[REALEASE] Shrapnel City 2.0 "Ready to go back?"
#1 Posted 22 August 2013 - 10:57 AM
pretty much ready for playtesting, has monsters, items, and coding and you can finish it, so enjoy a new adventure in shrapnel city, this map contains elements from Raw meat, Rapid Transport, Bank Roll
Requires polymer due to TROR constructions and lighting.
Has new music hence the size.
REQUIRES
Latest Dukeplus
Latest HRP
ShrapnelCity01.zip (12.98MB)
Number of downloads: 432
uploaded final version /w music track other small fixes
VIDEO PLAY THROUGH
This post has been edited by DanM: 25 August 2013 - 06:37 AM
#3 Posted 22 August 2013 - 01:02 PM
EDIT: Am I missing something? There seems to be missing objects everywhere...floating bottles, computer screens, etc. Am I not running this correctly? I am using Polymer.
EDIT 2: Ah, I think there are some resources missing from your ZIP. All that's there is the map and two VOC files. There are letter 'A' sprites in the streets and such (which I'm guessing are not supposed to be A's? Did you not pack all the necessary files in the ZIP?
This post has been edited by MusicallyInspired: 22 August 2013 - 01:16 PM
#4 Posted 22 August 2013 - 01:43 PM
This post has been edited by The Commander: 22 August 2013 - 01:43 PM
#5 Posted 22 August 2013 - 02:10 PM
#8 Posted 22 August 2013 - 06:20 PM
Really love jetpacking troopers how they can enter battle, any further small updates will def add in recon cars, love to give them some crazy TROR path.
#9 Posted 23 August 2013 - 03:11 PM
You can try it if you want but don't be surprised if it doesn't work.
This post has been edited by Mikko C: 23 August 2013 - 03:11 PM
#10 Posted 23 August 2013 - 08:25 PM
i haven't been able to play it all the way through yet (hrp issues) so from what i've seen:
the layout is fantastic
detailing feels artificial and soley relies on hrp, models, and polymer which is evident from the empty hallways and other square, blocky areas with almost nothing in them but maybe a model or minimalistic architecture.
i don't know, probably just me. maybe after all this time i was expecting another tribute to action status of immersion and ambiance
#11 Posted 23 August 2013 - 09:10 PM
This post has been edited by MusicallyInspired: 23 August 2013 - 09:10 PM
#13 Posted 24 August 2013 - 04:35 AM
Forge, on 23 August 2013 - 08:25 PM, said:
i haven't been able to play it all the way through yet (hrp issues) so from what i've seen
the layout is fantastic
detailing feels artificial and soley relies on hrp, models, and polymer which is evident from the empty hallways and other square, blocky areas with almost nothing in them but maybe a model or minimalistic architecture.
i don't know, probably just me. maybe after all this time i was expecting another tribute to action status of immersion and ambiance
Fixed a stack that stuff today, release was to gauge how weapons/ammo/monsters balance out, TTA was built for polymost, had a lot less restrictions back then way easier to make hectic warzones, did you find the vault puzzle a bit unconventional
And you were right Micky recon cars do not play nice with tror
Added an awesome Easter egg too.
#14 Posted 24 August 2013 - 05:02 AM
I had a major issue with the map though: there was some sort of blue fog that screwed up the ambiance. Any idea how to fix it?
Also (spoiler) the secret area behind Duke's bookcase is awesome. I can't wait to see the new easter egg!
This post has been edited by SolidSnake27: 24 August 2013 - 05:03 AM
#15 Posted 24 August 2013 - 06:59 AM
DanM, on 24 August 2013 - 04:35 AM, said:
...did you find the vault puzzle a bit unconventional
the balance seems fine to the point where i got stuck/lost
poked my head out of a vent shaft and watched a subway car creep forward. waited for it to go by then hopped out behind it, but there was nowhere to go
#16 Posted 24 August 2013 - 07:28 AM
Blue fog mite be your eduke version is just to old. Handles vis very differently in new ones
This post has been edited by DanM: 24 August 2013 - 07:30 AM
#17 Posted 24 August 2013 - 08:02 AM
it was fairly obvious (to me) where the switch was for the code
lot of unblocking fencing around the mailroom cages where the mini-battlelord is, and on the roof before dropping down the elevator shaft
#18 Posted 24 August 2013 - 02:31 PM
#19 Posted 24 August 2013 - 05:17 PM
Will add those fixes on blocking have a newer version in a few hours
#20 Posted 24 August 2013 - 09:02 PM
DanM, on 24 August 2013 - 05:17 PM, said:
Will add those fixes on blocking have a newer version in a few hours
i'd love to play the map, but i can't run hrp & polymer. and i tried hrp only. and it just like. well. it's like nothing is there. and i die as soon as it starts
#21 Posted 24 August 2013 - 11:54 PM
- little intro
- couple more secrets
- added details
- fixed blocking
- new easter egg
- improved performance by removing masked door on the train station, making the window above the karaoke bar and auto closing ceiling door window now.
final version in 1st post
This post has been edited by DanM: 25 August 2013 - 06:37 AM
#22 Posted 25 August 2013 - 12:54 AM
DanM, on 24 August 2013 - 11:54 PM, said:
- little intro
- couple more secrets
- added details
- fixed blocking
- new easter egg
- improved performance by removing masked door on the train station, making the window above the karaoke bar and auto closing ceiling door window now.
SHRAPNEL CITY VER2.zip
still needs polymer lighting. man i would love to play this map. but alas it won't work it seems without polymer
This post has been edited by NukemRoses: 25 August 2013 - 01:07 AM
#23 Posted 25 August 2013 - 07:08 AM
#24 Posted 19 September 2013 - 01:02 PM
#25 Posted 19 September 2013 - 01:54 PM
To busy playing GTA V, ha