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Duke Nukem 3D Steam Community Workshop "Usersmaps playable on the steam version of Duke3D"
#151 Posted 30 December 2013 - 09:33 PM
#152 Posted 31 December 2013 - 12:04 AM
The Commander, on 30 December 2013 - 06:54 PM, said:
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](http://i.imgur.com/UqnmSvn.png)
#153 Posted 31 December 2013 - 12:29 AM
#154 Posted 31 December 2013 - 04:34 AM
The Commander, on 30 December 2013 - 06:54 PM, said:
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
#155 Posted 31 December 2013 - 04:41 AM
#156 Posted 31 December 2013 - 04:44 AM
Lunick, on 31 December 2013 - 04:41 AM, said:
I noticed that too. I thought it has something to do with music file size, but apparently not.
#157 Posted 31 December 2013 - 05:26 AM
termit, on 30 December 2013 - 09:33 PM, said:
Got a link to said community? You mean the steam forums? or is it a group?
#158 Posted 31 December 2013 - 05:39 AM
MetHy, on 31 December 2013 - 05:26 AM, said:
I was thinking the same thing.
#159 Posted 31 December 2013 - 06:32 AM
#160 Posted 31 December 2013 - 08:12 AM
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
#161 Posted 31 December 2013 - 09:35 AM
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
#162 Posted 31 December 2013 - 10:31 AM
#163 Posted 03 January 2014 - 11:11 AM
Gambini, on 31 December 2013 - 09:35 AM, said:
How is this bug is not fixed yet? Even the simple con command would fix it.
#164 Posted 03 January 2014 - 01:19 PM
#165 Posted 10 January 2014 - 09:26 PM
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](https://forums.duke4.net/public/style_emoticons/default/wub.gif)
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
This post has been edited by Duke64Nukem: 10 January 2014 - 09:48 PM
#166 Posted 11 January 2014 - 05:05 AM
Duke64Nukem, on 10 January 2014 - 09:26 PM, said:
According to the workshop rating I'm a better mapper than Pascal Rouaud
I say the rating is fine
![:D](https://forums.duke4.net/public/style_emoticons/default/wub.gif)
#167 Posted 11 January 2014 - 06:04 AM
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/tongue.gif)
#168 Posted 11 January 2014 - 08:39 AM
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
#169 Posted 11 January 2014 - 04:04 PM
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
#170 Posted 11 January 2014 - 04:12 PM
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.
#171 Posted 11 January 2014 - 04:29 PM
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.
#172 Posted 11 January 2014 - 04:54 PM
Plain Simple Garek, on 11 January 2014 - 04:29 PM, said:
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](https://forums.duke4.net/public/style_emoticons/default/wub.gif)
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
This post has been edited by Duke64Nukem: 11 January 2014 - 06:29 PM
#173 Posted 12 January 2014 - 01:09 AM
Plain Simple Garek, on 11 January 2014 - 04:04 PM, said:
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](https://forums.duke4.net/public/style_emoticons/default/wub.gif)
This post has been edited by MetHy: 12 January 2014 - 01:11 AM
#174 Posted 12 January 2014 - 01:51 AM
Everything on the workshop would probably get more visibility if the game gets a public update or goes on sale again.
#175 Posted 12 January 2014 - 03:48 AM
MetHy, on 12 January 2014 - 01:09 AM, said:
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.
#176 Posted 12 January 2014 - 04:41 AM
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.
#177 Posted 12 January 2014 - 04:50 AM
But that's my own opinion.
#178 Posted 12 January 2014 - 04:56 AM
#179 Posted 12 January 2014 - 05:04 AM
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
#180 Posted 12 January 2014 - 05:13 AM
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.