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Reputation: 626 My posts turn threads into gold
Group:
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Active Posts:
1,677 (0.54 per day)
Most Active In:
Everything EDuke32 (333 posts)
Joined:
07-December 09
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Last Active:
User is offline Today, 06:42 AM
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My Information

Member Title:
Music Producer
Age:
28 years old
Birthday:
September 18, 1989
Gender:
Male Male
Location:
Mexico City
Interests:
Trance/Soundtrack-chiptunes producer Duke Nukem 3D mapper

Contact Information

E-mail:
Click here to e-mail me
MSN:
MSN  twitter: @MikeNorvak
Website URL:
Website URL  http://www.youtube.com/user/MikeNorvak

Latest Visitors

Topics I've Started

  1. REDUKED: Deluxe Edition

    23 March 2018 - 11:12 PM

    REDUKED: DUKE NUKEM REMIXED DELUXE EDITION

    Specifications: 24 BIT Stereo 48,000Hrz Remasterized tracks. Normalized to -13 LUFS DB to prevent ear fatigue.
    Description: A selection of 20 tracks from Duke Nukem soundtrack remixed by Mike Norvak. Includes 1 previously unreleased remix and a brand new remix from World Tour edition OST.

    I'm not asking any specific price for download, because A) I'm not the author of the original tracks (credits goes for Lee Jackson and Bobby Prince) and B ) Most of the remixes have been around for download in Noise Boulder soundcloud. Although these are remastered and previously unreleased versions. Anyway any donations wouldn't hurt, especially to support future releases in these uncertain economy times.

    Thanks guys, for all the support and encouragement.

    DOWNLOAD
  2. [RELEASE] HECTIC REALMS DEMO

    02 February 2018 - 06:54 PM

    Hi everyone. It's been a while since I started mapping with the WGR2 assets, 2010 more or less, many things have changed since then, even talking about the maps and my episode itself. Here is a teaser of the result of all those years.

    What happens when you mix William G Realms and Mesoamerican culture legends?

    HECTIC REALMS.

    Attached File  PromoArt.jpg (1.67MB)
    Number of downloads: 407

    I can write more and you can read more about it, but it's better if you play.

    INSTALLATION.


    Extract all the content in a fresh folder and run Hectic Realms.bat

    IMPORTANT INFO.

    There are new keys you need to assign like in the original WGR2: Altfire and POW.

    You can play the mod in Polymost or Polymer (cool lights implemented!) you can expect the usual problems using the render though.

    ACKNOWLEDGEMENTS


    Special thanks to Dan Gaskill for developing special code all these years, to my girlfriend Teresita for all her support and help, she really have motivated me to achieve what I actually had in mind for this mod. I'd like to thank betatesters Forge, Fantinaikos and Teresita for this version and Paul Boulduc for earlier versions as well.

    I'm gonna upload the mod to MODDB the next week, for now here's a direct WETRANSFER link.

    Hope you enjoy it!

    DOWNLOAD HECTIC REALMS DEMO

    View PostMike Norvak, on 25 February 2018 - 10:48 AM, said:

  3. [MAPPING DYNAMIC] NUKEM CITY

    27 July 2017 - 02:01 PM

    Hi everyone. I would like to take a break from my TC and nature / ruin themed maps. So I started a short city map to see how quick I can release it, but then something came to my mind:

    What if there would be many versions of the map?

    Well we can make this happen. Why not make many versions of the same map, different gameplay, different rythm, locations, etc.?

    So I'm proposing the next. There are only 3 rules:

    1. Use the attached map as base, build with the atomic edition tileset and vanilla eduke, no mods.

    2. Don't build new isolated areas, everything must be inside the big rectangle, you can add areas around the map but don't go extremely crazy, some apartments or buildings are ok as far as they are connected to the main hub and don't take you to new areas. You can add tunnels, underground zones, teletransporters to go from one side to the other, or anything you can imagine.

    3. Don't release the map, instead post it here when you are done, there will not be betatesting yet, we can test and fix the maps later and even release them together afterwards if this amounts to something.

    Anyone can use the map as base to give it his own style: flooded city, futuristic city, snowy, daytime, alien, you name it! There is no restriction for theme or gameplay duration, although probably it will be short due the map size. You can make any modification you want: delete sectors, add new buildings, change starting point, make it higher of lower, as far as don't scale the whole map or exceed the big rectangle, you can make it smaller or cut some corners though.

    You can use Polymer and/or TROR although I don't recommend TROR if you don't have a clear idea of what are you doing because the map layout is made out of one open big sector.

    There's no time limit, but I was going for a month deadline to release my own map, so I'm gonna post it here when it's done.

    Good luck!

    Attached File  capt0006.png (461.05K)
    Number of downloads: 204

    Attached File  capt0007.png (556.8K)
    Number of downloads: 169

    Attached File  capt0008.png (422.9K)
    Number of downloads: 156
  4. Game Design

    16 May 2017 - 08:27 AM

    Hi everyone. It is really weird for me that we don't have a game design thread since many of us spend our free time modding, so it wouldn't hurt to know some of the principles of good game design.

    Working on my new mod episode (don't worry I'm using WGR2 as a base, so I haven't abandoned anything I've done before) in the last year or so I've came across multiple sources of tips that have helped me a lot to improve my maps, most regarding gameplay.

    I think most uers maps have some design flaws that could be easily adressed, like placing gameplay (mosters, switches, keycards) just after the architecture is finished, make the player wander around with any clues on where to go next, make one huge map using all the resources instead of make small chunks that can be divided thematically, left betatesting to the end when almost nothing can be changed, etc...

    I know we make this for passion, but why not to explore game design more in depth? here's a list of books, pages and videos that could really help us, to improve our skills regarding mapping and modding.




    A wonderful book that explains game design through logical steps and what the author calls "lens" or metodologies to see some aspect of the game:

    http://www.sg4adults...game-design.pdf

    DREAM WORLDS

    HOW TO PLAN LEVEL DESIGN AND ENVIRONMENTS IN 11 STEPS

    INTRODUCTION AT LEVEL DESIGN

    LEVEL UP

    TACTICAL LEVEL DESIGN

    LEVEL DESIGN IDEAS AND LOCATIONS

    HOW ARE PUZZLE GAMES DESIGNED

    TECHNICAL AND ARTISTIC EXPLANATIONS

    EVALUATING GAME MECHANICS


    We can share tips here well here, how Duke maps can be improved, etc.

    There's a tip that stuck in my mind but I can?t find where I read it, basically it said that your level must be a GAME MECHANIC DISPENSER that means that the level is there to show and make understand the player one specific game mechanic at a time, so when the player gets the game mechanic he can be presented with another game mechanic or mix previous mechanics together.
  5. Questions and requests for Randy Pitchford regarding Duke Nukem IP

    13 May 2017 - 09:43 AM

    Hi everyone, as many of you already know Randy Pitchord joined the forums and is willing to have a conversation with the community or someone representing it. I just want to start this poll to make sure everyone's requests can be heard, and to keep brief and concise. That's it.

    Feel free to ask any request, I'll add it to the poll. Just rember to stay concise.

Comments

Page 1 of 1
  1. Photo 16 May 2017 - 06:51
    Haha nice!
  2. Photo 14 May 2017 - 08:06
    Merdoo merdoo!
    We were born only days apart. <3
  3. Photo 18 Sep 2015 - 21:53
    birthday for you norhax
  4. Photo 18 Sep 2015 - 13:03
    Happy Birthday!
  5. Photo 18 Sep 2015 - 00:47
    Happy birthday, dude! :)
  6. Photo 31 Jan 2014 - 19:02
    Hey buddy :))
  7. Photo 18 Sep 2011 - 09:43
    Thanks mate!!
  8. Photo 18 Sep 2011 - 01:23
    Happy birthday!
Page 1 of 1

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