CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#121 Posted 28 January 2014 - 01:27 PM
Remember to use the template. It's rather small but I had some ideas myself as well, you can still do some pretty amazing boss arenas on it.
#122 Posted 28 January 2014 - 01:56 PM
#123 Posted 28 January 2014 - 03:37 PM
#124 Posted 28 January 2014 - 04:47 PM
http://forums.duke4....post__p__183193
I added a sign above the entrance door of the floor with the name of the level and "by neoacix" in early stage.
Should I remove it?
This post has been edited by neoacix: 28 January 2014 - 04:47 PM
#125 Posted 28 January 2014 - 05:13 PM
Quote
what, WHAT, WHAT?
How is this possible? Mister Sinister can I please have a look at your map? I can't even conceive how someone can fit 15 minutes of gameplay in such a small space. I thought my 5 minute map was really long.
This post has been edited by Micky C: 28 January 2014 - 05:14 PM
#126 Posted 28 January 2014 - 07:26 PM
Micky C, on 28 January 2014 - 05:13 PM, said:
Guess you are right, will remove it and put some more subliminal message into a secret. Muhahaaha!
#127 Posted 28 January 2014 - 08:38 PM
Micky C, on 28 January 2014 - 05:13 PM, said:
what, WHAT, WHAT?
How is this possible? Mister Sinister can I please have a look at your map? I can't even conceive how someone can fit 15 minutes of gameplay in such a small space. I thought my 5 minute map was really long.
Sure, check PM
This post has been edited by Mister Sinister: 28 January 2014 - 08:38 PM
#128 Posted 28 January 2014 - 09:10 PM
BTW my map is 10% done...
This post has been edited by Norvak: 28 January 2014 - 09:53 PM
#129 Posted 29 January 2014 - 12:22 AM
Mister Sinister, on 28 January 2014 - 08:38 PM, said:
Wow, amazing map! Now a feel somewhat embarrassed about the detail level of my own map, although I admit I focused more on gameplay when mapping it.
#130 Posted 29 January 2014 - 12:24 AM
Micky C, on 29 January 2014 - 12:22 AM, said:
Your map is fun (even though I broke it) don't worry
#131 Posted 29 January 2014 - 07:44 AM
Micky C, on 29 January 2014 - 12:22 AM, said:
Both maps are great in their own way. Mister Sinister's floor is more classic Duke (Ã la episode 4) but stands out with its details, touches of humour and couple of puzzles. Your map, although shorter and not as detailed, is more overall original, with its interactive moving layout that has never been done to such an extent in a Duke map before (and which Duke3D definitly needs more of, Doom wads have more maps of this kind than Duke3D even though you can do much more in terms of interactive & moving layout in Build than in Doom).
I think both maps are great in their own ways and it's very promising for the episode.
#132 Posted 31 January 2014 - 11:12 PM
When all the maps are done, is there going to be a specific order the maps will be in? Like I know there will be a boss map on the roof that will have to be last but, maybe there can be some kind of mod that randomizes the floors. Just something that came to mind that I thought would be interesting and possibly add more re-playability but I don't know how viable that is.
#133 Posted 01 February 2014 - 03:31 AM
The thing is though would it really increase replayability? I mean unlike attrition where the gameplay can be drastically different depending on the order, the gameplay will be exactly the same each time, with only maybe the player's mood being different.
Actually there's a thought, maybe this thing could be its own attrition episode since virtually everyone involved is a skilled mapper. Naturally this would be in addition to a vanilla release.
#134 Posted 01 February 2014 - 03:39 AM
#135 Posted 01 February 2014 - 04:09 AM
I'm not a huge fan of the randomization idea, if we come up with the most playable (and logical) order, I think we should stay with it. The only real issue is that some people might get upset because their maps are last(?). It's fine for me though.
#136 Posted 01 February 2014 - 04:11 AM
#137 Posted 01 February 2014 - 04:13 AM
What's our status anyway? I suppose people are busy with real life stuff, but we're hitting the 50% mark soonish, I guess. My map just needs an evening more or two.
#138 Posted 01 February 2014 - 08:19 AM
Even if the player loses his weapons at the start of each level, remember that health/armor and items stay.
So I was thinking I would make an order taking into account items (like, if 2 maps give a medipack, don't put them one after the other) as well as enemy count (the less enemies : the sooner you'll play the map) and difficulty; as well as taking into account theme of maps so that everything flows well and doesn't get repetitive.
#139 Posted 01 February 2014 - 10:25 AM
#140 Posted 01 February 2014 - 10:30 AM
#141 Posted 01 February 2014 - 10:46 AM
I have the entrance with mailboxes (with numbers of floors and names of each mapper written on them) and I'm currently working on a Building Manager office with some funny stuff in it (not sure if the term is right, but some buildings have a "building manager", someone who takes care of cleaning common areas, taking out the trash, etc). I'm also thinking of making a room for bins/trash, a laundry, and perhaps a boiler room (one of which will be half taken over by alien textures), but like I said, I don't have any brilliant idea. If anybody has one, please do share, just remember that I can't make a power/generator room as this is planned for the secret underground map (in which you'll have to power up the elevator again).
Do you guys think I should use the outdoor space outside the building since this is the first floor? Would you rather have the player walk in the streets a bit and find his way inside the building or have him directly start inside, at the main entrance door?
ck3D, on 01 February 2014 - 10:30 AM, said:
Any idea what theme you'll make? The obvious offices are taken arleady and ACB is doing horror-themed apartments.
This post has been edited by MetHy: 01 February 2014 - 12:30 PM
#142 Posted 02 February 2014 - 02:47 PM
MetHy, on 01 February 2014 - 10:46 AM, said:
I think It would be really nice, however we have to copy paste the outside area in other maps in order to make it look more natural.
#143 Posted 02 February 2014 - 02:58 PM
MetHy, on 01 February 2014 - 10:46 AM, said:
I'd say to make the start inside, with a big glass door behind the player - you could see the street through it. I'd only add some detail finishing to the road, add a sidewalk, and finish/trim the bottom of the buildings and that's all - I think there's no point in adding too much extra work. Then again, it's your map
#144 Posted 03 February 2014 - 07:17 AM
This post has been edited by Paul B: 03 February 2014 - 07:19 AM
#145 Posted 03 February 2014 - 11:24 AM
#146 Posted 03 February 2014 - 11:27 AM
Now, I guess it depends on how it's done, if it's just quickly jump in/out of the main rooftop on small areas it could be quite fine, but, considering how the template is and how far off the neighbourd buildings are from our building I don't see how this could be done. You might as well make your own seperate usermap if you do that.
I accepted Paul B's going off the rules by making a 2-floors in one map, as it seemed to fit in well in the screenshots he showed me, but this sounds very far off the point.
Maybe I'm wrong though, please elaborate on how it's done
This post has been edited by MetHy: 03 February 2014 - 11:36 AM
#147 Posted 03 February 2014 - 11:45 AM
Hopefully I can finish this map in the next two weeks.
#148 Posted 03 February 2014 - 12:53 PM
MetHy, on 03 February 2014 - 11:27 AM, said:
Btw now that I said that it got me the answer to my question earlier and I think i'll follow Cage's advice and have the player start inside the building in the lobby
also it'd be nice if Taivo and Locke joined the episode
#149 Posted 03 February 2014 - 09:00 PM
#150 Posted 03 February 2014 - 10:47 PM
DavoX, on 03 February 2014 - 11:24 AM, said:
Here we go... then you'll gonna add a motorcycle ride and lots of explosions/moving stuff lol
This post has been edited by Norvak: 03 February 2014 - 10:57 PM