Duke's Day Off (USERMAP) "Probably have the same name as another map, but eh."
#1 Posted 27 June 2015 - 08:05 PM
Duke's Day Off (Eduke32 Version)
Here are some screenshots I took.
It's nothing groundbreaking, but it's just something I've been working on for almost a year. Figured I'd post the Eduke32 version here. Have fun.
#4 Posted 28 June 2015 - 12:32 PM
StarCraftZergling, on 27 June 2015 - 08:05 PM, said:
It's nothing groundbreaking, but it's just something I've been working on for almost a year. Figured I'd post the Eduke32 version here. Have fun.
Fraid I've given up. Certainly looks like it could have been good but can't find any explosives to get past the first few rooms. Cheated and looked in mapster32 - ah that's where the the bombs are, behind a door sector that will never open. Sorry, given up :-(
TTFN,
Jon
#6 Posted 28 June 2015 - 03:31 PM
The Mechanic, on 28 June 2015 - 12:32 PM, said:
TTFN,
Jon
The room you're referring to is accessible and is vital in order to complete the level and get to the downstairs area. Just gotta look around for the entry way
#7 Posted 29 June 2015 - 02:09 AM
StarCraftZergling, on 28 June 2015 - 03:31 PM, said:
Ah-ha ! I see ;-) Like an F1 driver I'm gonna have to fnd some excuses - I wasn't wearing my glasses and I'd spent too much time in the flashing lights bit.
Nice alternative viewscreen method.
TTFN,
Jon
This post has been edited by The Mechanic: 29 June 2015 - 02:10 AM
#8 Posted 30 June 2015 - 11:14 AM
I find a room reserved for Duke its fun.
Very thoughful gameplay.
Thanks!
This post has been edited by sergey808a: 30 June 2015 - 11:15 AM
#9 Posted 01 July 2015 - 09:09 AM
This post has been edited by Paul B: 02 July 2015 - 10:54 AM
#10 Posted 09 July 2015 - 08:57 AM
as far as the design is concerned it looked really nice, not necessarily always 'professional' in a traditional Duke sense but i actually really liked that you went out of your way to think out of the box a bit in some areas, i sensed a lot of original creativity in terms of layout, architecture and room design / texture picks. a lot of elements in your map either looked fresh and / or felt like stuff out of early 2000's user maps (ie. On Him Their Lives Depend or Alexcity) which is a sketchier experimental / less conventional style you don't really get to see too often anymore, so that felt really cool, especially mixed in with some OG Duke vibes.
what really made your map (to me) were some of the firefights (especially the one out of the KTIT studio was pretty peak with the explosion of the gas station and all), some of the attention to detail and originality in the construction style, as well as the variety and the grandness of some of the design (I usually prefered the more open areas to the more cramped ones, by far). the progression was also really smooth, with some nice puzzles and twists. too bad the ending was a bit of a let down with the impractically narrow arena and / or the rather unfair respawns prior to the actual boss fight (although it was still largely manageable).
thank you for this map, it was fun and a rather memorable adventure !
This post has been edited by ck3D: 09 July 2015 - 08:59 AM
#11 Posted 09 July 2015 - 03:29 PM
ck3D, on 09 July 2015 - 08:57 AM, said:
as far as the design is concerned it looked really nice, not necessarily always 'professional' in a traditional Duke sense but i actually really liked that you went out of your way to think out of the box a bit in some areas, i sensed a lot of original creativity in terms of layout, architecture and room design / texture picks. a lot of elements in your map either looked fresh and / or felt like stuff out of early 2000's user maps (ie. On Him Their Lives Depend or Alexcity) which is a sketchier experimental / less conventional style you don't really get to see too often anymore, so that felt really cool, especially mixed in with some OG Duke vibes.
what really made your map (to me) were some of the firefights (especially the one out of the KTIT studio was pretty peak with the explosion of the gas station and all), some of the attention to detail and originality in the construction style, as well as the variety and the grandness of some of the design (I usually prefered the more open areas to the more cramped ones, by far). the progression was also really smooth, with some nice puzzles and twists. too bad the ending was a bit of a let down with the impractically narrow arena and / or the rather unfair respawns prior to the actual boss fight (although it was still largely manageable).
thank you for this map, it was fun and a rather memorable adventure !
I'm glad you enjoyed it ck3D. There are some rooms that have light switches like the one room with the green screen and the dirty book store, and yes there are a LOT of dark rooms. Kinda a way of making the map seem like city was under attack. The EDF base was dark to give a feeling of "aliens attacked here and have purposely made it dark." Oh well, it was a pretty dark map. Again, thank you for playing and I'm glad you had fun
#12 Posted 16 July 2015 - 02:45 PM
This post has been edited by CraigFatman: 16 July 2015 - 02:50 PM
#13 Posted 16 July 2015 - 03:31 PM
CraigFatman, on 16 July 2015 - 02:45 PM, said:
There is a portable medkit hidden in 2 secret areas. The one secret area is hard to get to but the other is right under your nose. and some rooms have light switches as well but yeah it's an overall dark map. And the code is at the beginning of the EDF area by the EDF sign. There should be a spinning nuke symbol to indicate that you can interact with the item. Just wanted to point that out
#14 Posted 19 July 2015 - 02:36 PM
The cement slab lifted up with dirt under it outside was neat, heh.
Exploding gas station was cool also. Trash cans lit up in the dark.
This post has been edited by Robman: 20 July 2015 - 01:56 PM
#15 Posted 14 August 2015 - 09:40 PM
Glad our wars are over man glad we could grow up passed the bullshit. Good map shading was strong in this one and the explosions were a nice treat for me. The transition between different areas are strong here I enjoyed it.
I am sorry i didn't reply before I am very busy guy reply when I can so posts are limited lately. Hope you can take it easy cuz this map rocks! I bet its not your last.
I tested some of my wide screened weapons here in the pics heheh
#16 Posted 02 September 2015 - 02:06 AM
This post has been edited by FistMarine: 09 December 2016 - 10:16 AM
#17 Posted 03 September 2015 - 10:19 AM
Thanks for the release. I found your map really pleasant to play. The level design is really good I think, articulating the four main zone around the central place (nice gas station explosion by the way) is a great idea.
The lighting and shading are really nice, the architecture also. I really liked puzzles or blocked path you need to find a way around.
I found the central fight quite difficult but finally I managed to get all the baddies down with a combination of rushing for weapons then hide ^^.
Lots of jokes, really I enjoyed it.
I have missed 2 secrets and perhaps I'll try finding them later.
Just one remark : the music was really nice but really loud, I had to put the music slider near to zero to play correctly.
Bye,
Dotk3D