The "Don't"s of DN3D mapping? "What NOT to do's"
#31 Posted 04 September 2015 - 08:41 AM
#32 Posted 04 September 2015 - 08:59 AM
For instance in the penultimate map of Final Confrontation there's an elevator with 2 entries and when it arrives to destination you can exit from both sides but you'll face an enforcer ready to spit in yer face
#33 Posted 04 September 2015 - 09:39 AM
I know I might be guilty of that in some of my maps though, but something had always ticked me off about mini-Blord "bossfights" and I couldn't put my finger on it until recently.
This post has been edited by MetHy: 04 September 2015 - 09:41 AM
#34 Posted 04 September 2015 - 09:48 AM
PikaCommando, on 04 September 2015 - 08:41 AM, said:
Awww, you wuss Inducing paranoia, fear - or even laughter - must mean you are playing a reasonable map.
OK, I do half agree; a liztroop or maybe a picgop at the top of an elevator where you don't know which side you are exiting is, in my mind, fair game as you should have time to react and maybe the map designer will think about it and give some corner cover in the elevator, or perhaps a more obscure route to bypass the elevator so you get the upper hand. Things like commanders though are a no-no as at close quarters you stand no chance - is it just me who sometimes fires 10 shrink rays at one of them and it has no effect?
TTFN,
Jon
#35 Posted 04 September 2015 - 09:54 AM
#36 Posted 04 September 2015 - 10:52 AM
thedrawliner, on 04 September 2015 - 09:54 AM, said:
Thing is, it is just so random, sometimes it's the first shot, more typically it is 2-4 shots and there was one instance when I unloaded the entire shrinker at a commander with no effect. So, the commander is definately not the kind of thing for the top of an elevator, its as bad as setting off explosions in a player's face with no warning,
TTFN,
Jon
#37 Posted 04 September 2015 - 09:38 PM
#38 Posted 04 September 2015 - 10:56 PM
This post has been edited by FistMarine: 09 December 2016 - 10:18 AM
#39 Posted 05 September 2015 - 12:36 AM
64Ghost, on 04 September 2015 - 09:38 PM, said:
Anyone's maps really.
#40 Posted 05 September 2015 - 10:41 AM
64Ghost, on 04 September 2015 - 09:38 PM, said:
Start locations in most user maps are pretty underwhelming though. In the original game or in DNF2013 the levels start with a spectacular scene with an enemy appearing in the safe distance or Duke starts talking something relevant and related to the scene. Hearing a simple pistol clip in an average looking room with no ambient sound is something I never really liked at mapstarts.
This post has been edited by Nancsi: 05 September 2015 - 10:42 AM
#41 Posted 05 September 2015 - 11:12 AM
So that's why the laser pistol in Duke Plus aims at the enemies feet when using auto-aim !
Annoying when they're behind counters T_T
This post has been edited by thedrawliner: 05 September 2015 - 11:13 AM
#42 Posted 05 September 2015 - 10:45 PM
I don't mean the ones where the needed pick ups are supplied but you need to find them with some casual scoping, but rather when there not really there and your looking but they don't show up till later and you have enemies flocking you help help xD maybe the weapons are in a secret room behind a door in an endless corridor of sprite doors?? heheh. My first map Ghost town started under attack but there was weapons there to do the job, even then I still wish I started the map inside a saloon instead of crash coursing it. But I never said there couldn't be an alien or 3 there to give you some trouble
Ahhhh how to create new meaning to progress in maps other then keycards, explosions, and switches. Then again are we taking the retro system for granted its a quest to find out
#43 Posted 06 September 2015 - 02:01 AM
zykov eddy, on 02 September 2015 - 06:20 PM, said:
The Mechanic, on 03 September 2015 - 09:23 AM, said:
Admit it guys, you were ashamed by your creations, so you just asked permission to use Lakisoft's best works.
Come on, just 13 more upvotes, I want to see continuation!
This post has been edited by t800: 06 September 2015 - 02:03 AM
#44 Posted 12 September 2015 - 02:47 PM
#45 Posted 12 September 2015 - 03:31 PM
#46 Posted 13 September 2015 - 01:41 AM
Also when people use trimming, there should also be some limited form of fake clipping that guides the player. Collision code wasn't really meant to easily go around few unit thick wall trimmings and such.