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

#61

Okay, so I'm making some sort of an administration floor with lights out and it's going to be quite challenging. I may even add some Locked Up-like puzzles but not as confusing.
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User is offline   Jblade 

#62

Quote

2nd edit: I'm also assuming we're not implementing difficulty levels?

I did, not that it matters much since most enemies in my level were respawns.
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User is offline   Micky C 

  • Honored Donor

#63

In that case I hope there's a polishing period (nothing extravagant), perhaps when the maps are mostly finished and passed between all the mappers and people can comment on them and make some changes. Most of the enemies in my map are respawns as well but I suppose I could make a few of the current ones mode specific, add a few more, and there are some other tweaks I'd like to do. But I'm too lazy right at the moment and they're relatively minor.

This post has been edited by Plain Simple Garek: 26 January 2014 - 12:48 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #64

MetHy: Is OGG music OK?
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User is offline   Jblade 

#65

I would recommend against it if only because the average level length is only gonna be a couple of minutes, and even a small OGG is going to probably dwarf the size of the entire pack. It's not like size is at a premium of course but it probably still is a bit excessive.
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User is offline   Micky C 

  • Honored Donor

#66

Posted Image

Well that gives me an excuse to update my map zip.
2

User is offline   MetHy 

#67

View PostPlain Simple Garek, on 25 January 2014 - 04:11 PM, said:

Just handed up my section to MetHy. From when the map file was created, to when I submitted it, was half an hour short of a 24 hour period, so good timing Posted Image

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 :

View PostPlain Simple Garek, on 26 January 2014 - 12:47 AM, said:

In that case I hope there's a polishing period (nothing extravagant), perhaps when the maps are mostly finished and passed between all the mappers and people can comment on them and make some changes.


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.

View PostHendricks266, on 26 January 2014 - 02:07 AM, said:

MetHy: Is OGG music OK?


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

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User is offline   Jblade 

#68

My music is from VGmusic.com from the game Columns (damn I can't believe that place is still around)
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User is offline   MetHy 

#69

Thanks.

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

3

User is offline   Micky C 

  • Honored Donor

#70

I like the idea. I've got just the car which I've already copy/pasted between my maps Posted Image

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.
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User is offline   neoacix 

#71

View PostMetHy, on 25 January 2014 - 12:11 PM, said:

Nice :( What theme?


Some kind of laboratory.
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User is offline   MetHy 

#72

I'm working on my floor as we speak and Ancient Coffee Bean has joined in under the theme of apartments with horror and infestation theme :(

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

2

#73

I think it would have been nice to place maps in some logical order. It's going to be quite strange if for example the first level is going to be the enterance and the second level is laboratory, the third is administrative complex and etc.
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User is offline   MetHy 

#74

Yes sure we'll figure out some logic, but in any case it will turn out fine. Try that Doom wad "going down" i mentionned in the OP, every map is completely different but it flows really well.

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

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User is offline   neoacix 

#75

So, how far are you with your map?

I got barely 10 % here and actually lacking for some ideas. Damn.
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User is offline   bird 

#76

Mine is roughly at 30% and still messing with mirrors.
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User is online   Mike Norvak 

  • Music Producer

#77

MetHy to be more precise I'm going for a Research Facility still with surrealistic stuff going around.
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User is offline   neoacix 

#78

Research facility? Hope it doesn't overlap to much with my lab.
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User is online   Mike Norvak 

  • Music Producer

#79

View Postneoacix, on 26 January 2014 - 04:23 PM, said:

Research facility? Hope it doesn't overlap to much with my lab.


Oh don't worry, maybe we should discuss this in private. But most of the stuff in the map will be unrrealistic,

Spoiler


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

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User is offline   neoacix 

#80

Well, just keep on going.
I think it would'nt make much sense if we cut something in our maps...
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User is online   Paul B 

#81

Okay consider me in! I've spent a good 8 hours on the map today. I'll be doing a high security art exhibit / library with admin offices and washrooms. Estimated gameplay 45 minutes of non linear chaos. =) Well, maybe make that 10 minutes. =)

****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

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User is offline   Daedolon 

  • Ancient Blood God

#82

I think I finally figured out the flow for my map, so now I just need to start fixing up some of the rooms and start detailing. I guess we have no deadline, but I'll be finishing my map in a day or two so the release won't start hanging from me at least.
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User is offline   MetHy 

#83

View PostPaul B, on 26 January 2014 - 10:28 PM, said:

Okay consider me in! I've spent a good 8 hours on the map today. I'll be doing a high security art exhibit / library with admin offices and washrooms. Estimated gameplay 45 minutes of non linear chaos. =) Well, maybe make that 10 minutes. =)


:( 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!

View PostDaedolon, on 27 January 2014 - 05:56 AM, said:

I guess we have no deadline, but I'll be finishing my map in a day or two so the release won't start hanging from me at least.


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 ) :D .

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.
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User is offline   Daedolon 

  • Ancient Blood God

#84

Here's a question: Should the mappers name their own levels or will they just be bland "Floor 1, Floor 2", etc?
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User is offline   MetHy 

#85

Didn't think about that. I guess a name would be nice as the floor numbers will already be written on the wall of the staircase anyway. Added that to the rules.

This post has been edited by MetHy: 27 January 2014 - 09:09 AM

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#86

I think I've finished my part. I'm sending the map to Methy, hope it turned out ok.
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User is offline   MetHy 

#87

It needs some little tweaking (see PM) but it looks like it's gonna be pretty good!
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User is online   Paul B 

#88

I think Gambini should be responsible for creating the flooded basement floor. =D

This post has been edited by Paul B: 27 January 2014 - 11:59 AM

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User is offline   MetHy 

#89

View PostPaul B, on 27 January 2014 - 11:59 AM, said:

I think Gambini should be responsible for creating the flooded basement floor. =D


I don't get it
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User is offline   DavoX 

  • Honored Donor

#90

I would only chime in if I could do an epic final level on the rooftops :(
1

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