[Release]Shaky Grounds pt.1: Apocollapse "Massive city hit by massive quake!"
#1 Posted 09 September 2016 - 09:26 AM
Duke woke up from his slumber. The hotel room looked dark.
The sky outside still tried to go for as many shades of grey as possible, but at least it stopped raining.
What just happened? It felt like the entire room was shaking.. An earthquake?
As far as Duke knew, there were no major fault lines in Europe. Must have been his imagination.
Suddenly, the room started to violently shake again. But this time, it didn't stop...
Well, here it is! A massive city map, hit by a massive quake.
Made with classic mode in mind. Skill settings are present, I'd recommend "let's rock" for the first playthrough.
MSDN review
Shaky grounds pt1.zip (4.98MB)
Number of downloads: 1749
This post has been edited by Merlijn: 20 September 2016 - 07:28 AM
#3 Posted 09 September 2016 - 12:22 PM
Will give it a shot sometime. ;-)
#4 Posted 09 September 2016 - 12:42 PM
#5 Posted 09 September 2016 - 01:22 PM
I've played it before, because I was one of the testers, but this map was good for a second play too, because I've noticed some details I didn't noticed before.My favorite parts was probably the beginning of the map, the main street and the underground parking lot. I also like alien caves, wished they were bigger. The work on scripted events was amazing (except the falling ceiling, which was too fast imo), and I like that there are a lot of design choises that we didin't saw before, but at the same time it's still recognizably "Merlijn". There are lots of jokes too. It's also a little bit strange that we get two disaster maps lately - ck3d released one last year, and now we have another one. Merlijn said that this map is very big (it really is), but when I finished it, I just thought - "and that's all?". Maybe I'm over-excited about this map, but I like it very much and I'm seriously think that it's the map of the year. I'm glad that the last thing I did for community was testing this map.
#6 Posted 09 September 2016 - 02:01 PM
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It's not a complete coincidence - although I already had some loose ideas about a map centered around this theme, Ck3d's map really inspired me to go ahead and do it (I even gave his map a nod in the txt-file).
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I'll take that as a positive haha. All I can say is: no it's not all. I called this thing pt.1 for a very good reason.
To the others: can't wait to hear your thoughts!
#7 Posted 09 September 2016 - 03:24 PM
I played yesterday Red1: Poisoned lands for the first time and it was very cool. Today - Shaky Grounds. I like the atmosphere of these maps. But the ceiling falls too fast
This post has been edited by Ezepov: 10 September 2016 - 10:40 AM
#8 Posted 09 September 2016 - 04:37 PM
#9 Posted 09 September 2016 - 09:13 PM
This is a great map and I eagerly await the sequel.
#10 Posted 10 September 2016 - 12:09 AM
I hear there is a part with a falling ceiling crushing the player and I did that in a an unfinished/unreleased map in an entire corridor of a half destroyed hotel, and I felt it was hard to balance the speed of the falling ceiling.
I take it this goes over the original wall limit right? EDuke32 only or does it work in Megaton?
This post has been edited by MetHy: 10 September 2016 - 12:12 AM
#11 Posted 10 September 2016 - 12:42 AM
To answer your question: yes, it goes over the original wall limit. It nearly hits the new one, actually.
So I think that makes it Eduke32 only.
And yeah, the speed of the falling ceiling is really hard to balance out. The scenario you describe is very similar to the one in my map.
I personally think it isn't too unfair, there's only 1 way to go and you don't have to run a perfect line to survive.
But if more people have trouble with this part of the map, I might tweak it a bit to make it easier.
@ Trooper Dan: thanks for your feedback! About your issue:
@ Ezepov: cool, always nice to hear my older work is still getting discovered by new people. And yeah that jump is one of my favorite parts.
This post has been edited by Merlijn: 10 September 2016 - 12:47 AM
#12 Posted 10 September 2016 - 12:49 AM
#14 Posted 10 September 2016 - 12:59 AM
#15 Posted 10 September 2016 - 05:37 AM
If you want to see where I got lost and died the most, I recorded it (albeit forgot to use proper quality), you can watch the playthrough here.
#17 Posted 10 September 2016 - 12:49 PM
Trooper Dan, on 09 September 2016 - 09:13 PM, said:
This!
I really loved the inmersion and atmosphere of the map, althought I would have liked timed respawns instead of just throwing big battles in front of the player, just nitpicking.
Thanks for this amazing release!
Gonna replay it later in search for new secret areas...
#18 Posted 10 September 2016 - 04:14 PM
#19 Posted 10 September 2016 - 04:39 PM
Trooper Dan, on 10 September 2016 - 04:14 PM, said:
According to the included text file, they did. It has a slight Imperium vibe to it which I like. Actually, it kind of reminds me a lot of Robocreeping, the music to the Fusion Station level.
As I mentioned at the amc webforums, the map shares some similarities to the End of the World part 1. So ck3d if you're reading this, join forces with Merjiln for an episode. You know you wanted to continue the theme
This post has been edited by Micky C: 10 September 2016 - 04:50 PM
#20 Posted 10 September 2016 - 04:43 PM
What I didn't like: The escape sequence at the beginning
What I did like: Literally every single thing that came after the escape sequence
For anyone else that maps for Duke, this is going to be a hell of an act to follow, whether you think about mapping competitively or not (I generally don't, but..)
#22 Posted 10 September 2016 - 04:56 PM
CruX, on 10 September 2016 - 04:43 PM, said:
That's part of the reason I map for TC's these days (the other part is I'm too spoiled for texture choice and effects to go back to vanilla ). I've got two maps in there that are fairly ambitious. They might not be to everyone's taste as they're not standard maps, but they should leave an impression.
The other thing is that you should be glad that he has the collapsing bit only at the start, so you don't waste much time or progress if you die. Davox's Buenos Aires Explosive Remake has unfair explosions all over the map.
I might as well post my impression from the amc forums.
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The sheer sense of destruction you see when you get outside are unparalleled in any map I've played. The way some of the buildings were broken or collapsed had my jaw dropped a few times, and I heard myself say "no way!" a few times as well. Pretty remarkable considering how long the game has been around. The progression was quite good, as always. Maybe a bit too much ammo but I think I may have played on POC instead of LR.
Edit:
PsychoGoatee, on 10 September 2016 - 04:51 PM, said:
No it does not. Why do you ask?
This post has been edited by Micky C: 10 September 2016 - 05:05 PM
#23 Posted 10 September 2016 - 05:21 PM
Micky C, on 10 September 2016 - 04:56 PM, said:
Thanks, well that would mean you don't get the TROR glitches in Polymost, which is cool. Though I respect it being intended for classic, I just may try it on Polymost too, since that's my fav feel for gameplay.
#24 Posted 10 September 2016 - 05:40 PM
PsychoGoatee, on 10 September 2016 - 05:21 PM, said:
I played it in polymost and there weren't any issues.
#25 Posted 10 September 2016 - 10:18 PM
This post has been edited by PsychoGoatee: 10 September 2016 - 10:20 PM
#26 Posted 11 September 2016 - 02:28 AM
PsychoGoatee, on 10 September 2016 - 10:18 PM, said:
I'm not sure whether I agree with this or not, depending on what you mean by "looking all around". For a big, open map, I found the progression to be tolerably clear. But still, I had a few issues. I liked the custom map screens very much, but I would have liked to see the keycard slots marked on them and a few other named locations (e.g. Dukai Sushi). In other words, the custom map screens were a great concept, but they could have been even better if they were designed around the gameplay.
#27 Posted 11 September 2016 - 05:30 AM
Gameplay was perfectly fine, all the encounters weren't much of a problem since I always had the proper arsenal to fight the bad guys off.
Looking 4ward to the next level!
P.S.: I think this map should be considered equal to It Lives in terms of greatness (idk why I think so, maybe just cause it felt kinda like Gambini's masterpiece).
P.P.S.: Too lazy to make a bigger post, sorry about that.
This post has been edited by Polunka: 11 September 2016 - 05:36 AM
#28 Posted 11 September 2016 - 11:35 AM
Polunka, on 11 September 2016 - 05:30 AM, said:
P.S.: I think this map should be considered equal to It Lives in terms of greatness (idk why I think so, maybe just cause it felt kinda like Gambini's masterpiece).
It somewhat reminds me the feeling of Another Timeless Night for some reason but on a greater scale...
#29 Posted 11 September 2016 - 01:32 PM
To respond to a few points: