
[REL] The Flaming Shipwreck
#31 Posted 28 August 2015 - 05:28 AM
This post has been edited by ck3D: 28 August 2015 - 05:29 AM
#32 Posted 28 August 2015 - 07:46 AM
Honestly, while I believe that the vast majority of players will be checking the entire bar before going to the cellar, and that the few who won't will check the entire bar anyway after going to the cellar, I think it would have been better to have that elevator locked one way or another (the key/switch could be located on the other side of the bar so that the players has to go around at least one way around).
This would have given a purpose to visiting different rooms of the bar, instead on my first play I kept finding switches which in the end I didn't even need to press because I had pressed the equivalent switch on the other side, and so on. I was a bit confused, thus thinking one (or several) of those switches unlocked the elevator.
I guess that brings up a rather interesting question: does the player even need a purpose ? As far usermaps go, this bar area shows that, well, not really. Hell, according to the comments, nobody seems to even have noticed what I'm bringing up here.
Players will be visiting the map and be killing aliens anyway, with or with no purpose, because that's what they're here for. However, I think most players will expect a purpose (as simple as finding a key or a switch) and not giving that purpose may be a little misleading.
Or maybe that's just me having a too traditional way of concieving usermaps, then again not many mappers would make 1/3rd of their map optional.
This post has been edited by MetHy: 28 August 2015 - 07:56 AM
#33 Posted 28 August 2015 - 03:53 PM
MetHy, on 28 August 2015 - 07:46 AM, said:
Perhaps keeping the first employee door locked with a broken switch nearby might have been enough incentive to explore either the left or right side of the bar, because what you say is true. Later in development I changed the intended path to what it is now - originally players would go out the back first and then enter the cellars with a red key card with different plans beyond that point. However resources were running thin (16305 walls!) to execute the ideas, so the back alley eventually became the final destination instead. Had I planned the route as it stands while working on the pub's layout, this might have been addressed sooner. Case in point as MickyC suggested; design the map around gameplay.
I honestly don't mind that problem too much though; it can be an extra bonus for completionists. My overall goal was a simple romp with some degree in interconnectivity along the lines of the original levels - some of which can also be completed without seeing certain areas. E1L1 and E4L2 come to mind. I didn't want to rail road the player too much by forcing them to see everything - just another part of my experimentation when designing gameplay differently to how I used to. There's still plenty to think about and experiment with in future too.
This post has been edited by quakis: 28 August 2015 - 03:54 PM
#34 Posted 28 August 2015 - 07:05 PM
Thanks!
This post has been edited by Paul B: 28 August 2015 - 07:06 PM
#35 Posted 28 August 2015 - 11:05 PM
MetHy, on 28 August 2015 - 07:46 AM, said:
Honestly, while I believe that the vast majority of players will be checking the entire bar before going to the cellar, and that the few who won't will check the entire bar anyway after going to the cellar, I think it would have been better to have that elevator locked one way or another (the key/switch could be located on the other side of the bar so that the players has to go around at least one way around).
This would have given a purpose to visiting different rooms of the bar, instead on my first play I kept finding switches which in the end I didn't even need to press because I had pressed the equivalent switch on the other side, and so on. I was a bit confused, thus thinking one (or several) of those switches unlocked the elevator.
I guess that brings up a rather interesting question: does the player even need a purpose ? As far usermaps go, this bar area shows that, well, not really. Hell, according to the comments, nobody seems to even have noticed what I'm bringing up here.
Players will be visiting the map and be killing aliens anyway, with or with no purpose, because that's what they're here for. However, I think most players will expect a purpose (as simple as finding a key or a switch) and not giving that purpose may be a little misleading.
Or maybe that's just me having a too traditional way of concieving usermaps, then again not many mappers would make 1/3rd of their map optional.
I actually had a similar feel when i found my way around the garage door but then pushed a switch, later, that opened it. I didn´t mention this because I can´t describe it in detail as I was rather focused on not getting stuck (it was the first duke map that i played in probably 2 years). And eventually it wasn´t a big deal since I visited all areas and kept progressing. But had I managed to skip such an important section (the first two areas of the map are the best designed) I would have tried to let him know.
#36 Posted 29 August 2015 - 07:00 AM
This post has been edited by Mark.: 29 August 2015 - 07:00 AM
#37 Posted 30 August 2015 - 07:49 AM
quakis, on 27 August 2015 - 04:34 AM, said:
It's true that the start is challenging, but I think that you rather succeeded with your goal. Usually, I'm pretty quick to get demoralized when having to face anything tougher than troopers or slimers with only a pistol, but here it was different. At no time I felt overwhelmed despite occasionally being short on ammo. Rather, these situations resulted in original melee fights such as kicking piggies to death, hiding behind columns from their attacks. Another nice touch was
#38 Posted 31 August 2015 - 01:10 PM

#39 Posted 05 September 2015 - 06:26 AM
This is new level of DN3D maps detalization! I'm surprised!
Best looking map of 2015 year.
Thanks!
#40 Posted 05 September 2015 - 07:24 AM
Helixhorned, on 30 August 2015 - 07:49 AM, said:
But you use the mighty foot to kill them with no detrimental effects.
#41 Posted 06 September 2015 - 06:36 AM
Details of this level is just amazing. But one thing is really common that bothers me on almost every map.
This map has it too. Everything is super detailed, but:

World ends pretty quickly.. I would love to see more innovating borders for map. I think this kind of solution is not offering the same amazing feel than rest of this map.
Anyway, the most beautiful map I've played in decades. Not much to play thought, pretty simple gameplay here.
#42 Posted 10 September 2015 - 12:29 PM
I actually thought the unlinearity worked to its advantage. You could just explore the place without having to push some obligatory buttons.

Gameplay was challenging but didn't feel too unfair, I died during my first attempt but managed to get past the beginning the second time. The trick is to shoot the RPV down after it moved away from you. After that, there's enough distance to easily take out the pig cop.
Anyway, thanks for releasing this! It felt really fresh and creative.
#43 Posted 15 September 2015 - 08:58 PM
This post has been edited by CraigFatman: 15 September 2015 - 08:59 PM
#44 Posted 06 October 2015 - 08:31 PM
Also good that there was a hooker in the map. Just because, I'd be offended if there wasn't one. (The obligatory joke. Or am I joking...

#45 Posted 11 October 2015 - 05:07 PM
One more highlight in this really good year of releases.

quakis, on 24 August 2015 - 10:41 AM, said:

#46 Posted 25 October 2015 - 05:27 PM
#47 Posted 01 November 2015 - 05:38 AM
#48 Posted 27 February 2020 - 06:32 PM
#49 Posted 08 April 2020 - 11:29 AM
This post has been edited by Dukebot: 08 April 2020 - 11:29 AM