CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#61 Posted 25 January 2014 - 07:25 PM
#62 Posted 26 January 2014 - 12:13 AM
Quote
I did, not that it matters much since most enemies in my level were respawns.
#63 Posted 26 January 2014 - 12:47 AM
This post has been edited by Plain Simple Garek: 26 January 2014 - 12:48 AM
#65 Posted 26 January 2014 - 02:28 AM
#67 Posted 26 January 2014 - 03:53 AM
Plain Simple Garek, on 25 January 2014 - 04:11 PM, said:
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?
Your map is MINDBLOWING it goes WAY beyond the expectations I had for the episode even though I was hoping people would do things like this. Duke maps really lack conceptual unrealistic maps like this (even though the original did have some parts like that) but when it's done, and done right, it's just mind blowing.
About the difficulty settings, please do make 2 difficulty settings : Let's Rock and Come Get Some, even if it's only getting rid of 3-4 monsters by tagging them for skill#3 only.
About the .txt file, I guess I'll make it but it would be nice if every mapper wrote a line or two about his map, but if he doesn't want to or has nothing to say it doesn't really matter.
Edit :
Plain Simple Garek, on 26 January 2014 - 12:47 AM, said:
I guess that'd be nice, I was thinking of choosing only a couple of betatesters to make things easier and faster. I guess we'll see.
Hendricks266, on 26 January 2014 - 02:07 AM, said:
Nah please put a music in midi format. Also please also give the name the music and where it comes from so that I can add it to the credits in the .txt file (i'll add this to the rules)
This post has been edited by MetHy: 26 January 2014 - 03:57 AM
#68 Posted 26 January 2014 - 04:18 AM
#69 Posted 26 January 2014 - 04:39 AM
I just had another idea for the secret underground parking map.
Eventually I'd like to make it (unless someone who hasn't made his map yet has a really good idea for it and takes into account what has been said already about the map) but, there could be an a parking area where each slot has a name of a mapper of the episode. Then, the map goes around every mapper and each one quickly builds a car/bike/whatever on his slot. What do you think? Cars have always been quite a thing in Duke usermaps ever since Pascal Rouaud and it would also be a way to give credit to every mapper. If you already have made a cool looking car in a previous map of yours you could copy/paste too (like Steambull could use the car he made in Galbadia, MRCK one of his multiple cars, etc).
(I could even make a secret area within the secret level where you'd find 2 more slots, one named "P.Rouaud" and one named "Taivo" and you'd find the same limousine with a different colour but that's like beating a dead horse.)
I will also give credit to every mapper in the lobby area. There will be a small space with mailboxes and on each mailbox there will be the number of the floor and the name of the mapper, like this everybody will have credit even if people don't read the .txt file.
This post has been edited by MetHy: 26 January 2014 - 04:46 AM
#70 Posted 26 January 2014 - 05:00 AM
I also like the idea of the secret area. Taivo's definitely branched out a bit since then but it's still worth a chuckle.
#71 Posted 26 January 2014 - 07:42 AM
#72 Posted 26 January 2014 - 07:48 AM
Edit : Mikko has joined as well so we now have around 15 mappers.
This post has been edited by MetHy: 26 January 2014 - 08:22 AM
#73 Posted 26 January 2014 - 09:10 AM
#74 Posted 26 January 2014 - 09:42 AM
Also I wouldn't find it strange already. I know some buildings irl where the first floor has a restaurant, then there is a gym upstairs, and all the way up there are apartments. it's quite realistic.
This post has been edited by MetHy: 26 January 2014 - 09:45 AM
#75 Posted 26 January 2014 - 01:55 PM
I got barely 10 % here and actually lacking for some ideas. Damn.
#77 Posted 26 January 2014 - 04:10 PM
#78 Posted 26 January 2014 - 04:23 PM
#79 Posted 26 January 2014 - 04:39 PM
neoacix, on 26 January 2014 - 04:23 PM, said:
Oh don't worry, maybe we should discuss this in private. But most of the stuff in the map will be unrrealistic,
Again I don't want to spoil stuff hehe
Anyway we can have two labs in the building, right? I'm going more for a freaky style, like this
This post has been edited by Norvak: 26 January 2014 - 04:44 PM
#80 Posted 26 January 2014 - 05:00 PM
I think it would'nt make much sense if we cut something in our maps...
#81 Posted 26 January 2014 - 10:28 PM
****UPDATED****
I'm also having problems with mirrors. Okay I figured out the mirror glitch on my end. The Room outside the Mirror room was a big open area. I had to break up the sectors a bit in the outside area before the Mirror in the Mirror room would function properly. Hopefully this helps some bird. =)
This post has been edited by Paul B: 27 January 2014 - 08:27 AM
#82 Posted 27 January 2014 - 05:56 AM
#83 Posted 27 January 2014 - 08:52 AM
Paul B, on 26 January 2014 - 10:28 PM, said:
So, we now have 15 mappers each making a map. Considering we'll also need a rooftop bossfight map and probably the secret -1 parking map, the episode should AT LEAST be 17 maps long!
Daedolon, on 27 January 2014 - 05:56 AM, said:
Oh don't worry about that.... Between work and life, my map is only about 15% made so far. Time is scarce and precious but I'll continue working on it a bit everyday. If I'm the one making the secret map as well, I say people still have time for their maps (but don't take that as an excuse to slack off ) .
It would be nice if the next mapper joining makes the rooftop boss map. I thought it'd be cool if it was somewhat original, I was thinking of having to kill using canons that fire projectiles or that spawns explosions, not sure if that'd work though as projectiles are coded to aim the player, but something of the kind, or something original in any case, would be nice.
Also in terms of decoration it would be cool if there were a couple of ailen ships flying in the background shooting rockets as well like in E2L1 or in FBSP003 or in Mikko's boss map in Metropolitan Mayhem. About the buildings around our building (those we see in the unreachable place through windows all along the episode), it could be nice to have them collapse/explode during the bossfight.
Also an ending during which OUR building collapses would be VERY cool but I don't know if it's possible to script such an ending, probably not. I guess teleporting the player in another fake area and putting him on a slow moving ground leading to a level-ending sector, all while the building explodes and collapses, COULD work; but, that would mean we'd have to code the boss not to trigger the ending and therefore using a new con file. That, or we don't use a regular boss and make a boss fight out of several mini BLords....
anyway just some thoughts.
#84 Posted 27 January 2014 - 08:58 AM
#85 Posted 27 January 2014 - 09:00 AM
This post has been edited by MetHy: 27 January 2014 - 09:09 AM
#86 Posted 27 January 2014 - 10:30 AM
#87 Posted 27 January 2014 - 11:43 AM
#88 Posted 27 January 2014 - 11:59 AM
This post has been edited by Paul B: 27 January 2014 - 11:59 AM
#89 Posted 27 January 2014 - 12:20 PM
Paul B, on 27 January 2014 - 11:59 AM, said:
I don't get it