CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#721 Posted 05 June 2014 - 12:51 PM
Except for 2 or 3 maps there is really not much, but if you add all the stuff together this will be worth the betatest and the small fixes in the end, as it can only mean the end result will be well polished.
In any case it should only be a matter of a few minutes per person but I still wish good luck to everyone and keep the spirit up, I know we all want to be done with this and it's not fun to have to come back on each map for small things, but we're almost there and I'm telling you it will be worth it in the end.
Thanks to everybody for keeping this up and trust me, this is the last bit and the end result will be REALLY good!
Meanwhile, a few people including myself will finish working on a few surprises for the episode that will make the whole thing even better
This post has been edited by MetHy: 05 June 2014 - 12:52 PM
#723 Posted 06 June 2014 - 07:07 AM
Anyway the question is - initially I was thinking floor numbers should be the map number.
However, like Mr Sinister pointed out, that is a bit weird considering that the building seems REALLY huge (like 50 floors) and even starting map2, you can't see the bottom if you look through the windows.
What do you think is better? Random floor numbers, like map2 will be floor06, map3 will be floor 17, etc ; or should each map have the number of its map slot?
#724 Posted 06 June 2014 - 07:24 AM
why did i just jump from the lobby to the fifth floor? did i miss something? how did i go from the fifth floor to the eighth floor? what's going on?
-or-
how is it i'm on the third floor, but when i look outside it seems like i'm on the twenty-third floor? not an uber-realistic impression here.
maybe have something in the lobby indicating the next map to be visited is on the twentieth floor (or whatever number), because the other floors are locked out by the aliens -or whatever excuse- then just number them sequentially in order after that
#725 Posted 06 June 2014 - 07:33 AM
To be honest even if people will realize the floor numbers don't make sense with the 'height' of the building we see in game, keeping the logical 1 by 1 order is less confusing, more random numbers could make the player feel like he's missing something.
Also I'm sure players will understand the reason the building is so high, is because we want him to die if he falls (like it's possible in many maps) so it's like this for a gameplay reason, or will just think that's the limit of the level design in duke3D and/or that the mappers wanted to care for. I don't believe anyone's going to complain even if they realize the issue, because you wouldn't expect that much realism into duke3D maps.
This post has been edited by MetHy: 06 June 2014 - 07:35 AM
#726 Posted 06 June 2014 - 10:10 AM
you can always make up something. have a view screen with a message saying EDF and local military and law enforcement agencies have captured the first twenty floors, but were unable to mount a sustained offensive force strong enough to get any farther due to their logistics being cut off when the aliens retook the lobby with a contingency that was hidden in the lower level parking garage. Duke is sent in to break the hold on the lobby then advance farther into the building while the allied forces regroup, resupply, and evacuate casualties.
doesn't have to be anything fancy or complicated. it's your concept, do what you think feels right
This post has been edited by Forge: 06 June 2014 - 10:11 AM
#727 Posted 06 June 2014 - 10:23 AM
So I've sorted out the final map order. I think it's as good as I could do it, I've tried and thought of a lot of different orders.
Everybody's been sent their floor number (by PM as well) which is the last bit to add/change to your maps.
I've noticed that a few people haven't seen the beta report PM yet, I'll check again in a few days and try to contact people through another mean if they still haven't seen it.
#729 Posted 06 June 2014 - 03:19 PM
#730 Posted 06 June 2014 - 03:31 PM
Plus if we do that we might just as well copy/paste the more detailed ground level template I did in the lobby map to the next few maps; yeah that'd be cool I guess but all of that sounds like more trouble than it's worth (especially considering that for example, in the case of the 3rd map where you CUOLD see the ground level in this case, it's not as simple as copy pasting the ground tempalte I did, because that level also built stuff in the surrounding buildings with enemies shooting at the player from there; etc)
I'm sure that, even players who will realize the 'issue' will understand, and will also understand it doesn't really matter because 99% of all the levels takes place inside anyway.
I don't think it really matters and tbh it also sounds like a lot of not really necessary work for the episode, while I still have to finish doing that one thing for it which is already enough work (which is what I mentionned earlier, the 'little surprise', don't worry it's nothing that changes the concept of the episode or how your maps play out).
#731 Posted 06 June 2014 - 03:37 PM
#732 Posted 07 June 2014 - 02:36 AM
Drek, on 06 June 2014 - 03:37 PM, said:
Agreed. It is cool to see that you are taking the leadership of this project to heart all that much and consider everything so heavily, but remember that 'botched realism' in Duke 3D is something everyone has come to expect, know and love. I think it is cool that the project should retain some kind of arcade-like feel (for the lack of a better word) with some believable elements in parts for the sake of immersion, but also some original Duke 3D flavor with more funky bits here and there. In my opinion, not being able to see the building exteriors as soon as the second floor should be at the dead bottom of your list of things to worry about. Good luck with managing what is left to manage of the project - you have been doing a great job from the start and keep killing it !
This post has been edited by ck3D: 07 June 2014 - 02:36 AM
#733 Posted 10 June 2014 - 04:24 AM
Meanwhile; can anyone think of a music for the episode ? I can't think of anything in particular, but I was thinking of something that sounds epic, heavy and rocking at the same time (and it should be available in midi, too). Thanks
#734 Posted 10 June 2014 - 05:52 AM
http://www.vertexguy...ukem_Jam_HD.mp3
Then again I'm not sure if mp3 will play in the game?
That or either pick some Die Hard Theme song to go along with the title.
This post has been edited by Paul B: 10 June 2014 - 05:55 AM
#735 Posted 10 June 2014 - 06:02 AM
#737 Posted 14 June 2014 - 04:05 AM
Lost it at "Yippee-ki-yay, motherfucker!".
This post has been edited by Daedolon: 14 June 2014 - 04:06 AM
#739 Posted 18 June 2014 - 01:39 AM
Sorry!
#740 Posted 18 June 2014 - 01:46 AM
Cage, on 18 June 2014 - 01:39 AM, said:
Sorry!
What he lacks in dedication, efficiency, time-management and enthusiasm, he makes up for with, um...
#741 Posted 18 June 2014 - 02:23 AM
Ah, well, I'm sure it'll be done on time. I'm starting to really itch to play this now, usually by the time I'm done with a community project I never want to see it again; for example, I have never played CBP8 (Can't anyway with the frame rate), never played CBP9 and if I worked on anything else since I can't even remember (my head isn't working well right now anyway) whereas this one I'm still looking forward to it this late on. Might even have to LP it on YouTube just for shits and giggles whilst I criticize the work of everyone else and try to cover up the problems with my own.
#742 Posted 18 June 2014 - 02:41 AM
I also tried putting off coop compatibility and other stuff, but then Methy came along and gave me a friendly reminder, so I quickly got that out of the way. He's doing pretty well organising this IMO, especially considering the number of mappers involved.
#743 Posted 18 June 2014 - 03:28 AM
Cage, on 18 June 2014 - 01:39 AM, said:
Sorry!
I've also got no news of MRCK and Dukebot (edit: oh and also Steambull). I'm not too concerned about MRCK and Steambull because the changes required aren't very important (well, there is one place where the player can get crushed in MRCK's map but I don't think many players would go there), however I'm a little worried regarding Dukebot since I believe there is a fight which is really unfair and if it's not adressed many players could get frustrated there.
He's seen the beta report msg though, and I got no news, so I won't be waiting more, tomorrow at the latest is the last day.
And I've still got to do one last thing for the episode too
This post has been edited by MetHy: 18 June 2014 - 05:57 AM
#744 Posted 18 June 2014 - 04:24 AM
By hassle-free I mean not interfering with other mods/addons etc.
I won't cry if the idea will be ditched/non-implementable
#745 Posted 18 June 2014 - 05:07 AM
#746 Posted 18 June 2014 - 05:58 AM
Cage, on 18 June 2014 - 04:24 AM, said:
By hassle-free I mean not interfering with other mods/addons etc.
I won't cry if the idea will be ditched/non-implementable
You can define a tile replacement using a def file and the tilefromtexture line in it, so we can have a new title pic and/or a end of episode screen without having to increase the filesize with art tiles
This post has been edited by James: 18 June 2014 - 05:58 AM
#747 Posted 18 June 2014 - 06:10 AM
#748 Posted 19 June 2014 - 12:34 AM
#749 Posted 19 June 2014 - 03:31 AM
#750 Posted 19 June 2014 - 03:53 AM
Everybody's been very helpful at making the episode's quality consistant and actually considered most of what was reported in the beta report, which surprises me in a good way.
This beta testing + fixes phase has been quite long ( a whole month) but I think it was worth it, some maps have taken a considerable step up in quality.
This post has been edited by MetHy: 19 June 2014 - 04:23 AM