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

User is online   ck3D 

#601

handed in my car to be copy-pasted into the parking lot map, my screenshot for the modbb page and my par / 3Drealms times just now. i am 100% done with my contribution to this project. psyched ! looking forward to playing through the eventual outcome - some amazing looking maps showcased in the trailer that was posted earlier up there.

This post has been edited by ck3D: 10 May 2014 - 05:27 PM

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User is offline   Micky C 

  • Honored Donor

#602

Par time: 3:40.

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.
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User is offline   MetHy 

#603

View Postck3D, on 10 May 2014 - 05:27 PM, said:

handed in my car to be copy-pasted into the parking lot map, my screenshot for the modbb page and my par / 3Drealms times just now. i am 100% done with my contribution to this project. psyched ! looking forward to playing through the eventual outcome - some amazing looking maps showcased in the trailer that was posted earlier up there.


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.
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#604

I'm going to post my times again, now with 3DR time.

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
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User is offline   Micky C 

  • Honored Donor

#605

Oh yeah if it makes any difference I played mine on Piece of Cake, it'd probably take longer, at least for the par time on higher difficulties. Obviously I just ran past all the enemies for the 3DR time.
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User is offline   MetHy 

#606

Well there is no rule for the times really, it's however you like it. After all we don't know on what skill the times for the original game were made... and it's just a cool little bonus.
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User is offline   Forge 

  • Speaker of the Outhouse

#607

you can use this for a screenshot if you want. or not. depends on how many people you want to turn off to the project

Attached Image: duke0000.jpg
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User is offline   MetHy 

#608

Added, thanks
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User is offline   LeoD 

  • Duke4.net topic/3513

#609

View PostMark., on 10 May 2014 - 02:03 PM, said:

Polymer was released shortly after I started to learn mapping so everything I've done has been using it and custom textures and models. I would probably stuggle making a vanilla duke map. B)
I wouldn't mind a Polymer/HRP DLC for Duke Hard. B)
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User is online   ck3D 

#610

View PostForge, on 11 May 2014 - 08:47 AM, said:

you can use this for a screenshot if you want. or not. depends on how many people you want to turn off to the project

Attachment 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

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User is offline   Dukebot 

#611

Hi guys, it's been a while. Today I will finish my map, it's almost done.
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User is offline   MetHy 

#612

Cool, I've just recieved Cage's map as well!
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User is offline   Cage 

#613

View PostMetHy, on 12 May 2014 - 01:48 AM, said:

Cool, I've just recieved Cage's map as well!


Abandon all hopes ye who enter here! :)
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User is offline   MetHy 

#614

So, with Cage, Dukebot and Daedolon finishing up their maps, we have 16maps as a sure thing. Since we'll have a boss map in any case, that makes a total of 17 maps for sure.

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

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#615

I can do that if you want, I have Cakewalk 9, wouldn't take too long ,unless a bunch of them have fades in which case I'll have to rewrite the event list manually which is easy but tedious.
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User is offline   MetHy 

#616

Okay thanks, I'll send you the midi files. Check your PM on CGS since your PM system doesn't work here.

This post has been edited by MetHy: 12 May 2014 - 11:50 AM

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User is offline   MetHy 

#617

So, starting to build a boss map...
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User is offline   MetHy 

#618

Here is an update on the situation (sorry about the double post but I wanted to bump the thread to be sure everyone sees the post; if a mod wants to delete the previous post feel free to do so)

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

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User is offline   Sixty Four 

  • Turok Nukem

#619

I also think it would be a good idea to have a beta tester of the map who didn't participate in building it. This way it can be judged randomly, and i know there are some players even myself we really pay attention to the maps because we either make maps ourselves or have been testing maps consistently, so we can see what is special and what is bad news. Honestly I been waiting for this map to release :) can't wait ! Sorry if it say's somewhere above but, is there going to be co-op ? I think that would be great
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User is offline   LeoD 

  • Duke4.net topic/3513

#620

View PostDuke64Nukem, on 13 May 2014 - 12:15 PM, said:

[...] i know there are some players even myself we really pay attention to the maps because [...] Sorry if it say's somewhere above but, is there going to be co-op ?
Apparently you didn't even pay attention to the post you're replying too... :)
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#621

i look forward to playing this mod. nice little Duke Nukem in Die Hard crossover mod. at 1st i thought maybe Duke would be facing terrorist instead of the aliens. but it'll be cool to play none the less. hope that this can be played via Megaton on Steam
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User is offline   Sixty Four 

  • Turok Nukem

#622

Oh arrrghhhh it is a lot to read at once especially when im focused on what I was mainly replying to, the testers being involved in the map, when i think it should be randoms not involved as well . So yeah i missed that line thanks though 0i0

This post has been edited by Duke64Nukem: 13 May 2014 - 12:34 PM

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#623

Can't wait to see rose to a let's play of it
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User is offline   Daedolon 

  • Ancient Blood God

#624

Oh I'd love to see a let's play on this.
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User is offline   Steambull 

#625

What Davox did was REALLY shitty. First he came here and said that he's only interested if he gets to do the boss map (IIRC, an "EPIC" [lolol EPIC!!1] boss map). Okay, MetHy gave him the permission, and now that the project is almost finished, MetHy has to come up with one by himself. Really fucking fair! I think that it'd be wise for everybody to not take Davox into any more projects.
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User is offline   MetHy 

#626

Well I understand being too busy not to have time (even though there was more than 3 months and a half between the start of the project and the deadline), after all 3 other people quit plus Norvak from which we've had no news of either; but I would have liked to recieve a message on the situation.

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

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User is offline   Sixty Four 

  • Turok Nukem

#627

I last heard from Norvak on steam, he said he was getting really busy with work, where they have him up all night and he sleeps through the day. I'm sure he just doesn't have the time right now and doesn't mean to effect the project he hasn't even played Megaton with me in awhile and he was one of the people i always play with :)
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User is offline   MetHy 

#628

Paul B reminded me I completely forgot what I said about using Stumpy's poster for the moddb page; so I changed the header and the preview image and it works like a charm
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

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User is offline   MetHy 

#629

Roof map's taking more time than I thought but it's getting there. Actually I should have a playable beta near-finished version of it relatively soon.

This post has been edited by MetHy: 16 May 2014 - 10:55 AM

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User is offline   stumppy84 

#630

That boss battle sounds awesome! It would be cool if Duke said his Die Hard line when he spawns or sees the Cycloid Emperor. You know like a replacement for "It's down to you and me, you one eyed freak". Methy, I'll try to work on another version(s) of the poster this weekend!

This post has been edited by stumppy84: 16 May 2014 - 07:39 PM

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