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

Jump to content

  • 27 Pages +
  • « First
  • 21
  • 22
  • 23
  • 24
  • 25
  • 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   Person of Color 

  • Senior Unpaid Intern at Viceland

#661

Just go ahead and delete this, I had two windows open by accident. Meant to post in another thread.

And this is the dumbest drama I've seen in a long time. Wow.

This post has been edited by Protected by Viper: 18 May 2014 - 04:46 AM

0

User is offline   The Commander 

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

#662

TL;DR Use imgur.com
0

User is offline   Forge 

  • Speaker of the Outhouse

#663

View PostCommando Nukem, on 18 May 2014 - 04:36 AM, said:

You want this, THIS to turn into a flame war? Back right off.

whoa.
try decaf bro

View PostMetHy, on 17 May 2014 - 11:03 PM, said:

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

i doubt it. my participation was small and insignificant.
it also helps that each floor is completely independent of the other floors. unlike traditional one-map CBP's my section doesn't directly affect or influence game play in any other section

edit: considering the team of mappers you got together for this project i doubt there's going to be a significant issue with individual map quality.
pretty much i'm going to be looking at logical floor transitions and game play order. (i.e. does the episode progress from easiest map to hardest map, or is it rather random)

This post has been edited by Forge: 18 May 2014 - 05:32 AM

0

User is offline   The Commander 

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

#664

Commando and I bitched it out over Facebook, everything is good now.
1

User is offline   OpenMaw 

  • Judge Mental

#665

Yeah, I apologize for my part in all that. Sorry folks. I hope the mod is a smashing success!
2

User is offline   Micky C 

  • Honored Donor

#666

View PostForge, on 18 May 2014 - 05:05 AM, said:

edit: considering the team of mappers you got together for this project i doubt there's going to be a significant issue with individual map quality.
pretty much i'm going to be looking at logical floor transitions and game play order. (i.e. does the episode progress from easiest map to hardest map, or is it rather random)


I can understand why it would be desirable to have the maps in order of roughly easiest to hardest, but I have a feeling that most of the floors are going to be completely different from each other, and that floor transitions besides the typical stairs are going to be non-existent. And of course that's indeed the point of this project.
1

User is offline   MetHy 

#667

I'm going to try to give floors a logical thematic order (for example, the 3 'horror' maps should be one after the other) while also trying to make it from easiest to hardest. However, since I'll try to do both, that means it won't be perfect and it's possible to have a map that's slightly easier than the one before but it'd still fit where it is due to its theme...
1

User is offline   Daedolon 

  • Ancient Blood God

#668

I know having my map early in the episode would make more sense since it's a diner, but then again I don't necessarily think it'll fit since apparently it's a bit hard as well?

For preference I'd like my map to be as late as possible but whatever you come up with should be good.
0

User is offline   Micky C 

  • Honored Donor

#669

If we're doing preferences I think my map would do best somewhere around the middle.
0

User is offline   Forge 

  • Speaker of the Outhouse

#670

View PostDaedolon, on 18 May 2014 - 06:49 AM, said:

I know having my map early in the episode would make more sense since it's a diner

not necessarily.
there are numerous examples of hotels and other buildings (e.g. the space needle in Seattle) that have restaurants at/ or near the top floor

View PostMetHy, on 18 May 2014 - 06:47 AM, said:

I'm going to try to give floors a logical thematic order (for example, the 3 'horror' maps should be one after the other) while also trying to make it from easiest to hardest. However, since I'll try to do both, that means it won't be perfect and it's possible to have a map that's slightly easier than the one before but it'd still fit where it is due to its theme...

I don't foresee any major issues with individual map quality so this ^ is pretty much the meat of what i can base any review off of.
it's why i'd like to try to maintain some distance; familiarity with too many maps might skew how i perceive overall progression.
i'll still help if you really need it though.

This post has been edited by Forge: 18 May 2014 - 08:25 AM

0

User is offline   Cage 

#671

Well, you can put me wherever, but I think I'd like to be somewhere in the beginning.
0

User is offline   Daedolon 

  • Ancient Blood God

#672

View PostForge, on 18 May 2014 - 08:11 AM, said:

there are numerous examples of hotels and other buildings (e.g. the space needle in Seattle) that have restaurants at/ or near the top floor


I suppose, here in Finland they're always on the ground floor or the second floor, then at the very top, never really in-between).
0

#673

My abomination can go wherever you think it fits best based on it's difficulty and whatever else. I always envisioned it in the middle somewhere as I suspect it to be vastly different to the others and it would break things up a little... But then it may be too easy for that and also a little unrefined, I don't know as I haven't seen or played the other levels.

As for Beta testing, I don't think I'd be able to do that, nor do I want to ruin the episode for myself. I'd rather wait until it's done.
0

User is offline   MetHy 

#674

So, after around 5-6 days the boss map is pretty much done now. Only minor fixing and balancing might remain to be done after betatesting. Took twice longer than I thought it would but I say it's totally worth it, I'm satisfied by the map and rushing it more would only have made it worse.

Besides, I'm still waiting on Daedolon and Dukebot to finish the last fixes on their maps :)

BTW, Mister Sinister volunteered for betatesting (Thank you!) and if Drek is still up for it, then yeah your help is definitly welcome.
The beta version of the episode should be ready in the next couple of days. If by then I still don't have the 2 remaining maps last versions, betatesting will start with the versions of those 2 maps I currently have. Sorry guys but tomorrow it'll be already one week past the deadline! And I guess if you still haven't found time to do those last fixes, you could do them during the betatesting phase (having it done before is much better though).

This post has been edited by MetHy: 18 May 2014 - 12:19 PM

0

User is offline   Kyanos 

#675

Yeah I'm up for it still. Just fire off a pm here or scent88 I'll get either.
0

User is offline   Daedolon 

  • Ancient Blood God

#676

MetHy has my final map now (sans the fixes needed during betatesting), thanks for the extra time.
0

User is offline   MetHy 

#677

Finally.

The beta version is ready and was sent to the testers (Steambull, Mister Sinister, Drek).

I will send their feedback to each respective mapper once they're done.

In the meantime, it would be cool if the following mappers could give par-time and speedrun time for their maps at some point : Taivo, Paul B, Cage, Daedolon, Dukebot. No rush for that yet though, it can be added last minute even.

Also, a screenshot of Cage's map was added to the moddb page.

This post has been edited by MetHy: 20 May 2014 - 01:57 PM

1

User is offline   Paul B 

#678

Well, things seem really quiet around here for a LAUNCH that is right around the corner! I just want to let you guys know that I've submitted my time trials to Methy on "Come Get Some".

I truly doubt anyone will play my map enough times to beat my best time but the map should be around 10-15 minutes. Unless your name is Mikko Sandt, who destroys map times on his first play through. The average player can expect any where from 30 to 90 enemies depending on play style and difficulty. I can't wait to play the other maps I'm so sick and tired of playing mine I need something fresh.

And if anyone finds a problem with my map... I kill you!

This post has been edited by Paul B: 25 May 2014 - 01:32 AM

0

User is offline   MetHy 

#679

Testers and I are going through everything at the moment.

Most of our suggestions will probably be minor fixes, but there are a few more major things, especially for coop support in a few maps.
I'll contact every mapper with the things testers have found and their opinion and suggestions once all the testers are done.

Then, I'll be willing to wait a couple of weeks maximum for people to make those fixes. Even if I think of the maps that will require the most fixes, those really shouldn't take long so even if you're a busy man, 2 weeks is more than enough. What I mean is, even for the maps that will require the most fixes, that shouldn't take more than 1 hour of mapping; but in most cases the fixes should be do-able in just a few mins; but i'd rather give 2 weeks which should make sure everybody has the time to do it, rather than to rush things and having known issues left in or having to release an update.

Of course, if you think the opinions of the testers is worthless and that your map is perfect as it is, or if you just don't give a shit anymore, make sure to tell me to fuck off, that will make everybody win some time.

This post has been edited by MetHy: 25 May 2014 - 06:11 AM

3

User is offline   Paul B 

#680

This message is intended for HIGH TREASON since I can't private message him. But it pertains to my map.


HIGH TREASON :
I just wanted to let you know that your map: Nitroglycerin has helped me in achieving something I wasn't able to figure out entirely on my own. I took a brief look at your map and saw how amazingly organized you were with your special effects.

You are a Mapster wizard! Anyway, at a quick glance I wasn't entirely able to figure out the way you implemented your special effects but I got the just of it. Your map gave me an idea to use a shooter with a Target which I placed on an Elevator platform. When you shoot the target with the automatic shooter it raises the elevator before the target can be shot again allowing me to use this for a special effect I was trying to achieve in my Duke Hard map. So, I just wanted to say thank you! You've helped me out a lot and you wouldn't have known it otherwise. =)

Just for the record I pulled an all nighter making this critical fix to my map that Methy pointed out. It was well worth it! Awesome job beta testing guys !

This post has been edited by Paul B: 26 May 2014 - 04:56 AM

3

User is offline   MetHy 

#681

Yeah I gave some feedback to Paul B first (before getting feedback from every tester) because his map was the one which required the most fixes. I still think it's better to wait for feedback from all testers before I give that feedback to all the other mappers, this shouldn't take long anyway.
0

User is offline   Daedolon 

  • Ancient Blood God

#682

Yeah I'd rather have all the feedback for my map at the same time.
0

User is offline   Paul B 

#683

View PostDaedolon, on 26 May 2014 - 06:59 AM, said:

Yeah I'd rather have all the feedback for my map at the same time.


I'm not trying to start any problems nor am I wanting people to think I'm asking for any kind of special treatment. The thing is I bit off more than I could chew on this map and its a complicated map. I sunk about 12 hrs fixing a problem I wasn't sure I could fix in the allocated time frame so I dug my head in the ground worked all through out the night and I managed to come up with a fix. This was by no means a minor fix and it took a lot of thought, planning and testing. I'm sorry if I've put anyone's nose out of joint by asking for a heads up.

This post has been edited by Paul B: 26 May 2014 - 07:35 AM

0

User is offline   MetHy 

#684

Yeah and I think it's gonna be worth it. The map is really good.
0

User is offline   Forge 

  • Speaker of the Outhouse

#685

i'm leaving in a couple days and may be on the road for a week.

either you or one of the testers are going to have to fix any issues with my so called map, or just leave it and take it as

View PostMetHy, on 25 May 2014 - 06:00 AM, said:

just don't give a shit anymore, fuck off


consider which kind of nasty note about me you intend on putting in the master template, then decide

This post has been edited by Forge: 26 May 2014 - 07:37 AM

0

User is offline   MetHy 

#686

Ok, only very minor things that could be fixed in a couple of mins were reported for your map, i'll send you the report and hopefully you'll have time to check it before leaving, thanks for letting me know

This post has been edited by MetHy: 26 May 2014 - 07:50 AM

0

User is offline   Daedolon 

  • Ancient Blood God

#687

View PostPaul B, on 26 May 2014 - 07:29 AM, said:

I'm not trying to start any problems nor am I wanting people to think I'm asking for any kind of special treatment.


Not sure why you'd think that way.

I'm just saying it's easier for most people to get most of the issues reported once and then find the time to fix them all at once, instead of fixing some and not being sure when the next report comes in (assuming you have a job or something that will make this harder).

I've also gotten some bug fix reports before the beta testing began here so there's nothing odd about that.
0

#688

I'm not too bothered how bug reports turn up as long as they do if they must... Well, really I'd prefer there to be none but if something is busted I don't mind going in and fixing it.

If you'd only seen some of the early versions; the void between worlds, the-other-library, the footprint puzzle thing and a few rooms that were thrown out, it was a broken mess. (It was also quite a few different colors)... Only thing I regret pulling out is that early on, the walls used to randomly start bleeding in places. What the map ended up being is nothing like what I had envisioned early on.

@Paul B; Thanks. I think I did something with targets on elevators in Quantum Physics, I seem to think that a mirror was involved in the same mechanism to bounce shots onto a single target - probably one that stopped the shooter going off... Yeah, I don't actually remember what the mechanism did and I can't look it up right now. As for the PM system, I'm a little tired of that. I've asked several times to have it enabled again and seem to think I have never got a reply, I think Plagman said he'd look into it once but I'm not 100% on that. I suppose I could ask again because it's a little tedious having to go to other sites all the time and I'm sure it's not fun for other people when I'm part of a project when they have to run off to other forums of my e-mailbox. That aside, I'm rather looking forward to seeing what you came up with, and what everyone else did for that matter.

This post has been edited by High Treason: 28 May 2014 - 06:15 PM

0

User is offline   Daedolon 

  • Ancient Blood God

#689

Finished working on some extra flair for the episode. Can't wait to play it completely.

EDIT: Spotted a typo in the poster, heh. Fixed it.

This post has been edited by Daedolon: 29 May 2014 - 02:05 PM

0

User is offline   MetHy 

#690

I've asked the two remaining testers to finish their reports for tuesday, which will make 2 weeks of testing which I consider fair enough. Plus I've been replaying the episode a lot too, and found some stuff as well.

Anyway, like I said, after that I'll give two weeks for the mappers to do the needed fixes. Of course we're only suggesting stuff and it's up to you to see what you want to change regarding the testers findings, thoughts and suggestions; but there is at least some fixes which are mandatory and it's those regarding coop play (making weaponless start in coop for 8 players + making sure you can't get stuck in coop).

Hopefully most people won't take long to make the fixes (in most cases it really is just a matter for a couple of mins) but that should mean a release date in the middle of June.

This post has been edited by MetHy: 31 May 2014 - 06:23 AM

0

Share this topic:


  • 27 Pages +
  • « First
  • 21
  • 22
  • 23
  • 24
  • 25
  • 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