CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#661 Posted 18 May 2014 - 04:45 AM
And this is the dumbest drama I've seen in a long time. Wow.
This post has been edited by Protected by Viper: 18 May 2014 - 04:46 AM
#663 Posted 18 May 2014 - 05:05 AM
Commando Nukem, on 18 May 2014 - 04:36 AM, said:
whoa.
try decaf bro
MetHy, on 17 May 2014 - 11:03 PM, said:
i doubt it. my participation was small and insignificant.
it also helps that each floor is completely independent of the other floors. unlike traditional one-map CBP's my section doesn't directly affect or influence game play in any other section
edit: considering the team of mappers you got together for this project i doubt there's going to be a significant issue with individual map quality.
pretty much i'm going to be looking at logical floor transitions and game play order. (i.e. does the episode progress from easiest map to hardest map, or is it rather random)
This post has been edited by Forge: 18 May 2014 - 05:32 AM
#664 Posted 18 May 2014 - 06:07 AM
#665 Posted 18 May 2014 - 06:19 AM
#666 Posted 18 May 2014 - 06:21 AM
Forge, on 18 May 2014 - 05:05 AM, said:
pretty much i'm going to be looking at logical floor transitions and game play order. (i.e. does the episode progress from easiest map to hardest map, or is it rather random)
I can understand why it would be desirable to have the maps in order of roughly easiest to hardest, but I have a feeling that most of the floors are going to be completely different from each other, and that floor transitions besides the typical stairs are going to be non-existent. And of course that's indeed the point of this project.
#667 Posted 18 May 2014 - 06:47 AM
#668 Posted 18 May 2014 - 06:49 AM
For preference I'd like my map to be as late as possible but whatever you come up with should be good.
#669 Posted 18 May 2014 - 07:00 AM
#670 Posted 18 May 2014 - 08:11 AM
Daedolon, on 18 May 2014 - 06:49 AM, said:
not necessarily.
there are numerous examples of hotels and other buildings (e.g. the space needle in Seattle) that have restaurants at/ or near the top floor
MetHy, on 18 May 2014 - 06:47 AM, said:
I don't foresee any major issues with individual map quality so this ^ is pretty much the meat of what i can base any review off of.
it's why i'd like to try to maintain some distance; familiarity with too many maps might skew how i perceive overall progression.
i'll still help if you really need it though.
This post has been edited by Forge: 18 May 2014 - 08:25 AM
#671 Posted 18 May 2014 - 08:26 AM
#672 Posted 18 May 2014 - 08:47 AM
Forge, on 18 May 2014 - 08:11 AM, said:
I suppose, here in Finland they're always on the ground floor or the second floor, then at the very top, never really in-between).
#673 Posted 18 May 2014 - 08:57 AM
As for Beta testing, I don't think I'd be able to do that, nor do I want to ruin the episode for myself. I'd rather wait until it's done.
#674 Posted 18 May 2014 - 12:15 PM
Besides, I'm still waiting on Daedolon and Dukebot to finish the last fixes on their maps
BTW, Mister Sinister volunteered for betatesting (Thank you!) and if Drek is still up for it, then yeah your help is definitly welcome.
The beta version of the episode should be ready in the next couple of days. If by then I still don't have the 2 remaining maps last versions, betatesting will start with the versions of those 2 maps I currently have. Sorry guys but tomorrow it'll be already one week past the deadline! And I guess if you still haven't found time to do those last fixes, you could do them during the betatesting phase (having it done before is much better though).
This post has been edited by MetHy: 18 May 2014 - 12:19 PM
#675 Posted 20 May 2014 - 07:04 AM
#676 Posted 20 May 2014 - 12:29 PM
#677 Posted 20 May 2014 - 01:57 PM
The beta version is ready and was sent to the testers (Steambull, Mister Sinister, Drek).
I will send their feedback to each respective mapper once they're done.
In the meantime, it would be cool if the following mappers could give par-time and speedrun time for their maps at some point : Taivo, Paul B, Cage, Daedolon, Dukebot. No rush for that yet though, it can be added last minute even.
Also, a screenshot of Cage's map was added to the moddb page.
This post has been edited by MetHy: 20 May 2014 - 01:57 PM
#678 Posted 24 May 2014 - 11:42 PM
I truly doubt anyone will play my map enough times to beat my best time but the map should be around 10-15 minutes. Unless your name is Mikko Sandt, who destroys map times on his first play through. The average player can expect any where from 30 to 90 enemies depending on play style and difficulty. I can't wait to play the other maps I'm so sick and tired of playing mine I need something fresh.
And if anyone finds a problem with my map... I kill you!
This post has been edited by Paul B: 25 May 2014 - 01:32 AM
#679 Posted 25 May 2014 - 06:00 AM
Most of our suggestions will probably be minor fixes, but there are a few more major things, especially for coop support in a few maps.
I'll contact every mapper with the things testers have found and their opinion and suggestions once all the testers are done.
Then, I'll be willing to wait a couple of weeks maximum for people to make those fixes. Even if I think of the maps that will require the most fixes, those really shouldn't take long so even if you're a busy man, 2 weeks is more than enough. What I mean is, even for the maps that will require the most fixes, that shouldn't take more than 1 hour of mapping; but in most cases the fixes should be do-able in just a few mins; but i'd rather give 2 weeks which should make sure everybody has the time to do it, rather than to rush things and having known issues left in or having to release an update.
Of course, if you think the opinions of the testers is worthless and that your map is perfect as it is, or if you just don't give a shit anymore, make sure to tell me to fuck off, that will make everybody win some time.
This post has been edited by MetHy: 25 May 2014 - 06:11 AM
#680 Posted 26 May 2014 - 04:34 AM
HIGH TREASON :
I just wanted to let you know that your map: Nitroglycerin has helped me in achieving something I wasn't able to figure out entirely on my own. I took a brief look at your map and saw how amazingly organized you were with your special effects.
You are a Mapster wizard! Anyway, at a quick glance I wasn't entirely able to figure out the way you implemented your special effects but I got the just of it. Your map gave me an idea to use a shooter with a Target which I placed on an Elevator platform. When you shoot the target with the automatic shooter it raises the elevator before the target can be shot again allowing me to use this for a special effect I was trying to achieve in my Duke Hard map. So, I just wanted to say thank you! You've helped me out a lot and you wouldn't have known it otherwise. =)
Just for the record I pulled an all nighter making this critical fix to my map that Methy pointed out. It was well worth it! Awesome job beta testing guys !
This post has been edited by Paul B: 26 May 2014 - 04:56 AM
#681 Posted 26 May 2014 - 06:46 AM
#682 Posted 26 May 2014 - 06:59 AM
#683 Posted 26 May 2014 - 07:29 AM
Daedolon, on 26 May 2014 - 06:59 AM, said:
I'm not trying to start any problems nor am I wanting people to think I'm asking for any kind of special treatment. The thing is I bit off more than I could chew on this map and its a complicated map. I sunk about 12 hrs fixing a problem I wasn't sure I could fix in the allocated time frame so I dug my head in the ground worked all through out the night and I managed to come up with a fix. This was by no means a minor fix and it took a lot of thought, planning and testing. I'm sorry if I've put anyone's nose out of joint by asking for a heads up.
This post has been edited by Paul B: 26 May 2014 - 07:35 AM
#685 Posted 26 May 2014 - 07:36 AM
either you or one of the testers are going to have to fix any issues with my so called map, or just leave it and take it as
MetHy, on 25 May 2014 - 06:00 AM, said:
consider which kind of nasty note about me you intend on putting in the master template, then decide
This post has been edited by Forge: 26 May 2014 - 07:37 AM
#686 Posted 26 May 2014 - 07:43 AM
This post has been edited by MetHy: 26 May 2014 - 07:50 AM
#687 Posted 26 May 2014 - 07:57 AM
Paul B, on 26 May 2014 - 07:29 AM, said:
Not sure why you'd think that way.
I'm just saying it's easier for most people to get most of the issues reported once and then find the time to fix them all at once, instead of fixing some and not being sure when the next report comes in (assuming you have a job or something that will make this harder).
I've also gotten some bug fix reports before the beta testing began here so there's nothing odd about that.
#688 Posted 28 May 2014 - 06:13 PM
If you'd only seen some of the early versions; the void between worlds, the-other-library, the footprint puzzle thing and a few rooms that were thrown out, it was a broken mess. (It was also quite a few different colors)... Only thing I regret pulling out is that early on, the walls used to randomly start bleeding in places. What the map ended up being is nothing like what I had envisioned early on.
@Paul B; Thanks. I think I did something with targets on elevators in Quantum Physics, I seem to think that a mirror was involved in the same mechanism to bounce shots onto a single target - probably one that stopped the shooter going off... Yeah, I don't actually remember what the mechanism did and I can't look it up right now. As for the PM system, I'm a little tired of that. I've asked several times to have it enabled again and seem to think I have never got a reply, I think Plagman said he'd look into it once but I'm not 100% on that. I suppose I could ask again because it's a little tedious having to go to other sites all the time and I'm sure it's not fun for other people when I'm part of a project when they have to run off to other forums of my e-mailbox. That aside, I'm rather looking forward to seeing what you came up with, and what everyone else did for that matter.
This post has been edited by High Treason: 28 May 2014 - 06:15 PM
#689 Posted 29 May 2014 - 01:59 PM
EDIT: Spotted a typo in the poster, heh. Fixed it.
This post has been edited by Daedolon: 29 May 2014 - 02:05 PM
#690 Posted 31 May 2014 - 06:23 AM
Anyway, like I said, after that I'll give two weeks for the mappers to do the needed fixes. Of course we're only suggesting stuff and it's up to you to see what you want to change regarding the testers findings, thoughts and suggestions; but there is at least some fixes which are mandatory and it's those regarding coop play (making weaponless start in coop for 8 players + making sure you can't get stuck in coop).
Hopefully most people won't take long to make the fixes (in most cases it really is just a matter for a couple of mins) but that should mean a release date in the middle of June.
This post has been edited by MetHy: 31 May 2014 - 06:23 AM