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Duke Nukem 3D Steam Community Workshop  "Usersmaps playable on the steam version of Duke3D"

User is offline   termit 

  • General Arcade

#151

Guys, after uploading your map I recommend you to make a post about it in Megaton community to introduce the map and increase a number of subscribers.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #152

View PostThe Commander, on 30 December 2013 - 06:54 PM, said:

As it's already been said, it has to be .ogg format.
Megaton doesn't play .mid

If this is a problem, foobar2000 can render MIDI to waveform formats excellently using the foo_midi plugin.

Use this soundfont if you want it to sound like a plain old Windows MIDI.

Posted Image
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User is online   Lunick 

#153

Thanks Hendricks, I have been looking for something EXACTLY like that.
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User is offline   zykov eddy 

#154

View PostThe Commander, on 30 December 2013 - 06:54 PM, said:

As it's already been said, it has to be .ogg format.
Megaton doesn't play .mid


I didn't use .mid in any of them!

This post has been edited by zykov eddy: 31 December 2013 - 04:36 AM

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User is online   Lunick 

#155

I've noticed custom music doesn't work properly in copying the ogg file from the zip sometimes. It is meant to put the ogg in Duke Nukem 3D\gameroot\music\usermaps
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User is offline   zykov eddy 

#156

View PostLunick, on 31 December 2013 - 04:41 AM, said:

I've noticed custom music doesn't work properly in copying the ogg file from the zip sometimes. It is meant to put the ogg in Duke Nukem 3D\gameroot\music\usermaps


I noticed that too. I thought it has something to do with music file size, but apparently not.
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User is offline   MetHy 

#157

View Posttermit, on 30 December 2013 - 09:33 PM, said:

Guys, after uploading your map I recommend you to make a post about it in Megaton community to introduce the map and increase a number of subscribers.

Got a link to said community? You mean the steam forums? or is it a group?
1

User is offline   DavoX 

  • Honored Donor

#158

View PostMetHy, on 31 December 2013 - 05:26 AM, said:

Got a link to said community? You mean the steam forums? or is it a group?



I was thinking the same thing.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#159

The steam community discussion. They don't call it forums on Steam any more Lol.
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User is offline   zykov eddy 

#160

Just noticed one weird bug: the effect sprites (1-10) can be blockable. Half of the time I was stepping on invisible sprites, wondering that the hell could it be.

This is the first time I have ever encountered such bug in a Build game.

This post has been edited by zykov eddy: 31 December 2013 - 12:33 PM

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User is offline   Gambini 

#161

That is a common bug in JFDuke and Proasm. I think it´s related to mapster not assigning the correct cstat on effect sprites. Anyway, my maps don´t suffer that problem because I always do backwards compatibility by testing them with older ports.

Whatever, from now on everybody should run this script on their maps before publishing them on the workshop:

include names.h

gamevar i 0 1
defstate clearcstat

for i allsprites
{
	ifg sprite[i].picnum 0 ifl sprite[i].picnum 11
	set sprite[i].cstat 0
}

ends


Credits to Deeperthought aka Dan G aka Trooper Dan aka The Harem Boss , who gently coded it for me before I released It Lives.

This post has been edited by Gambini: 31 December 2013 - 09:45 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#162

I finally got around to updating my Dukes Nightmare with a decent sounding music track that fits well.


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User is offline   zykov eddy 

#163

View PostGambini, on 31 December 2013 - 09:35 AM, said:

That is a common bug in JFDuke and Proasm.


How is this bug is not fixed yet? Even the simple con command would fix it.
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User is offline   Gambini 

#164

I mean IN JFDuke and Proasm. It´s been obviously fixed in Eduke32 since 2008 or something. Of course this translates to the Megaton edition as afaik this departs from JFduke, which means it has to go down a loooooooooooooooooooooooong road to be like Eduke32.
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User is offline   Sixty Four 

  • Turok Nukem

#165

I played maps uploaded from a few people i see right here. I just want to say, they are pretty damn good... really they are some of the best maps that are on workshop. Some maps on the workshop are getting more credit then deserved and they really aren't as good as they are being rated :S

But i know when i find a real nice map and i mean i played many maps from people on here probably all of them. There all good nice job guys please continue to make original like maps. Not only do they inspire me as a rookie mapper myself, they let me see what a real map is like.

Some of the maps on workshop have me like what the .... ? Look like a kid just threw it together . I don't know maybe i'm to hard on them, but i'm being for real a lot of the maps they are lame so if you guys have maps freaking post them. Now i'm not saying my own map will be best, but i say i wan't some maps with a real Duke 3d feel to them not serious sam style please i'm not a fan of that i am for Duke. Although i enjoyed The commanders map "Dukes Nightmare" because it was so cool to actually run through lvl1 to lvl2 i really enjoyed it and had a 3 way co op on it but all maps should't be hordes like serious sam.

edit: If you post a map let me know! i will promote it on my steam group and trust me it will get played and possibly a video of it, with it in my hands. I get those Duke matches with 7 people in it (although i prefer 4) i'm telling you i can be a help i can get a match almost anytime i feel like it also co op, even though the community is small. Don't matter i'm friends with them all from the person who cries out that they "haven't got to see the beta yet :D to the person who will kick anybody's ass ;)

This post has been edited by Duke64Nukem: 10 January 2014 - 09:48 PM

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User is offline   MetHy 

#166

View PostDuke64Nukem, on 10 January 2014 - 09:26 PM, said:

Some maps on the workshop are getting more credit then deserved and they really aren't as good as they are being rated :S



According to the workshop rating I'm a better mapper than Pascal Rouaud

I say the rating is fine :D
1

User is offline   Micky C 

  • Honored Donor

#167

This is one of those rare cases where those peoples' personal preferences are wrong Posted Image
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User is offline   Sixty Four 

  • Turok Nukem

#168

Also, according to the workshop my map is better then most maps on there..... Hmmm, i am a rookie and just started this year ? Maybe i am just that great maybe your'e right :S or maybe the ratings are a bit off at times. Not saying my map is bad also not saying people here haven't had success i am only offering help if needed.

Also made that post in hopes for more maps from members here.

MetHy you made sin center i believe and that had good success good job with that map.

This post has been edited by Duke64Nukem: 11 January 2014 - 08:43 AM

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User is offline   Micky C 

  • Honored Donor

#169

MetHy's maps are good so he deserves the scores, but naturally there are a number of floors flaws with a 5 star user rating system on a database with limited maps.

1. Lack of relativity. Because only a small fraction of existing Duke maps are uploaded, someone who plays a below average map from 1998 could think it's the best thing since sliced bread.
2. Lack of consistency. There's no definite way users decide the rating of their maps, probably just how much they enjoyed the experience, which could depend on the situation i.e if the person has a headache irl.
3. Bias of playing and rating. Users are more likely to play the more popular maps since they're more visible. And people will generally only rate maps when they feel strongly about them; "whoa, this is great! I'm giving it 5 stars!", "whoa this sucked I'm giving it one star".
4. Vague rating. On websites like MSDN and Come Get Some, maps get a score out of 100, now while that system also has its flaws, compare it to 5 stars, where the full 5 stars could mean anything from 80 to 100, and there's a BIG difference between an 80 and a 100.

On the other hand, in some ways it's better that maps are rated based purely on how fun they are, compared to getting hung up on things like details and shading. However overall I think the 4 points above outway this factor. For example one of the maps on Workshop which has 5 stars is Duke City. Now to be up front, I haven't played it, but judging from the pics and video it has virtually 0 shading, is quite empty, and 75% of the details seem to consist of large sprites on the walls, not to mention loads of nooby things like oversized areas and the tile 0 texture used in places. Now it seems a bit different and arguably slightly ambitious and for all I know it could be really fun. I'd like to see Mikko or someone review it though.

I think what it comes down to for me, and this may be different for other people, is immersion. When I'm playing a Duke map, I don't want to be constantly reminded I'm playing a Duke map, I want to be playing in a world, that's consistent, relateable, atmospheric, and I guess "real". Things like lack of unreachable scenery or poor details/shading, misaligned textures and things all throw me out of that world. In the best Duke maps, people forget they're playing a Duke map.

This post has been edited by Plain Simple Garek: 11 January 2014 - 04:43 PM

1

User is offline   Daedolon 

  • Ancient Blood God

#170

Get your guideline from Netflix, it's very good.

1 I hated it
2 I didn't like it
3 I liked it
4 I really liked it
5 I loved it.

I'm a fan of this kind of logic.
1

User is offline   Micky C 

  • Honored Donor

#171

Like I said in some ways it's better, but you might love, I might hate with a passion. I feel as though I wouldn't enjoy that Duke City map.

I remember Forge expressing a bit of concern over how relevant map review sites will be now that Megaton's Workshop is out, and that eduke32 is getting it's own version. But there'll always be a place for detailed reviews; even if a reviewer gives a map a low score, but complains in the review "oh it was horrible way too much exploring" or whatever, but the reader loves lots of exploring, then he'll probably download the map anyway.
1

User is offline   Sixty Four 

  • Turok Nukem

#172

View PostPlain Simple Garek, on 11 January 2014 - 04:29 PM, said:

I feel as though I wouldn't enjoy that Duke City map.


Plain simple it's actually very funny you mention this map, this is the perfect example of what i mean. Now i must admit i have problems with the "author" of Duke City but that's not why i would judge a map to be bad. I keep that in a different hand while saying this. I think that map is a bummer, looks like a train wreck as if a teenager decorated it for a party. Sorry not a fan of that map and the aliens are indeed serious sam style where they just keep flooding and flooding.... sorry i just want Duke Nukem style here unless otherwise mentioned please. I don't have to say anything really because you said exactly what i thought of it :S( But i have played it and must say that it wasn't that bad for a Duke match cuz its just running around i prefer a different style for sure. But like you said did the players have fun? yes we did because some of the players you see are players who were getting there first match on megaton so of course they like it. this isn't my video it is a friends view. )

Now a new map that i have found on the workshop that i am loving more then anything right now is BULLS.map it is only a Duke match map. I felt as if Duke was "Like Mike" on it :D . I don't only like the map because it is a good memory combo of Michael Jordan and Duke Nukem ;) its quite pretty to look at from different angles and experience can be very fun at the same time.

This post has been edited by Duke64Nukem: 11 January 2014 - 06:29 PM

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User is offline   MetHy 

#173

View PostPlain Simple Garek, on 11 January 2014 - 04:04 PM, said:

MetHy's maps are good so he deserves the scores, but naturally there are a number of floors flaws with a 5 star user rating system on a database with limited maps.

1. Lack of relativity. Because only a small fraction of existing Duke maps are uploaded, someone who plays a below average map from 1998 could think it's the best thing since sliced bread.
2. Lack of consistency. There's no definite way users decide the rating of their maps, probably just how much they enjoyed the experience, which could depend on the situation i.e if the person has a headache irl.
3. Bias of playing and rating. Users are more likely to play the more popular maps since they're more visible. And people will generally only rate maps when they feel strongly about them; "whoa, this is great! I'm giving it 5 stars!", "whoa this sucked I'm giving it one star".
4. Vague rating. On websites like MSDN and Come Get Some, maps get a score out of 100, now while that system also has its flaws, compare it to 5 stars, where the full 5 stars could mean anything from 80 to 100, and there's a BIG difference between an 80 and a 100.

On the other hand, in some ways it's better that maps are rated based purely on how fun they are, compared to getting hung up on things like details and shading. However overall I think the 4 points above outway this factor. For example one of the maps on Workshop which has 5 stars is Duke City. Now to be up front, I haven't played it, but judging from the pics and video it has virtually 0 shading, is quite empty, and 75% of the details seem to consist of large sprites on the walls, not to mention loads of nooby things like oversized areas and the tile 0 texture used in places. Now it seems a bit different and arguably slightly ambitious and for all I know it could be really fun. I'd like to see Mikko or someone review it though.

I think what it comes down to for me, and this may be different for other people, is immersion. When I'm playing a Duke map, I don't want to be constantly reminded I'm playing a Duke map, I want to be playing in a world, that's consistent, relateable, atmospheric, and I guess "real". Things like lack of unreachable scenery or poor details/shading, misaligned textures and things all throw me out of that world. In the best Duke maps, people forget they're playing a Duke map.


Except that's not how the rating system works. You can't give a 5 stars note. You either click " I like it" or "I don't like it" and according to the number of both it gives a certain ammount of stars. Not enough ratings and it will say no stars yet because "not enough rating".

So basically, maps that were there first will more likely remain on top of the rating system because they were played more since long before and because they'll forever have more visibility. It's definitely a flaw but it's my maps we're talking of so I don't mind :D (this being said Sex City was uploaded weeks after some other maps and quickly went to the top anyway)

This post has been edited by MetHy: 12 January 2014 - 01:11 AM

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User is online   Lunick 

#174

You need a minimum of 25 votes to get a rating on the Workshop and that gives it a default of 3 stars. Then it is about 50 positive votes for 5 stars. There are still a bunch of early maps that do not have any kind of star rating but have more than enough downloads.

Everything on the workshop would probably get more visibility if the game gets a public update or goes on sale again.
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User is offline   Micky C 

  • Honored Donor

#175

View PostMetHy, on 12 January 2014 - 01:09 AM, said:

You either click " I like it" or "I don't like it" and according to the number of both it gives a certain ammount of stars.


Oh yeah, how could I forget that... I suppose it's good for all maps except mediocre ones where it becomes hard to decided which way to go. And visibility is even more important than I realized.

Well hopefully those maps which are at the very top in the long are truly deserving of the position. Sex city was such a map, and I hope more people play Metropolitan Mayhem because of it.
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User is offline   Radar 

  • King of SOVL

#176

Don't get me started on MSDN's flawed rating system. Generally everything on that site gets a score of 85-99. There are maps that should have been given a lot less.

In DM maps, shading and detail don't matter. It's all about playability. I'm starting to enjoy less and less the nitpicky mapper who tosses and turns over the smallest shading detail, but thinks that the personality and character of the map will just come naturally. Anyone know if Iod2 is uploaded to Steam workshop yet? I wouldn't be surprised if it's 5 stars flat.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#177

William Gee has always been able to get a great mixture of detail and game play when it comes to DM maps.
But that's my own opinion.
1

User is offline   Radar 

  • King of SOVL

#178

William Gee is good. I've had a fair share of games on WGHOME, and another map played a bit less called WGSECRET (?). Oostrum's Hellaw8z isn't all that bad either.
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User is offline   MetHy 

#179

I've always thought WG's DM maps were terrible. Not much thought was put into gameplay at all and everything is ruined by camping on points with overpowered items (medipack, atomic health, expander). Sometimes all thsoe are put at the SAME place too, rendering more than half of the map useless. Also, too much openspace for pistol and expander sniping...

Especially for its latest maps, it seemed that WG was making DM maps to play them exclusively on dukester because HE knew them by heart and knew where to get the atomic health and expander. Nothing personal but that was ridiculous.

This post has been edited by MetHy: 12 January 2014 - 05:04 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#180

Fun fact, WGHOME is based on his real house and contains art work that he has painted in real life. (if you have the custom art for it)
I always thought WG kept things like steroids, expander and atomic health quite separate from each other.
Me and him would often play test his maps back in the day.
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