[RELEASE] Duke Hard episode "By the Duke4 community"
#452 Posted 06 October 2016 - 05:41 AM
Daedolon, on 05 October 2016 - 11:49 PM, said:
Im not asking anyone to patch this mod in anyway. I was just hoping Eduke would have been the foundation of WT. Now by the sounds of things we will have just another fork of the original game.
This post has been edited by Paul B: 06 October 2016 - 06:23 AM
#453 Posted 06 October 2016 - 06:20 AM
#454 Posted 07 October 2016 - 07:46 PM
Sanek, on 06 October 2016 - 06:20 AM, said:
The rep points really don't matter that much, especially when it's already got 20+. Besides, you're only giving the rep to 1 of the 15 people who worked on the project anyway.
#455 Posted 06 August 2017 - 05:43 PM
Me thinks the best way to do this is to DL that program that splits out the maps separately and try playing them one at a time.
#456 Posted 18 January 2018 - 06:30 AM
This post has been edited by NightFright: 18 January 2018 - 06:31 AM
#457 Posted 18 January 2018 - 08:44 AM
#458 Posted 19 January 2018 - 12:05 AM
#462 Posted 12 February 2018 - 05:35 AM
MetHy, on 02 February 2018 - 12:02 AM, said:
Heh, my map killed him off a few times, and he only beat 3D Realms' time by less than 2 seconds.
#463 Posted 12 February 2018 - 06:46 AM
Micky C, on 12 February 2018 - 05:35 AM, said:
Yeah! While other maps were skipped and finished in less than 5 seconds, I think your map is one of the most original and well designed in the pack, although my favs are the duke burguer one (I don't remember the name ir author, sorry) and Forge's map.
#464 Posted 18 October 2019 - 07:43 AM
Great job.
#465 Posted 18 October 2019 - 10:48 AM
Putrid Pete, on 18 October 2019 - 07:43 AM, said:
Could you share where the issues are?
#466 Posted 18 October 2019 - 11:26 AM
Hendricks266, on 18 October 2019 - 10:48 AM, said:
I remember 3 maps being broken:
The last level, Rooftops, because it requires you to climb some stairs and they refused to work altogether; there was another level that had stairs on them but I don't remember the name. It had the same issue, stairs refused to work. The other was Poormann's Library (level 12). There's a section where you go through a mirror and it absorbs you into a different room; with the latest EDuke32 release, it squishes you once you reach the next room.
Edit: Also, I beat the mod in 'Come Get Some' difficulty but didn't unlock any extra content. Maybe because I was forced to cheat with noclip to get past the three aforementioned maps?
This post has been edited by Putrid Pete: 18 October 2019 - 11:29 AM
#467 Posted 21 October 2019 - 08:47 AM
Putrid Pete, on 18 October 2019 - 11:26 AM, said:
The last level, Rooftops, because it requires you to climb some stairs and they refused to work altogether; there was another level that had stairs on them but I don't remember the name. It had the same issue, stairs refused to work. The other was Poormann's Library (level 12). There's a section where you go through a mirror and it absorbs you into a different room; with the latest EDuke32 release, it squishes you once you reach the next room.
Edit: Also, I beat the mod in 'Come Get Some' difficulty but didn't unlock any extra content. Maybe because I was forced to cheat with noclip to get past the three aforementioned maps?
Maybe most of your concerns might be addressed running an older version of the Eduke32 software not necessarily problems with the maps themselves. What version of Eduke32 are you running with this episode?
This post has been edited by Paul B: 21 October 2019 - 08:49 AM
#468 Posted 21 October 2019 - 09:14 AM
Paul B, on 21 October 2019 - 08:47 AM, said:
When I say that 3 maps are broken, I meant to say that they were broken by the latest EDuke32 build that I had at the time (from September 19), and not that they were broken in and of themselves, if that makes sense. If you read my first post I said:
"It's a shame that the latest version of EDuke32 breaks a few maps and I had to noclip certain parts as the only way to advance."
Sorry for the confusion. And yes, an earlier version of EDuke should do the trick, although I haven't tested it with the new builds since the one I used then.
This post has been edited by Putrid Pete: 21 October 2019 - 09:16 AM
#469 Posted 21 October 2019 - 03:23 PM
Putrid Pete, on 21 October 2019 - 09:14 AM, said:
"It's a shame that the latest version of EDuke32 breaks a few maps and I had to noclip certain parts as the only way to advance."
Sorry for the confusion. And yes, an earlier version of EDuke should do the trick, although I haven't tested it with the new builds since the one I used then.
Ahh. okay sorry I didn't read any of the previous posts. Thanks for the clarification.
#470 Posted 22 October 2019 - 10:56 AM
Putrid Pete, on 18 October 2019 - 11:26 AM, said:
Somehow I just knew, as soon as he said something was broken, that I'd get the blame for this in one way or another.
And then I wonder why nobody invites me onto any form of community projects any more.
#471 Posted 25 October 2019 - 08:52 AM
High Treason, on 22 October 2019 - 10:56 AM, said:
And then I wonder why nobody invites me onto any form of community projects any more.
Eduke32 can't handle your mapping skills
#472 Posted 07 December 2020 - 05:35 AM
For instance I'm going to do:
- DH1.map: for the switches puzzle, replace the ceiling doors in front of the switches by SE32 so that the switches can be used as well as shot
- DHSL.map: same thing
- DH16.map: delete the electric chord sprite which blocks progression because the player can not crouch below it anymore. This is an engine issue but I'm deleting the chord anyway because players complained in the past about that last switch being too well hidden and that chord is the reason.
This post has been edited by MetHy: 07 December 2020 - 05:36 AM
#473 Posted 11 December 2020 - 01:33 AM
#474 Posted 11 December 2020 - 01:44 AM
This post has been edited by NightFright: 11 December 2020 - 01:46 AM
#475 Posted 11 December 2020 - 02:08 AM
Also sometimes there may be cases where the designer may have used a glitch, a hack, or an unintended feature of a specific EDuke32 revisions range, but then the bug got fixed or EDuke32 added a new feature to get to that same point through intended ways, which may create a conflict with the hacky ways. This seems to be the case with the intro not playing.
#476 Posted 08 March 2021 - 12:15 PM
Also just a random thought, but the other day it occurred to me how easily it would be to make an add-on to this community add-on; because of the template-based format, making more levels should be really easy if people ever feel so inclined. Of course making a brand new template would also work but this one is a classic now, could be funny to make an alternative or expanded tower keeping the same settings.
This post has been edited by ck3D: 08 March 2021 - 12:16 PM
#477 Posted 19 March 2021 - 10:15 AM
ck3D, on 08 March 2021 - 12:15 PM, said:
That sounds like a fun thought, though it seems like everyone is busy with their own projects at the moment. Still, merging new levels in sounds like a neat expansion pack. I am biased however; I'm attracted to these "single direction" type of projects for some reason.
#478 Posted 20 March 2021 - 01:30 AM
Ninety-Six, on 19 March 2021 - 10:15 AM, said:
That sounds like a fun thought, though it seems like everyone is busy with their own projects at the moment. Still, merging new levels in sounds like a neat expansion pack. I am biased however; I'm attracted to these "single direction" type of projects for some reason.
You know, it almost sounds like something a new generation of mappers could take on, as a group or even individually really. The template with the 'detailed' surroundings is already there and then it's all about filling in some empty space that's not exactly too big or complicated either. For a beginner that sounds ideal, and if something started forming then perhaps more experienced mappers would jump in since to them making a short level could be a fun casual thing to do that takes little to no time. Just food for thought, a lot of people on here don't map or map but mentally don't consider themselves mappers for some reason, making a Duke Hard map might sound less intimidating and resonate with their levels of confidence a bit better; surely there's something to be formed (but it's really just one idea out of a near infinity of possible things to do). Ideally I could see that result into the birth of a brand new generation of confident mappers and I think that would be really cool.
This post has been edited by ck3D: 20 March 2021 - 01:33 AM
#479 Posted 24 July 2021 - 02:10 PM
This post has been edited by Avenger: 24 July 2021 - 02:11 PM
#480 Posted 26 December 2021 - 04:19 PM
Don't know whether or not that's a blind/first playthrough, either way I'm actually kind of reassured by how quickly that player understood the 'logic' of Commercial Break despite some of its design being more obscure than I would have liked it to be still, maybe. They did get stuck a few times but never for an obnoxious amount of time, instantly found all the switches and quickly figured out the pattern of the rooms looping around the middle with both halves originally being separated. Progression could be a lot clearer but now I don't really think it's that bad of a level anymore.
Also since this thread is pinned and I'm bumping it, for convenience and posterity, might as well link to the Dod of the Month thread featuring the mod: https://forums.duke4...september-2021/ since that one is not and so bound to slip into relative oblivion.
This post has been edited by ck3D: 26 December 2021 - 04:25 PM