[Release] Turok 2 "2nd map in the series"
#1 Posted 28 November 2014 - 10:02 AM
Also on CGS http://www.scent-88....T/tur2/tur2.php
Well hope you can enjoy
This post has been edited by Duke64Nukem: 02 December 2014 - 11:50 AM
#3 Posted 28 November 2014 - 10:23 AM
#4 Posted 28 November 2014 - 12:54 PM
Your skills are quickly improving in terms of architecture, texturing and shading. It's also impressive that you make so many maps so quickly.
I really loved the atmosphere of the map, it was rather unique for a Duke3D map and well executed. It's good to see things more original and something other than "XXXXth city map".
I was expecting some water puzzles, or at least a more water-oriented map, when I saw the title "Water temple", but even if the result wasn't like my expectations I liked it a lot.
I don't even have much to complain about, I even liked the new sounds (and the music fit perfectly), the only thing about the 2 secrets I found behind cracks I had to explode, they really didn't feel like secrets (the cracks were very obvious, even sticked out due to their shade value and that they weren't semi transparent) and noone would miss them.
And yeah 2014 kicks ass
This post has been edited by MetHy: 28 November 2014 - 12:55 PM
#5 Posted 28 November 2014 - 08:16 PM
#7 Posted 28 November 2014 - 10:41 PM
#8 Posted 28 November 2014 - 11:23 PM
Micky C, on 28 November 2014 - 10:41 PM, said:
i know you always look at pictures and through mapster32 but I encourage you try play it this time I tried do some good shading throughout the map especially in the hallways. But I do I agree even more shading make it even better on that part in the picture but it's all another learning situation for me I do my shading all by hand and may miss some things but learn on missing them. Don't know how to use any kind of auto shading yet but even I look back on it and see some things I could do but it weird happens only after release.
#9 Posted 28 November 2014 - 11:30 PM
#10 Posted 28 November 2014 - 11:35 PM
Duke64 Galactic Alliance, on 28 November 2014 - 11:30 PM, said:
heheh 3 holo dukes that are all out of ass right there
#11 Posted 29 November 2014 - 05:57 AM
Micky C, on 28 November 2014 - 10:41 PM, said:
What Mapster function?
Duke64Nukem, on 28 November 2014 - 11:23 PM, said:
I think this map looks a lot more solid than your previous ones, there was something about Turok 1 and the "Doom" map that made them look... "not solid", but here it's much better. I think it's a mix between proper texturing, shading, architecture and scale.
This post has been edited by MetHy: 29 November 2014 - 06:35 AM
#12 Posted 29 November 2014 - 02:30 PM
Quote
http://infosuite.duk..._mapster32_keys
I've never used it myself though.
#13 Posted 29 November 2014 - 03:55 PM
Micky C, on 29 November 2014 - 02:30 PM, said:
That is quite interesting never knew of it seems pretty useful, maybe I could experiment with it to try and get it down. Swear is like I learn something new about mapster32 everyday and in my opinion that's a great thing just means there's many ways to go about doing things with it.
MetHy, on 29 November 2014 - 05:57 AM, said:
Thanks means alot, at first when I started this map had no idea how to compete with Turok 1. As I went along I started thinking I don't think Turok 1 can compete with this one Had alot to do with gameplay for me. Turok 1 was a continue forward kind of map, only thing keeping it from being completely linear is how often the scene changed when this one is surely not the same type.
This post has been edited by Duke64Nukem: 29 November 2014 - 04:28 PM
#14 Posted 30 November 2014 - 01:38 PM
I like the detail and length of the map. Anyone looking for a good map that will last a bit should grab this.
Good use of cards and doors as well. Many secret areas to discover too!
Nice job!!!
#15 Posted 01 December 2014 - 01:19 PM
This post has been edited by Duke64Nukem: 01 December 2014 - 01:27 PM
#19 Posted 07 December 2014 - 03:50 PM
#20 Posted 07 December 2014 - 05:08 PM
Duke64Nukem, on 07 December 2014 - 03:50 PM, said:
#21 Posted 07 December 2014 - 07:27 PM
This post has been edited by Duke64Nukem: 07 December 2014 - 07:53 PM
#22 Posted 08 December 2014 - 12:51 PM
WIll finish it later and give you more feedback.
#23 Posted 08 December 2014 - 01:12 PM
Duke64Nukem, on 07 December 2014 - 07:27 PM, said:
I know who that was targeted to..
#24 Posted 08 December 2014 - 08:35 PM
#25 Posted 08 December 2014 - 11:13 PM
#26 Posted 08 December 2014 - 11:36 PM
This post has been edited by Robman: 08 December 2014 - 11:49 PM
#27 Posted 12 December 2014 - 08:21 PM
#28 Posted 13 December 2014 - 02:48 AM
i was on CGS literally two minutes ago to try and download your map (will try again soon as soon as the link works again). you've been making some of my favorite maps to come out this year. turok 1 and foreverdoom were solid releases, meanstreets and painkiller have been waiting in my queue for a good while but are some of those maps i can't wait to give a shot at, and i just realized you also made wangnukem which i really enjoyed (despite it being an older map of yours) a few months ago. you released more maps this year than most people do in their entire mapping 'career', and they were all quality. you're doing your part in keeping the community alive - what's there to blame ? fuck front pages and ratings, honestly. just keep doing what you're doing, you are good at it too and people enjoy your stuff !
edit - got the map to work. will post feedback in a few
This post has been edited by ck3D: 13 December 2014 - 03:31 AM
#29 Posted 13 December 2014 - 04:08 AM
now the map played really well too, ammo / monster / health ratio and placement were spot on. the progression felt logical and the button / card hunt didn't feel too forced or out of place, everything had good pacing and flow. i also really enjoyed the firefights, and again all those (simple, yet efficient) respawn tricks you found the time to implement (holes in the walls and such) which i already really liked in foreverdoom. the map was fairly long too ! part of me expected it to be almost over by the time i was just in front of the temple's gates - boy i was wrong !
loved the great amount of secret places as well. managed to get my hands on the most powerful weapons quite early on, which came in handy towards the end of the map, where i found myself just blazing through the last hallways using the RPG and shrinker in full force.
really enjoyed that map. looking forward to the next installment !