embarassing. Anyway, the location of the bugged sector was on the second story near the bedroom with the swinging bookcases. It was along those windows.
Anyway, great detail and shading however some areas of the map were a bit too dark even using the 8bit classic renderer and it was totally unfair for the player to be blind and trapped in a corner with out a gun and having a new beasts rape you from behind. I also found there to be too many mini bosses. I think the creator of this map should release a demo showing us how he does it without cheating.
This post has been edited by Paul B: 05 August 2013 - 09:13 PM
#9 Posted 05 August 2013 - 08:49 PM
The problem is that megaton itself doesn't have the classic renderer. Then again, most people don't buy megaton for the fan made content (since half of it wouldn't work with it anyway), they buy it for the easy access to Duke and its expansions, and possibly the multiplayer.
#10 Posted 06 August 2013 - 03:39 AM
#11 Posted 06 August 2013 - 04:04 AM
Paul B, I just updated the version of the map in the original post with a new version where the window bug you reported is now fixed. Turns out I had forgotten to block the wall of the sector containing the window and not the window itself, so the player could get through with the jumping and crouching technique (I didn't manage to replicate the death you had, but bypassing the wall worked everytime).
I don't think the map itself is difficult but it certainly makes for quite a rush and it definitely is the type of map where you have to save / reload often, because the monsters behave differently everytime and the layout seems to favor their ability to wander everywhere more or less randomly until they spot you and come at you again from where you expected them less to be. Basically it forces you to make no tactical mistakes while playing and to be quick on your toes, because you will suffer the consequences from every single error. I think that approach would make for a good change but consequently I reckon it would be quite hard to beat without saving / reloading a few times, I know some players make a point of never using the save / reload option because they consider it cheating if you don't beat a map straight off the bat and accept to pay the price for your mistakes, but if anything that will provide those players with a good challenge as well.
Out of curiosity, where did you ever get trapped in the corner you were talking about ? That didn't happen to me, ever - the key is to constantly be on the run and avoid walls as much as possible (the map itself should be open enough for things to be somewhat fair), and use the terrain to your advantage (duck behind the cars and bushes, hide behind the buses, jump around and over the ledges or onto the roofs), also the steroids definitely come in handy. Getting stuck in a corner and getting raped by newbeasts should not happen unless you made a tactical mistake (and granted, a lot of things can go terribly wrong for the player in this map if they are not always paying attention).
This post has been edited by ck3D: 06 August 2013 - 04:19 AM
#12 Posted 06 August 2013 - 05:39 AM
I also found both armor.
The kill count at the end showed 23/29. I killed everything I could, and the reason for that is that, in theory the concept of this map is great, but in practice there is probably too many Cycloids rockets for my taste. Avoiding enemies and being smart against their AI is great, especially for us experienced Dukers: it's a gameplay type that assumes that the players can survive because he knows enemies behaviour perfectly and can exploit them easily (and we do).
However the big problem was all those Cycloid rockets, especially in the main street, considering there is SEVERAL Cycloids throwing tons of rockets at you at the same time, and that those rockets have quite a big randomness in the directions they're going (even more so the farther you are from them), there is no way you can see and avoid all the rockets coming from opposite directions at you.
The result is going around quickly while crossing your fingers that bad luck won't shove a rocket up your ass, as well as random deaths out of nowhere that you can't avoid no matter how skilled you are at the game.
The consequence? Save-scumming, being pissed-off each time you randomly die, and having to re-do parts of the gameplay again and again...
IMO the map should have had one Cycloid less.
So, to try to balance this out, and also because I like the challenge, and because I still wanted to be able to go around exploring and enjoying the good looking scenery, and considering the Cycloids can't be killed, I decided to kill every other monster instead including Battlelords.
The Newbeasts are the easiest to kill with the Mighty Foot: you can kick 1 to 3 times their face, then step back a little bit, and repeat the process until the die. You can use the same technique against Commanders but it's a lot harder so I made sure that the Commanders killed each others, or that the Newbeasts shrank them; or that the Blords killed them; and then finished the remaining Newbeasts by foot.
For the Battlelod I used my knowledge of their AI and of the game to kill them easily :
and that settled it.
When I read in the .txt that Steroids and Medipacks were stacked in one place I thought it'd be a problem but when you think about it it's a very intelligent decision.
I really liked the map overall though, I liked how you had to crawl/jump/sneak your way everywhere. Graphics and atmosphere were good too and there is even some cool and funny stuffs thrown in as usual (like the trains shown as being "late" in the trainstation, including one going to the town I live in lol !).
I just think it would have played better with one less Cycloid.
Edit : a couple of afterthoughts :
- with con editing you could make it so that Duke actually picks up the money from the ground and use the "give money to stripper" animation to use the money on the machine(s) near the door. You could even make it so that the money shows up in the HUD instead of the card; and you could even have that money be an amount that can increase (so that you can pick up all the money at once if you feel like it, but then again backtracking is the whole idea of the map so it might ruin the gameplay you had in mind) and to use on a single machine.
- Eventually getting a strong weapon at the very end of the map felt incredibly satisfying. I wish there was even more ammo given so that the player could go back (if he wanted to) to kill every alien that pissed him off for half an hour.
This post has been edited by MetHy: 06 August 2013 - 05:59 AM
#13 Posted 06 August 2013 - 06:16 AM
// edit: in fact i swiched to polymost to get the minimal brightness to see in some dark places
This post has been edited by RichardStorm: 06 August 2013 - 06:17 AM
#14 Posted 06 August 2013 - 08:08 AM
ck3D, on 06 August 2013 - 04:04 AM, said:
Out of curiosity, where did you ever get trapped in the corner you were talking about ?
I believe the problem was because the window wasn't blockable and I think the blockable window sprite somehow pushed me into invalid player space and pressing a key on the keyboard restarted the level so I couldn't enable clipping. Anyway, by the sounds of it I think you probably fixed the problem.
Regardless the map is a work of art and I enjoyed playing it. It will have a lot of replay value for me.
This post has been edited by Paul B: 06 August 2013 - 10:43 AM
#15 Posted 06 August 2013 - 10:39 AM
MetHy, on 06 August 2013 - 05:39 AM, said:
- with con editing you could make it so that Duke actually picks up the money from the ground and use the "give money to stripper" animation to use the money on the machine(s) near the door. You could even make it so that the money shows up in the HUD instead of the card; and you could even have that money be an amount that can increase (so that you can pick up all the money at once if you feel like it, but then again backtracking is the whole idea of the map so it might ruin the gameplay you had in mind) and to use on a single machine.
- Eventually getting a strong weapon at the very end of the map felt incredibly satisfying. I wish there was even more ammo given so that the player could go back (if he wanted to) to kill every alien that pissed him off for half an hour.
- thing is I like to make maps, not mods, I don't really like .con editing when it is not necessary, from a straight mapper's perspective I always find it more satisfying to supply the player with nothing but a raw .map file and possibly manage to surprise them with what you managed to come up with without having to resort to 'external' hacks. Although, I admire the extra possibilities .con editing has to offer, ie. I particularly like how you can give monsters new properties and attacks by just changing their pal values and such, opens a lot of doors. But I also think there's a lot more to do with the basic, original monsters than what's been done so far with them. Even little tweaks like the Cycloids in this map could be enhanced, ie. by making their ships move around the map using the subway effect, or adding cannons to them and combining them with the shooter effect... The options are endless. I guess I will only start tackling .con editing more seriously once I am running out of ideas for maps in raw format... For instance the effect you describe would already be perfectly doable with no .con hacks (except for the hud thing). Granted, though, it would be more complex to implement, but I think it's half the fun already.
- I actually considered that option, I thought it would be pretty enjoyable, but I figured it wasn't necessary (and it would fuck up the progression if I ever made a sequel to this map or included it in an episode, which is a possibility I always try to have in mind). After all the player is not even forced to use up all the devastator ammo (if any at all) on the last two battlelords. They can always lure them back outside with the other monsters and strafe around them all for a slugfest.
anyway I like that you went out of your way and killed the enemies, it is pretty interesting to see how everyone reacts differently confronted to that bunch of aliens. My intention was that the player should spend his time fleeing and running around, which is what most people do but some others like Forge or yourself still entertain themselves trying to find ways to fight back with the mighty boot, I didn't expect the gameplay to have that much potential in terms of freedom and variety. I tried to come up with something fairly unlinear (hence the same 6 blue cards, I could have given them different colors so Duke would have been able to pick several of them at the same time but I didn't want to on purpose, just like in the Roch maps or what I did a few years back with the red keys hidden in the swamp in Bottles to the Ground). The fact that you managed to kill them all without cheating also shows that the level is entirely beatable even when you attack it in a way that is a lot harder than how things are supposed to be.
About the complaints of darkness I made this map on a laptop with a fairly bright screen, I guess this might be an explanation ? I was thinking of brightening up some areas or at least increase the visibility by a good amount at some point, but I eventually didn't because I realized that would ruin the look and feel of those more desolated areas.
This post has been edited by ck3D: 07 August 2013 - 01:34 AM
#16 Posted 06 August 2013 - 11:17 AM
Had problems with brightness as well. The train platform was so dark that I had to wait for the Battlelords to start shooting before I could see them.
#17 Posted 08 August 2013 - 05:20 AM
#19 Posted 11 August 2013 - 01:43 AM
I kinda agree with Methy on the cycloids, maybe one cycloid less would have been better. On the other hand it forced you to be constantly on the move or to find shelter somewhere. I guess that's what you were going for. The idea to have one central location for all the health was really clever. It was also good to have few 'save spots', which allowed me to catch my breath and to plan the next move.
Design is top notch all the way through. I love signs of destruction and abandonment in maps and you pulled it off very well. Those big cranes in the background were a very nice addition.
Overall: the map felt very balanced and it's obvious a lot of thought went into the gameplay. Recommended!
#20 Posted 13 August 2013 - 12:05 AM
thank you for taking the time to play this map and post your thoughts, i always appreciate to read about people's invididual experiences with my maps, they usually play them in so many ways i would not have considered by myself !
#21 Posted 19 August 2013 - 06:54 AM
on a side note i also wanted to vent that i am very happy about the amount of new maps that have been released lately, the past couple of weeks have been the highlight of 2013 as far as duke 3D mapping goes with not only heaps of new material to play but also a lot of alternative gameplay ideas, i like that !
This post has been edited by ck3D: 19 August 2013 - 06:55 AM
#22 Posted 02 September 2013 - 04:32 AM
#23 Posted 20 September 2013 - 02:04 AM
#24 Posted 12 November 2013 - 07:22 AM
for those of you who thought it was too dark, let me know what you think and which version you prefer, if the feedback is positive i might take the time to do the same thing with some of my older maps like anorak city for which i can recall visibility was also brought up as problematic a while back.
(maybe map reviewers should replace the older version of the archive with this one on their respective web sites as well if they feel like it)
Attached File(s)
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Bummed Out ! Anarchy City X 12112013.rar (275.53K)
Number of downloads: 342
This post has been edited by ck3D: 12 November 2013 - 07:22 AM
#25 Posted 14 January 2020 - 12:47 PM
Bravo for the fine work on architecture ; I recognize your particular way of using steam to make flames ; congratulations for the attention to detail (stairs, pallets, cars, building interiors, ...).
I have tried many times but could not successfully use more than two cards without dying, having used half of the medikits previously. Suffice to say that I would have to train ...
This post has been edited by Seb Luca: 14 January 2020 - 01:54 PM
#26 Posted 18 January 2020 - 10:34 AM
Random, but here's a couple of buildings that inspired the design of some of the locations in this map.
#27 Posted 19 January 2020 - 01:19 AM
It is true that the buildings are very similar, the first in a very obvious way. GG !