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Reputation: 469 My posts turn threads into gold
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Duke Nukem 3D maps & level editing (601 posts)
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Age:
37 years old
Birthday:
March 4, 1981
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Posts I've Made

  1. In Topic: PolymerRTX

    07 December 2018 - 12:34 PM

    Guys i'm sure when he has time he will update us. IceColdDuke owes us nothing but he comes with a lot of experience and when he does do things he is fast at it. Who knows, maybe his expensive RTX video card went up in flames? Seems to be a trend these days.
  2. In Topic: [RELEASE] Miner Complications

    06 December 2018 - 09:22 AM

    View PostForge, on 06 December 2018 - 04:35 AM, said:

    most of Dennis' maps are like that; they look good, but the enemy count is ridiculous.
    Haven't taken a shot at this one yet, but one of the better tactics in his levels is to wake the aliens up and run around in circles until half of them are dead from friendly-fire. That way there's usually enough ammo pick-ups to finish off the rest.



    Yea, I enjoyed the map on Come Get Some difficulty, probably not a map you want to play on Damn i'm Good. I found the opening scene a bit discouraging but with persistence it paid off. I was finally able to survive the opening battle scene and it definitely set the tone for how I was going to tackle the remaining part of the level... with caution. Anyway, going forward the map becomes way more balanced and provides enough supplies to keep going. Everything about this map during my first play through I did wrong. For instance, there was a really cool under water scene and I did that before finding the scuba gear. I just thought this was how the author wanted us to do it without scuba because there was a lot of health scattered underwater and even though your health drops from running out of air you could pick up health packs along the way to keep your health high enough from proving fatal.

    Also, I managed to get all the key cards and fighting the mini bosses before actually locating a rocket launcher. Again it was only after I totally cleaned an area I realized there were more high powered weapons scattered nearby. This was probably because I was so distracted by the hoards of enemies I didn't have time to locate a new weapon. But it made the game play very stimulating and made me a better player for it. Even though at times it felt the balance of power was in favor of the aliens, it made the map seem really realistic and i appreciated the challenge this map offered. There were a few minor sprite issues and a teleport into the sewers which could have been more seamless, otherwise it was a very solid level for the amount of detail and design that went into it. I enjoyed the AI placement and how they defended each area, it was a good combination of AI in each area... that... or I just got extremely lucky.

    It was kind of funny too, because I cleaned out this area that had a big water hole and the water current leading into the pit was trying to push Duke down into it. I thought there's no way in hell i'm going to let that happen. Well damn it, it did happen and i ended up falling into that pit. I thought for sure I was going to die, but on the way down I accidentally hit the top of a Jet packing Trooper which cushioned my fall, then I fell the remaining way. I thought for sure I was screwed because I didn't have a jet pack. Low and behold to my surprise I wasn't stuck. I liked the fact the author didn't make that hole a show stopper and provided the player with a means of redeeming themselves.

    This map is one of my favorite maps of all times and I look forward to another play through now knowing what lies ahead. =)
  3. In Topic: Duke Express

    04 December 2018 - 07:48 AM

    View PostRomeo, on 04 December 2018 - 02:36 AM, said:

    This bug was in old versions map. Try to update the map.


    I've also updated the version at Dukemaps.net just in case I had a problematic version. However, I didn't recall the glitch mentioned above.
  4. In Topic: Mapping questions thread

    27 November 2018 - 01:00 PM

    View Postblizzart, on 27 November 2018 - 12:31 PM, said:

    Hi guys,
    is there a more intuitive way to select multiple sectors. I ran into a problem in a map, where I have to selsct dozens of tiny sectors to create a TROR bunch above it.

    Attachment capt0061.jpg

    I know there is a key combination for it, but this always ends up in a failure (deselting by mistake). It would be great if there would by an easier way (for example pressing AltGr an selecting the sectors by left click into them).

    I don't think there is an alternate way at least not that I have tried. I find when I needed to select multiple sectors or layers to extend when working with TROR the F3 view (isometric view) worked best for that type of thing, in combination with greying out the upper and lower sectors that weren't of use (setting the Z-axis focus)
  5. In Topic: Detailed SE compatibility table?

    27 November 2018 - 09:38 AM

    View PostMetHy, on 27 November 2018 - 06:56 AM, said:

    Remember that what can be done in EDuke32 can't always be done in the original game, even as far as base effects are concerned. For instance, subway etc can carry all sprites in eduke32 but only actors in the original game.
    My point is you can do much more combinations in eduke32



    Honestly this is just a rip-off of Wieder's plane map for Wanton Destruction.


    Is Wanton Destruction a Duke map? Or a map created for another game?

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