Duke4.net Forums: CBP Episode 'Duke Hard' - Duke4.net Forums

Jump to content

  • 27 Pages +
  • « First
  • 20
  • 21
  • 22
  • 23
  • 24
  • Last »
  • You cannot start a new topic
  • This topic is locked

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

User is offline   Paul B 

#631

View Poststumppy84, on 16 May 2014 - 07:29 PM, said:

That boss battle sounds awesome! It would be cool if Duke said his Die Hard line when he spawns or sees the Cycloid Emperor. You know like a replacement for "It's down to you and me, you one eyed freak". Methy, I'll try to work on another version(s) of the poster this weekend!


There is nothing wrong with the poster. Leave it as it is, it looks great!
0

User is offline   Micky C 

  • Honored Donor

#632

It could be pretty cool if you had the alien spaceship do some fancy things like move around on a two-way train/SE 0 rotational path then fire rockets from a stationary position, and other stuff like that. But from what you said about the helicopter, I'm guessing you're simply going to place the sprite on a subway vehicle and have that fly around, and of course subway vehicles don't play nice with two way trains IIRC. Unless you use an SE 0 sector to have the helicopter fly around in a circular path.

Check out some of the flying saucers in my DNF DLC map, like the ones that fly over the bridge, to get an idea of what I'm talking about, if you need to.
1

User is offline   MetHy 

#633

View Poststumppy84, on 16 May 2014 - 07:29 PM, said:

That boss battle sounds awesome! It would be cool if Duke said his Die Hard line when he spawns or sees the Cycloid Emperor. You know like a replacement for "It's down to you and me, you one eyed freak". Methy, I'll try to work on another version(s) of the poster this weekend!


Don't worry, I've got something even better planned for that line :) At first I had put it in the secret map but I'll remove that.

As for the poster, it looks good as it is really, the only thing that would be nice to change if possible is the "DUKE HARD" text. I asked Daedolon if he could make a simple "Duke Hard" logo which would replace the "ATOMIC" logo in the game's main menu; and I was thinking this logo could replace the text on the poster too. However I don't think he's had time to do that logo yet.

View PostMickey C, on 16 May 2014 - 10:50 PM, said:

It could be pretty cool if you had the alien spaceship do some fancy things like move around on a two-way train/SE 0 rotational path then fire rockets from a stationary position, and other stuff like that. But from what you said about the helicopter, I'm guessing you're simply going to place the sprite on a subway vehicle and have that fly around, and of course subway vehicles don't play nice with two way trains IIRC. Unless you use an SE 0 sector to have the helicopter fly around in a circular path.

Check out some of the flying saucers in my DNF DLC map, like the ones that fly over the bridge, to get an idea of what I'm talking about, if you need to.


Yeah I'm using subway. I had no idea two way trains could be on a rotational path; also would it be possible to make it loop endlessly?
The thing is, I'm using 2 subway paths. One behind the first set of surrounding neighbor buildings, and one just around the rooftop. The farthest one has a bigger spaceship going around, and the closest one has another type of spaceship, smaller. Both should shoot rockets but actually the farthest one don't, because it's too far, which is why I put another just around the building. The helicopter uses the same subway line as the small ship but goes slower than the spaceship, and it's surpringsly not even a problem when the spaceship flys above the helicopter.

This post has been edited by MetHy: 17 May 2014 - 01:48 AM

0

User is offline   Micky C 

  • Honored Donor

#634

Two way trains work in straight lines. What I'm talking about is using the rotating sector effect with SE 1 and 0 to make sectors loop in circles indefinitely. I believe it should be able to carry sprites if you have the floor relativity bit set, but I'm not sure. If you only want the sectors to rotate 90/180/270/360 degrees or so, then you'd use a rotate-rise bridge effect without the rise bit, and I know for a fact that these carry sprites. The thing to remember with the rotate rise bridge though is that since both speed and gales are controlled by the lotag on the speed sprite, it's impossible to alter the speed and rotational angle independently.
0

User is offline   MetHy 

#635

I'm not really sure if the benefits would be worth the efforts (also I have to admit I've been working a lot of this map lately and I'm kinda burned out and I'm not even done yet). The spaceship works as it is, well, I don't really have control of when and where it shoots, but it works as the intended purpose : it looks cool, and if a player remains on the same hiding point for too long during the boss fight, the spaceship should make him go out of hiding.
Also would the moving sectors be really big ? What happens if a player falls down or jump down the building, will he get carried by it while falling ?

Btw - does anyone the name of a map using the sprite ladders ? I NEED that effect for the beginning of the map and I can't get it right.
in b4 "lol ripping off effects of actually talented mappers"; if you think that, go try to prove who "invented" that effect, because I've seen it in a 1998-1998 deathmatch map.

This post has been edited by MetHy: 17 May 2014 - 02:18 AM

0

User is offline   Micky C 

  • Honored Donor

#636

Yeah I have the feeling the player gets carried by moving sectors while in the air if the floor aligned bit is set.

Ladders?
"lol noob that effect is easy" Posted Image

The best and fastest way to set them up is this (don't let the list fool you, it really is easy):
1) Have a thin floor aligned sprite near the floor where you want your ladder.
2) Make it 1-sided from the TOP.
3) Make it invisible in-game by pressing [i] on it.
4) Copy and paste it in 2D mode and move it up a few units.
5) Keep copying and pasting it up until the ladder has the desired height. Note that if you reselect all the sprites each time, you'll be able to increase the height of your ladder exponentially quickly.

At a guess I'd say the reason your ladder isn't working is because you didn't make the sprites one sided.
0

User is offline   Daedolon 

  • Ancient Blood God

#637

View PostMickey C, on 17 May 2014 - 02:34 AM, said:

2) Make it 1-sided from the TOP.


I keep forgetting this, thanks! :)
0

User is offline   MetHy 

#638

Yeah, apparently that was the reason.... thanks

So while testing my ladder which brings the player on the rooftop, the spaceship shot me and took down 70% of my health just as I got on the rooftop, before someone can even realize where he is or what's going on...

Now I'm not sure if that spaceship is a good idea. We'll see during testing but, it can lead to very unfair deaths, I might leave the ship but get rid of the rocket shooting.... Or try to control the rocket shooting perhaps...

This post has been edited by MetHy: 17 May 2014 - 02:55 AM

0

User is offline   reflex17 

#639

View PostMetHy, on 17 May 2014 - 02:54 AM, said:

Yeah, apparently that was the reason.... thanks

So while testing my ladder which brings the player on the rooftop, the spaceship shot me and took down 70% of my health just as I got on the rooftop, before someone can even realize where he is or what's going on...

Now I'm not sure if that spaceship is a good idea. We'll see during testing but, it can lead to very unfair deaths, I might leave the ship but get rid of the rocket shooting.... Or try to control the rocket shooting perhaps...


It's a cool effect and you should try to leave it in, if you can, but of course it's all about gameplay so I can see where you're coming from... the Duke shooter is so accurate at the worst times lol.

You can put a bit of cover where the ladder comes out so the player has a second to think. It seems that you are spawning the boss monster afterwards, so if you put small cover that protects from the rockets maybe that could help? Instead of trying to control the shooter, try to see where it has 100% clear line of sight to the ladder opening. Geometry like broken rubble could help stop a nasty surprise from the ship, and would not be a good hiding place later because the boss could still get you with close-range rockets/psi-blast.
0

User is offline   stumppy84 

#640

View PostMetHy, on 17 May 2014 - 02:54 AM, said:

So while testing my ladder which brings the player on the rooftop, the spaceship shot me and took down 70% of my health just as I got on the rooftop, before someone can even realize where he is or what's going on...

Now I'm not sure if that spaceship is a good idea. We'll see during testing but, it can lead to very unfair deaths, I might leave the ship but get rid of the rocket shooting.... Or try to control the rocket shooting perhaps...

I would try to keep it!
What about having a paralexed ceiling sector in front of the whole space ship track that raises once the player touches the touch plate or switch?
0

User is offline   Daedolon 

  • Ancient Blood God

#641

I was a bit bored so I took a poke at a poster for fun as well. I was trying to be as accurate with the original poster as possible. There's still a bit more to tweak but it's kind of okay.

Posted Image

The idea (including the Emperor) is obviously from Stumppy. Though the explosion is not coloured and the Emperor is obviously not in the original poster (and I originally didn't have them included), which is why I'm still calling this a WIP since I'm unsure whether to leave them there.

This post has been edited by Daedolon: 17 May 2014 - 11:58 AM

7

User is offline   MetHy 

#642

View Postreflex17, on 17 May 2014 - 08:25 AM, said:

You can put a bit of cover where the ladder comes out so the player has a second to think. It seems that you are spawning the boss monster afterwards, so if you put small cover that protects from the rockets maybe that could help? Instead of trying to control the shooter, try to see where it has 100% clear line of sight to the ladder opening. Geometry like broken rubble could help stop a nasty surprise from the ship, and would not be a good hiding place later because the boss could still get you with close-range rockets/psi-blast.


Considering the place near the top of the ladder and the way the ships goes all around, that wouldn't be possible without changing the place completely and making the top of a ladder arrive in a small indoor situation which just wouldn't work and look as good.
I'll leave it as it is for now. We'll see during betatesting if it's really a problem. I'm thinking it might only be unfair if you're unlucky when coming at the top of those ladders, but is probably fine for the rest of the map...

View Poststumppy84, on 17 May 2014 - 10:40 AM, said:

What about having a paralexed ceiling sector in front of the whole space ship track that raises once the player touches the touch plate or switch?


I don't think that would work because you'd see that parallaxed sky go around and hide bits of the top of the surrounding buildings

Thanks for trying to help though; but i guess it's pretty hard to find a solution when it's all text and you can't see the map itself :)

View PostDaedolon, on 17 May 2014 - 11:45 AM, said:

I was a bit bored so I took a poke at a poster for fun as well. I was trying to be as accurate with the original poster as possible.

*poster*


I think it looks good and I appreciate any help that tries to help make the episode more "professional", but now I really wouldn't know what to do with 3 different posters :)

This post has been edited by MetHy: 17 May 2014 - 11:56 AM

0

User is online   Mike Norvak 

  • Music Producer

#643

It's me :) :P

MetHy, I'm so sorry for not replying to your message and not frequenting this thread any more. I have not excuse.
Just to clarify, I have been bussy with school stuff and work. About mapping, I'm working with a DM map (ask Duke64, the map rocks the world) :P And as well with my WGR2 maps (Ask Micky C and DT :)) I want to be honest, I don't really think my map was at a 50 percent, that was just a generic number I put, so blame me for that. I really didn't find the time to finish it, maybe some could say that if you can't finish a map like this you can't call yourself a mapper, well I could not be a mapper but I'm not a rusher neither (is that word correct? "rusher" lol yeah I mean I don't like to rush things ;) )

Well here's the unfinished map (Don't know if is helpful to post it but still) Attached File  CBPtemplate_Cage_Norvak01.rar (11.37K)
Number of downloads: 154

Anyway I'm still willing to do the QR code for the promotional map in Steam, so if you agree MetHy, send me an image with the code you would like the map links to :D

Daedolon: That poster rocks! what about using some blur (more) on Duke's face?
1

User is offline   MetHy 

#644

Hey, don't worry about it, no hard feelings really. That map was a good start, but yeah it was more about 15% done than 50 (so at least I don't have to feel bad for not waiting for it, not sure if that comforts you though). I hope you've at least had fun building that, which is the most important.

As for the QR code; I have no idea how that works really. Does it have to be an image or can it link directly to a website? If the latter, then linking to the moddb page would be perfect . If not I guess we could use one of those posters but with the moddb page url written on it.
To be honest though I'm shit at image editing and I'm pretty busy trying to wrap up that boss map as soon as possible; so either that will have to wait, or if High Treason, Stumppy or Daedolon want to go ahead and do that with their poster, speak out and feel free to do so (in any case, this can be done last; the demo map for Megaton could even come out after the episode release).

This post has been edited by MetHy: 17 May 2014 - 12:21 PM

0

User is offline   Daedolon 

  • Ancient Blood God

#645

Attached Image: moddb2.png
www.moddb.com/mods/duke-hard

This post has been edited by Daedolon: 17 May 2014 - 12:26 PM

0

User is offline   Jblade 

#646

I think Daedolon's poster is the best so far, with no disrespect to the other guys intended.
0

User is offline   Daedolon 

  • Ancient Blood God

#647

I'll add the QR code to my poster and tweak it a bit later.

I was just thinking, shouldn't we also have the full mapping team at least play through the whole episode once and get some comments on the maps, just in case we find more bugs than the three outside(?) beta testers do. I'm just not 100% clear on the beta testing routine.
1

User is offline   MetHy 

#648

The thing is, I thought I'd try to keep the surprise for most people (including the team) for the final thing.
Also, I don't like the idea of a beta version being so widespread.
Plus, 3 betatesters on top of myself (and I guess some of the mappers involved also shared their maps to some of their friends which is fine too), is already a lot. Then, not everyone would even have the time to do REAL betatesting so it would either drag on the testing/last+fixes phase forever; or it would just mean some people simply going through the episode quickly (which could lead to some useful comments on general things, but not so much on in-depth hindsights).
On top of that; with that many people, we'd just get some comments going against each others (someone thinking there is too much hp in a map; someone thinking the contrary...); AND I would have to do something like put all comments together and see what comes out more often etc which sounds like much more work than it's worth.

Finally, I asked several days ago for 3 betatesters; and so far, nobody has volonteered. So I'll take that as a sign that most people simply don't want to do it and that an 'open' beta wouldn't be a good idea; that's something I understand though, I've done a lot of duke3D map betatesting in the past decade and it always ends up in playing an inferior version to the final product, and once the final, better polished and balanced, product has come out, the surprise has been ruined by a worse version.

This post has been edited by MetHy: 17 May 2014 - 01:08 PM

0

User is offline   Jblade 

#649

I would do, but I'm swamped with work and I wouldn't be able to give a detailed response useful to map authors. Sorry about that.
0

User is offline   Daedolon 

  • Ancient Blood God

#650

Yeah I would be otherwise up for it but I don't think I can find the time.
0

User is offline   Kyanos 

#651

Quote

I asked several days ago for 3 betatesters; and so far, nobody has volonteered.


View PostDrek, on 24 March 2014 - 05:35 AM, said:

On topic though, I'll gladly help out and test this if you'd like, when the time comes.


I volunteered earlier. I'm still happy to help.
2

User is offline   Daedolon 

  • Ancient Blood God

#652

Updated the poster a bit, fixed a couple of mistakes.
1

User is offline   Paul B 

#653

View PostDaedolon, on 17 May 2014 - 11:45 AM, said:

I was a bit bored so I took a poke at a poster for fun as well. I was trying to be as accurate with the original poster as possible. There's still a bit more to tweak but it's kind of okay.

Posted Image

The idea (including the Emperor) is obviously from Stumppy. Though the explosion is not coloured and the Emperor is obviously not in the original poster (and I originally didn't have them included), which is why I'm still calling this a WIP since I'm unsure whether to leave them there.


It's hard to believe the poster could get any better, but that poster KICKS ASS!

View PostJames, on 17 May 2014 - 12:23 PM, said:

I think Daedolon's poster is the best so far, with no disrespect to the other guys intended.


The new poster really just encompasses the original poster and enhances it to make it more complete. I don't really think there's anything disrespectful in that and I'm pretty sure Stumpy would welcome the new additions to his original design anyway.

This post has been edited by Paul B: 17 May 2014 - 06:44 PM

0

User is offline   Micky C 

  • Honored Donor

#654

The only thing that could make the poster better is if those building lights to the left of the central building were replaced with an image of L.A Meltdown's parallaxed sky Posted Image

P.s I like all the text and logos Daedolon added to the bottom.

This post has been edited by Mickey C: 17 May 2014 - 05:54 PM

0

User is offline   Daedolon 

  • Ancient Blood God

#655

View PostMickey C, on 17 May 2014 - 05:53 PM, said:

The only thing that could make the poster better is if those building lights to the left of the central building were replaced with an image of L.A Meltdown's parallaxed sky :)


I was thinking about doing that and replacing the building with the actual building as well.

View PostMickey C, on 17 May 2014 - 05:53 PM, said:

P.s I like all the text and logos Daedolon added to the bottom.


Posted Image
0

User is offline   Forge 

  • Speaker of the Outhouse

#656

so is it Micky C or Mickey C?

and i'm trying to steer clear of beta-testing so i can have a fresh view for the review at CGS
but if no one else steps up i can help. at least until the 27th. then i'll be unavailable for a few days.
0

User is offline   MetHy 

#657

View PostDaedolon, on 17 May 2014 - 05:56 PM, said:

I was thinking about doing that and replacing the building with the actual building as well.


The actual building from outside doesn't look very good though, noone's really detailed it, not even me in the roof map

View PostForge, on 17 May 2014 - 06:22 PM, said:

and i'm trying to steer clear of beta-testing so i can have a fresh view for the review at CGS
but if no one else steps up i can help. at least until the 27th. then i'll be unavailable for a few days.


Your review would be biased anyway since you've made a map :)
0

User is offline   Sixty Four 

  • Turok Nukem

#658

Oh that poster rocks, Duke himself would be saying "Let's Rock" no need to rush the project (although i must say, i can't wait hurry up :))
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#659

*FART BURP PUKE*

This post has been edited by The Commander: 18 May 2014 - 10:24 AM

0

User is offline   OpenMaw 

  • Judge Mental

#660

*FART BURP PUKE*


Posted about this on facebook.

https://www.facebook...238925906152442

Only reached 50 people, but hey. Posted Image

This post has been edited by Commando Nukem: 18 May 2014 - 06:23 AM

0

Share this topic:


  • 27 Pages +
  • « First
  • 20
  • 21
  • 22
  • 23
  • 24
  • Last »
  • You cannot start a new topic
  • This topic is locked


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options