CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#572 Posted 05 May 2014 - 05:36 PM
leaving the country in a few days for approx. a month and still haven't found the time to build my car. i would love to spend one or two hours on that and the speed run thing (i was a big '3Drealms time' nerd when i was a kid), but i am working two jobs at the moment which keeps me busy from dawn till dusk and the little spare time i get goes into organizing what's left to organize about my upcoming trip. hopefully i will find a few spare hours to devote to the cause before i have to leave - i really want to do it.
This post has been edited by ck3D: 05 May 2014 - 05:37 PM
#573 Posted 05 May 2014 - 06:15 PM
#574 Posted 05 May 2014 - 09:12 PM
ck3D, on 05 May 2014 - 05:36 PM, said:
For what it's worth, I agree completely with ck3D about the poster.
This post has been edited by Paul B: 05 May 2014 - 09:26 PM
#575 Posted 05 May 2014 - 09:33 PM
#576 Posted 06 May 2014 - 02:59 AM
Mickey C, on 05 May 2014 - 06:15 PM, said:
It's allowed and I'm totally fine with it, but actually we're the only two ones who used a pre-existing cars (and the one I copy-pasted is one of the cars going around the building in the first floor map)
This post has been edited by MetHy: 06 May 2014 - 03:00 AM
#577 Posted 06 May 2014 - 07:30 AM
speed run 2:30 - this should be pretty easy to beat, i did some unnecessary tasks that could have been bypassed - e.g. going into certain rooms and getting into fights that are easily avoided. But it's a good enough time for someone who would otherwise be unfamiliar with the layout.
normal 5:10
This post has been edited by Forge: 06 May 2014 - 08:04 AM
#578 Posted 06 May 2014 - 07:47 AM
#579 Posted 06 May 2014 - 09:05 AM
High Treason, on 05 May 2014 - 09:33 PM, said:
You can edit mine and improve upon it if you wish. Like I said before, I'm no photoshop expert (actually I use Gimp).
#580 Posted 06 May 2014 - 02:07 PM
Was tempted to try rendering it in EDuke but liked this better.
This post has been edited by High Treason: 06 May 2014 - 02:08 PM
#582 Posted 07 May 2014 - 01:58 AM
You know what would be awesome? A mockup of the official Duke3D/Caribbean Life/Nuclear Winter covers, except that Duke would actually be standing on top of the building and you'd see other buildings behind (and the helicopter)
#583 Posted 07 May 2014 - 05:46 PM
For reference sake, I was going more for this kind of thing;
At one point I did have Duke in front of the building but decided to change it late into working on it.
#585 Posted 08 May 2014 - 03:32 AM
I doubt anyone is ever going to use them but at least they're there for my own pleasure Eduke's demo playback system allowing to fast forward/backward was very appreciated.
Edit : now onto working on the trailer....
Edit 2 :
I have filled in the registration form for a moddb page. Should be okay in a couple of days.
If you want a screenshot of your map to appear on the moddb page, send me one.
This post has been edited by MetHy: 08 May 2014 - 08:35 AM
#586 Posted 08 May 2014 - 08:47 AM
I have ESTIMATED the number of maps and mappers; hopefully I won't have to change the trailer
I hope people don't mind I use or didn't use their maps for the trailer.
Also I used High Treason's poster for the trailer, but will use Stummpy's for internet pages like moddb.
This post has been edited by MetHy: 08 May 2014 - 09:00 AM
#587 Posted 08 May 2014 - 09:07 AM
This post has been edited by Paul B: 08 May 2014 - 09:07 AM
#588 Posted 08 May 2014 - 04:04 PM
#589 Posted 08 May 2014 - 05:04 PM
Also, my map being absent from the trailer? I personally think it's a good thing you left some maps out, that way there's a lot of surprises left for players to find on their own.
Also I second what Paul B said, this project was well lead; no squabbling, nobody did anything to offend me and my map is still in one piece... I don't really work well with others so you must be doing something right.
This post has been edited by High Treason: 08 May 2014 - 05:08 PM
#590 Posted 09 May 2014 - 02:15 AM
Mickey C, on 08 May 2014 - 04:04 PM, said:
High Treason, on 08 May 2014 - 05:04 PM, said:
Actually I recorded a bit of every map prior to putting the trailer together and then while making it I pretty much picked random video files out of those. The only thing I knew I wanted was explosions in the middle, I thought I'd use Mikko's map because it has a cool explosion but I totally forgot to include it. Even the woman at the end came out randomly at the last moment. I think it all came out pretty well though.
I also thought that 45secs was a good length and I didn't want to make it drag on for too long. I also hope nobody minds I used the duke4 and eduke32 logos.
The moddb page is up http://www.moddb.com...uke-hard/images
I'll work on improving the description when the episode is ready. Meanwhile, if you want a screenshot of your map on the page just send me one.
This post has been edited by MetHy: 09 May 2014 - 02:16 AM
#592 Posted 09 May 2014 - 02:55 AM
#593 Posted 10 May 2014 - 06:21 AM
#594 Posted 10 May 2014 - 06:24 AM
This post has been edited by Paul B: 10 May 2014 - 06:28 AM
#595 Posted 10 May 2014 - 06:25 AM
Paul B, on 10 May 2014 - 06:24 AM, said:
I wanted to be optimistic
Every remaining map is at least around 50% done; so I'm hoping that if a mapper has a 50% made map, he'll make that 50% into a playable version. I got no news about the remaining participants though, except from Daedolon who said he should be able to wrap up his map on monday. I'm hoping Cage, Dukebot, Norvak and Davox can do it too.
This post has been edited by MetHy: 10 May 2014 - 06:29 AM
#596 Posted 10 May 2014 - 09:40 AM
#598 Posted 10 May 2014 - 01:02 PM
This post has been edited by Mark.: 10 May 2014 - 01:03 PM
#599 Posted 10 May 2014 - 01:40 PM
Mark., on 10 May 2014 - 01:02 PM, said:
Mark those screenshots look amazing and life like. It is too bad you didn't sign up earlier. Also this project was intended for non Polymer modes so the polymer lights and HRP aren't suppose to be the eye candy for the map and wouldn't have been able to carry the map alone as this project was intended to be for classic / polymost modes. It was a real sacrifice for me as well but the gains in the fps really benefit the game play and made it worth while. With these tight stipulations it also caters to the players of Megaton Duke for online multi-player which I'm sure will get lots of exposure through the Steam channel.
This post has been edited by Paul B: 10 May 2014 - 01:43 PM
#600 Posted 10 May 2014 - 02:03 PM
This post has been edited by Mark.: 10 May 2014 - 02:05 PM