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

User is offline   Robman 

  • Asswhipe [sic]

#421

It's my map, but not really my game. Sw is my game. I was unimpressed to see such blatant map hijackery, I think it would be up to the community to discourage such activity for the health of the workshop/game. I don't own megaton or redux yet for connection(phone tether) issues so it's going to have to be others decision.
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User is offline   Forge 

  • Speaker of the Outhouse

#422

I'd be irritated if someone took one of my Duke maps and made a SW level out it without asking or giving credit.
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User is offline   Robman 

  • Asswhipe [sic]

#423

lol, I see you put a quote on there, thanks Forge & Drek :(

This post has been edited by Robman: 11 August 2014 - 02:34 PM

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User is online   Lunick 

#424

I saw it a few days ago and it seemed awfully familiar but I didn't have time to download it.

It will be removed.
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User is offline   Robman 

  • Asswhipe [sic]

#425

View PostLunick, on 11 August 2014 - 02:48 PM, said:

I saw it a few days ago and it seemed awfully familiar but I didn't have time to download it.

It will be removed.



I feel bad for "complaining" about it, but it did seem trés un-cool.
I hope he was left a message that atleast alerted him to the fact that it's not the way to go about things so he can learn from it and grow as a mapper.

This post has been edited by Robman: 11 August 2014 - 03:01 PM

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User is offline   Sixty Four 

  • Turok Nukem

#426

Oh shit hehe I know this map I played it the other day very nice job Robman it was kind of to big for DM with 4 players at least, I imagine 6-8 would be great. Wow didn't know it was yours. I actually know the poster and could message him to add you in the description or remove it. However you want ?

Oh I see Educator has already posted it

This post has been edited by Duke64Nukem: 11 August 2014 - 04:49 PM

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User is offline   Micky C 

  • Honored Donor

#427

It's not just that the guy stole the map and purposely removed credit (which is the main problem), but the map is also 150% (?) too big for Duke, since SW and Duke use different map scales. Therefore the map won't play as intended, and like you said it was a bit big.

I'd be pretty pissed off if someone did that to me. It's a grey area when you're uploading old maps when the original authors can't be contacted, but is generally accepted as long as you give them credit. But taking a recent map, even if you swap a few textures, knowing that the author is still perfectly contactable and put it up implying it as your own work, it's a pretty big disgrace.

This post has been edited by Micky C: 11 August 2014 - 05:44 PM

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User is offline   Robman 

  • Asswhipe [sic]

#428

Thanks Duke64 :( and yeah Educator already uploaded it awhile back.

I've found the difference between Sw and Duke to be about 38%, when I converted the map from Sw to duke, that's the number I used anyway.
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User is offline   NUKEMDAVE 

#429

I uploaded the Shark's Cove maps by Hangnail:

http://steamcommunit...398&searchtext=
http://steamcommunit...827&searchtext=



I tried contacting him via email first, but it wouldn't send and it looks like he hasn't been active on here for a while. I added some co-op spawn points and some switches here and there so players can't get stuck anywhere. The switches I added only show in co-op, so nothing is different when it comes to single player. For anyone who doesn't know, you can set switches to pal 2 to make them show only in co-op. That's something I asked Termit to add a while back. There is one problem, though. Termit hasn't added the option to play user maps in single player in the expansion packs.
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User is offline   MetHy 

#430

New map by a new mapper (actually is his 2nd map):
http://steamcommunit...s/?id=302479727

Good gameplay, layout and architecture. Sadly the almost total lack of shading prevents the map from being really good. With proper shading and some minor fixes, it could be a really good map.

Joined the map with this post for people who don't have Megaton.

Attached File(s)


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User is offline   Micky C 

  • Honored Donor

#431

Don't have time to look at it now but I wonder if its another case of Fox's shading script being useful.

This post has been edited by Micky C: 19 August 2014 - 02:31 PM

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User is offline   MetHy 

#432

Yeah it could work. It wouldn't do all the job, because imo the map lacks every kind of shading (it would be good to have some light work in there, some rooms darker than others or with flickering lights etc) and there is also no shadows at all, but it could help.

Edit : in all honesty though, I believe it's better for people if they learn to shade before using such a script, but to each his own way I guess.

btw - how many "shading script" stock options did you buy? :(

This post has been edited by MetHy: 19 August 2014 - 03:21 PM

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User is offline   Kyanos 

#433

View PostMicky C, on 19 August 2014 - 02:30 PM, said:

Don't have time to look at it now but I wonder if its another case of Fox's shading script being useful.

Where is that anyways??
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User is offline   Micky C 

  • Honored Donor

#434

The mapster script version isn't working properly at the moment. I'd love for someone to fix it. It's in a PM between me, Fox and Hendricks420 currently.

@MetHy, true, but the script could serve as a learning tool. It can show noobs tht if their maps can look twice as good with the most basic shading, imagine how much better it will look with proper shadows, rooms with different darknesses and light effects.
At the very least it can help give maps a touch of depth where they'd otherwise have none.
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User is offline   Robman 

  • Asswhipe [sic]

#435

Some years ago when I was learning how to shade ( not saying I'm uber good at it still...)
Maligned (aka: Verge/Unskilled) gave me these motivational words: " I could shade better with my pubes." ... He meant well, ah goodtimes :(

This post has been edited by Robman: 19 August 2014 - 08:37 PM

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User is offline   Mike Norvak 

  • Music Producer

#436

I just released this DM map, with some interesting effects. If someone wants to check it out. :(

THE HUNT on steam

Attached Image: steamworkshop_webupload_previewfile_302067475_preview.png

This post has been edited by Mike Norvak: 19 August 2014 - 08:33 PM

2

User is offline   JoJo the Idiot Circus Boy 

  • Steven Shitlord

#437

Did a playthough of Penthouse Mayhem By sT1LL_WAnTeD


2

User is offline   Forge 

  • Speaker of the Outhouse

#438

View PostNUKEMDAVE, on 14 August 2014 - 07:45 PM, said:

I uploaded the Shark's Cove maps by Hangnail:

Igor Willems (iggy) made a few DM maps for Caribbean if you're looking for more levels for that expansion to upload to steam.

i can't vouch for the quality though, you'll have to look at them yourself

Slayers Island
Pokemon-car

Helltown 2
http://www.scent-88....hell2/hell2.php

i haven't got around to submitting the other two maps to CGS yet

i did successfully contact him at the email address on his site about four or five years ago to get some art files for his maps. I have no idea if it's still a good contact or not
http://www.duke4ever.eu/
1

User is offline   NUKEMDAVE 

#439

Lunick already uploaded Helltown 2 to Workshop. I might check the other ones out when they're available. I was hoping there would be some user maps for Nuclear Winter, but I can't seem to find any.
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User is offline   Forge 

  • Speaker of the Outhouse

#440

most of the xmas/winter maps i've seen pretty much just rip the art off and get released as a solo project w/o depending on the expansion.

i don't remember the names of very many of them, but i wonder if you drop the included art file and launch it with Nuclear Winter if they'd work or not. probably not unless it was a direct exchange between the tile #s

This post has been edited by Forge: 20 August 2014 - 06:39 PM

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User is offline   NUKEMDAVE 

#441

Yeah, it might not work. I've thought about making my own Nuclear Winter map and uploading it before. I might get around to it someday.

Anyway, I uploaded Pokemon-car and Slayers Island:

http://steamcommunit...s/?id=303411686

http://steamcommunit...s/?id=303412891

I titled them exactly as they are in the HTML files and included the HTML files. I also added a song to each one so nobody has to listen to Dethtoll. I gave the Pokémon map a MIDI version of the Pokémon theme. I gave Slayers Island this song:

https://soundcloud.c...kes-beach-party

I'll add a video to each map's page when/if a few of my friends record some gameplay. They usually do.
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User is offline   MetHy 

#442

Another new SP map :

http://steamcommunit...s/?id=303400189

I haven't tried it yet but the screenshots look interesting.

Edit : Well, the map looks good and is quite unique, and the mapper has potential; however it is full of very questionable and un-fun design choices. "In your face" drones and commanders; shitty unfair deaths (and i even got one due to a glitch), and in terms of progression too I got stuck a first time and asked the mapper for help, but now I'm stuck again and I really don't feel like continuing... Kind of a shame.

This post has been edited by MetHy: 21 August 2014 - 09:36 AM

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User is offline   JoJo the Idiot Circus Boy 

  • Steven Shitlord

#443

Let's Play Duke Nukem 3D Megaton UserMap: Destillateur With MrRumbleRoses



This post has been edited by The Elite Duke Force: 21 August 2014 - 11:10 AM

2

User is offline   Forge 

  • Speaker of the Outhouse

#444

View PostMetHy, on 21 August 2014 - 04:15 AM, said:

Another new SP map :

http://steamcommunit...s/?id=303400189

I haven't tried it yet but the screenshots look interesting.

Edit : Well, the map looks good and is quite unique, and the mapper has potential; however it is full of very questionable and un-fun design choices. "In your face" drones and commanders; shitty unfair deaths (and i even got one due to a glitch), and in terms of progression too I got stuck a first time and asked the mapper for help, but now I'm stuck again and I really don't feel like continuing... Kind of a shame.

i finished it already. looks nice for the most part, but progression can get confusing. There's way too much fire power available to the player - especially at that cliff basin with the devastator & a ton of dev, and rpg ammo. All those +10 colas are cute, but it seems like there's a dozen of them in every major location as well
Spoiler


This post has been edited by Forge: 21 August 2014 - 11:47 AM

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User is offline   Sixty Four 

  • Turok Nukem

#445

I learned something with my Turok map. If you make the nuke button pal 14 (i did this to make it green and blend with the map) in megaton if you are in co op or sp you wont go to the main menu or go to hollywood after you complete your map, instead you will start right back in your map. I did it in forever doom map as well but i made the floor under it pal 24 but its really pal 14 :(
3

User is offline   NUKEMDAVE 

#446

Here's another map that I uploaded that was made by Jon Hunt and uses Redneck Rampage art:

http://steamcommunit...895&searchtext=



It originally supported single player only, but I set it up for both co-op and Dukematch without affecting single player gameplay. I fixed a few small things throughout the map, though, like some of the doors that were clipping through other sectors and causing visual glitches. I guess he won't mind. He's fully credited, but I can delete it if necessary.

I included a Redneck Rampage song for the map, but I just can't get it to play and I don't know why. I thought the OGG file might've been corrupted or something, but I even tried other files and they won't play either. The filename is exactly the same as the map's filename. If anyone has an idea on what could be causing it not to play, let me know. It sure doesn't play for me.

This post has been edited by NUKEMDAVE: 26 August 2014 - 01:46 AM

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User is offline   The Commander 

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

#447

Maybe I should finish Dukes Nightmare II one of these days...
2

User is offline   Sixty Four 

  • Turok Nukem

#448

Also learned something else about the workshop. Could be useful to those who are having the "user map crash". It simply means you have to many workshop maps. Unsubscribe from all maps then delete worskshop/maps folder. Then go back and get the maps you want to have after doing this you wont crash while clicking user maps anymore. I haven't been able to find out the limit yet though.
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User is offline   Kyanos 

#449

View PostDuke64Nukem, on 25 August 2014 - 08:04 AM, said:

Also learned something else about the workshop. Could be useful to those who are having the "user map crash". It simply means you have to many workshop maps. Unsubscribe from all maps then delete worskshop/maps folder. Then go back and get the maps you want to have after doing this you wont crash while clicking user maps anymore. I haven't been able to find out the limit yet though.

IMO thats a really bad bug, forcing telling people to delete their map collections is not a fix.

This post has been edited by Drek: 25 August 2014 - 08:21 AM

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User is offline   MetHy 

#450

I thought it wasn't a matter of how many, but rather some specific maps which cause the crashes.
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