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The 4 Elements  "First Release"

User is offline   darkcaleb 

#1

Gentleman of this forum let me give you something. This is my first release ever, a map or project that I have been working on since I don't even know when. This is a map based on The Fifth Element. It has simple story that is kinda a sequel to Egypt map from World Tour episode. Read the file and you'll discover the story. I hope this will motivate me for finishing other project..

And thanx to Trooper Dan and Jblade for helping me with the coding!! :P

Where can I send the map to be reviewed?

Link: --> http://www.mediafire...T4E%28DC%29.rar

Attached thumbnail(s)

  • Attached Image: T4E.jpg


This post has been edited by darkcaleb: 28 February 2017 - 06:16 PM

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User is online   Lunick 

#2

Here are some screenshots:
Posted Image
Posted Image
Posted Image
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#3

View Postdarkcaleb, on 28 February 2017 - 06:13 PM, said:

Gentleman of this forum let me give you something. This is my first release ever, a map or project that I have been working on since I don't even know when. This is a map based on The Fifth Element. It has simple story that is kinda a sequel to Egypt map from World Tour episode. Read the file and you'll discover the story. I hope this will motivate me for finishing other project..

And thanx to Trooper Dan and Jblade for helping me with the coding!! :P

Where can I send the map to be reviewed?

Link: --> http://www.mediafire...T4E%28DC%29.rar


I suppose you can send it at MSDN, or if you prefer Mikko Sandt's website. It's the only one I'm aware of >_>

I loved The 5th Element so I'll definitely have to give your map a try whenever I'll be able to ;)

I thank Lunick for providing convincing screenshots and I thank THEE for what appears to be the best 5th Element themed map ever !
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User is offline   Polunka 

#4

Woah, such an eye-candy of a map! And has a strong AMC TC feeling to it (especially the Arsia Mons Mars Colony section of the 2nd episode). :P

This post has been edited by Polunka: 01 March 2017 - 02:10 AM

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User is offline   Micky C 

  • Honored Donor

#5

View PostTheDragonLiner, on 28 February 2017 - 11:52 PM, said:

I suppose you can send it at MSDN, or if you prefer Mikko Sandt's website. It's the only one I'm aware of >_>


Or? OR? MSDN is Mikko's website. Reviewed by that girl at MSDN.

Perhaps you're thinking of http://www.scent-88.com/index.php

View PostPolunka, on 01 March 2017 - 02:07 AM, said:

Woah, such an eye-candy of a map! And has a strong AMC TC feeling to it (especially the Arsia Mons Mars Colony section of the 2nd episode). :P



Not surprising, it shares some art with the AMC TC Posted Image
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#6

View PostMicky C, on 01 March 2017 - 02:16 AM, said:

Or? OR? MSDN is Mikko's website. Reviewed by that girl at MSDN.


The fact I said "if you prefer" actually means that I KNOW it's Mikko's website ^_-

But obviously since I'm a French guy speaking English there's no way I can be clear in my words >_>
(because it's a(n) (unfortunately) well known fact that Frenchies suck at English)

(Just kidding)
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User is offline   darkcaleb 

#7

View PostMicky C, on 01 March 2017 - 02:16 AM, said:

Or? OR? MSDN is Mikko's website. Reviewed by that girl at MSDN.

Perhaps you're thinking of http://www.scent-88.com/index.php




Not surprising, it shares some art with the AMC TC Posted Image


I have already sended the map to Mikko, does anybody know how I can send to http://www.scent-88.com/index.php? Because it doesn't show any email adress! Anybody who wants to review the map can give a try!
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User is offline   Forge 

  • Speaker of the Outhouse

#8

Create an account at cgs (scent88), and post it in the forum.

Can't guarantee anybody will review it, but at least it will get hosted.
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User is offline   Mark 

#9

I can see now why it was so important to get those sky cars working. I really like the overall look. New is almost always a good thing. The skybox is awesome.

I played only 5 minutes so far and I noticed a couple of small problems. Switches and other sprites or models placed on the wall should be set to not blocking because as I approached them I automatically jump up on them. Second is the lack of clipshapes for models. It will stop the player from clipping into the insides of models by setting proper blocking. You can look it up in the Eduke32 Wiki and ask questions if you have them.

This post has been edited by Mark.: 01 March 2017 - 11:04 AM

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User is offline   darkcaleb 

#10

View PostMark., on 01 March 2017 - 11:02 AM, said:

I can see now why it was so important to get those sky cars working. I really like the overall look. New is almost always a good thing. The skybox is awesome.

I played only 5 minutes so far and I noticed a couple of small problems. Switches and other sprites or models placed on the wall should be set to not blocking because as I approached them I automatically jump up on them. Second is the lack of clipshapes for models. It will stop the player from clipping into the insides of models by setting proper blocking. You can look it up in the Eduke32 Wiki and ask questions if you have them.



Thanx did put allot of work in it. The clipshading was something I thought about but wasn't very certain if it would work. And because the limits of sectors put me in a difficult situation. A kept the models mostly none blocked because if you would shoot an enemy near a model it would cause the bullets not to hit the enemy. Let me know if anything else!
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User is offline   Mark 

#11

I took a look at the map in Mapster. I didn't know it was so large. I could be wrong but I don't think the sectors used for clipshapes add to the total walls or sector count for a map. Clipshapes will also help to give you more precise control over blocking the player and bullets. But even if you don't want to add them to this map I would still recommend unblocking the switches and some other sprites on the walls so the player doesn't jump on them when they get close.

This post has been edited by Mark.: 01 March 2017 - 01:21 PM

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User is offline   Jinroh 

#12

Thanks for all your hard work! I've not finished it, but I'm really enjoying it so far. Love the 5th Element as well so this is really awesome. :P
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User is offline   Mark 

#13

I knew that parts of your map looked familiar. Its great to see you made use of some stuff from one of your unfinished projects. :P Its good to see something used instead gathering dust on the hard drive.
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User is offline   Paul B 

#14

This is an impressive map for a first release. There was a lot to enjoy while playing this map: the flying cars, scenery, detail and layout. It was nice you did not go overboard with the AI as the maps environment made it challenging enough just trying not to fall or be run over. My biggest complaint is there are areas you can reach such as ledges, sprite walkways between buildings that you could get to without dying and once there you are not able to recover without dying. It would have been nice if more time was spent on ensuring the player was not able to get permanently stuck in so many places while trying to navigate where to go next.

Some of the larger weapons provided gave me the impression I was going to be pitted up against something really big. This added a level of suspense through out the map as to what was going to attack next. Thanks for sharing, the new art and sprites really gave this map an excellent atmosphere and I certainly believed you achieved your goal.

Good work!

This post has been edited by Paul B: 14 March 2017 - 08:16 PM

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User is offline   necroslut 

#15

Very cool map! Nice use of verticality, and plenty of neat tricks people ought to take note of. It was a bit glitchy at times, and you could often reach places which were probably not meant to be accessible, but well worth checking out.
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User is offline   LkMax 

#16

Finally played this map and I gotta say, althought a bit short gameplay-wise, you nailed the atmosphere of the movie perfectly.
Felt like playing the ps1 game, but with a control that doesn't make me wanna kill myself, and with better graphics as bonus. :P
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User is offline   Jblade 

#17

bit late to the party but I just played this now, nice work on your first release! There was a few little niggles (like being able to clip through a lot of the models) but it was a solid map with a nice layout. Definitely hoping you're up for working on more stuff like this :blink:
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User is offline   darkcaleb 

#18

Hey guys just a request here, could you guys tell exactly where in the map i need update or could you make a list? I'll try to update this version with a few new sector maybe if it's still possible.
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User is offline   Mark 

#19

I would suggest that you fix all the upper and lower case mismatches from the log file. From what I hear, that gives Linux users the fits. Also I made the start of a clipshape map for about 6 or 7 of your models. I suggest you should make more. And like I mentioned before, you should unblock those switches on the walls so the player doesn't crawl up them if they get too close.

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