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

User is offline   ck3D 

#481

i am on a spree as far as my map is concerned, design is 80 / 85% done, i should be able to implement gameplay by tonight or tomorrow, anyway it will be ready sometime this week
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User is offline   MetHy 

#482

Nice!
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User is offline   Dukebot 

#483

I have one question. The player is suposed to be able to fall down to the street? I'm adding some windows and don't know if block them or not. My intention was to block them, but I prefer ask first.
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User is offline   MetHy 

#484

If the player falls down through a window, he dies from the fall. Playing field remains inside the building, you can however add some edges or something and let the player go on them, but it's still limited to that.

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.
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User is offline   MetHy 

#485

Been working hard on the secret map lately which I would call 70% done atm, while having a break with the first floor map.

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

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User is offline   Dukebot 

#486

My map is at 20% right now. I also have university classes and have not too much time for build but this weekend i will do a nice build session.
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User is offline   ck3D 

#487

map is done, just sent it to MetHy. i will try to find the time to build my car sometime this week-end. it was a really fun concept and i definitely enjoyed doing my part !
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User is offline   MetHy 

#488

Nice, good map!

We're getting there!

This post has been edited by MetHy: 30 March 2014 - 03:41 AM

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User is offline   Micky C 

  • Honored Donor

#489

Indeed, it looks like roughly half the maps are already finished, and most of the rest are more than half done as well. It will be good to have a big release like this since I have the feeling we're a little behind quota this year with regards to map releases (not counting megaton's workshop, but it's hard to distinguish any new SP releases against all the re-uploaded maps).
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User is offline   MetHy 

#490

No wonder release count is going lower, I've requisitionned half the community for this episode :)
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

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User is offline   MetHy 

#491

The secret map is getting there. 90% done at the moment, I've got to do one last room (the power room where you turn on the elevator, which I already have ideas for), add a ventilation shaft system throughout the map, some small detailing here and there, weapons/enemies, and make a secret.

This post has been edited by MetHy: 01 April 2014 - 03:36 AM

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User is offline   DavoX 

  • Honored Donor

#492

I'd like to rest my mind a little bit from the roodtop and work some on my car on the garage, I haven't been following info about that, do I have to download a map or is there a garage template? thanks.

EDIT: Nevermind checked the first post.

This post has been edited by DavoX: 01 April 2014 - 03:43 PM

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User is offline   MetHy 

#493

I wouldn't recommend spending too much time on your car if time is scarce. It's just decoration for a secret map.

Speaking of the map I'm getting there.
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User is offline   Dukebot 

#494

How many time do I have to finish the map? Right now I've done about 50%.
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User is offline   Paul B 

#495

View PostDukebot, on 02 April 2014 - 12:45 PM, said:

How many time do I have to finish the map? Right now I've done about 50%.



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

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User is offline   Micky C 

  • Honored Donor

#496

Yeah this thing is going to take at least a month, probably 2 or more.
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User is offline   MetHy 

#497

View PostDukebot, on 02 April 2014 - 12:45 PM, said:

How many time do I have to finish the map? Right now I've done about 50%.


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.
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User is offline   Dukebot 

#498

Okay, that's enought time. I was worried about finishing the map fast and bad because i have had no time
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User is offline   Daedolon 

  • Ancient Blood God

#499

Finally submitted my car, now back onto the level.
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User is offline   MetHy 

#500

So I'd call the parking map pretty much done at the moment. Gameplay might have some minor changes until release, mostly related to the new cars added in though. I'll go back finish the first floor map now, and I already know what to do to finish the room I need to finish.

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?
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User is offline   Forge 

  • Speaker of the Outhouse

#501

View PostMetHy, on 04 April 2014 - 09:41 AM, said:

I'd love some progress status from.......

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
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User is offline   MetHy 

#502

Well I'm kinda pissed at the moment. For the first floor map I wanted to have a puzzle involving conveyor belts, like, you get to see the conveyor belts but can't get to it. There is a card on it that you want. So the puzzle would be that you have to press buttons to make the card come to you through conveyor belts; to unblock the path or to make a path.

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

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User is offline   Paul B 

#503

View PostMetHy, on 05 April 2014 - 08:45 AM, said:

Well I'm kinda pissed at the moment. For the first floor map I wanted to have a puzzle involving conveyor belts, like, you get to see the conveyor belts but can't get to it. There is a card on it that you want. So the puzzle would be that you have to press buttons to make the card come to you through conveyor belts; to unblock the path or to make a path. her properly connecting everything for your conveyor belts, good to know i guess).


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

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User is offline   MetHy 

#504

View PostPaul B, on 05 April 2014 - 11:17 AM, said:

Methy what you have to do is have your conveyor belts in place then place the Keycard on a bridge sector. Since the bridge sector can be started and stopped you place your keycard on that sector. Have your Bridge sector carry/push your keycard to the conveyor belt sector and there you go.

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

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User is offline   blizzart 

#505

View PostMetHy, on 05 April 2014 - 11:54 AM, said:

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.


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... :)
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User is offline   Forge 

  • Speaker of the Outhouse

#506

View Postblizzart, on 05 April 2014 - 12:29 PM, said:

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... :)

conveyors don't work with touchplates

View PostMetHy, on 05 April 2014 - 11:54 AM, said:

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).

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

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User is offline   MetHy 

#507

I have decided on a deadline : maps should be finished and sent to me by PM on Monday, 12 of May, at the latest.
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

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User is offline   MetHy 

#508

Here is a small 25seconds teaser of the parking map to keep people motivated. Link will die in a few days [edit :link down sorry :)]

This post has been edited by MetHy: 12 April 2014 - 06:10 AM

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User is online   Lunick 

#509

Never did I think I would see a .webm link on this forum.
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#510

May 12th noted down, machine stability is improved to a level at which Duke is playable, I can't wait to see what everyone else came up with - this should prove to be an epic episode.


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.
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