
Duke Nukem 3D Steam Community Workshop "Usersmaps playable on the steam version of Duke3D"
#391 Posted 07 July 2014 - 03:15 AM
I can't actually test it, can anyone try it and confirm it works? Would be much appreciated.
This post has been edited by MetHy: 07 July 2014 - 03:15 AM
#394 Posted 07 July 2014 - 02:33 PM
Quote
www.moddb.com/mods/duke-hard
Raw bytes
41 c7 77 77 72 e6 d6 f6 46 46 22 e6 36 f6 d2 f6
d6 f6 47 32 f6 47 56 b6 52 d6 86 17 26 40 ec 11
ec 11
Barcode format QR_CODE
Parsed Result Type URI
Parsed Result
http://www.moddb.com/mods/duke-hard
Although I would like that someone actually pick his phone and test it in game. I'm not sure if it's the same to scan the code directly from the monitor.
This post has been edited by Mike Norvak: 07 July 2014 - 02:36 PM
#395 Posted 08 July 2014 - 01:38 AM
Mike Norvak, on 07 July 2014 - 02:33 PM, said:
Works for the full sized poster. Will dl the map to test.
#396 Posted 09 July 2014 - 11:50 AM
#397 Posted 09 July 2014 - 12:24 PM
This post has been edited by MetHy: 09 July 2014 - 12:24 PM
#398 Posted 09 July 2014 - 03:22 PM

This post has been edited by Duke64Nukem: 09 July 2014 - 03:23 PM
#399 Posted 09 July 2014 - 04:04 PM
I test downloaded my own map to see what would happen, "Map isn't downloaded yet" every time. It does place a zip in some folder as well as the PNG, but that's it. Looking back and Googling it looks like a generic issue, probably will resolve itself like the JSON bug did.
I may convert Riverside Town at some point I guess, that way I can have the whole series up there. I think this whole thing might make it to one or two more maps - I think one was probably obvious from the ending of Nitro - and then I'll call it quits and find some other maps to make for Duke.
This post has been edited by High Treason: 09 July 2014 - 04:08 PM
#400 Posted 09 July 2014 - 06:11 PM
#401 Posted 09 July 2014 - 08:26 PM
Whilst I generally recommend the EDuke version of both, Quantum is especially better in EDuke because I had to remove one of the best effects to make it work - probably among the most complex things ever built without using additional code and the thing I am most proud of, the result of which is visible in this image on the furthest wall;

I hadn't quite got the hang of detailing or texture work by then as much as I have since.
Riverside is definitely looking dated now, I forgot I used tror in that one too so it probably won't get a Megaton conversion, my head hurts at the thought of how much reworking I would have to do and I cannot figure out how I'd fix the huge tror bridge sitting right across the middle of the map. I think somewhere I still have earlier versions before the river was tror... Though it was foggy back then and had a narrower road. The hotel's ror would be easy enough to rip out as I could just turn the area into seperate rooms, other than the center square and river everything in there is sprite work or sector tricks.
This post has been edited by High Treason: 09 July 2014 - 08:28 PM
#402 Posted 09 July 2014 - 08:33 PM
High Treason, on 09 July 2014 - 04:04 PM, said:
Duke64Nukem, on 09 July 2014 - 06:11 PM, said:
Chances are you're grabbing the first thing in the list with the title you want to play. Probably looks something like: Title (title.map)
Scroll further down the list until you come across the insert name.map entry
i don't know why it does it. has nothing to do with the map file or the ogg. Quite a few of the maps i'm subscribed to do it and there seems to be no common thread.
Maybe the json files have an extra space in it somewhere or something silly like that.
This post has been edited by Forge: 09 July 2014 - 08:40 PM
#403 Posted 09 July 2014 - 08:48 PM
Duke64Nukem, on 09 July 2014 - 06:11 PM, said:
What makes you say that? Generally those "I don't know what a good map is" megaton users over there absolutely love their unoriginal, low-detail, poorly-shaded, 2 week build-time maps.
Edit: Hmm it seems besides Sands of Time and Duke City (which will never go away unfortunately), most of the maps on the first page of the top rated singleplayer maps deserve to be there. Also Eat the Rich made it up there pretty quick so good job Forge. But then again you still have people calling that Doom map "fantastic" when the screenshot looks pretty dull.
Btw Duke64Nukem, why is your Nuke Street DM map listed as singleplayer?

This post has been edited by Micky C: 09 July 2014 - 08:56 PM
#404 Posted 09 July 2014 - 09:03 PM
Micky C, on 09 July 2014 - 08:48 PM, said:

Now that you are there, You should play his Turok SP map Micky.

Yeah both Bioshock and Nuke Street should be changed to dm only Duke64

This post has been edited by Mike Norvak: 09 July 2014 - 09:06 PM
#405 Posted 10 July 2014 - 06:00 AM
Micky C, on 09 July 2014 - 08:48 PM, said:
i had nothing to do with that.
It could have been any map from the episode: MetHy has alot of followers at steam
#406 Posted 10 July 2014 - 06:08 AM
Then again with Megaton's workshop you never know

Still, the map deserves to be noticed, it's well built in all aspects.
#407 Posted 10 July 2014 - 06:10 AM
Micky C, on 10 July 2014 - 06:08 AM, said:
Still, the map deserves to be noticed, it's well built in all aspects.
That applies to all the maps in the episode
(including yours - nb4 u get silly about detailing, etc. - many others, including myself, enjoyed it)
This post has been edited by Forge: 10 July 2014 - 06:12 AM
#408 Posted 10 July 2014 - 06:14 AM

#409 Posted 10 July 2014 - 06:18 AM
Micky C, on 09 July 2014 - 08:48 PM, said:
Most of the well rated poorly detailed maps are DM maps though, which makes a huge difference. While I believe a good DM map has to both have good gameplay and good looks, it seems that most dn3D DM players don't think that way. The danzig series, for instance, LOOK terrible, but are considered to be some of the bests DM maps by hardcore DM Dukers (I personally don't see the big deal about them myself though; besides that they ARE really fair in terms of DM balancing; but I'd rather be playing DM_Ducts, Krashtest or the original Library)
Also I believe Eat The Rich' "success" is more due to its quality than to the fact I have uploaded it. If you have a look at some of the maps I uploaded on the workshops, some of them have few downloads and no comments.
This post has been edited by MetHy: 10 July 2014 - 06:19 AM
#410 Posted 10 July 2014 - 06:28 AM
I think Drek or someone mentioned that dark maps are actually annoying in DM because every time a weapon is fired, the map goes fullbright for an instant. However in that case simply maximize visibility; problem solvered (sic).
#411 Posted 12 July 2014 - 05:09 PM

But there are a lot of megaton players that actually do look for quality in maps. And even to my surprise a lot of them do know what they are talking about. Eat the rich and showcase had success because they are really good maps that hit at the right moment and have visuals and details that are hard to ignore another good one is that Nitroglycerin that really is a good one!! Plus with a little bit of support on a map it can go a long way. You show one friend he show one then eventually 50 people have seen the map and if there the right people then you should be good to go.
Also when you post a map even with light shading it's almost guaranteed to outshine all the other maps because so many are so lame and practical with dull flat boring textures that have close to 0 shading. I would have to say the best of maps are from members right here and please keep them coming i really enjoy user maps with the right door size, preferably newly made maps would be your best bet if you are in want of ratings.
#412 Posted 26 July 2014 - 11:14 AM
http://steamcommunit...s/?id=290791638
#413 Posted 11 August 2014 - 08:39 AM

Ah who'm I kidding, it pisses me off

The Sw and Duke ORIGINAL versions are HERE
Also I gave Educator the "ok" to put my Duke version of it on his gravelpit website and steam.
This post has been edited by Robman: 11 August 2014 - 08:53 AM
#414 Posted 11 August 2014 - 08:56 AM
This post has been edited by MetHy: 11 August 2014 - 08:57 AM
#415 Posted 11 August 2014 - 09:00 AM

Finch, on meltdown wanted me to convert it for duke, so I did..

A mapper can surely tell his work, he messed up the flat skyline in his re textured version I see..
This post has been edited by Robman: 11 August 2014 - 09:02 AM
#416 Posted 11 August 2014 - 09:07 AM
However, for some idiotic reason he based his map on your SW version; not on your Duke3D version, and WITHOUT resizing it, which means that the scale is WAY too big.
#417 Posted 11 August 2014 - 09:20 AM

This post has been edited by Robman: 11 August 2014 - 09:21 AM
#418 Posted 11 August 2014 - 09:23 AM
Attached File(s)
-
theedge.zip (1.3MB)
Number of downloads: 290
This post has been edited by MetHy: 11 August 2014 - 09:26 AM
#419 Posted 11 August 2014 - 09:40 AM
+ thx for the file, indeed I was indirectly asking to receive it.
I don't mean to p*ss & moan about it fellas

This post has been edited by Robman: 11 August 2014 - 10:05 AM
#420 Posted 11 August 2014 - 09:49 AM
This post has been edited by MetHy: 11 August 2014 - 09:49 AM