CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#481 Posted 27 March 2014 - 05:18 AM
#483 Posted 27 March 2014 - 06:43 AM
#484 Posted 27 March 2014 - 06:59 AM
Now if the window isn't locked or doesn't have a glass or anything, it's up to you to block it or not. You can leave it unblocked and the player will die if he falls, or you can block it. You could also block it from only one side so that the player can't fall but flying enemies can get in, etc
Btw, the template is very open, like there is no closed wall all around. You don't have to stick to that obviously, you can make full walls.
#485 Posted 28 March 2014 - 10:27 AM
In other news I've finally been able to catch DavoX. He says he's doing progress on his map but mapping is going slow "bit by bit" because he's started university again a couple of weeks ago.
Still no news on Neoacix though, I sent him a PM a while ago but still no answer and I can't find another way to reach him (if anybody knows...)
This post has been edited by MetHy: 28 March 2014 - 10:30 AM
#486 Posted 28 March 2014 - 10:59 AM
#487 Posted 29 March 2014 - 08:51 PM
#488 Posted 30 March 2014 - 03:40 AM
We're getting there!
This post has been edited by MetHy: 30 March 2014 - 03:41 AM
#489 Posted 30 March 2014 - 03:44 AM
#490 Posted 30 March 2014 - 03:47 AM
I'm telling you it's totally gonna be worth it, though.
This post has been edited by MetHy: 30 March 2014 - 03:48 AM
#491 Posted 01 April 2014 - 03:36 AM
This post has been edited by MetHy: 01 April 2014 - 03:36 AM
#492 Posted 01 April 2014 - 02:52 PM
EDIT: Nevermind checked the first post.
This post has been edited by DavoX: 01 April 2014 - 03:43 PM
#493 Posted 02 April 2014 - 08:32 AM
Speaking of the map I'm getting there.
#494 Posted 02 April 2014 - 12:45 PM
#495 Posted 02 April 2014 - 05:18 PM
Dukebot, on 02 April 2014 - 12:45 PM, said:
Hi DukeBot.
I'm sure Methy doesn't mind waiting for your map, don't rush it out just for the sake of pumping it out. Take your time you're making steady progress and there are still a lot of people who need to turn in their maps. I'm sure you have time. Keep up the same pace and you'll have nothing to worry about.
This post has been edited by Paul B: 02 April 2014 - 05:19 PM
#496 Posted 02 April 2014 - 10:17 PM
#497 Posted 03 April 2014 - 12:40 AM
Dukebot, on 02 April 2014 - 12:45 PM, said:
I'm almost done with the secret map, and the first floor map only needs 1 room to be finished and add some detailing and gameplay throughout. After that, I'll give a precise deadline.
That should leave everybody a bit more than 1 month to finish everything; which means that since the start everybody would have had almost 4 months to make a small map which is generous enough.
#498 Posted 03 April 2014 - 01:07 AM
#500 Posted 04 April 2014 - 09:41 AM
I'd love some progress status from Neoacix, Norvak, Cage, and Davox please. What's the % done now ?
Also to Merljin : do you know by now wether you'll get to finish your floor?
#501 Posted 04 April 2014 - 10:47 AM
MetHy, on 04 April 2014 - 09:41 AM, said:
Neoacix - who?
Norvak - in a dumpster behind a techno club
Cage - busy making models for his Duke mod: Daisy Nukem. He's still trying to adjust the size of the stat bar (which is shaped like cleavage)
Davox - gay bar casualty
Merljin - something about hash, groupies, road trip
#502 Posted 05 April 2014 - 08:45 AM
First problem, conveyor belts can't be deactivated by default, if that was the case i could have had a simple "activate 2nd conveyor which deactivates the 1st and etc" with an E1L3 multiswitch; but not possible.
Then, I thought of having doom doors block the path (involving a multiswith and several doors). Can't be done either, items go through the doors no matter what.
Then, I tried to have a lower/raise sectors trick (involving the multiswitch, agian, so that when a part come sup the previous ones goes down etc) but that doesn't work either because, the item on the conveyor belts aren't stopped by red walls, even if the next conveyor belt is much higher, the item teleports automatically on top of it (that's right, you don't have to bother properly connecting everything for your conveyor belts, good to know i guess).
So then, I thought i'd have something with rotating sectors. Like, you have a looping conveyor belts and by rotating the sectors you make a path and it doesn't loop anymore. Well, the sectors do rotate, but of course NOT the direction of the conveyor belt so it's completely pointless (what was i thinking...)
Not much of a puzzle can be done with cranes, either.
Oh well, i'll just have no puzzle for this part.
Edit : hmm, I think i can come up with something involving "slide door" blocks.
Edit 2 : Nope.
This post has been edited by MetHy: 05 April 2014 - 09:56 AM
#503 Posted 05 April 2014 - 11:17 AM
MetHy, on 05 April 2014 - 08:45 AM, said:
Have the key card sitting on top of an invisible blockable/hittable floor aligned sprite shelf just above the conveyor belts surface. Once the switch is flipped and explosion occurs blowing up the sprite shelf it will drop the keycard onto the conveyor belt. It would just look like the card is sitting on the conveyor belt but not moving until the shelf gets destroyed by a C9 explosion then the keycard will carry on the convey belt.
Maybe this helps somewhat?
This post has been edited by Paul B: 05 April 2014 - 12:05 PM
#504 Posted 05 April 2014 - 11:54 AM
Paul B, on 05 April 2014 - 11:17 AM, said:
Another option is to have the keycard sitting ontop of a sprite shelf. Once the switch is flipped and explosion occurs blowing up the sprite shelf and dropping the keycard onto the conveyor belt. The sprite shelf could also be invisible. so it would just look like the card is sitting slightly above the conveyor belt but not touching it until the shelf gets destroyed by a C9. then the keycard will carry on the convey belt.
I don't really see the point of something like this (granted that would even work, because I have tried using "bridge to conveyor belt" effect to carry the sprites and it didn't work), you might as well put the keycard on the conveyor belt to begin with. What I wanted is a simple puzzle, simple yes, but a puzzle still, not just "push button, acquire card". Something fun like you have to connect stuff together, but with that didn't work with conveyor belts (and conveyor belts is a mandatory design for the room i'm making).
I'll give up on the idea for now but will keep it in case I can use it for something else someday. The map already has a cool way to give the player an answer to a button combinaison, and I'm thinking of another "cool" thing to acquire another keycard, so those 2 should be enough.
This post has been edited by MetHy: 05 April 2014 - 11:55 AM
#505 Posted 05 April 2014 - 12:29 PM
MetHy, on 05 April 2014 - 11:54 AM, said:
I'll give up on the idea for now but will keep it in case I can use it for something else someday. The map already has a cool way to give the player an answer to a button combinaison, and I'm thinking of another "cool" thing to acquire another keycard, so those 2 should be enough.
Couldn´t you just stop deactivate the conveyor belts with a touchplate at map´s start? Just an idea because I don´t know if you can reactivate them with switches later on...
#506 Posted 05 April 2014 - 04:45 PM
blizzart, on 05 April 2014 - 12:29 PM, said:
conveyors don't work with touchplates
MetHy, on 05 April 2014 - 11:54 AM, said:
look at Duke 3:16 and what was used to keep the exploding barrels from moving along a conveyor belt.
iirc it used a small bridge sector that went pretty much all the way across the belt blocking it. hitting a button retracts the bridge sector and allows the item to continue traveling along the belt.
This post has been edited by Forge: 06 April 2014 - 04:26 AM
#507 Posted 08 April 2014 - 02:09 AM
Any map not yet sent on this date will not appear in the episode.
This leaves more than a month for everybody to finish their maps as well a total of 3 months and a half since the start of the project (which I consider generous enough).
Heavy testing and last fixes will be made after the 12 of May for a release date planned between the end of may/beginning of June.
Of course, the sooner, the better, and any map finished before that date will reduce the delay between deadline and release date.
This post has been edited by MetHy: 08 April 2014 - 02:14 AM
#508 Posted 08 April 2014 - 02:45 AM
This post has been edited by MetHy: 12 April 2014 - 06:10 AM
#510 Posted 08 April 2014 - 08:30 AM
Remaining mappers, don't you dare let me down, I slogged through this with Mapster running at <5fps most of the time and still got there ahead of the deadline, you'd better have a good reason (work, school, family or whatever) if you don't get things done in time, nah, but seriously, good luck.
I write garbage when I am tired.