CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#271 Posted 22 February 2014 - 12:58 PM
And it's just a randomizer bonus mod after beating the episode the normal way anyway.
Or perhaps you have a better idea for the secret map? Because I see no other solution, other than this one and the other one I mentionned which seems more trouble than it's worth as it means finding and building an entrance to the secret map in every map and creating a code that only makes it accessible when each map is the last one before the boss... (if that's even possible to code such a thing)...
This post has been edited by MetHy: 22 February 2014 - 01:02 PM
#272 Posted 22 February 2014 - 01:01 PM
Too confusing for me.
#273 Posted 22 February 2014 - 01:04 PM
But if the majority of people don't like, or if nobody is able to (or want to) code such a thing, it's not very important.
This post has been edited by MetHy: 22 February 2014 - 01:05 PM
#274 Posted 22 February 2014 - 07:20 PM
play X number of maps in random order then get the boss map
#275 Posted 23 February 2014 - 05:49 AM
- Map randomizer
- Map mirroring
- Keep weapons after each level (I thought that some players might be frustrated when losing their weapons after each level, and while it's necessary to do that for the normal episode it could be used for extra replay value after beating it the normal way)
Like this he can at will have one of the features, or even several at the same time (like mirrored+randomized, or randomized+keeps weapons, etc).
Ideally you can access the "EXTRA" menu even before beating the episode, BUT all you see if you access it beforehand is a text saying "Unlocked after beating the episode"
Do you think this would be any good? Or am I asking too much?
This post has been edited by MetHy: 23 February 2014 - 05:50 AM
#277 Posted 23 February 2014 - 11:59 AM
#278 Posted 23 February 2014 - 02:20 PM
I can't promise that I can progress past this point, still looking at over a year until workstation replacement, so I might have to back out within the next week, if this happens I hope this doesn't cause problems for the project. Why does shit always go wrong when I go near any community-type projects? It sucks (The situation, not the project... except Beach CBP, that sucks j/k).
In the meantime, here's part of the Library;
And part of the "Other Library";
Honestly not happy with it. And yeah, floor shading looks messed up, something is wrong with either Mapster or my video card. Feel free to kick me off the project for not meeting the standards, this is all I can do with the limited tools I have and that template was simply horrible to build on due to a major difference in the style of my geometry to whoever it was that built it.
This post has been edited by High Treason: 23 February 2014 - 02:20 PM
#279 Posted 23 February 2014 - 03:26 PM
This post has been edited by Paul B: 23 February 2014 - 03:35 PM
#280 Posted 23 February 2014 - 03:55 PM
EDuke works on a Pentium 100? Whilst I have a few machines that can run it in one way or another, only the Atom is capable of 32-Bit rendering and there is no way on this earth I am working under the software renderer (which lags horribly with the Core 2 workstation and is the only mode it can use anyway - expansion is not an option either thanks to Intel locking the PCI-E down). I would run it on the dual PIII workstation but Windows XP has thrown a wobbler and I seriously can't be bothered convincing it to work with the SCSI controller and maintain the dual boot at this point (requires manually altering the boot sector of two drives) - to make matters worse, the hard drive in the Core 2 is throwing up errors, not a good year for technology so far. I do not own any other machine capable or running it, even that P3 would be a stretch given that it runs a Radeon VE.
If you had to work with what I do right now, you'd feel the same way. It hinders creativity when every time you touch something the machine runs the risk of locking up or rebooting without warning, not to mention, no sound, it takes ten seconds to switch between 3D and 2D modes, the test button crashes the system, Ethernet is not functional, the texture browser doesn't work properly (nor does 2D mode really).
The screenshots were posted as they are the best I can do with the tools I have and to give me drive to work on it, given that I haven't touched it in about a week due to busy schedule and lack of motivation due to said issues with the machine. How I'm meant to work on it with no monitor is beyond me anyway unless I am expected to use either a shoddy LCD that doesn't work properly or an older busted up CRT. I gotta be honest, I'm not feeling it right now.
If I have to drop out, I'll post the map in whatever state it is in, but very little exists beyond what is in the screen shots outside of basic layout.
#281 Posted 23 February 2014 - 04:08 PM
High Treason, on 23 February 2014 - 02:20 PM, said:
i'm on the project. the bar of standards is already laying on the floor in the muck under the fridge
#282 Posted 23 February 2014 - 04:09 PM
#283 Posted 23 February 2014 - 06:39 PM
I would like to publish showcase.map individually on Megaton. Should I wait until the CBP is complete before I do that? I was hoping at some point to try out the multi-player aspect of the level.
This post has been edited by Paul B: 23 February 2014 - 06:40 PM
#284 Posted 23 February 2014 - 06:55 PM
#285 Posted 23 February 2014 - 09:46 PM
This post has been edited by Paul B: 23 February 2014 - 09:57 PM
#286 Posted 24 February 2014 - 02:00 AM
High Treason, on 23 February 2014 - 02:20 PM, said:
I can't promise that I can progress past this point, still looking at over a year until workstation replacement, so I might have to back out within the next week, if this happens I hope this doesn't cause problems for the project. Why does shit always go wrong when I go near any community-type projects? It sucks (The situation, not the project... except Beach CBP, that sucks j/k).
In the meantime, here's part of the Library;
capt0015.png
And part of the "Other Library";
capt0018.png
Honestly not happy with it. And yeah, floor shading looks messed up, something is wrong with either Mapster or my video card. Feel free to kick me off the project for not meeting the standards, this is all I can do with the limited tools I have and that template was simply horrible to build on due to a major difference in the style of my geometry to whoever it was that built it.
I think these screenshots look great. It's like Silent Hill with Duke stock textures. If you're unable to continue I suggest posting the map here and hopefully someone can finish the map by keeping the spirit, idea and visual style of it (sadly I can't do that myself as I already have my own map to finish + the secret map to make)
Paul B, on 23 February 2014 - 06:39 PM, said:
I would like to publish showcase.map individually on Megaton. Should I wait until the CBP is complete before I do that? I was hoping at some point to try out the multi-player aspect of the level.
Ideally, except for a one map demo advertising the episode on Megaton, I had dreamt of every map to only be playable within the episode because that's where they make the most sense and because, if almost everybody makes their maps available on Megaton, no player is going to bother downloading the full episode just for a couple more that's not on there.
But, I can't prevent people from doing whatever they want with their map. If they think their map is more important than the project as a whole, I can't help that and obviously everybody wants THEIR map to be the one that ends up on Megaton, which I understand because that's probably the one that's going to be played the most.
What you should do though is advertise the episode in the description of the map, in the .txt file, and imo even inside the map. For the description and txt file put the download link as well as easy intrusctions on the easy installation of the full episode. For inside the map, put a "DOWNLOAD THE FULL EPISODE *download link*" near the exit door.
And obviously wait for release of the episode, that will give a little more advertisment to the full episode.
This post has been edited by MetHy: 24 February 2014 - 04:39 AM
#287 Posted 24 February 2014 - 02:32 AM
MetHy, on 24 February 2014 - 02:00 AM, said:
And obviously wait for release of the episode, that will give a little more advertisment to the full episode.
We should use a QR code. I can make it if you want
(On anyone's map)
#288 Posted 24 February 2014 - 04:12 AM
#289 Posted 24 February 2014 - 05:02 AM
Keep up the good work guys! And keep em in line Methy!!
#290 Posted 24 February 2014 - 05:12 AM
#291 Posted 24 February 2014 - 05:47 AM
#292 Posted 24 February 2014 - 06:18 AM
#293 Posted 24 February 2014 - 06:23 AM
kind of tainted by the chaos realms
if somoene wanted to hide a secret satantic like portal it would be a good secret level
This post has been edited by DanM: 24 February 2014 - 06:25 AM
#294 Posted 24 February 2014 - 06:48 AM
I always thought the Build engine, with SoS, could do cool stuff à la The Shinning (corridors leading to places that shouldn't exist, windows through which you can see outdoor even though the window is located between two rooms, etc). That's hardly even ever been done, too.
This post has been edited by MetHy: 24 February 2014 - 06:48 AM
#295 Posted 24 February 2014 - 09:57 AM
This post has been edited by DanM: 24 February 2014 - 09:58 AM
#296 Posted 24 February 2014 - 10:21 AM
#298 Posted 25 February 2014 - 03:46 AM
#299 Posted 25 February 2014 - 04:57 AM
This post has been edited by Mark.: 25 February 2014 - 04:58 AM