[Release] Turok 2 "2nd map in the series"
#31 Posted 16 December 2014 - 05:10 AM
This post has been edited by Duke64 Galactic Alliance: 16 December 2014 - 05:10 AM
#32 Posted 16 December 2014 - 09:25 AM
This post has been edited by Duke64: 16 December 2014 - 09:26 AM
#33 Posted 16 December 2014 - 06:28 PM
On the plus side, it has a bit of vertical action which is nice, and the ammo/health/enemy ratio was ok. The first Turok left more of an impression though, maybe because that one was fresh while this is sort of more-of-the-same, not sure. I'll try the Painkiller map some time since that map looks like it has more character, although judging from the screenshots it could use some serious shading as well. Maybe I'll try and get polymer working, where the dynamic lights should help out with shading and atmosphere.
Edit: Played Painkiller. As I expected the polymer lighting really helped out, although the framerate was between 10-15 fps due to the openness of the map (IMO it was worth the sacrifice). Another solid map, however I felt that both maps were fairly anticlimactic at the end; i.e I expected a difficult fight or boss to finish up the map and both times got nothing.
Some friendly advice; other than shading I think something you could focus on a bit more is implementing a sense that combat is getting more difficult as you play through the map. The maps seemed to have a fairly constant flow of similarly difficult enemies. Try mixing things up and building the maps around the combat a bit more. Throw in some high and low points of combat; build up to some difficult encounters, then give the player a rest, only to start building up again.
There are probably a few maps that do this well, but one that comes to mind is CPB 8: Metropolitan Starlight (you'll need eduke32 to play it). If you haven't already, give it a go, as it's got a few examples of some difficult fights (all in different situations and settings, great variety!) and always gives the player some room to breath afterwards. The only complaint is that it's got perhaps a few too many enforcers.
This post has been edited by Micky C: 16 December 2014 - 08:29 PM
#34 Posted 17 December 2014 - 10:15 AM
As for the copied hallways well that's more due to being based on Turok 1 level 5 "Catacombs" where it is almost a full hallway themed level. Plus I thought the hallways were so pretty that I would extend them, best hallway I ever made hehe I am proud of them. Yeah Turok 1 probably left more of an impression because it was a fresh feel but this was more define and clean then that one well just imo. As I said each map will be different type of game play and this one had more switches and puzzling while Turok 1 was more a forward continuation type of map.
Painkiller was a side project for Halloween that turned out much better then expected glad people liked it and again just happy you played it. I ran out of time on it since I wanted to post on Halloween but I did put about 3 weeks into it I started it around October 12th (my bday) which gave me 19 days. There will be more rare occasions that give me a time limit to finish a map for a holiday or special day
I think I have played alot of the CBP maps and that one sounds familiar I will have another look but I always liked the battle intensity that those projects had. Some of my favorites were JFCBP1, 1hourCBP2, and Crimson Moon:Suburban Hive 2 as you could almost play any of them to get an idea on how to make battle pick up then relax then pick up I really liked that feeling in Crimson Moon alot I know it takes a bit of concentration to get it right like that.
#35 Posted 27 March 2015 - 06:46 AM
#36 Posted 10 September 2015 - 08:35 AM
Thanks for the release.
I have just finished Turok 1 & 2 in difficulty 3. I hope you don't mind If I regroup feedbacks on the two maps here (and reply to old release treads ^^). I can split the post if you prefer, just tell me I'll edit it.
-> Turok 1 : I found the map very pleasant to play with an uncommon forest ambiance. I like the profusion of secrets, the gunfights and the overall level design. I had just enough ammo, but there's plenty of medpacks available. The map is pretty long I think.
I think the architecture, sprite work, texturing and shading quite simple, but it does the work, perhaps the textures are a bit repetitive. The originality it's the use of that green palette all over the map.
Something bothered me, I can't pinpoint the problem, perhaps the map is to dark or lack of contrast, but sometimes, I have found it was difficult to see what's happening.
Just a remark :
- Some misaligned wall textures
PS : What are the little floating rings in the waterfall part ? Will-'o-the-wisp ?
-> Turok 2 : As the first one, It was really pleasant to play, still I prefer Turok 1. The level design is different, It's "more compact", I don't have the feeling progressing in straight line. The end was a bit difficult for me, I was low on ammo (so much bullets to kill a battlelord ).
About the mapping, all is better I think : lightning, shading, architecture (and trees ^^). Still the same problem for me about difficulty to see sometimes.
Just a few remarks :
- The "water ceilling" underwater texture is blue while the "water floor" out the water is green (Hope I am clear enough).
- As said before, the wall opening with the red keycard didn't have the texture moving with it.
- Not really watery for a water temple I think ^^.
I have nothing more to say, lots was said already.
Thanks again, I wait the third map, I am curious to play the whole episode.
This post has been edited by DotK3D: 15 September 2015 - 02:12 PM
#37 Posted 13 September 2015 - 06:02 PM
Turok 1 was made a year and a half ago and Turok 2 is close to being a year now to. I think what I like to go for is a different scene then that found in the more common type of themes in user maps
Turok 3 map is already done though. Its taking a nap while I contemplate if i would share it. Imho its much much better then the first 2 but I hold it really close to me though.
Though a lot of the drama I have had has withered away its still in the air. All I do know is 2016 isn't far from here, im getting married oct 17th, I have interest in udk4, and I have made 12 from scratch maps for Dukey. That's similar to having a 12 gauge shotgun on my belt when it comes to level design
This post has been edited by 64Ghost: 14 September 2015 - 01:08 PM
#38 Posted 15 September 2015 - 02:09 PM
I just started to play maps from the forum a couple of weeks ago, I hope it's not a problem digging old stuff ^^, but since I am register here, I feel I had to (at least) give some feedback (for what it worth, I am just a player, I have never made serious mapping, just a few tries back in the old days ^^).
I also hope you'll release the last map with the first two as a episode, I'll be happy to play it (You can't tease me like that with the building you see at the end of Turok 2 map !) . I really like this kind of short episode. Perhaps you could add a link to Turok 1 map in the first post ?
I'll surely check your others maps on the forum later, but actually I explore maps from the topic " Good lesser-known user maps ".
PS : congrats for your marriage ^^.
Bye,
DotK3D
This post has been edited by DotK3D: 15 September 2015 - 02:13 PM
#39 Posted 18 September 2015 - 09:20 PM
This post has been edited by 64Ghost: 19 September 2015 - 07:10 AM
#40 Posted 09 October 2015 - 12:54 PM
Also played your Mean Streets map, that's my fav, incredibly terrific map there.
#41 Posted 09 October 2015 - 10:14 PM
Ahh you remind me of the early days I remember those times just in shock that you are able to make maps for Duke I was ecstatic. Which is how I am feeling for my Turok atm but i still like Dukey, that never changes and never will.
This post has been edited by RIPGhost: 09 October 2015 - 10:18 PM
#42 Posted 09 October 2015 - 10:33 PM
#43 Posted 30 October 2015 - 09:15 AM
This post has been edited by FistMarine: 09 December 2016 - 10:49 AM
#44 Posted 23 March 2016 - 08:17 PM
http://www.moddb.com/mods/turok-nukem
This post has been edited by Sixty Four: 23 March 2016 - 08:30 PM