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Reputation: 1430 My posts turn threads into gold
Group:
Members
Active Posts:
2,544 (0.83 per day)
Most Active In:
Duke Nukem 3D maps & level editing (934 posts)
Joined:
05-July 09
Profile Views:
15,677
Last Active:
User is online Today, 11:11 AM
Currently:
Not online

My Information

Age:
29 years old
Birthday:
June 3, 1988
Gender:
Male Male
Location:
France

Contact Information

E-mail:
Private

Posts I've Made

  1. In Topic: Wolfenstein 2: The New Colossus

    Today, 05:02 AM

    I really wanted to play this but I'm slightly behind "minimum requirements" even though both previous games ran just fine.

    So I tried the demo and it does run fine, except that all text, including on the hud, appear glitched. This seems to be a common issue and on Steam forums people have solutions for it, none of which work, and the mods answer to this problem is pretty much "we don't give support if you're below sys requirements"...

    So I'm wondering if anyone here had that same issue and actually fixed it?

    BTW the demo consists of cutscenes, the wheelchair segment, and more cutscenes. Pretty stupid.
  2. In Topic: [RELEASE] Shaky Grounds pt2: Tragedy

    Today, 04:47 AM

    Great map. Played on CGS, took me half an hour, and found 4/7 secrets.

    Not as awe-inspiring as the first map, however there is a great sense of progression. The succession of indoor/outdoor environments flows really well, and there are some really good fights as well and enough freedom of movement and second-paths to satisfy me.
    I enjoyed the small jokes as well.

    The upside-down destroyed building was a great part, which reminded me of the upside-down train in Wolfenstein TNO, however I got stuck in this corridor for a few mins:
    Posted Image

    I tried jumping over there but couldn't pull it off so I thought it was a dead end. Only after realizing the other side was a dead-end as well, and changing video mode from classic to polymost, I understood that I was supposed to jump up there. I think the jumps could be a bit easier or more evident (although the sound of the Liztroop above was a clue).

    Not a big deal but the only small stain I stumbled on.

    Overall it did a good job of making this modern usermap feel like classic Duke: secrets, explosions, second-paths, humor, working lights, etc

    Looking forward to the next chapter.
  3. In Topic: [RELEASE] Naked Dash

    25 September 2017 - 06:25 AM

    I betatested this map and it's really good. Very inventive.

    The entire true ending plays more like a "classic" map packed with action, and it's the length of a map too (took me 35mins), so make sure you don't miss it.
  4. In Topic: Wolfenstein 2: The New Colossus

    12 June 2017 - 06:01 AM

    Awesome.

    I really liked TNO and in TOB they really learnt from their mistakes and made things a lot better, so I don't think this can go wrong.

    I just hope the specs requirements won't be much higher than for TNO and TOB.
  5. In Topic: What are you working on for Duke right now?

    30 May 2017 - 11:42 PM

    That looks great though shading/lighting is a little bland, and that painting frame is way too low res to be used like that imo

    Mixing different texture resolutions in weird ways, or different levels of texture stretching, is something too many usermaps are guilty of, including mine.


    View PostJaap, on 25 May 2017 - 11:09 AM, said:

    I have been working on some mini games to add in my mod. Here are some two videos of my slot machines (the sprites still need a lot of work).

    Slot machines can spawn goodies (using respawnhitag):


    They can also operate activators:




    Love this. Always thought there was something about slot machines in Build games. Shadow Warrior had some, and then in RR:Rides Again they seemed to want to take all the cool stuff of Shadow Warrior, so they made better slots machines (and better RoR).
    So yeah I really like the slot machines in Rides Again, I could spend almost an hour on a level getting ammo and hp fron them, and these look like they could be even better.

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