[REL] The Flaming Shipwreck
#1 Posted 24 August 2015 - 10:41 AM
Originally started as a pub section for the BeachCBP during Apr 2013. Having no motivation for mapping at the time, it was put aside indefinitely. I resumed work in Nov 2014 with a different perspective and workflow to mapping. To ensure a healthy balance of motivation and inspiration, there were various short and long breaks inbetween. Project finished 24th Aug 2015.
Not intended or designed for the HRP, keep this in mind if used.
Eduke32 Required.
Download: http://taw.duke4.net...es/flamwrck.zip
Screenshots
#2 Posted 24 August 2015 - 10:48 AM
Downloading and playing, that's about it for this post.
Also, a highly overdue welcome back!
#3 Posted 24 August 2015 - 11:19 AM
Tons of great detailing with style.
The water fountain and the flickering light making noise reminded me of Duke Hard, except yours were better executed. Your flickering light doesn't sound weird like mine does so I wish I had thought of using that sound instead.
I wish you'd have made the water drinkable though, I thought the map lacked a bit of interactivity though there was just enough to make it feel lively.
Gameplay is tight, you have to watch for every item you can find, though enjoyable that way. I found the first few mins of the map a bit long though, due to how I was stuck with pistol only against some "middle-difficulty" enemies during those few mins.
Overall I think the map does a good job at being a good middle ground between being highly detailed, and being fun old Duke at the same time. What I mean is, it's highly detailed, though it's not too short, there is some unlinearility in the level design, some strong shading in places, invisible walls aren't too troublesome, there is a bit of interactivity etc so, the typical flaws of highly detailed maps were avoided.
Good job, I'll probably replay this one soon and try to find the 2 other secrets.
This post has been edited by MetHy: 24 August 2015 - 11:21 AM
#6 Posted 24 August 2015 - 12:45 PM
#7 Posted 24 August 2015 - 01:06 PM
Mblackwell, on 24 August 2015 - 12:45 PM, said:
You cheat
On topic, it's a very solid map, lots of very solid spritework (lots of every-day objects done with probably double the fidelity of sprites I see normally), great intertwining locations and I really liked the Blood style progression where you get to see the upcoming areas before figuring out a way there, I don't want to give away too much. Besides some inconsistencies here and there, I really enjoyed the map, very solid layouts and crafty enemy placements all around. It kind of feels like an old-school Duke3D map with a more modern quality standard.
This post has been edited by Daedolon: 24 August 2015 - 01:25 PM
#8 Posted 24 August 2015 - 01:23 PM
#9 Posted 24 August 2015 - 01:47 PM
Mblackwell, on 24 August 2015 - 12:45 PM, said:
^^^ What he said ! _Very_ nice piece of mapping. Had me double checking that it really didn't have an accompanying art file.
I do however think the stingy ammo at the start will put some people off. Fortunately, after a number of attempts, one of them accidently dropped a chaingun for me so I finally got going and then really started to enjoy the map. Prior to that I was having to utilise the "left hand corner" trick so I could kick them but they couldn't fire back - which made for slow gameplay.
But like I said, once I got going I really enjoyed it. Top stuff !
TTFN,
Jon
#10 Posted 24 August 2015 - 02:50 PM
I've said it before and i'll say it again. It's always the graphic designers and artists that make the best looking user maps.
This post has been edited by Paul B: 24 August 2015 - 03:18 PM
#11 Posted 24 August 2015 - 02:58 PM
quakis, on 24 August 2015 - 10:41 AM, said:
I suspected this might have been from the BCBP from this sentence, before I read it in the next line. Good to hear something was done with it.
That makes 3 unique, stand-alone maps spawned out of the BCBP along with Drek's and High Treason's maps
#14 Posted 24 August 2015 - 08:19 PM
Looks really nice from what I can see.
#15 Posted 24 August 2015 - 08:25 PM
Of all the ingenuity, for some reason the copy machine stands out to me, lol liked it.
Now to try it again and get past the exploding wall and flying bastard. Can you tell I'm not a duke guy?
So, I just beat it... had to cheat this time or I likely wouldn't have stood a chance.
Can add the styrofoam packing peanuts spilled out of the box to the favorite little details.
All of the detail and shading blew my mind, lots of effort and not to put any other maps down that I've tried but this is the best one if not right up there. Well done.
My only gripe? ... the light switches don't work
This post has been edited by Robman: 24 August 2015 - 09:31 PM
#16 Posted 24 August 2015 - 10:48 PM
#17 Posted 24 August 2015 - 11:55 PM
This post has been edited by FistMarine: 09 December 2016 - 10:15 AM
#18 Posted 25 August 2015 - 01:57 AM
#20 Posted 26 August 2015 - 06:30 AM
Otherwise, map took me about 25min to complete (I tend to look around too much sometimes, see above). It was a bit tough, especially the beginning where you often had to fall back to pistol usage (or even worse if you weren't careful about ammo), but I guess it's meant to be like that and you have to search hard for advanced weaponry. Enemy placement was OK for me, too, even though there could have been a few less aliens on the lower difficulties maybe.
Thanks a lot for this release, and keep mapping, pal!
This post has been edited by NightFright: 26 August 2015 - 06:35 AM
#21 Posted 26 August 2015 - 05:48 PM
Still it's great to see a map like this. It feels like nobody's put effort into detail for years now. My mouth dropped open a few times at some of the ways that you creatively combined sprites to make something completely different. Then again if everyone put as much effort into detail like this we'd never get any maps out, so not that I'm complaining about the other lower-detailed maps. I think I've been a bit spoiled with my own mapping in that when I want some specific piece of art in the AMC TC, I just get James to add it for me
I hope you make another one of course! But I'd try and design it a bit more around the combat next time than what's been done here.
This post has been edited by Micky C: 26 August 2015 - 05:50 PM
#23 Posted 26 August 2015 - 11:54 PM
They had a similar style of using the duke art creatively as well. Guess I still had ''CBP" on the brain.
#24 Posted 27 August 2015 - 12:19 AM
Artem Nevinchany, on 25 August 2015 - 09:47 AM, said:
It's amazing how clearly you can tell what OS that thing is supposed to be running.
#25 Posted 27 August 2015 - 04:34 AM
Thanks for playing and providing all the feedback guys!
This post has been edited by quakis: 27 August 2015 - 04:45 AM
#26 Posted 27 August 2015 - 08:15 AM
quakis, on 27 August 2015 - 04:34 AM, said:
I guess that recon vehicle could have tipped the balance. Taking on a couple of Lizman with just a pistol isn't so bad if you can make use of surroundings such as the corner of a wall or a nearby car, but with the recon vehicle hovering around as well this wasn't really possible. Fortunately you could tell very early on that this was a superb map and that is why I persevered.
quakis, on 27 August 2015 - 04:34 AM, said:
A pleasure to play the map!
TTFN,
Jon
#27 Posted 27 August 2015 - 04:59 PM
#29 Posted 28 August 2015 - 03:20 AM
quakis, on 27 August 2015 - 04:34 AM, said:
I told ya!
I had the privilege to test a Release candidate of this map and had a lot of fun with it. The desing is, like many others said, brillant. You combine creative use of assets with a solid 3dr style. And the gameplay gave me a challenging fun time.
#30 Posted 28 August 2015 - 04:50 AM
I find the model kit of the ship really nicely done.
Just a few remarks :
- Flickering square black sprites on pool table and a desk if I remember correctly (I don't know if it is a problem from my pc or not)
- In women toilets, look at the ceiling over the left sink, I believe there is a light problem.
- I have played it with ReaperMan voxels pack, looks good ^^.
Bye,
DotK3D