CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#601 Posted 10 May 2014 - 05:27 PM
This post has been edited by ck3D: 10 May 2014 - 05:27 PM
#602 Posted 10 May 2014 - 05:57 PM
3DR time: 1:50, half of the normal time (I'd like to see players beat that).
I expect the average player to take about 5 minutes on their first try though.
#603 Posted 11 May 2014 - 12:56 AM
ck3D, on 10 May 2014 - 05:27 PM, said:
Nice car! There are a couple of cars in the map that are on the 'road' rather than inside slots, either because they are bigger or because the map needs some cars on the main road anyway for gameplay sake (like for enemy placement etc). I'll probably put yours outside of a slot as well because I thought I needed one more for that purpose (I was hoping I'd get one) and it looks like it'd be fun.
I've added your screenshot to the moddb page.
Also thanks for the times the both of you.
#604 Posted 11 May 2014 - 04:21 AM
Played on Come Get Some
Par time: 9:31
3DR Time: 2:04 (actually, if you're very good or lucky you can beat the map in 1:30 or so)
Can't wait to play the whole thing
#605 Posted 11 May 2014 - 04:28 AM
#606 Posted 11 May 2014 - 04:35 AM
#607 Posted 11 May 2014 - 08:47 AM
#609 Posted 11 May 2014 - 10:42 AM
Mark., on 10 May 2014 - 02:03 PM, said:
#610 Posted 11 May 2014 - 01:13 PM
Forge, on 11 May 2014 - 08:47 AM, said:
duke0000.jpg
i think that actually looks really cool and pretty unique, mainly due to the textures you picked. looking forward to playing that map (and the whole pack of course). also i forgot to say, i really liked the look of the map with the open windows and the red palettes on most of the detailing as showcased in the trailer. not sure who built it, but i am looking forward to going through that one as well
edit - just went through the trailer again twice and all the maps actually look really cool. this is going to be a kickass episode, i am expecting a similar impact to the one of metropolitan mayhem a couple of years back. part of me almost considers it an unofficial sequel already.
This post has been edited by ck3D: 11 May 2014 - 01:27 PM
#611 Posted 12 May 2014 - 01:35 AM
#613 Posted 12 May 2014 - 02:48 AM
MetHy, on 12 May 2014 - 01:48 AM, said:
Abandon all hopes ye who enter here!
#614 Posted 12 May 2014 - 08:30 AM
Now we'd just need Norvak's TV Network themed map to make me NOT a liar with the trailer
Still no news of him and of Davox, either. Today is the last day so if tomorrow I don't have any news of Davox, I will have to build a boss map (I've already thought up of a few ideas for it just in case..).
I hope Davox will show up with a finished map before then though.
Edit : does anyone know a good program to check and change the volume of midi musics? Some midis provided are much louder or quieter than others and I'd like to make everything even for the episode. (I don't blame anyone for that though it's a perfectly normal issue)
This post has been edited by MetHy: 12 May 2014 - 08:37 AM
#615 Posted 12 May 2014 - 11:03 AM
#616 Posted 12 May 2014 - 11:22 AM
This post has been edited by MetHy: 12 May 2014 - 11:50 AM
#618 Posted 13 May 2014 - 07:18 AM
Since I got no news of Davox, last I heard of him was like a couple of weeks ago, he told me he was aware of the deadline; no news since (I left him a msg on steam a few days ago), I am making the boss map. I'm giving myself 2-3 days for it maximum, so it's gonna be cool but not uber detailed.
In the meantime, Dukebot and Daedolon will be doing the final touches to their maps. This is acceptable after the deadline because they already sent playable versions of their maps to me; and because due to the boss map, there is a little more time anyway. This means that, to give a fair chance to anyone, if you still want to do some minor changes to your map during those 2-3 days, you can.
Since the deadline was yesterday, no new map will be accepted.
Once that is done, episode betatest will start. On top of myself, I'd like 3 people to betatest this episode (3 mappers involved in the episode, preferably).
Betatesters will have to :
- give opinion on map order
- report on gameplay balance, where they died, wether they got stuck somewhere, etc
- look for common duke3D glitches in places they think glitches can happen (this is why the betatesters have to be mappers, some knowledge is required); things such as getting squished in places etc
- if possible; play the episode both in let's rock and in come get some, as well as both in 8-bit and 32-bit (I'm a little scared about the glitch which fuck up texture alignement from 32bit to 8bit which happened to me 3 times).
We are however not worrying about HRP or gameplay mod supports.
- if possible, try to think of places which can be issues in co-op play (for example where it's possible to get stuck in co-op); although since I have become pretty good at doing that and since coop support was primarly my "fault", i will personally take care of doing that and provide solutions (that do not influence sp gameplay as much as possible) to mappers whose maps may cause problem in coop
- and of course anything else they can think of
Let me know if you're interested and if you have time; for information the episode should be between 1h30 and 2h of gameplay long.
This post has been edited by MetHy: 13 May 2014 - 07:19 AM
#619 Posted 13 May 2014 - 12:15 PM
#620 Posted 13 May 2014 - 12:21 PM
Duke64Nukem, on 13 May 2014 - 12:15 PM, said:
#621 Posted 13 May 2014 - 12:31 PM
#622 Posted 13 May 2014 - 12:34 PM
This post has been edited by Duke64Nukem: 13 May 2014 - 12:34 PM
#625 Posted 14 May 2014 - 08:28 AM
#626 Posted 14 May 2014 - 08:32 AM
The issue is that a boss map is mandatory; contrary to any other map which have little impact if they're not done.
Anyway the boss map is getting there, it's not going to look very good but it should play alright.
This post has been edited by MetHy: 14 May 2014 - 08:34 AM
#627 Posted 14 May 2014 - 08:47 AM
#628 Posted 15 May 2014 - 05:08 AM
http://www.moddb.com...e-nukem-3d/mods
I also added it in the screenshots section. I got rid of the "over 20 levels" thing though because, well, it's going to be 17 levels
btw - episode status is the same as in the previous posts, i'm still working on the boss map obviously, I'd say I'm about 60-70% done already, and Daedolon and Dukebot should have their maps wrapped up pretty soon.
Speaking of the poster and of the boss map : the poster could end up being pretty faithful to the episode! (or rather, the boss map will end up faithful to the poster...)
Edit :
Btw I don't know how everybody feels about me making the boss map, basically I decided to do it for the same reason as for the secret map, because I thought that some people might get jealous if someone else do it and have 2 maps in the episode while everybody only has one; and that this would be less of a problem if it's me who does it (because I started the project). Had I known I'd have to make the boss map, I wouldn't have done the secret map though, now that's 3 maps by me which sounds even less fair.
It's also part of why I thought it'd be a good idea to have people make cars for the secret map, like this there is a bit of everyone in that map.
So basically I thought I'd share the idea behind the boss map and take suggestions for this reason.
First of, I have cheated a little bit because the map starts in the template, yes, but the rooftop is above it; so technically it's "2" floors; but the path from the template to the rooftop will be as short as possible. Basically the only reason I did this was so that I can have the boss in the middle of the map without the template bothering the gameplay and design.
The idea is that there is a big teleporter in the center of the rooftop. The idea is that it's how the aliens got in the building.
There are some generators on the rooftop (while doing google image search it seemed like a pretty common thing), and they are linked to the teleporter.
You have to press a button on 3 generators, and then you activate the telepoter. Do that, and "THE CYCLOID EMPEROR HIMSELF !" spawns.
The idea is that I wanted to squeeze in 2-3 mins of gameplay before the boss fight. There will be some enemies on the roof to begin with but of course, each of the 3 buttons you press will spawn more.
Also, I'd like to get the map as explosive as possible. Gameplay mainly RPG/Devastator oriented, perhaps have some explosions occur in the surrouding buildings.
Also, there is an helicopter going around the building very close by. Same helicopter the player will have seen go around the building in another map.
And then, behind the first row of surrounding neighbor buildings,there will be an alien spaceship shooting rockets at the player (Cage suggested this; though I kind had the similar idea before he mentionned it but i wasn't sure about it). The idea is that sometimes it will be "hidden" by a neighbor building, sometimes not; depending on the height of that building; and ideally that will be done so that the player can be shot at by the spaceship in every little corner in which it'd be possible for him to "hide" and use the rooftop design at his advantage against the boss (this to ensure the player can't go cheap against the boss and to keep the moving).
I'll also try to add cracks in some of the neighbour buildings where I can; in case a loose rocket (from the player or from the boss) hits it.
So, to anyone who's contributed to the episode : if you have any idea or suggestion, please go on
This post has been edited by MetHy: 15 May 2014 - 05:43 AM
#629 Posted 16 May 2014 - 10:52 AM
This post has been edited by MetHy: 16 May 2014 - 10:55 AM
#630 Posted 16 May 2014 - 07:29 PM
This post has been edited by stumppy84: 16 May 2014 - 07:39 PM