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Everything EDuke32 (133 posts)
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  1. In Topic: [RELEASE] The Castleship

    11 December 2017 - 09:54 PM

    I'm being a bit of a lazy ass so I'm just gonna say I liked the map once again. It also surprises me how the author manages to pull out so many decent maps with relatively short intervals between 'em.

    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).
  2. In Topic: [RELEASE] EDuke32 Addon Compilation

    10 December 2017 - 07:02 AM

    View PostFantinaikos, on 10 December 2017 - 06:25 AM, said:

    ... (excluding the testers).

    Well, I don't even think there're those who could be called "testers" legitimately (in the complete sense of this word). Pretty much 90% of the work is done by NF himself (IMO). The rest of the people hanging out in this thread occasionally posting about minor glitches and suggesting minor things can't be considered whom I conceive as testers. Just your average players stumbling upon things that shouldn't have been there in the first place, most of the time randomly.

    Just my two cents y'all. :unsure:
  3. In Topic: [RELEASE] Shaky Grounds pt2: Tragedy

    03 December 2017 - 05:30 AM

    Froyd Eenakee made a really big mistake letting Duke escape... :P
  4. In Topic: [Release] See you in Jail

    03 December 2017 - 03:28 AM

    Nice little level, a 10-minute-worth fun ride. The layout is pretty standard as well as gameplay; but at the same time I managed to appreciate some unorthodox design solutions (most notably the xmas tree solely made of spritework and the interstellar taxi cab at the end). All in all, although I don't see much improvement of the author's mapping skills, I still would like to see something else from him.

    Btw, is there a reason why he won't sign up to these forums? Or is he even aware of Duke4's existence?

    P.S.: Also, much like darkcaleb said, the idea of the map (Duke imprisoned by aliens for the sake of commercial profit) is interesting and kinda original for a Duke3D map (at least I don't remember any levels placed into such a context).
  5. In Topic: [RELEASE] Escape

    26 November 2017 - 06:51 AM

    Dammit, you know what man? It's not like I simply played through your map - I played the hell outta it! :woot: Seriously, I've not experienced such an intense stream of adrenaline blasting through a Duke3D map for a while. The music track only added even more to the atmosphere build-up.

    The design/spritework/lighting/shading aspects are outdone for a first release if you ask me (well, maybe I'm just unfamiliar with today's Duke3D mapping standards, not being a mapper myself, so consider this statement unsupported and unreliable if you will). The only thing I'd complain about is mild emptiness of some locations.

    Technical sequences used here could also be qualified as really unorthodox for a first release. So many demolition sequences, the car crash sequence near the beginning...

    The gameplay pretty much develops the atmosphere prematurely established by the soundtrack. I especially liked the bridge battle and the ending fight.

    All in all, a level that (and I'm gonna repeat myself) doesn't feel like someone's first map at all (in a good way, as I've already claimed). Congrats on this one. Holy shit, I'd even say I can't wait for another outcome of yours! Keep up the good work! :dukeaffirmative:

    P.S.: I played this one in software mode (since it's my favourite, which could be altered to PolymerNG in the future if they ever release it and it manages to impress me) and other than some sprite/sector overlaps I didn't really notice any graphical glitches.

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  1. Photo 02 Sep 2016 - 05:50
    Greetings at my page, man ;D
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