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CBP Episode 'Duke Hard'  "One building, one map(per) per floor, small maps"

User is offline   Daedolon 

  • Ancient Blood God

#121

Awesome!

Remember to use the template. It's rather small but I had some ideas myself as well, you can still do some pretty amazing boss arenas on it.
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User is offline   Steambull 

#122

Yep, I realized that it isn't that bothersome to do what Daedolon said, replacing the sector textures. Especially since I'm not doing anything complex with sectors.
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User is offline   Daedolon 

  • Ancient Blood God

#123

Just get the latest Mapster32 (or 64) and it won't happen again.
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User is offline   neoacix 

#124

Daedolon reminded me on this post:
http://forums.duke4....post__p__183193

I added a sign above the entrance door of the floor with the name of the level and "by neoacix" in early stage.
Should I remove it?

This post has been edited by neoacix: 28 January 2014 - 04:47 PM

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User is offline   Micky C 

  • Honored Donor

#125

I don't think you need to remove it, but it does seem a bit immersion breaking that it's so obviously placed. In my map I put a subtle note to players and signed it with my alias (Micky C) but it's small and transparent, almost like graffiti.


Quote

Mister Sinister's map is done and is really good! Pretty long too as it the final version took me 15 mins


what, WHAT, WHAT?

How is this possible? Mister Sinister can I please have a look at your map? I can't even conceive how someone can fit 15 minutes of gameplay in such a small space. I thought my 5 minute map was really long.

This post has been edited by Micky C: 28 January 2014 - 05:14 PM

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User is offline   neoacix 

#126

View PostMicky C, on 28 January 2014 - 05:13 PM, said:

I don't think you need to remove it, but it does seem a bit immersion breaking that it's so obviously placed. In my map I put a subtle note to players and signed it with my alias (Micky C) but it's small and transparent, almost like graffiti.


Guess you are right, will remove it and put some more subliminal message into a secret. Muhahaaha!
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#127

View PostMicky C, on 28 January 2014 - 05:13 PM, said:



what, WHAT, WHAT?

How is this possible? Mister Sinister can I please have a look at your map? I can't even conceive how someone can fit 15 minutes of gameplay in such a small space. I thought my 5 minute map was really long.


Sure, check PM

This post has been edited by Mister Sinister: 28 January 2014 - 08:38 PM

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User is offline   Mike Norvak 

  • Music Producer

#128

I'm tempted to ask all the mappers for their maps when done. But I think it'd be much more fun to play all the maps in a row for the first time in the official release!!

BTW my map is 10% done... :(

This post has been edited by Norvak: 28 January 2014 - 09:53 PM

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User is offline   Micky C 

  • Honored Donor

#129

View PostMister Sinister, on 28 January 2014 - 08:38 PM, said:

Sure, check PM


Wow, amazing map! Now a feel somewhat embarrassed about the detail level of my own map, although I admit I focused more on gameplay when mapping it.
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User is offline   Lunick 

#130

View PostMicky C, on 29 January 2014 - 12:22 AM, said:

Wow, amazing map! Now a feel somewhat embarrassed about the detail level of my own map, although I admit I focused more on gameplay when mapping it.


Your map is fun (even though I broke it) don't worry :(
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User is offline   MetHy 

#131

View PostMicky C, on 29 January 2014 - 12:22 AM, said:

Wow, amazing map! Now a feel somewhat embarrassed about the detail level of my own map, although I admit I focused more on gameplay when mapping it.


Both maps are great in their own way. Mister Sinister's floor is more classic Duke (à la episode 4) but stands out with its details, touches of humour and couple of puzzles. Your map, although shorter and not as detailed, is more overall original, with its interactive moving layout that has never been done to such an extent in a Duke map before (and which Duke3D definitly needs more of, Doom wads have more maps of this kind than Duke3D even though you can do much more in terms of interactive & moving layout in Build than in Doom).
I think both maps are great in their own ways and it's very promising for the episode.
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User is offline   Lunick 

#132

This popped in my head today but...

When all the maps are done, is there going to be a specific order the maps will be in? Like I know there will be a boss map on the roof that will have to be last but, maybe there can be some kind of mod that randomizes the floors. Just something that came to mind that I thought would be interesting and possibly add more re-playability but I don't know how viable that is.
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User is offline   Micky C 

  • Honored Donor

#133

I was about to say "we should try to keep it vanilla and not include con code" but then duh we have to include code anyway to make the episode, so maybe.

The thing is though would it really increase replayability? I mean unlike attrition where the gameplay can be drastically different depending on the order, the gameplay will be exactly the same each time, with only maybe the player's mood being different.

Actually there's a thought, maybe this thing could be its own attrition episode since virtually everyone involved is a skilled mapper. Naturally this would be in addition to a vanilla release.
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User is offline   Cage 

#134

Another thing - if the random order thing was coded, there would have to be code to alter the floor numbers in the starting room accordingly.
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User is offline   Daedolon 

  • Ancient Blood God

#135

That wouldn't be a problem, though.

I'm not a huge fan of the randomization idea, if we come up with the most playable (and logical) order, I think we should stay with it. The only real issue is that some people might get upset because their maps are last(?). It's fine for me though.
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User is offline   Micky C 

  • Honored Donor

#136

What's wrong with being among the last maps? Are you worried that people might give up earlier for whatever reason?
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User is offline   Daedolon 

  • Ancient Blood God

#137

Not me, just few posts earlier in this thread. I personally don't care as long as I can contribute a decent map for a nice CBP.

What's our status anyway? I suppose people are busy with real life stuff, but we're hitting the 50% mark soonish, I guess. My map just needs an evening more or two.
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User is offline   MetHy 

#138

I'm not found of the randomization order.
Even if the player loses his weapons at the start of each level, remember that health/armor and items stay.

So I was thinking I would make an order taking into account items (like, if 2 maps give a medipack, don't put them one after the other) as well as enemy count (the less enemies : the sooner you'll play the map) and difficulty; as well as taking into account theme of maps so that everything flows well and doesn't get repetitive.
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User is offline   Steambull 

#139

About 50% done here I guess... It needs to be applied into the current template at the end, though. I focused on the original and the template change came rather unofficially. Shouldn't be a problem anyway.
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User is online   ck3D 

#140

since it appears to be percentage time for everybody, let me check in my impressive 0,5% percent done. i could only find the time to spend two minutes on it two days ago... i'll have an entire day of spare time on monday though, and i really like the template. i'll do my best to come up with something cool for sure...
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User is offline   MetHy 

#141

I'm doing some progress this week-end but to be honest I don't have any brilliant idea for the lobby/first floor area, but at least it's starting to LOOK nice.

I have the entrance with mailboxes (with numbers of floors and names of each mapper written on them) and I'm currently working on a Building Manager office with some funny stuff in it (not sure if the term is right, but some buildings have a "building manager", someone who takes care of cleaning common areas, taking out the trash, etc). I'm also thinking of making a room for bins/trash, a laundry, and perhaps a boiler room (one of which will be half taken over by alien textures), but like I said, I don't have any brilliant idea. If anybody has one, please do share, just remember that I can't make a power/generator room as this is planned for the secret underground map (in which you'll have to power up the elevator again).

Do you guys think I should use the outdoor space outside the building since this is the first floor? Would you rather have the player walk in the streets a bit and find his way inside the building or have him directly start inside, at the main entrance door?

View Postck3D, on 01 February 2014 - 10:30 AM, said:

since it appears to be percentage time for everybody, let me check in my impressive 0,5% percent done. i could only find the time to spend two minutes on it two days ago... i'll have an entire day of spare time on monday though, and i really like the template. i'll do my best to come up with something cool for sure...


Any idea what theme you'll make? The obvious offices are taken arleady and ACB is doing horror-themed apartments.

This post has been edited by MetHy: 01 February 2014 - 12:30 PM

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#142

View PostMetHy, on 01 February 2014 - 10:46 AM, said:

Do you guys think I should use the outdoor space outside the building since this is the first floor? Would you rather have the player walk in the streets a bit and find his way inside the building or have him directly start inside, at the main entrance door?


I think It would be really nice, however we have to copy paste the outside area in other maps in order to make it look more natural.
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User is offline   Cage 

#143

View PostMetHy, on 01 February 2014 - 10:46 AM, said:

Do you guys think I should use the outdoor space outside the building since this is the first floor? Would you rather have the player walk in the streets a bit and find his way inside the building or have him directly start inside, at the main entrance door?


I'd say to make the start inside, with a big glass door behind the player - you could see the street through it. I'd only add some detail finishing to the road, add a sidewalk, and finish/trim the bottom of the buildings and that's all - I think there's no point in adding too much extra work. Then again, it's your map :(
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User is offline   Paul B 

#144

Just thought i'd check in. I haven't been able to spend as much time on this map as I was hoping for this weekend. I'm about 28.5 percent done. I am using a lot of sprite work so it has been slowing me down and typically I don't use sprites much so this is totally a different style then what you would normally expect from me. I'm looking forward to playing this CBP too and i'll keep checking back when i've completed more.

This post has been edited by Paul B: 03 February 2014 - 07:19 AM

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User is offline   DavoX 

  • Honored Donor

#145

Just giving a heads up that I'm making good progress with my map :( I've made it so you can access another building's roof, is that ok to you guys?
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User is offline   MetHy 

#146

:/ well, the point of the whole episode is to remain in one building :(

Now, I guess it depends on how it's done, if it's just quickly jump in/out of the main rooftop on small areas it could be quite fine, but, considering how the template is and how far off the neighbourd buildings are from our building I don't see how this could be done. You might as well make your own seperate usermap if you do that.

I accepted Paul B's going off the rules by making a 2-floors in one map, as it seemed to fit in well in the screenshots he showed me, but this sounds very far off the point.

Maybe I'm wrong though, please elaborate on how it's done

This post has been edited by MetHy: 03 February 2014 - 11:36 AM

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User is offline   neoacix 

#147

Just wanna give a short update on my map... It's about 20 % now, but I'm very busy atm so progress is real slow.
Hopefully I can finish this map in the next two weeks.
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User is offline   MetHy 

#148

View PostMetHy, on 03 February 2014 - 11:27 AM, said:

:/ well, the point of the whole episode is to remain in one building :(


Btw now that I said that it got me the answer to my question earlier and I think i'll follow Cage's advice and have the player start inside the building in the lobby :D

also it'd be nice if Taivo and Locke joined the episode :D
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User is offline   taivo30 

#149

I think i will join as well. I might find time for an hour a day to build. Theme would be cinema/video store.
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User is offline   Mike Norvak 

  • Music Producer

#150

View PostDavoX, on 03 February 2014 - 11:24 AM, said:

I've made it so you can access another building's roof, is that ok to you guys?


Here we go... then you'll gonna add a motorcycle ride and lots of explosions/moving stuff lol

This post has been edited by Norvak: 03 February 2014 - 10:57 PM

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