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[Release] Turok-Eduke

User is offline   Sixty Four 

  • Turok Nukem

#1

Well I know a few members have already seen this map, and I appreciate the feedback already given thanks! But I have took a few minutes to fix quite a few things in the map specifically the weapons/ammo to alien ratio but I did some other stuff to that will probably go unnoticed. I wanted to post this map on Duke4 upon it's release but I was a bit busy.

And I wanted to fully explain that I am making a 3 map episode for Turok (possibly even more maps). Turok was probably my second favorite game as a kid and look where the franchise is ....it is in worse condition then Duke Nukem far worse. To me that's so sad to see this game was great and Turok should be legendary to! I have already begun on the Turok 2 map each map will have different type of gameplay.. Anyway here is an update of the first map, the original map will stay on the steam workshop no updates applied there Turok on steam .

Turok-Eduke

Attached thumbnail(s)

  • Attached Image: TurokEduke.png


This post has been edited by Duke64Nukem: 24 July 2014 - 09:08 AM

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User is offline   Mike Norvak 

  • Music Producer

#2

Here's a REVIEW by Forge.

Although most of the issues pointed have been already fixed.

Gonna give it a second go Duke64 to see the improvements :P

Anyway I copy-paste my original comment from steam:

Quote

Hey, you have improved since the last maps. I love this map, the sector based terrain and spritework looks nice. It has an original and cool vibe that I really like, even if it has those green textures everywhere it doesn't feel repetitive. The gameplay works great with coop, I like the proggressive feel and vertical gameplay. Keep improving! :P

2

User is offline   Paul B 

#3

Hi,

Well, I've had a chance to play 3 of your maps today, this one being my favorite. Ghost town and DN64 Transit being the other two.

It is amazing you can pull off this type of map with so much geometry in 2 weeks??? A map of this caliber would take me a life time and it still wouldn't turn out as good. You have a good eye for the way rooms should look while setting a challenging and immersive environment.

I did come across some bugs during the play through but with as many verticies as you use with sharp angles i'm surprised I don't come across a heck of a lot more. I enjoyed the map progression and you have a way of throwing a ton of secrets into one map but you make it easy for the player to find, which is great! Of course I played through this map without the use of auto aim and I certainly never had enough ammo to make it through alive without cheating.

Anyway, just wanted to let you know I really liked this map you have some fresh design ideas that you don't see very often in custom maps. Loved the trees! Nice work!

This post has been edited by Paul B: 03 August 2014 - 10:57 PM

1

User is offline   Sixty Four 

  • Turok Nukem

#4

Thanks glad you like it. I also must say, that as of now this is my best work available I put a lot of love into almost every sector line and tried my best and had more understanding. I wasn't busy with work it was slower and I had a lot of time on my hands some days spent almost 10 hours on it felt like a year to me. And yeah I saw that review by Forge thanks for that that was really cool seeing I have been to the site before.
4

User is offline   LeoD 

  • Duke4.net topic/3513

#5

Fresh and entertaining - good work. (I didn't replay the EDuke release actually, and I never played Turok, btw.)

View PostPaul B, on 03 August 2014 - 10:48 PM, said:

A map of this caliber would take me a life time and it still wouldn't turn out as good.
From my player's point of view, Entrapped is still miles ahead, though. :(
0

User is offline   Paul B 

#6

View PostLeoD, on 04 August 2014 - 12:18 PM, said:

Fresh and entertaining - good work. (I didn't replay the EDuke release actually, and I never played Turok, btw.)

From my player's point of view, Entrapped is still miles ahead, though. :(


Well I'm flattered I have a follower! These are two totally different styles of maps which can't really be compared. But thanks for the kind words. I find my mapping style pretty average and safe. I try to make up for my shortcomings by throwing in lots of TROR or complicated SOS to mask my lack of skill.

You can definitely tell the difference between a mapper and an Artist/mapper. The artist/mapper will always provide a distinct and unique vision coupled with a great atmosphere. For example taking a simple layout and making it look amazing as this map does. As for the plain old mapper such as myself visualizing things before I make them is difficult which is why my maps seem randomly thought out. I'm trying to improve in this area and I usually improve by learning from what others have done and by replicating.

It is also amazing how good visual lighting and shading can carry a map. I'm trying to tone down my detail in my level design but still provide a fun and immersive experience while keeping things simple.

Anyway, that's my two bits.

This post has been edited by Paul B: 04 August 2014 - 11:17 PM

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User is offline   ck3D 

#7

will play this tomorrow and post a comment. loved Turok when i was younger and the screenshots on CGS look really good (spotted them a few days ago already), looking forward to the experience !
1

#8

if there's 1 thing i love. it's awesome crossover like action. and this map, made me feel like Duke truly entered the world of Turok
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User is offline   Sixty Four 

  • Turok Nukem

#9

Thanks Rose I actually had Turok 1 n64 case and Turok on the xbox 360 case sitting next to my pc the hole time while building this, to help keep me in the mood. I also played some soundtracks from Turok while mapping on repeat :( Other then this I really based everything off of memory.
1

User is offline   ck3D 

#10

finally got to play this, it was pretty good. the environment was refreshing, most people build the same type of settings over and over in duke maps (city, industrial, space) so the theme and the accompanying texture set made for some fresh air. took me 20 mins and found a few secrets, can't remember how many of them though. overall the execution of the map was done fairly well, although one thing i didn't like was the repetitive gameplay patterns - enter a room, kill hordes of enemies (most of them with a palette too therefore stronger than they normally are, which confused me a few times - not a bad thing though, breaking the monotony of duke maps is always good), find a key / press a switch, move on to the next room - repeat process 10 times until you make it to the end. because of this the progression didn't feel as open and organic as it could have, had the layout been less linear and the map more open (à la 'clear the coast' by the oostrum brothers). because of this the jungle environment felt set up to me - in truman show fashion. if anything the layout might have benefitted from a slightly bigger scale, too.

besides this minor complaint the firefights were entertaining and tough (i died and had to reload quite a few times). being low on ammo on the most popular weapons forced me to switch up my arsenal a lot and resort to using the most uncommon guns most of the time which actually felt refreshing. and the design was above average. i kind of felt like i was playing an early 2000's user map or gambini's theme park-themed level i forgot the name of, at some moments.

overall that was a good level and i am going to check out some of your other maps (if it doesn't turn out that i already have, unknowingly). thanks for making this map public and congratulations on a new release.
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User is offline   Micky C 

  • Honored Donor

#11

I thought they reverted the double strength pal enemies thing?
0

User is offline   ck3D 

#12

maybe i am just using an old build then ! i played this on my mother's laptop and i can't remember the last time i touched it, so chances are i am at fault for not having updated eduke in a while on that machine.
0

User is offline   Sixty Four 

  • Turok Nukem

#13

Turok all secrets video made yesterday featuring Sunday play Turok Megaton edition

This post has been edited by Duke64Nukem: 25 August 2014 - 07:25 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#14

View PostMicky C, on 09 August 2014 - 02:46 AM, said:

I thought they reverted the double strength pal enemies thing?
Yes, they did.
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User is offline   Merlijn 

#15

Finally played this level. I never played Turok so I don't know how it compares to the original game, but I liked this very much. Very atmospheric, great additional sounds and the theme was well executed. Great use of texture sets and terrain work. I was also reminded of that old Gambini level, at other times it reminded me of Zaxtors forest levels (without the annoying puzzles).

I also agree that the level could have been a bit more open/less linear, but perhaps the linear aspect is true to the original Turok game? In any case, make a level too unlinear and some people will get lost and frustrated, so it's a fine line. Overall the linearity didn't bother me too much and the combats were good. I enjoyed playing it! :)
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User is offline   Sixty Four 

  • Turok Nukem

#16

Thanks, yes the game Turok can be a bit linear in a way but not to much you can travel backwards and go in the complete wrong direction and stuff. But you are right I tried to stay true to the way Turok would play rather then only make the map appear like it.
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User is offline   FistMarine 

#17

edit

This post has been edited by FistMarine: 09 December 2016 - 10:01 AM

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User is offline   Komenja 

#18

This was awesome! Really did feel like a level from N64 Turok at times. Nice job, dude.
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User is offline   Sixty Four 

  • Turok Nukem

#19

Thanks man, yeah Turok 1 Dinosaur hunter is my favorite one, the one that was only for N64. Probably the one this map mostly resembles :)
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