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Reputation: 443 My posts turn threads into gold
Active Posts:
1,258 (0.49 per day)
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Duke Nukem 3D maps & level editing (589 posts)
21-July 11
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User is offline Yesterday, 12:22 PM

My Information

37 years old
March 4, 1981
Male Male

Contact Information


Posts I've Made

  1. In Topic: Duke Builder Unfinished Build

    29 June 2018 - 08:58 PM

    Not sure if i'm just getting old, but I would still prefer the Mapster editor. Personally, I find Mapster to be more efficient at tiling walls, aligning textures, and positioning sprites than using what was demonstrated. Another reason why I never took to the Hammer Editor. Also, wasn't a fan of seeing the focused wall illuminate when the cursor was on it, I found it to be very distracting possibly leading to a lot of eye strain. But then again I'm probably just old. =P

    Nice find though, had no idea people were working on an alternate editor. Really looked like they were striving for a more true 3D look and feel.

    26 June 2018 - 08:30 AM

    View PostuLTra, on 24 June 2018 - 12:36 PM, said:

    Maybe you can tell me where in the map you experienced the problems? I think I'm getting blind for this kind of stuff.

    Please see below the images with the name "clipped" meaning I could pass through the gate or door without needing to go the proper way. Unfortunately, I don't remember all the areas where I was squished. I think I might have been squished in the garage where there was a cool second floor created out of sprites whereby you have to jump carefully across the damaged building. I don't have a screenshot of that area as I don't have a lot of time to play test. But below are the areas that definitely stuck out in my mind.

    23 June 2018 - 10:40 AM

    View PostuLTra, on 20 June 2018 - 01:26 PM, said:

    Thanks a lot for your comment!
    I'm currently replacing the WT Textures with old or own textures and then I will put it on more platforms. When the people like it they will get more.
    I got plenty of ideas. But you know.... time... sometimes time is short ;-)

    I had the chance to give this map a go and I really enjoyed how the map unfolded. There are a few problem areas which can squish the player or allow the player to bypass certain sections of the map. Never rely on blockable sprites to keep a player out of an area. You need to also use a blockable wall to ensure the player can't clip through the sprites. There were a few texturing and shading problems but otherwise a very enjoyable experience with a lot of creative work. The enemy placement was very well done as well, keep up the great work!
  4. In Topic: [RELEASE] Nukem: Detain

    20 June 2018 - 12:18 PM

    View PostMaisth, on 20 June 2018 - 12:13 PM, said:

    Polymer presented a few glitch problems with sprites on the walls, since the map makes heavy use of sprites on walls using polymer they may not appear correctly.

    Oh, I think I know what you mean... maybe. If the wall-aligned sprites are actually applied directly against the wall they can flicker. Typically I manually position the walled aligned sprites so that they aren't touching the wall but slightly removed a bit so it's not visually noticeable in 3D mode and it doesn't cause the flicker then I just make sure the sprite isn't set for blockable so duke can't jump off the sprite to get somewhere he shouldn't. Anyway, nice work i'm looking forward to trying this out when I have a minute.
  5. In Topic: [RELEASE] Nukem: Detain

    20 June 2018 - 11:53 AM

    View PostMaisth, on 20 June 2018 - 10:45 AM, said:

    Playable on Polymer, Polymost and Classic, (there may be some bugs on classic and polymer)

    Are you sure you didn't mean bugs on Classic and Polymost? I don't know of any visual glitches with Polymer. Then again my eye isn't trained for picking up half the details as some of these graphical geniuses out there.

    Alternate download here: http://www.dukemaps.net/?p=10070


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