Mickey C, on 24 June 2014 - 04:04 PM, said:
Also, I swear Cage has done some kind of mapping in the past. I mean he's never released anything but I'm sure he's done something somewhere.
Yeah like Daedolon, but AFAIK it's their first released Duke3D maps.
ck3D, on 25 June 2014 - 03:37 AM, said:
MetHy was a great project leader too with a strong sense of organization which definitely helped this whole thing get off the ground.
I'd say I did better than with Metropolitan Mayhem, which was delayed 2 years because of slacking (mostly mine) and which leadership switched from me to you.
But this a team effort, a community episode, I'm only responsible for a small part of this episode.
Forge, on 25 June 2014 - 06:38 AM, said:
power out - this map is probably my least favorite as far as game play is concerned. the amount of turrets inside the building and pigtanks in small hallways and rooms were just annoying to me. the first map i died in that wasn't caused by being sector-squished. fell off the building.
parking - finally some elbow room to move around in. not too many freezer as a main weapon maps out there.
I got Mister Sinister to dub down his map a LOT, both gameplay AND puzzles; and I felt quite bad about it. It's one of these things where I thought I HAD to do even though I really didn't want to (because I hate telling people how they should do their maps, doesn't seem fair). Gameplay used to be a LOT harder and there also was 2 more puzzles (so a total of 4) which were MUCH harder to figure out than the 2 remaining ones.
For what it's worth, the inside turrets didn't bother me. Actually I thought it was fun to have to avoid their shots while shooting the aliens (because you can't shoot the turrets first due to autoaim, which the map is clearly made for), it changes how you typically fight those simple aliens and avoid their shots.
Also if you backtrack to get the 'hidden' medipack as soon as you get explosives to blow up the crack, the map is much easier. Also, use the nightvision goggles, there are a total of 3.
I think it's a good map and it's good to have a more challenging map at the end; a couple of maps in the episode were clearly not even trying to be challenging (which isn't wrong; it's good to a bit of cheerful simple shooting too, it's good to have a bit of everything)
As for the secret map, the idea was to base it on less common weapons indeed : freezer + pipebomb; then expander.
There is also a chaingun because after some testing, I thought that some players would hate it if they weren't given either a shotgun or a chaingun (and also because you needed a hitscan weaopn for all those flying drones I put!). The only shotgun and shotgun ammo you can get is from pigcop drops though.
There is also a 'hidden' pistol at the start. I added it as a very last step in development, that's because I thought that a freezer CALLS for a pistol : at least that's how I play with the freezer in open spaces, I freeze a couple of enemies from far away, then switch to the pistol to shoot their frozen asses from a distance, and switch back to the freezer. There is very little pistol ammo provided until you reach the power room which is the end, though, I really put it there so people can use it with the freezer, though I don't know if many players even mix both weapons like I do when playing.
I think the mappers did a great job with their cars. They look incredible and totally make it worth finding the secret map!
I hope nobody had trouble figuring out what you have to do in this map, too. I left as many clues as I could without straight out telling what the player has to do.
Edit : btw - without even counting those who downloaded it using the first temporary link, or dukeworld's mirror, there is already more than 200 downloads on MODDB in just 1 day and a half! good job guys!