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[RELEASE] Satellite Panic

User is offline   ozelot47 

#1

I have decided to release an another usermap ^_^

Description :

The General asks Duke Nukem for help because more and more Satellites are destroyed in a short time.
Duke and the other EDF employees go to different Satellites to try to find the evil guys who destroyes all the satellites.
Suddenly Duke encounters a bizzare spaceship who shoot the satellite where Duke actual is.
Duke can escape but the spaceship seems to have a very strong shield.
The plan is to destroy the spaceship.
Fortunately one Satellite has a shield too but this shield is not very strong.

IMPORTANT : Save the game before you fight the spaceship because it can be that you will need more than one try.

Attached File(s)


1

User is offline   Micky C 

  • Honored Donor

#2

Once again because I don't have much spare time (e.g exam tomorrow!) I only had a quick look in mapster, and had a look at the text file. Long story short you really need to spend more than 1.5 weeks on a map. The detail is below average, and there's still some noob things in there like doors going all the way to the ceiling. You might argue something like "well, not a lot of maps are released these days, 1 or 2 a month on average, so why not make a larger amount of faster-made maps?", and the answer to that is; when the result is below average in most catagories, it falls into the realm of 1000's of other similar user maps that the player could just as easily dig up and play instead.

Maps don't have to be highly-detailed these days, but if they don't have details, then they need to do something else, like really, really push into new, interesting gameplay (combat situations that are rarely done or haven't been done before, while the encounters I saw in your map seemed fairly standard stuff). Or make their maps conceptually grand (http://www.unrealsp....lgrandness.html), which can be achieved without extensive details and makes the map much more memorable. Those types of maps typically involve a really good layout, and other means of conveying progression, and other stuff mentioned here: https://docs.google....XZF8UR0bU/edit. While a large percentage of your map seems to be copy/paste of relatively simple hallways. It's not that the hallways are bad or anything, but when it's the same hallway over and over like that then it drags the map down by reducing its aesthetic value and making it harder to navigate.

Please note that I'm not trying to have a go at you, this is purely constructive criticism that I hope you'll use to make your next map even better. Like I said above, it's mainly a factor of spending more time on the map. Even the pros would have a hard time pumping out a full-sized, original (memorable) map in such a short time frame.
0

User is offline   Paul B 

#3

What Micky really means to say is: "It's really nice to see a new comer on board releasing fresh new titles!" As you experience new things with each map you will eventually develop atmosphere. No one expects a professional map right out of the gate. It's nice to see there's still new interest in a classic FPS game. Keep it up! Space maps are always a challenge to do. If you need some ideas for those type of maps try some maps by SuperTanker.

This post has been edited by Paul B: 19 June 2014 - 08:12 PM

3

User is offline   Forge 

  • Speaker of the Outhouse

#4

walking down a bunch of long redundant hallways to get a key is boring
long elevator rides are boring
watching the satellite bounce up and down off the ground because the touchplate didn't have a one-time tag was entertaining
teleport to more boring, redundant and cramped corridors
unfair explosion
boringly backtrack though the same cramped corridor
teleport and start boringly walking back and forth through some more hallways trying to find an open door to start the throw switch and kill room full of aliens process
get to the red locked room, shoot some rockets at a thing that's supposed to be firing rockets at me, but its rockets only get about a quarter of the way to me before they blow up,
get a blue key
raise shield and thing disappeares, re-lower shield and now it isn't firing rockets at all
stuck with a blue key and looking at a yellow lock
suicide is how it's supposed to end?

cudos for at least using some sounds and lighting effects.
the last section didn't look too bad initially, until i had to run back and forth through it a dozen times looking for open doors

shading, sizing, texture stretching, trimwork, spritework, and detailing still needs more work and more effort.

get a beta-tester

This post has been edited by Forge: 19 June 2014 - 08:29 PM

2

User is offline   ozelot47 

#5

Ok. I think before i make a new map i should learn how to use
effectively the lettersprites S,T,A etc.
I have to admit that i had many problems before the spaceship fight finally worked.
I mean to use the correct sequence of the touchplate/activator/masterswitch.
But for the Future, what value do you all use for the difference from the ceiling and the floor?
I use a value between 17000 and 23000. Is that too much?
And for the details i will make it better for my next map ^_^

But thanks anyway that you have played my map.
0

User is offline   Kyanos 

#6

For a room 16 pgups will align nice with textures. Sometimes 20 is good, I do small border trims floor and ceiling, 2pgup and 2pgdwn so the wall is still 16 high.
0

User is offline   Sixty Four 

  • Turok Nukem

#7

It was pretty decent map not to oversized, some cool effects that you added were nice and fun . The first thing i look at when i look at a map is doors and they weren't giant but still a bit hefty :) next map try make doors the perfect size. I don't know if it's just me, but if the doors are the right size it makes the entire map a hell of alot better just by doing that. Also the second area when you go down the elevator, the typing noise really got on my nerves it's to much typing. Limit the noise to one room or a few rooms but not throughout the hole hallway ^_^ Anyway pretty nice map you should make more it will make you better yeah.
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User is offline   LeoD 

  • Duke4.net topic/3513

#8

View PostPaul B, on 19 June 2014 - 07:42 PM, said:

What Micky really means to say is: "It's really nice to see a new comer on board releasing fresh new titles!"
This.

View PostForge, on 19 June 2014 - 08:25 PM, said:

get a beta-tester
This.

Both Satellite Panic and Airport X show that you have good ideas for maps. In terms of detail etc. I'd recommend that you go to MSDN, DNR, or CGS and play a couple of the highly rated maps from their archives. Then compare your personal impression to their reviews.

Btw., I'm not supposed to shoot baddies in the other room when in space, am I?
Attached Image: duke0000.jpg

This post has been edited by LeoD: 21 June 2014 - 09:26 AM

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