[RELEASE] BASERAPE "Open world, military base assault."
#1 Posted 30 March 2016 - 03:42 AM
Warning: You need a badass PC to run this map in playable framerates!
This map was build for DukePlus with HRP! You will need to install these mods to run the map correctly.
Please read the "How to run this map" and "Recommended Eduke32 Settings" sections in the baserape_readme.txt file, comming with this map.
DIRECT DOWNLOAD
After 3 years, it's finally done. This is my tribute to Duke Nukem 3D and it's 20th anniversary.
Baserape starts as an open world military base assault and get's linear in the second half.
You have to fight your way through this base to prevent a nuclear strike from the aliens.
I started making this map with Polymer in mind and used some Polymer lighting, but due to fps issues recomment Polymost.
Originally this map was thought to be played in multiplayer with some friends and it's prepared for coop and dukematch.
Hopefully we can play this together some day.
If you're interessted in further details, read the baserape_readme.txt file.
Have a megaton of fun!
neoacix
=============================================================================================================================
IMPORTANT: Recommended Eduke32 Settings
Renderer : Polymost
Resolution : 1176 x 664 32bpp (lowest widescreen or lower)
Texture Mode : Classic
Polymost Settings
Truecolor Textures : Yes
GL Texture Quality : Barf
Pre-Load Map Textures : On
On-Disk Texture Cache : On
Detail Textures : No
Glow Textures : No
Use 3D Models : Yes
This post has been edited by neoacix: 30 March 2016 - 07:48 AM
#2 Posted 30 March 2016 - 06:37 AM
It's more a Duke Plus and HRP problem, but I'd duggest to add model optimisation, just don't show them if the player stands far enough or doesn't look at them, show sprites instead of models.
#3 Posted 30 March 2016 - 07:39 AM
Shading is mostly a problem of walls and time. Didn't had much walls left and also not much time.
In 2014 I went to a point, where I almost canceled the whole project because of all the issues it has.
But do you know how much countless hours going into a map like this?
So besides all the flaws, I decided to finish it.
And what do you like more? A new map or no map.
Maybe I'll give this map an overhaul someday, but for now, I'm happy to got it in a state where I can call it a finished map.
Did you saw the wall with the name of the map at the start? It says "V 1.0" for a reason. ;-)
Edit: Did you use the recommended EDuke32 settings?
This post has been edited by neoacix: 30 March 2016 - 07:48 AM
#4 Posted 30 March 2016 - 04:38 PM
#5 Posted 30 March 2016 - 08:03 PM
It does have framerate issues for me, on a recent PC with a GTX 970 playing the recommended settings. But none the less, fun shooting pigcops and friends as always. And I can see the detail and work you put into this huge map.
I haven't gotten to the part with the giant robot, is that featured in any other user maps? How does that work? Does it shoot at you?
#6 Posted 31 March 2016 - 02:11 AM
neoacix, on 30 March 2016 - 07:39 AM, said:
And what do you like more, constructive criticism comments, or no comments?
#7 Posted 31 March 2016 - 12:21 PM
Gambini, on 30 March 2016 - 04:38 PM, said:
If I'm going to make another map, it will be running like a charm.
Problem with this map is mainly that it's an wide open area with a lot of spritework to achieve the ability to fly over almost every building.
There are maybe ways to do the same in a better way (clustering, TROR), but as I started mapping, I didn't know better and didn't want to rework everything.
PsychoGoatee, on 30 March 2016 - 08:03 PM, said:
Thx, glad you had fun with it.
Btw, I also have a GTX970. Footage was recorded on a friends PC with 2 GTX980 in SLI. Map ran pretty good on that machine. xD
To your map questions, the robot is in the map and yes it shoots at you.
The map has basicly a second part inside the underground of the base.
If you want to know how to get there, read this spoiler:
Forge, on 31 March 2016 - 02:11 AM, said:
Don't get me wrong, of course constructive criticism is welcome.
It's just that I know all these flaws of the map and I really saw no real solution for it.
I allready had spend way more time in this map, then I originally intended to and before I was going to change everything, I would have canceled this map.
But as I said before, I'll probably will rework this map sometime, I just need a big break from mapster now.
#8 Posted 31 March 2016 - 12:50 PM
Thanks for the big work you've done !
But it unplayable on my PC
#9 Posted 31 March 2016 - 01:17 PM
neoacix, on 31 March 2016 - 12:21 PM, said:
Problem: Your map doesn't even have basic shading on it (shading is much more important part than spritework and 3d models, in my opinion)
Solution: Spend a few hours adding basic shading, that way the map will look much, much better.
I'm thinking of a way to make the map run better on my PC. If I succeed, I'll leave a comment about my experience with the map!
#10 Posted 31 March 2016 - 02:19 PM
max_nukem, on 31 March 2016 - 12:50 PM, said:
Thanks for the big work you've done !
But it unplayable on my PC
Thx man!
Maybe a later version of this map in combination with newer Eduke32 builds will be more playable.
zykov eddy, on 31 March 2016 - 01:17 PM, said:
Solution: Spend a few hours adding basic shading, that way the map will look much, much better.
I'm thinking of a way to make the map run better on my PC. If I succeed, I'll leave a comment about my experience with the map!
A way to run this map better? If you suceed, I'll send you some beer.
Also, there is some basic shading, but not a lot.
This map started out with polymer in mind (crazy idea, I know).
Example:
If any one here has the mood to go over the map and shade it, maybe tweek it's performance or make things more fun: Let me know!
If you do some good work, I'll put your name in the readme file (with a special thanks of course) and reupload the whole package with a new version number.
#11 Posted 10 April 2016 - 10:33 PM
This post has been edited by deuxsonic: 10 April 2016 - 10:36 PM
#12 Posted 12 April 2016 - 07:26 AM
https://forums.duke4...677#entry180677
Read the "Using this video in Eduke32 as intro animation" part of my first post. ;-)
#13 Posted 14 April 2016 - 05:30 AM
#15 Posted 19 July 2016 - 06:20 PM
Great job, man! Good use of DukePlus assets to create some 'real place' environment. Hilarious car chase, especially after blowing them up.
I could notice both the long development (i.e.HRP's #1275 and #1276 have switched) and the renderer change (a few different spots needed different renderers to show up correctly).
The Gameplay was a bit spoiled by my frame rate which caused a couple of deaths. Otherwise it seemed well thought and my next PC (whenever ...) should run it fine.
Two observations:
- a cautious player can be blocked for good here:
- wrong place to use damageable pipes:
Overall I had a great time of both gazing and shooting. Keep on [DukePlus] mapping!
#17 Posted 25 July 2016 - 01:19 PM
LeoD, on 19 July 2016 - 06:20 PM, said:
Great job, man! Good use of DukePlus assets to create some 'real place' environment. Hilarious car chase, especially after blowing them up.
I could notice both the long development (i.e.HRP's #1275 and #1276 have switched) and the renderer change (a few different spots needed different renderers to show up correctly).
The Gameplay was a bit spoiled by my frame rate which caused a couple of deaths. Otherwise it seemed well thought and my next PC (whenever ...) should run it fine.
Two observations:
- a cautious player can be blocked for good here:
duke0000.jpg
- wrong place to use damageable pipes:
duke0001.jpg
Overall I had a great time of both gazing and shooting. Keep on [DukePlus] mapping!
Thx man, very apprechiated! I'm looking forward to new DukePus and Polymer_NG.
Once both is settled I'll go back to mapster and give this map the overhaul it needs to be real good. (May still run slow though -.-)
Captain Massive, on 19 July 2016 - 07:00 PM, said:
Did you pass the copyprotection?
This post has been edited by neoacix: 25 July 2016 - 01:20 PM
#18 Posted 10 September 2018 - 09:40 AM
#19 Posted 10 September 2018 - 10:16 AM
Jim, on 10 September 2018 - 09:40 AM, said:
http://www.scent-88....pe/baserape.php
#20 Posted 12 July 2019 - 04:25 PM
Fixed direct download link in first post.
#21 Posted 13 July 2019 - 04:08 PM
neoacix, on 12 July 2019 - 04:25 PM, said:
Fixed direct download link in first post.
Is this model supposed to be missing? do I need a higher version of the HRP? Thanks!
#22 Posted 13 July 2019 - 04:29 PM
Jim, on 13 July 2019 - 04:08 PM, said:
No, it seems that this sprite hasnĀ“t been replaced, yet.