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

User is offline   DavoX 

  • Honored Donor

#211

View PostMetHy, on 17 February 2014 - 12:04 PM, said:



And btw I asked Davox TWO WEEKS AGO to clarify the situation of his map. I don't know, maybe his highness thinks he shouldn't lower himself to speak with lowlives such as us ? You decided to join in this community project involving 20 other people, and by doing that, to follow the rules everybody is using, so please do tell if your map is (or plans to) break the rules in any way


:blink: I'm following the rules.... I just read your reply that I couldn't access other buildings so I just went back to mapping normally. I guess I should've made a comment but to say all this is really unfair on me.



I'd like to ask if this is going to the workshop and if polymost is going to be the standar render mode or are some guys doing classic too? I'm doing this with polymost in my mind. That way spritework looks flawless.

This post has been edited by DavoX: 17 February 2014 - 02:09 PM

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User is offline   Jblade 

#212

It's gonna be an Eduke mod due to the increased amount of levels allowed in an episode (If megaton adds proper mod support than of course it could be split and added to the workshop at some point) I built my map for classic mode, I'd recommend building what looks best in both rather than choosing one due to how many people are building.
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User is offline   Daedolon 

  • Ancient Blood God

#213

For example my map breaks completely in Megaton so I'm against that personally (their support for spritework is simply not there, everything flickers like crazy and simply breaks).

MetHy's first post clearly said we're doing it with Polymost in mind, so I started using sprite effects that don't work in Classic and kind of break in Polymer too. I have no clue why Megaton is being such a bitch, though.
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User is offline   Forge 

  • Speaker of the Outhouse

#214

View PostMetHy, on 23 January 2014 - 12:52 PM, said:

You start at the staircases, and end at the staircases. The way to go to the next floor is locked so the player has to get the key to reach the next floor/map.

Rules :
-Each mapper makes his floor/map based on the same template for consistency. Template by Cage Here
-For gameplay sake, each map will start weapon-less. This will avoid gameplay issues as each mapper will build his map independently (I wanted to put a "check weapons at door" sign above the locked doors in the staircases but couldn't find it, i'll add it when doing the final touches).
-Each mapper should specify and 'reserve' the theme of his floor/map so that we don't end up having 2 too similar floors. I guess it's fine if we had 2 (set of) offices or 2 (set of) apartments as they'll end up different but I think it's still better if each floor is on a different theme.
-No TROR, no hi res textures, no custom textures, no polymer.
-Try to add at least 1 secret if you can
-please add co-op spawn points to your map for max 8 players
-Choose and add a music in midi format (can be anything, can be from the original game). If you don't provide a music, it will be dethtoll unless someone else can think of a fitting music for your floor. Also please state the name of the midi and where it comes from so that I can add it in the credits for the .txt file
-Please make it 2 difficulty settings, Let's Rock and Come Get Some
-You'll be asked to write a line or two about your map for the .txt readme file.
-Please give your map a name.


What one can't do :
- make the floor noticeably bigger or smaller (small changes of the size are fine though)
- change where the staircases are located within The room. At the moment they're in the middle of the room, if you think taht sucks, go ahead and make another templace with the staircases/elevator completely south of the floor.
-interactions with another floor, stay on one floor, yours.

i see no TROR, no hi res textures, no custom textures, no polymer.

but i don't see anything stating if classic or polymost is the preferred renderer

my next question is; since this is not going to be megaton compatible, why are co-op start points necessary? I've never put co-op/multiplayer anything in any map i've worked on. If it's not something simple my dumb ass can do, i may be breaking a rule and letting someone else put it in my section properly.

This post has been edited by Forge: 17 February 2014 - 03:10 PM

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User is offline   Micky C 

  • Honored Donor

#215

Even if people are designing their maps for polymost, they should still make every effort to make things as compatible with classic as possible. Things like 1 sided sprites etc.
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User is offline   Steambull 

#216

View PostJames, on 17 February 2014 - 01:20 PM, said:

I'll volunteer to help port any maps over to the newer template if they were built on the old one, let's not start scrapping hard work over something like this.

I built my map on the old template and it took about a minute to swap it over to Cage's one. Just delete interior in the template map, save it, open your map and delete the outside + lift room and then copy it over onto the template. You will have to change the door position a bit.

The thing is, I can't change the door position without having to re-do a lot of my first area, and even if the door position was changed in the template instead (which would screw up the consistency of the episode as well), it couldn't use those slide doors because there would not be room for them to open without overlapping glitches, as the door in the original template is on the right of the stair/lift area (whereas in the new template it's in the middle).

Here's how it is when I did what you said, without changing the position of my map or the lift area of the template (so that ceiling and floor textures are kept right). They overlap a bit, but I marked my beginning door with orange, and the new template's slide door with purple. The white areas are red sector space, part of the map. I hope it makes some sense with what I'm trying to say:
Attached Image: doors.JPG

Personally I don't see any way except redesigning the beginning of my map, but that would affect just a bit too many things I'm afraid.

This post has been edited by Steambull: 17 February 2014 - 04:11 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#217

View PostSteambull, on 17 February 2014 - 12:53 PM, said:

Personally I don't see any way except redesigning the beginning of my map...

make the sliding doors one door and slide to the left. move the sliding door to the right where your original door was. is it that big of a deal if the sliding door on your floor is a little different than everyone else's?

This post has been edited by Forge: 17 February 2014 - 08:25 PM

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User is offline   Daedolon 

  • Ancient Blood God

#218

You're planning on dropping almost 600 sectors of work because you don't want to move a single wall and thus maybe redo bits of one or two rooms?

I don't see why you would even consider scrapping so much work over something so small.
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User is offline   Steambull 

#219

View PostForge, on 17 February 2014 - 07:20 PM, said:

honestly. it sounds like you're just looking for an excuse to drop out.
it might not be the truth, but you have a track record of dropping out of, or disappearing in the middle of, community projects, so your reputation precedes you.

make the sliding doors one door and slide the other direction. is it that big of a deal if the sliding door on your floor is a little different than everyone else's?

What? First of all, have we even been on the same forums before? And what community projects did I drop out of and when? Also, if I wanted to drop out, I would just tell MetHy that I'm not in and that would be it. I'm not sure if you have some beef with me from years back on some other forum or if you're really just trying to be as mean as possible to a stranger. If I have insulted you in the past, just come out with it, otherwise just leave me alone, I can do without your insults, thank you very much.

And Daedolon, no... but I was asking James if he could come up with a better solution than having to alter the entrance, because that would mean re-arranging the whole first area which takes about 40% of the space in the map. The idea of going back and making an inferior version of it just doesn't appeal to me at all, especially since before starting to worry about the template change I thought I was almost finished. It's just that right before my first post on this matter we tried to solve this thing with MetHy and got nowhere - we both got pissed off about the whole thing... and just when I started feeling better about it, I get shit here from a guy I don't know.
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User is offline   Forge 

  • Speaker of the Outhouse

#220

you're not Tommi?
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User is offline   Steambull 

#221

View PostForge, on 17 February 2014 - 08:10 PM, said:

you're not Tommi?

I am.
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User is offline   Forge 

  • Speaker of the Outhouse

#222

well then it's a case of mistaken identity. i sincerely apologize.
i removed my comments since they don't apply to you.

now aren't i the jackass? i think i got a little something on my face

This post has been edited by Forge: 17 February 2014 - 08:27 PM

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User is offline   Steambull 

#223

View PostForge, on 17 February 2014 - 08:18 PM, said:

well then it's a case of mistaken identity. i sincerely apologize.
i removed my comments since they don't apply to you.

now aren't i the jackass? i think i got a little something on my face
I don't get it... you even knew my name, and I've always had this nickname on Duke forums. Where did the mistake come from?
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User is offline   Forge 

  • Speaker of the Outhouse

#224

the response to my original post made me think you were not the person i thought you were. i went to a map review site to get your real name so i could ask.
the "imposter" that was using the steambull monicker was roaming around one of those alt.games or bbs like sites a couple years ago.

i knew that other person wasn't the "real" you, but i was unaware you were actually active in the community and assumed you were not you (it's not the first time someone has used another persons nick i.e. dopefish)

i had a knee-jerk reaction to seeing your name and directly associated it with this other person without thinking or finding out first.
i'm an ass for it and i am sorry for being a douche bag to you

This post has been edited by Forge: 17 February 2014 - 09:09 PM

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User is offline   Jblade 

#225

In this instance I would suggest moving the door itself to where the old one was and converting it to a single door, like Forge said. I don't see anything wrong with having one floor or two with a weird floor, I've seen buildings with weird little quirks like that plenty of times in reality. Sorry you've had to struggle against this, but I hope you don't drop out because of it.
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User is offline   Micky C 

  • Honored Donor

#226

I've been considering taking a crack at the secret parking lot basement level. So far I've converted Cage's elevator door into an actual sliding door, but as soon as I put some activators in there, it won't budge Posted Image
I'll figure it out.

It won't be anything too fancy, maybe 1 or 2 hours of work.

Btw now would be a good time for people to pitch their ideas for anything they'd like to see in the basement.
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User is offline   Jblade 

#227

I'd consult with MetHy first before doing any work - the idea was to have a vehicle by every person who's built a map in the project in a parking slot. I've already built my vehicle and sent it to MetHy.

This post has been edited by James: 18 February 2014 - 12:35 AM

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User is offline   Micky C 

  • Honored Donor

#228

Yeah so far I've only done the door and elevator. Nothing outside the starting point. I'm hoping since it's a secret level and the basement, I'll be allowed to use some SOS to make two or three "levels" of parking space, or other related areas. Nobody likes a flat parking lot.

Maybe someone else can do the generator room (for the elevator) itself though.

This post has been edited by Micky C: 18 February 2014 - 01:40 AM

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User is offline   Steambull 

#229

View PostForge, on 17 February 2014 - 09:03 PM, said:

the response to my original post made me think you were not the person i thought you were. i went to a map review site to get your real name so i could ask.
the "imposter" that was using the steambull monicker was roaming around one of those alt.games or bbs like sites a couple years ago.

i knew that other person wasn't the "real" you, but i was unaware you were actually active in the community and assumed you were not you (it's not the first time someone has used another persons nick i.e. dopefish)

i had a knee-jerk reaction to seeing your name and directly associated it with this other person without thinking or finding out first.
i'm an ass for it and i am sorry for being a douche bag to you
Okay. Yeah, strangely enough this nick has been taken in many places, and there even used to be some kind of a porn sharing service called Steambull (I always considered this name to be just gibberish).

James said:

In this instance I would suggest moving the door itself to where the old one was and converting it to a single door, like Forge said. I don't see anything wrong with having one floor or two with a weird floor, I've seen buildings with weird little quirks like that plenty of times in reality. Sorry you've had to struggle against this, but I hope you don't drop out because of it.
Well this would certainly be the easiest choice for me. I really don't have any extra space in the map, and I wasn't exaggerating on how painful it would be to change my entrance. I hope that nobody has too bad of an OCD regarding the lift room being changed (besides myself, that is). I assume that I can raise/lower the whole lift room area by choosing it with right alt and going pgup/pgdwn in 3D mode?

This post has been edited by Steambull: 18 February 2014 - 03:16 AM

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User is offline   Micky C 

  • Honored Donor

#230

That's correct.

I don't think anyone minds if the central area changes a bit. I deviated very slightly from the standard myself (in a different way than you'd think).
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User is offline   Steambull 

#231

Attached Image: newroom.png
It's gonna have to be like this, but this way I don't have to do any more extra work or change anything, so I am happy and I can go on with finishing the map. I guess that other people are going to do some changes in the starting room according to their themes as well. My excuse here is the fact that the floor has under construction areas. Anyway, if this bothers anyone, speak now or forever hold your peace.
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User is online   ck3D 

#232

i personally think it is more than fine, if not even welcome. i mean it's good that everyone has the same basic room template as the start of their floor for consistency's sake, but if noone alters theirs even just by a little, it's just going to get boring (just as much as it would suck if everyone touched theirs and lost the consistency). the way i see it, your room looks nice, doesn't break the general flow either (as James said a lot of buildings have similar inconsistencies from floor to floor in real life) - if anything it breaks the monotony a bit. i also like your reasoning behind the construction areas, i think your slightly different room is only going to reinforce the immersion as the player is only going to wonder what other differences they should expect to see on your floor - basically it fits your theme.
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User is offline   DavoX 

  • Honored Donor

#233

The stairway is the place where you're going to spend like 2 seconds... so I don't mind.
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User is offline   MetHy 

#234

View PostDavoX, on 17 February 2014 - 01:41 PM, said:

:huh: I'm following the rules.... I just read your reply that I couldn't access other buildings so I just went back to mapping normally. I guess I should've made a comment but to say all this is really unfair on me.

I'd like to ask if this is going to the workshop and if polymost is going to be the standar render mode or are some guys doing classic too? I'm doing this with polymost in my mind. That way spritework looks flawless.


Well I'm sorry if I sounded rude, but I was pretty pissed at the whole thing when I wrote that and when I saw that you gave no answer for the longest time, I was certain you'd have taken my previous comment about your map negatively and that you'd drop it altogether.

View PostForge, on 17 February 2014 - 03:04 PM, said:

my next question is; since this is not going to be megaton compatible, why are co-op start points necessary? I've never put co-op/multiplayer anything in any map i've worked on. If it's not something simple my dumb ass can do, i may be breaking a rule and letting someone else put it in my section properly.


Eduke32's online is broken at the moment, as I heard (actually I haven't tried it in years). But we should always think ahead : at some point it will be possible, and even if all maps might not work in other sourceports (even though I hope every map will, I'll come to this point later on in this post) it's still 100% sure that some will. So, I do believe some players can take the maps and use another sourceport to play them in coop if they want to.

View PostJames, on 17 February 2014 - 02:18 PM, said:

It's gonna be an Eduke mod due to the increased amount of levels allowed in an episode (If megaton adds proper mod support than of course it could be split and added to the workshop at some point) I built my map for classic mode, I'd recommend building what looks best in both rather than choosing one due to how many people are building.

About Megaton, that's exactly what I hope. I hope they'll add proper mod support, or at the very least episode support, at some point. If they do we could split the whole thing into 3 episodes and it wouldn't hurt it too much considering every map starts weaponless, I'd try to make the separation sensible if that happens so that the players are less likely to lose tons of items (like a medipack etc) in between each part. But that's all hypotetical for now, but something we should keep in mind anyway. Megaton probably represents the biggest % of Duke3D userbase these days.


About the polymost?classic? question:
I will completely honest with you, I guess I haven't followed eduke's technical stuff at all because I had no idea polymost and classic had such important differences. Until now I thought eduke32's setting called 'software' was classic look. I had no idea some sprite-stuff could work in polymost and not in classic (the only difference I knew is that you can shade sprites independantly from the ceiling/floor's shade in eduke32, but if you're smart enough you can do that in classic if you remain on one level or if all the sprites on the same Y axis need the same shade value that's a different value from the sector, you 'simply' have to make a small near-invisible sector below each sprite...). Just like I had no idea polymer could hide SOS view glitches (the glitches you get when the player sees 2 floors at once in classic mode) until today.

So basically, what I meant in the OP was that, yes, we're building this for eduke32 because at the moment it's the only port which make it possible to have such a long episode. BUT we should make it so that it remains classic compatible, or at the very least, so that the maps can work in Megaton. As far as TROR and polymer are concerned, it's very obvious that only very few mappers would have wanted to use them, therefore they shouldn't use them because it would be stupid to have only 1 or 2 maps with polymer lights while every other don't use them, and after all, what the fuck would you want TROR for? You're supposed to stay on one floor... So, not only it would break the constitency, but it would also prevent the WHOLE thing from being playable somewhere either than eduke32 just because of a couple of maps. That's out of question. It might sound incoherent to you because atm we do need eduke32 anyway, but I don't thing incoherent at all. it's like for the players coop spawn points. We need to think ahead. In 5 years, I want people to be able to download the episode and install it and play it very easily without having to track down the exact right version of the right port. Nobody would bother. I don't 'only' make maps for myself, I make them so that people can play them, hence the logic I follow with Megaton.

So in conclusion, I'm sorry if I was clueless about the differences between polymost and classic and I hope this doesn't cause big issues. I'd like every map to be classic compatible, this is what I wanted to say in the OP and I thought that "No TROR, no hi res textures, no polymer" was enough to make it classic compatible.
In any case, no polymer is a point I made pretty clear to begin with. Someone asked me privately if his map could be an exception due to how it fixes the sos view glitch but I'm just about to ask him to change the map so that it fixes the glitch, everybody else abided to this rule (including someone else who would have wanted to add polymer lights) so I see no reason to come back on this word.

View PostMicky C, on 18 February 2014 - 01:00 AM, said:

Yeah so far I've only done the door and elevator. Nothing outside the starting point. I'm hoping since it's a secret level and the basement, I'll be allowed to use some SOS to make two or three "levels" of parking space, or other related areas. Nobody likes a flat parking lot.

Maybe someone else can do the generator room (for the elevator) itself though.


Well I made it pretty clear I wanted to do the secret map (except that every mapper gets to build a car on his parking slot, unless he doesn't actually want to and then the space would remain empty). The reason behind this is that I want every mapper to have the same chance (same exposure) within the episode. This is made to avoid unnecessary drama and to also avoid having more people saying they want to make another map, and then another one (etc) until we've reached the 30th of February 2050. The other reason is that I got almost all the ideas of how it should be.
Okay, that means I have 2 maps contrary to every other mapper, but, 1) it's a secret map not everybody is going to play anyway 2)it's not going to be a long map anyway 3)as questionnable as it may be I'm still project leader so I get the privilege (but do trust me if I say and do that to avoid making mapping time longer with more maps and to avoid unnecessary drama even though it might just cause the contrary :blink:)

Edit : So, now that this has been went through, I hope we can all continue to finish our maps happily. Everything which I've seen of this episode looks great so far and it sounds like it will turn out great in the end. Keep up the good work!

This post has been edited by MetHy: 18 February 2014 - 07:39 AM

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User is offline   DavoX 

  • Honored Donor

#235

Heh , I've never build a proper eduke32 car so this is going to be a new experience :blink:
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User is offline   Forge 

  • Speaker of the Outhouse

#236

View PostDavoX, on 18 February 2014 - 08:57 AM, said:

Heh , I've never build a proper eduke32 car so this is going to be a new experience :blink:

make a skateboard
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User is offline   MetHy 

#237

Actually, that works too.

Somebody built quite an unrealistic car, so anything goes as long as it's a vehicule. Could be a motorbike, a bicycle...
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User is offline   DavoX 

  • Honored Donor

#238

View PostForge, on 18 February 2014 - 09:05 AM, said:

make a skateboard



Heh it fits me but it would look extremely cheap and lazy on my part :blink:
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User is offline   Jblade 

#239

I made a very rough-ish Blade runner spinner, but don't let that stop anyone else taking a try at one as well :blink:
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User is offline   MetHy 

#240

btw if you guys want, you can build your vehicule before the map is ready. It could save some time. James has already done that and send me the vehicule in a seperate map. I'll have to learn to copy-paste something like this : I only ever copy pasted whole areas before, but it should be very similar.

I was thinking I'd try to build this, the Quadeo. It's a new electric golf-like car which the post office has started to use here. I've used it in the past and that thing is awful, but it could be funny in duke3D. (plus I could use 'Going Postal' mail sprites) :
https://www.google.c...iw=1680&bih=921
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