[RELEASE] The Castleship "New Release from Seb Luca"
#1 Posted 11 December 2017 - 12:04 PM
http://www.dukemaps.net/?p=9564
Author's Comments: The testers from the Duke4 Forum. Thank you for your feedback. Unfortunately I could not answer because the feature was not granted to me. As a new member, I only have the right to sign in and read topics. Merry Christmas
Seb Luca
This post has been edited by Paul B: 11 December 2017 - 12:05 PM
#3 Posted 11 December 2017 - 08:59 PM
Lunick, on 11 December 2017 - 02:39 PM, said:
I think it's cause they are only using the Duke 1.3 version. =P (Just Jokes) . Yea it's not like these maps are low detail, I mean some of the detailed sprite work, trimming and vertex detailing is no small feat. However he pulls it off and has a great recipe for design.
This post has been edited by Paul B: 11 December 2017 - 09:02 PM
#4 Posted 11 December 2017 - 09:54 PM
I especially appreciated the ice/fire-breathing monstrous walls (the first time I ever saw such a concept realised in a Duke3D level). The only thing I'd complin about is the lack of decent shading (maybe I was just too unattentive?).
Also, is it normal that I couldn't damage a damn thing with the freezer? Maybe because I was playing with Dan's Essential Duke mod (tho I doubt it as well since the mod's CON file would not by any means be able to conflict with anything because there were no other CON files provided with the level)?
P.S.: Just checked this out via _ZOO.map. The freezer worked perfectly fine there. Also, I just realised all monsters in the level had the frozen palette set for them. Maybe that's the case the freezer didn't work? 'Cuase that would mean the author may've found another glitch of the core game (though it might have already been found before).
This post has been edited by Polunka: 11 December 2017 - 09:57 PM
#5 Posted 11 December 2017 - 11:29 PM
I didn't complete the map yet, but so far what I've seen is very impressive! It has elements of Zaxtor and William Gees styles in it with some nice innovations.
I'm going to post a little review once I complete it.
#6 Posted 12 December 2017 - 06:41 AM
This post has been edited by Paul B: 12 December 2017 - 06:43 AM
#7 Posted 12 December 2017 - 06:42 AM
This post has been edited by Paul B: 12 December 2017 - 06:43 AM
#8 Posted 13 December 2017 - 03:54 AM
#9 Posted 13 December 2017 - 06:14 AM
This really one has a pretty distinctive style and some well designed surprises.
Some very memorable set pieces, my favorites being
My only complaints are a lack of wall shading and I thought the map was on the easy side (some of the traps would have been more effective with more powerful enemies).
#10 Posted 14 December 2017 - 08:36 AM
I encountered a glitch. I would guess this is caused by the moving bridge overlapping another sector after being activated. It's just a minor bug and not at all game breaking.
There's a lot of cool stuff going on in this map which I will get to later. Now I have to go and play his other maps too. His maps are simple in some aspects but also detailed(judging from this map and screenshots of his other work). I liked how straight forward this map was in terms of gameplay, yet with a few interesting twists.
I really liked the theme too. The rusty, brutalist base design reminds me of Zaxtors work, but at the same time there were also vibes from William Gees medieval designs and the beginning reminded me of Gambinis best map.
This post has been edited by BestViking: 14 December 2017 - 08:37 AM
#11 Posted 17 December 2017 - 04:42 AM
Paul B, on 11 December 2017 - 08:59 PM, said:
Based on the images I've seen the maps do look pretty low-detail. Of course there's a lot more to think about than detail, and at this rate you'd have to have a pretty good idea in your head what you're about to build.
#12 Posted 17 December 2017 - 09:57 AM
This post has been edited by Paul B: 17 December 2017 - 10:02 AM
#13 Posted 17 December 2017 - 03:56 PM
It's not overloaded with details, but the design and atmosphere are just great and everything absolutely fits.
The background story is a bit strange and not mandatory, it works fine by itself as a sinister alien building.
The "electric" effects and "cold fires" look great and the "frozen" aliens fit in, even without thinking of "ghosts".
Spoilers Ahead!
Loved the buttons on the moving target, the funny keycard dispenser, the moving bridge,but mostly the overall design.
Spoilers end
Uhm - how do I make the hidden "spoiler" tag?
I also noticed the glitch in the moving bridge.
On the platform (where the keycard locked buildings are), I tried to walk on the wall to get behind a house and fell through the fence over the wall. I survived the fall and was trapped in a vast empty mudpit. I managed to do this twice. I think this is not planned by the author.
This post has been edited by Big Bene: 17 December 2017 - 03:57 PM