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[RELEASE] Duke Hard episode  "By the Duke4 community"

User is offline   MetHy 

#151

Thx for the feedback!

View PostGambini, on 29 June 2014 - 04:09 AM, said:

I tried to blow that hole three times and it didn´t work. I assumed then the crack was merely decorative, which was going to be a complaint if it wasnt because after so much wandering around, i forgot.



That's weird. I just tried blowing it up around 20 times, by having the pipebomb be in different places; and only once did it not blow up. It even blows up if the pipebomb is on the edge of the glass window in front of it (which is quite far for an explosion). I think you just got very unlucky!
I wish I could know why it didn't blow up that one time out of 20 I tried though. The pipebomb was just underneath the crack, a bit on the left; and I couldn't reproduce it. I don't know if this weird glitch can be fixed and if so how, the crack is quite big to begin with.

This post has been edited by MetHy: 29 June 2014 - 06:01 AM

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User is offline   Gambini 

#152

In my opinion it is either because the crack is too high or that fence is "absorbing the expansive wave". I say because I don´t remember the fence being destroyed either (although I´m not sure of that).
You could add a second crack very close to it, aiming backwards and tag it with the same value. It will cause that, if by any chance, the main crack doesn´t explode, this one will and therefore trigger the whole explosion. I did that for It Lives, in that part where you have to stick a pipebomb through the window - just in case you want to see how it´s done-.

This post has been edited by Gambini: 29 June 2014 - 06:38 AM

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User is offline   Gambini 

#153

View PostMerlijn, on 29 June 2014 - 04:43 AM, said:

Now, here's a small review for every map, because it's fun to do:


Great review! And now I know i got all names wrong in my post ^_^
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User is offline   MetHy 

#154

Since so many people complain about the difficulty (more complains on the moddb page comments and by the same person on the doomworld thread; which I've both answered to), I've added a note in the description of the episode on moddb. In the part talking about difficulty skills : "Only experienced Dukers should try Come Get Some on a first playthrough. Use Let's Rock otherwise."

I've also added this :
- To unlock the Randomizer mode (which let's you replay the episode with a different randomized map order each time you start it) and the Map Select screen ("Usermap"), you need to beat the episode on Come Get Some without cheating.
Any one cheat you use, and you'll have to start the episode over to unlock the extra modes; EVEN if you load a previous save after having used the cheat.

Will also add this to the readme for the patch.

Edit : btw, also added news about the episode on moddb's EDuke32 page.

This post has been edited by MetHy: 29 June 2014 - 09:34 AM

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User is offline   Daedolon 

  • Ancient Blood God

#155

View PostGambini, on 29 June 2014 - 04:09 AM, said:

I tried to blow that hole three times and it didn´t work. I assumed then the crack was merely decorative, which was going to be a complaint if it wasnt because after so much wandering around, i forgot.


Maybe Steambull should add another invisible crack next to it. The sector it's in is small so the explosion might not hit it. Adding an invisible crack with the same tags to the outer sector will fix this issue.

View PostMetHy, on 29 June 2014 - 07:00 AM, said:

Any one cheat you use, and you'll have to start the episode over to unlock the extra modes; EVEN if you load a previous save after having used the cheat.


That's a bug then.

This post has been edited by Daedolon: 29 June 2014 - 11:25 AM

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User is offline   MetHy 

#156

View PostDaedolon, on 29 June 2014 - 11:23 AM, said:

That's a bug then.


So apparently it's not true at all. Mikko must have cheated AND saved. The progression-counter for the unlock is located in the save, so I've removed that part of the msg since it's not true..

Too bad Mikko also tells in his review how to switch map without cheating which nullifies all the effort put on this side for anyone who read his review. You still have to BEAT every map (except secret) even if you use that map-switch command; and if you use that command, then you obviously don't care about unlocking things, and therefore might as well be using the DNSCOTTY cheat; so I guess it doesn't really matter.

This post has been edited by MetHy: 29 June 2014 - 01:31 PM

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User is offline   Merlijn 

#157

View PostGambini, on 29 June 2014 - 06:43 AM, said:

Great review! And now I know i got all names wrong in my post :)


I copy-pasted them from the txt-file. ^_^
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User is offline   MetHy 

#158

View PostMerlijn, on 29 June 2014 - 02:25 PM, said:

I copy-pasted them from the txt-file. :)


Which isn't 100% correct since I got ABSTRACTECH wrong ^_^
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User is offline   Micky C 

  • Honored Donor

#159

The name of my map for this is a recurring bad joke at my expense. I see it everywhere I look Posted Image

Took 2 relevant words for my map, combined them cleverly and then it's misspelled to end up as complete gibberish. I doubt Mikko is going to change his review for it Posted Image
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User is offline   MetHy 

#160

The pun works with and without the C, the point is completely understandable.
Abstra(ct)tech
Abstract(t)ech

I'd probably have gone for the first one if it was me because imo while we get the point in both, the first one is easier to pronounce. When I try to pronounce the 2nd one, it either feel like the C creates a bump in the word and prevents me to pronounce it smoothly or that I have to pronounce the last T twice.

I know that doesn't follow the logic of real words such as "Abstractests" though but no real word also has a C in the last part (which is the reason why I think it's hard to pronounce the first one)
Would Abstractech be a real world I'm convinced the first C would disappear after only a few hundred years ^_^

P.S : Yes that's how I defend my spelling mistakes

This post has been edited by MetHy: 30 June 2014 - 02:47 AM

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User is offline   MetHy 

#161

I'm looking at what needs fixing.

As far as maps are concerned, it's basically one or two quick easy fixes per map concerned regarding the possibility of either getting squished or ending up sequence break due to a crouch jump.
Since it's basically fixes that take a few seconds per map I've decided to do it myself. Getting in contact with every mapper would take 10x more times than the fixes themselves, and since the fixes are so small it would be stupid.
No need to drag this on forever, and the sooner v1.1 is out, the better for everyone.

Maps concerned by those small fixes are : Executive, Construction Destruction, Bits, Cinematic Lounge. (Not counting Micky C and Daedolon's maps since they have both told they wanted to do those minor fixes themsleves already)
If you have a problem with this speak out.

Also people who haven't submitted run times and/or mapper's comment can still provide some for the patch.

Anything else to report, it's now or never.

This post has been edited by MetHy: 30 June 2014 - 10:10 AM

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User is offline   brownfarted 

  • The Original Shitposter

#162

View PostMicky C, on 29 June 2014 - 09:26 PM, said:

Took 2 relevant words for my map, combined them cleverly and then it's misspelled to end up as complete gibberish.

Hope your excited for Invulnerabilidookie in mod !
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User is offline   MetHy 

#163

I'm going now for a few days, I could have rushed the update before leaving (it's ALMOST done, only 3 little things left to do) but I'd rather not rush and test it properly; so it will be done when i come back this week end... Sorry.

hopefully something else is reported by then so the waiting isn't for nothing :P
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User is offline   Sixty Four 

  • Turok Nukem

#164

Hey i finally finished this mod work has really slowed me down. It was great idea and well constructed i think. Some of the maps really rock some great work!! and well some were ok as one episode it was cool. Fun mod good job guys it's time to make tracks ! I made a post about it on my group although not many comments it got 28 rates as a post http://steamcommunit...879611879929855
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#165

This looks great! I hope I get the chance to try it out soon!
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User is offline   Micky C 

  • Honored Donor

#166

View PostDuke64Nukem, on 03 July 2014 - 09:14 PM, said:

Hey i finally finished this mod work has really slowed me down. It was great idea and well constructed i think. Some of the maps really rock some great work!! and well some were ok as one episode it was cool. Fun mod good job guys it's time to make tracks ! I made a post about it on my group although not many comments it got 28 rates as a post http://steamcommunit...879611879929855


You shouldn't say it's based on Die Hard, otherwise people might think its a Die Hard mod, when its really only the premise, which itself is only very loosely inspired by some vague concepts of it. If I were reading that post I'd be going in expecting to see locations from the movie etc..
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#167

This was an AMAZING mod. Really good. Especially the library map. Is this a reference for Silent Hill?
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User is offline   ck3D 

#168

View PostMicky C, on 03 July 2014 - 11:09 PM, said:

You shouldn't say it's based on Die Hard, otherwise people might think its a Die Hard mod, when its really only the premise, which itself is only very loosely inspired by some vague concepts of it. If I were reading that post I'd be going in expecting to see locations from the movie etc..


he isn't the first person i've witnessed referring to the mod as a 'die hard mod' though, i have seen quite a few comments on various websites where most players just seem to assume that the mod is based on die hard on the sole basis of the name we gave it before they even play it. everyone seems to be giving positive feedback after they are done with it though, i haven't seen anyone come up with out-of-place comments on, for instance, how it wouldn't true enough to the movie or any of this type of stuff. people just seem to genuinely enjoy it and i guess the concept is close enough to qualify as a 'die hard mode' to most casual players (and for those to which it doesn't, the quality of gaming experience itself probably makes up for it). if anything, naming the mod 'duke hard' is revealing itself to be a good marketing strategy - die hard appears to be pretty popular amongst duke fans, therefore connecting the dots with a similar name is only going to get the mod more attention.

This post has been edited by ck3D: 05 July 2014 - 03:05 AM

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User is offline   ck3D 

#169

finally found enough spare time to start playing through this. I will try posting detailed comments for each map as i go

Floor 01 - Lobby

Methy keeps getting better and better with every new map he puts out. In this one i was surprised with the amount of detailing, brillant unusual texturing and all the sector-based structures you could almost always interact with somehow. Neat mix of both classic and newer types of effects which added a lot to the atmosphere, also i appreciated the optimized use of the originally allowed space with all those nooks and crannies that contributed to extend the gameplay duration while still looking coherent and enhancing the interest of the firefights. Monster placement was also pretty stellar. Was this map inspired by the lobby of an apartment building you used to live in in Tours somehow ? It might be just my imagination but i thought that map had a subtle touch of Tours spirit to it. Took me 16 mins (i love spending a while exploring new maps, so expect my play times to be on the longer side), found all 2 secrets.
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User is offline   ck3D 

#170

Floor 02 - Executive

Didn't like this map as much as the previous one - it was still good, but there were too many explosions and tough enemies in narrow corridors and cramped rooms for my liking. Died a few times when i really shouldn't have, because of said gameplay choices. Overall the map looked good even though i found the central room a bit too colorful, the construction and layout themselves were noteworthy and the detailing was way up there as expected from Steambull's style. Those moving killer forcefields made for a neat gameplay feature, i enjoyed that puzzle a lot more than i thought i would at first sight. Some neat sprite constructions and eye-candy, loved the signs of destruction and overall havoc. Took me 19 mins, found 1/3 secrets (the one you unlock by pressing that button on that crate in a corner - took me ages to figure out what it opened though for some reason). Cool map, i just wish the enemy placement had been more subtle with less in-your-face tough encounters and explosions (a few of those commanders, newbeasts and that battlelord really felt out of place to me).
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User is offline   ck3D 

#171

Floor 03 - construction destruction

So far the best map in the episode (although i am not too far into it yet !) to me. The design, layout, and gameplay all work together in the best possible way, and the central theme is exceptionally well pulled off. Very immersive aesthetics as well and you just jump from surprise to surprise. That battlelord fight was one of the best ones i've seen, wow ! Original sprite constructions and texturing combinations everywhere too. Smart. Took me 9 mins, missed all secrets.

I have to run, i'll play and comment on more maps tonight !
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User is offline   Paul B 

#172

I think I found a bug in my map.


I need some help with this. Does a 1 Time Activator get reset during Death Match if that player dies who activates it?

Or is a one time Activator only good once for everyone regardless of who activates it during the lifespan of the game map?

Any help on this would be really appreciated. Thanks

My problem was I had given a touch plate a Hi-tag of 1. But even though it has a Hi-tag of 1. it can still keep being triggered more than once in Death Match which kind of sucks. I guess there is no way around this?

This post has been edited by Paul B: 05 July 2014 - 11:26 AM

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User is offline   ck3D 

#173

Floor 4 - bits

More generic-looking and plain action-oriented than the previous maps. Not much of a central theme there, you are in for a dose of classic industrial / hi-tech style à la doom, with a little excuse for a mission to boot. The map isn't pretentious in the slightest, but the firefights are pretty neat and fun, there is a handful of explosions and the gameplay just flows. Pretty fun ride
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User is offline   ck3D 

#174

Floor 05 - Abstractech

This map fits right in after the previous one ; not much of a central theme besides a generic hi tech look, and a focus on action and puzzles in order to keep the gameplay flowing. In this map it's all about walls and entire sections of the map that can be moved around in different ways, from different spots. It flows rather well from the beginning to the end, i did get stuck for a while at some point, but i hadn't paid attention to what one of the buttons i had just pressed was actually doing
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User is offline   ck3D 

#175

Floor 06 - CEO bathhouse

Pretty neat, straightforward level with some uncommmon, yet pretty efficient texturing, a very geometric feel and some pretty cool fight. Felt like a level from some ancient arcade game in a way. Cool
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User is offline   ck3D 

#176

Floor 07 - Storage Wars

A bunch'o'crates. Straightforward simple level with a lot of nooks and crannies, as well as some outdoor action. Everything feels really classic from the design style to the progression and firefights, the overall experience feels like it could have been a level from lameduke or maybe a secret level in episode 4
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User is offline   ck3D 

#177

Floor 08 - eat the rich

A well-designed, detailed and pretty straightforward map by Forge. Basically a collection of pretty apartment-styled rooms one after the other. Very comfty, luxury-evocating feel ; a fun and sweet ride in a clean-looking environment. Some cool classic firefights, too. Generally a welcome break from the crazy, mostly conceptual maps the player just went through before in the episode.

This post has been edited by ck3D: 05 July 2014 - 01:50 PM

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User is offline   pmw 

#178

Just finished this episode. I liked it, I really do. No new art stuff, no HRP, just plain old duke with new maps and some new little features(con stuff).
All maps had nice little things, not too much spritework, and overall were great.

But then, I think there are massive count of texture bugs. Almost every room had supermega stretched textures and like every second box/crate etc had non-aligned textures. Maybe I'm too hard with this, maybe not. I just felt like no-one betatested textures, or had no motivation to fix textures.
And, secret places were pretty boring. Like, shoot a fire extinguisher -- wall blows up and there's your secret room.

These two are only bad things with this episode. Difficulty was pretty easy / normal for me, no complains. Overall, it was an extremely nice to see an 8-bit Duke-episode, I loved it.
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User is offline   ck3D 

#179

not commenting on map 09 seeing as it's mine. Couldn't help but notice that someone fixed the original one-time only midi glitch though, even though i had specified to methy that i actually liked it better that way. Thanks to whoever took some time to fix it nonetheless.

Floor 10 : cinematic lounge

Taivo's intriguing colorful style strikes again. The map takes place in a surrealistic cinema complex ; really liked the dynamic modern style of the design. Very functional. The firefights, that gradually get tougher and tougher, are almost always a bloodbath and come to you under the form of sequences of new enemy waves that spawn in front of you, pretty much. Solid arcade feel, slick gameplay in a beautiful level.
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User is offline   MetHy 

#180

View Postpmw, on 05 July 2014 - 02:05 PM, said:

Just finished this episode. I liked it, I really do. No new art stuff, no HRP, just plain old duke with new maps and some new little features(con stuff).


The con was there to turn the maps into an episode; and to make the randomizer/map select and their unlock. No new coding was used for gameplay.

As for the misaligned textures, I've played through every map at least 20 times and I don't think there is that much. Some got fixed during beta; a few more are getting fixed for the patch (not much)... For the overstretching I can see what you mean though, one of the maps in particular uses mostly overstretched/zoomed in textures everywhere; but that's just how some mappers like to do things.

View Postck3D, on 05 July 2014 - 02:18 PM, said:

not commenting on map 09 seeing as it's mine. Couldn't help but notice that someone fixed the original one-time only midi glitch though, even though i had specified to methy that i actually liked it better that way. Thanks to whoever took some time to fix it nonetheless.


Sorry about that, hadn't noticed. I'll put it back for the (very soon to come) patch, unless you'd rather keep the 'fixed' one. Just let me know, but if I have no answer I'll put the old one back since that's how you wanted it. I had asked to keep it that way because that's how you wanted it (and i liked it that way too) but for some reasons it got chaned.

This post has been edited by MetHy: 05 July 2014 - 02:25 PM

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