Thanks to everyone who has given this map a try despite a rocky launch. Just when you think you've tested every possible thing there's always unforeseen things that pop up ruining the experience. I do appreciate the constructive criticism because it is these comments that help me become better at what I do.
@ Commander - The glitch you found in the jail cell should never have happened. Somehow my blocking wall was turned green and allowed Duke to clip out of the cell and I’m not sure at what point that happened.
@ Forge - There's no hard feelings. I value your expertise and opinions good or bad.
I’ve also read that someone may consider doing a demo of this map??? That would be really cool!!! Is it actually feasible to record a 50 minute Duke video? Won’t the demo file be too large to post online? Anyway, if someone does go ahead with this idea I’d be very appreciative of having that as a souvenir I’d keep forever! It would be really interesting to see how someone else’s interpretation of the map plays out.
One of the many problems with this map is I tried to force the player to fight mini bosses with “select” weapons. The first mini boss Duke encounters on the restaurant roof was not intended to be fought right away. In fact you can leave without alerting him and he was supposed to be killed much later in the game with pipe bombs from an upper window. I was intending for Duke to skip by this boss sort of like an intimidating factor and much the same with the Mini Boss in the pool area. But I don’t think that translated too well for someone who didn’t understand what I was trying to achieve.
So if you managed to kill the Mini Boss in the pool area before entering the restaurant you are a Duke God! As I tried to make that part impassible, <SPOILER> remember use the snacks vending machine as cover when you get the RPG. =)
I had some pretty narrow visions of how I wanted the combat to play out and well no two people play the same. Another example of the combat scenarios was the Restaurant loading dock. The trap at the loading dock was setup so Duke wasn’t supposed to leave the back room during the fire fight. He was supposed to hold fort by pushing filing cabinets and crates while throwing pipe bombs out the back door. The exact time the last enemy dies the security gate will open letting Duke into the Kitchen.
I believe the reason why most people ran out of ammo while playing this map was because they weren’t using the pipe bombs in the designated places.
The crappy thing about my map being this large is it takes forever to play test, especially when one play through is 40-50 minutes. While the map is still very playable on my computer the worst frame rate I get is on the second floor of the restaurant in the Arcade room. Again, that fire fight was pre meditated. So yes I would be curious to see how someone else tackles that situation.
Anyway, thanks for all feedback. I’ve learnt a lot during the process of making this map and the reason I made it so elaborate was because I was intending for this to be my last Duke map. I wanted to go out with something BIG! Not because I want a good rating as I could careless about the rating. I just want to make something that people can remember me by. Be it Good or Bad.
If a game demo is recorded of the map. Please use this version
http://forums.duke4....&attach_id=7131 I’ve brightened up the really dark areas as much as I could. I’ve fixed bugs where Duke could trap himself and not get out without wall clipping along with various other tweaks to ammo \ weapon placement \ enemy placement etc…
Also, I still use a CRT old style monitor. So I’m not sure if the brightness is any different on a CRT compared to an LED screen? It may be darker on an LED screen and unfortunately I can’t test that.
Regards,
Paul