What have you been playing? (posting about Duke 3D maps)
#331 Posted 10 March 2023 - 07:39 AM
#332 Posted 11 March 2023 - 10:00 AM
#333 Posted 11 March 2023 - 11:47 PM
#334 Posted 18 March 2023 - 02:44 AM
I'll make you a special video.
In the meantime, I leave you with this freshly released VOD:
#335 Posted 24 March 2023 - 12:28 PM
my channel badly needs to be better referenced so do not hesitate to subscribe if you like the content.
Thank you everyone and see you soon.
#336 Posted 24 March 2023 - 12:39 PM
The Watchtower, on 11 March 2023 - 11:47 PM, said:
I agree. I always felt that BUILD engine games did gore well enough as it is. Perhaps having gibs remain on the ground isn’t such a bad idea (leaves a trail for the player to remember where they’ve been if they get lost), but just making everything splash with red is a bit much for me personally.
This post has been edited by DNSKILL5: 24 March 2023 - 12:41 PM
#337 Posted 26 March 2023 - 01:19 AM
Join me for epic games, tips and fun live moments! Subscribe now so you don't miss a thing!
#338 Posted 01 April 2023 - 02:43 AM
come and subscribe to the channel so you don't miss the next multiplayer coming soon,
thank you all again for your support.
#340 Posted 04 April 2023 - 05:07 PM
jimbob, on 04 April 2023 - 10:15 AM, said:
Cool! Do you mean Siege Breaker or Demon Throne?
#341 Posted 07 April 2023 - 01:28 PM
(Lives on the level WG Realms are coming soon too)
#343 Posted 24 April 2023 - 09:20 AM
https://youtu.be/h-C1QjP4oHU
#344 Posted 24 April 2023 - 11:48 AM
William Gee, on 04 April 2023 - 05:07 PM, said:
demon throne.. you mean there's more?
how did you do the ship thing?
This post has been edited by jimbob: 24 April 2023 - 11:49 AM
#345 Posted 24 April 2023 - 12:10 PM
jimbob, on 24 April 2023 - 11:48 AM, said:
how did you do the ship thing?
The "ship thing" sounds like a reference to Demon Throne which is the most recently packaged version of the WGR2 levels with new levels, effects and story added.
Assuming that is what you meant, the flying ship effect is created by having a stationary ship surrounded by walls/ceiling on all sides that have a special texture. In another part of the map, a special scripted camera sprite flies around following a route through part of the map. More code then does a number of things. The view from the camera is controlled by the player and pasted onto the surfaces with the special texture, creating the illusion that the ship is flying. The player's position on the ship is tracked and the sprite view is offset appropriately so that when you walk on the ship, the view moves appropriately. If the player jumps off of the ship, the player is seamlessly teleported to the corresponding relative location in the map. There is also some code for teleporting the cannonballs, so that if you fire the cannons on the ship, the cannonballs will shoot out into the corresponding part of the map and not hit the special textured walls around the ship.
#347 Posted 24 April 2023 - 04:27 PM
jimbob, on 24 April 2023 - 11:48 AM, said:
Good.
Demon Throne is the most up to date WGR2. Only reason I asked is cause some people play the very old out of date version that was siege breaker.
#348 Posted 28 April 2023 - 04:52 PM
#349 Posted 17 May 2023 - 05:05 AM
#350 Posted 17 July 2023 - 06:55 AM
#351 Posted 19 November 2023 - 05:33 AM
The author noted he would upload these maps soon, but didn't.
#352 Posted 19 November 2023 - 08:07 AM
#353 Posted 19 November 2023 - 06:04 PM
#354 Posted 19 November 2023 - 09:20 PM
Danukem, on 19 November 2023 - 06:04 PM, said:
same.
i posted on his yt around the same time i posted here earlier, but i don't have twit or facebook.
figured if enough people ask, he might respond
This post has been edited by Forge: 19 November 2023 - 09:21 PM
#356 Posted 01 December 2023 - 08:09 AM
starting to think he only posted curated videos to advertise his brand, and has no real intentions of ever uploading them.
he mentioned something about the game not being politically correct; that's sus and he probably doesn't want to offend the circle of people he mingles with.
same thing with geoffrey van dijk, he's now a conceptual artist and has distanced himself from the maps he used to make
#357 Posted 05 June 2024 - 10:53 AM
Apparently the release is weeks old but I never saw the map posted anywhere on here (maybe that's my bad). Looks great either way, so much stuff releasing these days it's never been this difficult to keep up with everything since the mid 2000's I think and I love to see it.
This post has been edited by ck3D: 05 June 2024 - 10:53 AM
#358 Posted 13 June 2024 - 06:45 AM
Rating: 95/100
#359 Posted 26 June 2026 - 11:22 PM
Been meaning to do it for a long time but only felt convenient now as I am in a phase with little to no time and focus for Build. Given that the screenshots and concepts look Duke DC Travis-inspired, naively am expecting reasonably short maps, simple mazes and puzzles of varying scales and scopes to solve, but let's see whether I am making this up. Am playing blind on CGS.

Only completed the first level now which is set inside, and around a gas station (always super cool theming for a Build/Duke map or region, also underrepresented, as much as drive-in cinema or car dump/junkyard, etc.).

On CGS starts off quite strong with the player thrown onto a parking lot (somewhat spacious and with some columns for blocking that provide fun and reasonable cover), shotgun ammo scattered around and also Troopers and Pigcops indiscriminatingly coming for, and at you, or sniping from literally all directions, including dark shadows. As you explore options for fighting back, you run into some options such as uncovering vents, climbing up and swimming down the tank of an oil truck (really cool, perhaps a bit underexploited), and realizing that you actually can get around the gas station. That is when it becomes apparent the author LOVES the shotgun, and also style-wise will focus at least in this level on clever, clean texturing and fine detailing (with some exceptions such as that one dumpster I didn't quite understand), all the while maintaining direction and structure. In that sense the vibe is reminiscent of E4 Duke Burger if it were chopped down to 30%, just keeping one of the buildings and severing it from the universe. That includes the low sky height, and the indoor layout of the gas station that turns out to be proportionally more simple than one would expect, which is fitting for the first map of an episode. The base, basic yet efficient layout also reminds me of some prehistoric MYHOUSE dot type maps from around the shovelware/D.I.K. (Dukematch-Is-King) era, some of which actually were pretty good, but lost in a sea of other overly ambitious attempts that were just a mess, also on practical terms.



Unfortunately, once you eventually get inside the gas station (through a semi-hidden way I really liked, even though the execution with so many sprites is questionable for as much as enemies clip into them), the experience starts evoking the shareware houses more so than downscaled DC or Atomic. Some of the indoor design is pretty cool - I liked the explodable U-shaped corner - but most everything is way too cramped (ironically, also by about 30%), in a manner that reminded me of some of the worst part of Downtown Journey (or some of my own early maps). It's also quite confusing in terms of player feedback - there is one key that only serves to open a door with a switch behind it, and a security viewscreen, but the matching cameras show a dozen angles of all around the level, when what the switch really does is lower a black fence inside of a dark sector in the shade in a nighttime map. Some of that may be on me for playing during the day (screen brightness). There also is bait with a garage door that looks like it would open up the map or at least a convenient loop back, and it even has a switch next to it, but for some reason doesn't seem openable. I am looking forward to the rest of the experience, but this in particular isn't a very good sign if the levels keep getting bigger, I hope they also grow better organized (but I would hope so, given the long project dev time).



Fun map honestly despite the confusing navigation that felt like an unnecessarily bent spoon with some potential quality dripping out. Took me around 8 minutes but literally half that was spent post triggering the last switch and wandering around the level looking for what to do next (thankfully it's small enough that doesn't take long to drive you mad). Forgot to save, died in the next level, reloaded at last switch, played 'properly' knowing what to do and got 4 minutes run time. Also the one secret didn't feel like a secret and/or I just ran into it by accident, but I think it's just it was simple and meant to be.
This post has been edited by ck3D: 27 June 2026 - 12:00 AM
#360 Posted 28 June 2026 - 01:58 AM

Argh map author, what are you doing to me? So far seems to confirm itself that this episode has high ambitions and does a commendable job at meeting them in certain aspects but then kind of chooses to just stop short there, instead of prolonging standards in i.e.. the gameplay department. Level 2 essentially shares the same qualities and issues as the first map but bigger, with generally clean design and some potentially interesting ideas (in this case here, the use of dark sections) that fall flat when the rest of the experience is just Pigcops behind every door, backspawns every other dozen of steps, and key-locked rooms with just the next keycard or switch in it. The latter actually could work as a more 'simple' take on the D3D keycard trope to fluidify navigation, but until this point it really is just ruining solid layout that is cleverly interwoven, then defeated by questionable (or downright bad) decision making.


It actually starts off quite well with a Roch-type chopper dropoff/takeoff sequence and then a network of rooms that to me felt straight out of 90's shovelware (somehow reminded me of ARKANGEL.map), just better presented - narrow hallways, flat shading, steep slopes, strange sized vents... Wouldn't surprise me if this level has been made in DOS Build, but it also very well may be just modern editor use with DOS Build author quirks. Tons of passageways on a reasonable scale and lots of Pigcops and Enforcers, but now Octas and Commanders also join the party on occasion.
First half of the map is spent strictly indoors before you can make it outside (always appreciate levels that do that). A bit like Roch 6, or Extermination, all the while sort of nailing (?) a Travis DC vibe in parts, albeit proto-. Combat can get tough/crowded but not too silly (yet), I can tell the author is asking tricks out of the player sometimes, e.g.. there is one massive spawn in a big room that is a chore until you lure a Commander from one position to another and then it's just going to destroy all of the enemies with splash damage. I reckon some people would complain about the couple of rooms in the dark where sometimes you have to trudge around blind, hug walls to find doorways or use automap, but I actually really liked them. Providing the NVG's right at the exit of the last dark room is ironic, but I probably missed an earlier secret with them.




Unfortunately half a minute past reaching outside, which looks pretty good and has some pretty cinematic fights set up (also good architecture and well positioned enemies), level suddenly throws a curved ball and ammo/health starves you against two or three dozens of hitscanners and laser snipers for no reason. It literally feels like the level stops providing anything around the moment Duke exits the building, as though the author forgot, but they didn't and in fact totally knew what they were doing, seeing as there is a tiny back alley with one lone +30 Medkit that spawns another dozen of Pigcops in your back if you dare try and reach it, so it is like Tantalus' back alley. Perhaps was supposed to rely on secrets, and appreciated the challenge but really that's a bit too much overdrive. Classic D3D user map vibes though in good and bad.


Will keep going but am worried a bit more now seeing as the next level starts like this:

I for one don't mind aggressive map starts done right, but here feel like a thing this episode is going to do (hopefully not keep doing) is overwhelm the player as soon as map start until their base HP essentially is around 20/30, and then make sure they struggle with resources all around, I mean why not, it is something I can roll with on the occasion but consistently throughout a whole episode might get old quite fast.
So far what I find the most exciting about the episode is the author actually tries new things and communicates some of them well, some of them not so well but just going for that is cool enough it is equally interesting to see when it fails and precisely what and where does. Honestly the distribution of all the spawns, items, etc. has some low-key humor to it too. My gripe is I feel like those are two different approaches (serious and goofy) that have to be executed really well when combined, otherwise they can collide against possibilities I see were slept on, or explode into the player when the boundary is not clearly defined through control.
This post has been edited by ck3D: 28 June 2026 - 03:01 AM

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