[RELEASE] Beach Community Build Project
#31 Posted 01 March 2014 - 04:49 PM
With both CBP 8 and the Beach CBP being large, consistent, epic adventures, it places a lot of pressure on the next CBP (the one after CBP 9 anyway). Don't suppose anyone has any ideas?
#32 Posted 01 March 2014 - 05:21 PM
#33 Posted 01 March 2014 - 10:53 PM
All sections were surely unique and was nice (would be the bottom line)
This post has been edited by Duke64Nukem: 01 March 2014 - 11:28 PM
#34 Posted 01 March 2014 - 11:35 PM
If you like this map, then also check out CBP 8: Metropolitan Starlight, which requires eduke32. http://msdn.duke4.net/hotcbp8.php
Thanks to the large polishing effort, the last two CBPs have been about as good and consistent as you can get for all the different people working on it.
I wish more people would rate it up, since it definitely deserves to be placed among the better Workshop maps. I've been considering writing a news article about it for the duke4.net front page, since this is the first CBP in over one and a half years, and the community needs to be reminded that people are still mapping/modding for Duke 3D underneath all the lawsuits and everything going on.
This post has been edited by Micky C: 01 March 2014 - 11:37 PM
#36 Posted 02 March 2014 - 01:03 AM
I played the map using... Duke Megaton. It played well, but I noticed some oddities and I'm not sure if some of these were a result of playing with Megaton, so I thought i'd screenshot my findings.
The scenes that really stood out to me were: The choice of music, very nice sound track for the map. The lights out / new beast attack in the tunnel, the Pig cop attack after opening the gate into the beach area, the subway car that ran parallel with another subway car with aliens on it. Soooo Cool! The underground alien thing, the Dam, the pier near the start.
I enjoyed how the map pushed you in one direction only to have to back track in order to move forward. Having the map open up more with progression was fun.
It took me about 100 minutes to play the entire map on Come Get Some difficulty. I killed about 465 enemies and I think I ended up missing one enemy but I caught 7 of the 8 secrets.
Because of the size of the map I would have been more inclined to break it up into a mini episode but every thing did flow really well. I just think checkpoints would have been nice because if you died later on in the map it was kind of annoying to have to restart all over again.
There was one thing I didn't care for in the map. That was the reference about breaking the mirror and Megaton. If it weren't for Megaton we wouldn't have multi-player. For one thing I can actually play Megaton in Windows 7. Eduke32 doesn't run in Windows 7, so that is why I am using Megaton.
In order for me to actually play Eduke I have always had to setup my PC with a dual boot of Windows 7 / Windows XP. I do all my Mapster editing and Eduke playing in Windows XP because Eduke works in XP and is far more stable.
Nicely done team CBP!
P.S The invisible blockable wall screenshot at the start was probably intentional but i'm not sure why it would be. That entire ledge should be able to be traversed without a problem. I'm not sure why it was made blockable.
This post has been edited by Paul B: 02 March 2014 - 02:01 AM
#37 Posted 02 March 2014 - 02:07 AM
It turns out that the BCBP is acting like the ultimate stress-tester for megaton
#39 Posted 02 March 2014 - 02:25 AM
Micky C, on 01 March 2014 - 04:49 PM, said:
I do http://forums.duke4....sode-duke-hard/
Micky C, on 01 March 2014 - 11:35 PM, said:
I find it funny how you more than anyone thinks his stuff needs all the attention This is a good map but there are tons of maps on Megaton I consider better. Plus, your map has had more attention since it got uploaded on Megaton than the majority of other maps (check the number of views, downloads and the 'most popular this week' section).
What I also mean is that, I've always hated the whole 'RATE UP!!!' spam on Internet in general and it's something we definitly don't need in DN3D. There is asking for feedback and there is 'Rate my map up! My map is the best thing ever I'm telling you it deserves it! Btw did you rate my map up?'
Paul B, on 02 March 2014 - 01:03 AM, said:
When I saw that I was like "Damnit", because I'm planning to do something very similar in one of my maps (except it's not with subway cars). But anyway I've got at least 3 other maps to finish before going back to THAT map (If I ever go back to it).
This being said I thought it was cool but not well done enough, for one thing it was too short. You didn't even have time to kill all the aliens, also, they were hardly even shooting back and if I hadn't shot first they wouldn't even have noticed me. It's cool but it could have been done better, the main problem because how short it was, by the time you realize what's going on half of the sequence is already past.
This post has been edited by MetHy: 02 March 2014 - 02:27 AM
#40 Posted 02 March 2014 - 02:52 AM
Yeah that Duke Hard thing is cool, but I was asking more for a cool idea which would fit as a very large map.
And fair point with the rate up thing. Although I think I'm within reason to want my guide to good maps to be rated up to make it more visible, since it can actually make a positive difference to both mappers and players.
#41 Posted 02 March 2014 - 02:58 AM
Micky C, on 02 March 2014 - 02:52 AM, said:
Yeah, even though I had a similar idea I haven't even tried building it yet. I knew it would cause problems though. But perhaps it could work better if the other alien vehicule is closer and if there is no sector in between their feet and Duke (if you can see their feet). I think the main problem with this kind of section with moving stuff though is how projectile weapons can't work due to auto aim.... Perhaps it would work better with autoaim off.
This post has been edited by MetHy: 02 March 2014 - 02:59 AM
#42 Posted 02 March 2014 - 07:46 AM
#43 Posted 03 March 2014 - 01:39 AM
On the subject of this map, it seems to have turned out alright, I think I've seen it that much by now the magic is gone, especially the pieces I had to keep combing over to find overlapping walls and conflicting tags that broke my goddamn waves. Basically, I can't think of anything to say.
Good work guys.
#44 Posted 04 March 2014 - 02:24 PM
I know it's not worth a 5/5, but I think a 4/5 is reasonable, I hope people don't get put off by the map now. I'm trying to comprehend how some people would rate up maps like Duke City but when it comes to some proper maps with actual detail and gameplay they get a downvote. I'm actually baffled.
#45 Posted 04 March 2014 - 02:47 PM
Micky C, on 04 March 2014 - 02:24 PM, said:
I know it's not worth a 5/5, but I think a 4/5 is reasonable, I hope people don't get put off by the map now. I'm trying to comprehend how some people would rate up maps like Duke City but when it comes to some proper maps with actual detail and gameplay they get a downvote. I'm actually baffled.
Micky don't get too hung up on one person's rating. I thought the map was fantastic! Also, something I failed to mention but was so obvious through out the map was the attention to shading and lighting. I mean there were some things in there that I had never seen before like swinging door shading when the door opens it blocks the light. That was incredible! Even the fence cast a shadow. This map was an easy 5 /5 for me. I enjoyed this map a lot, it was well thought out, the battles were well planned it was a great adventure and I'd recommend this map to anyone who plays Duke. Being that I'm very familiar with your style of mapping it was a treat to play this map because I knew exactly what areas you did. I also knew where to find hidden stashes of items. Like that atomic health in the restaurant box on the counter. I'm pretty sure I knew every area which you did which was cool because your style is very unique and consistent.
This post has been edited by Paul B: 04 March 2014 - 02:52 PM
#46 Posted 04 March 2014 - 02:55 PM
And you mean sliding door shading right? Yeah I put that in the dam at the last minute and thought it was pretty cool, I've never seen anything like it in a Duke map either.
This post has been edited by Micky C: 04 March 2014 - 02:56 PM
#47 Posted 04 March 2014 - 03:24 PM
#48 Posted 04 March 2014 - 04:03 PM
But you're right; 25 to 1 giving a 3 star rating is really weird. I had assumed that a half/third of the ratings had been negative from the score.
Maybe someone with a more insider knowledge on how steam works could shed some light?
#49 Posted 04 March 2014 - 04:38 PM
#50 Posted 04 March 2014 - 04:40 PM
#51 Posted 04 March 2014 - 08:20 PM
Micky C, on 04 March 2014 - 02:55 PM, said:
play more of Puritan's maps then. he also does that trick with swinging doors