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CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#31 Posted 24 January 2014 - 05:15 AM
EDIT: I think that MetHy did a great thing in blazing up something like this which is easy to take part in for everyone. The template, small maps etc... This is how you get the community active, so Kudos.
This post has been edited by What: 24 January 2014 - 05:22 AM
#33 Posted 24 January 2014 - 08:23 AM
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
If someone has a great idea for a rooftop boss fight map, go ahead using the template and reserve the slot.
I'll be making the very first floor, the entrance.
Also I forgot to mention but I think it's better if everyone sticks to the same visual rules. I don't think we need TROR, and no hi-res textures or custom textures either. What do you say?
I'm glad to see so many people like the idea, this could turn out really well.
Edit : so James' floor is done, it's really good with a nice layout with great use of the available space, everything I was thinking of.
I've added 3 new rules to the first post :
-No TROR, no hi res textures, no custom textures
-Try to add at least 1 secret if you can
-Choose and add a music in midi format (can be anything, can be from the original game). If you don't provide a music, it will be dethtoll unless someone else can think of a fitting music for your floor.
This post has been edited by MetHy: 24 January 2014 - 08:44 AM
#34 Posted 24 January 2014 - 08:57 AM
MetHy, on 24 January 2014 - 08:23 AM, said:
Yeah, I wanted to suggest an entrance/lobby introductory area.
I've got an idea for a floor, so I might be actually able to create something.
EDIT: You can add me to the list with a renovations/construction floor.
This post has been edited by Cage: 24 January 2014 - 03:25 PM
#35 Posted 24 January 2014 - 03:27 PM
Cage, on 24 January 2014 - 08:57 AM, said:
Steambull is already kinda doing an office under construction though...
Btw can I get a look at James' section? I just want to get an idea what other mappers are doing in terms of difficulty and playtime.
#36 Posted 24 January 2014 - 03:47 PM
I'm sure both maps will be different in visual style and maybe gameplay.
#37 Posted 24 January 2014 - 04:26 PM
Btw, the rules don't say anything about no polymer lights!
![Posted Image](http://data3.whicdn.com/images/8781528/large.jpg)
#38 Posted 24 January 2014 - 05:30 PM
Count me in!!!
Will do a laboratory theme...
But I'm a bit confused...
Cages template on page 2?
The last one I can see is this:
http://forums.duke4....post__p__182931
... and this is on page 1 for me.
So... is this the right template or is there gonna be another one?
And if yes, what is the difference between this 2 templates in the .rar file and why not link this template directly in the first post?
And what the hell means "For gameplay sake, each map will star weapon-less." ?
I guess you mean "start", but what does this mean for mapping?
No guns in the starting area, no guns on the floor ever?
Or should the player just shoot everything against the wall till all weapons are empty before he enters the floor?
Duke don't have the ability to drop weapons afaik...
I'm realy confused. ^^
How to deliver the map?
Upload and send a PM to MetHy, or can I just link it here?
#39 Posted 24 January 2014 - 05:51 PM
The player starts weaponless at the start of each map so that all the mappers don't have to worry about balancing their section against weapons from all the previous sections, and are allowed to do things like "get the shrinker/explosives to get past the crack/tiny hallway". This happens automatically whenever the player starts the map on a texture that causes damage (see the start of E1L3). You don't need to worry about here because it's already set up in the template that the player starts off on a damaging texture.
I'd suggest PM'ing the map to MetHy instead of uploading it here. We've got a sizable amount of mappers so it'd be better to release it to the public all at once rather than have it so everyone can look in on the progress.
#40 Posted 24 January 2014 - 06:09 PM
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
Will reserve a bottle of Kanar for you, my friend. ^^
Sooo... NOW I will start mapping.
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#41 Posted 24 January 2014 - 11:18 PM
#42 Posted 25 January 2014 - 12:51 AM
Plain Simple Garek, on 24 January 2014 - 03:27 PM, said:
Why are you asking him and not me dude?
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
#43 Posted 25 January 2014 - 01:02 AM
#44 Posted 25 January 2014 - 01:20 AM
#45 Posted 25 January 2014 - 01:36 AM
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Anyway I'm not sure I can finish it
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
This post has been edited by Norvak: 25 January 2014 - 01:48 AM
#46 Posted 25 January 2014 - 01:44 AM
James, on 25 January 2014 - 12:51 AM, said:
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
I thought it might be faster =P
Anyway I've done about 90% of mine, I'll finish it off after I come back from dinner. It's a high tech sort of abstract thing with moving/rotating sections.
#47 Posted 25 January 2014 - 01:49 AM
#48 Posted 25 January 2014 - 01:54 AM
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
#49 Posted 25 January 2014 - 05:14 AM
#51 Posted 25 January 2014 - 08:11 AM
#52 Posted 25 January 2014 - 09:08 AM
#53 Posted 25 January 2014 - 10:59 AM
I really like the concept behind this in a Duke map. It's also nice to see so many talented people jump on board. I'm really looking forward to playing the finished product. Very cool idea Methy!
#54 Posted 25 January 2014 - 11:11 AM
Some ideas about themes:
-a cocktail bar
-Archive/library
-A gym/fitness studio (might be hard to pull off with the original resources though)
I think I'm going for a cocktail bar.
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
#55 Posted 25 January 2014 - 12:11 PM
Cage, on 24 January 2014 - 03:47 PM, said:
I'm sure both maps will be different in visual style and maybe gameplay.
Yeah it's not a problem really but it will be appreciated if we don't have any more offices I guess.
Plain Simple Garek, on 24 January 2014 - 04:26 PM, said:
Btw, the rules don't say anything about no polymer lights!
I don't think having ONE single map with polymer lights would be consistent...
neoacix, on 24 January 2014 - 06:09 PM, said:
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Nice
![:D](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
Hendricks266, on 24 January 2014 - 11:18 PM, said:
I'm sure it will turn out well!
Norvak, on 25 January 2014 - 01:36 AM, said:
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Mister Sinister, on 25 January 2014 - 05:14 AM, said:
Well to be honest I'd rather keep this thread active so that more mappers can see it.
Paul B, on 25 January 2014 - 10:59 AM, said:
I don't think Megaton supports custom episodes yet does it? At least not in the workshop. In any case, I will add co-op spawn points to any map that doesn't have them though. Are you not gonna make a map for the episode?
Edit : Also, even if Megaton eventually supports episode, it won't be possible to play this one as the episode limit is still (I think ?) like for the original game in Jonof while it's now 64 in Eduke.
This will be an Eduke exclusive, but we could advertise it on Megaton by putting one of the maps there.
But then again, I guess that for Megaton it could be divided into 2 episodes considering every map starts weaponless anyway, but it's still kinda shitty, and only if/when Megaton supports episodes in the workshop.
Merlijn, on 25 January 2014 - 11:11 AM, said:
[...]
I think I'm going for a cocktail bar.
![:(](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
I'm going to update the OP now.
This post has been edited by MetHy: 25 January 2014 - 12:40 PM
#56 Posted 25 January 2014 - 12:24 PM
#57 Posted 25 January 2014 - 12:29 PM
We thought it could use a ventilation/ducts system to get there (you fall down in it), and then get back up using the elevator. It makes sense because, the elevator will be out of order (I'll put an "out of order" sign on it in my map, the lobby area, and have Duke say "Damn..." when he sees it and realizes he has to go all the way up using the stairs) but you'll power it up during the secret level.
I guess for it to make even more sense, it would be cool if the entrance to the secret stage would be in the last floor, just before the rooftop fight. Would be kinda of ironic to go all the way down once you're there, too
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
This post has been edited by MetHy: 25 January 2014 - 12:30 PM
#58 Posted 25 January 2014 - 01:10 PM
MetHy, on 25 January 2014 - 12:11 PM, said:
Well, my area is not that much of an office, it's a floor in the early phase of construction/renovation so it looks really raw and industrial. Plutonium pack's barrels work pretty well as subsitute for paint cans, lol
I'd also like to suggest a high standard penthouse suite as one of the levels
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
Merlijn, on 25 January 2014 - 11:11 AM, said:
That's what they want you to think
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#59 Posted 25 January 2014 - 02:09 PM
MetHy, on 25 January 2014 - 12:11 PM, said:
I would like to contribute but I don't want to make something just for the sake of adding a part. I need to get some type of idea I can run with design wise and If I can come up with something before the end of the dead line I will submit what I have. But please don't count on me as i'm really slow at putting stuff together. I just need to get some inspiration / theme for a floor that I can do. If I do create something I'm going to probably try and make my single floor look like two floors without the use of TROR or have a vaulted ceiling in one part. =D
This post has been edited by Paul B: 25 January 2014 - 02:19 PM
#60 Posted 25 January 2014 - 04:11 PM
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/tongue.gif)
The map takes around 5 minutes to finish, with 40 enemies and 2 secrets.
@Paul B and anyone else; if you're worried about building too slow, copy/paste is your friend. This sort of CBP doesn't call for Gambini level detail.
Edit: I know the level limit is 64 in eduke32 and 11 in the original game, but would it be 32 in JFDuke32 and hence Megaton? And there's no way we're going to reach 32 mappers.
Btw what do we do about the txt file that will be included? I'm assuming each mapper would submit a short paragraph about their map?
2nd edit: I'm also assuming we're not implementing difficulty levels?
This post has been edited by Plain Simple Garek: 25 January 2014 - 04:26 PM