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Reputation: 47 I have a solid reputation
Group:
Members
Active Posts:
174 (0.53 per day)
Most Active In:
EDuke32 & EDuke32 modifications (117 posts)
Joined:
04-June 16
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User is offline Today, 01:51 AM
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My Information

Age:
Age Unknown
Birthday:
May 23
Gender:
Male Male
Location:
Russia (kinda dissatisfied with it tho)

Contact Information

E-mail:
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Posts I've Made

  1. In Topic: [RELEASE] EDuke32 Addon Compilation

    25 April 2017 - 04:09 AM

    View PostForge, on 24 April 2017 - 07:18 AM, said:

    The other name the person goes by is Ray Tracer...

    Oh, I remember playing some maps by Ray Tracer in the past (most remarkably Maia and Taygeta which I think should be a sequel to the former). So he's actually the author of the episode. Useful knowledge, I guess, especially given that there aren't any other maps by him released under his real (?) name at CGS.

    I think I'll play that updated version later. Thanks for sharing, Forge! :dukeaffirmative: And I think NF will give you a big thanks as well if he ever wishes to add the episode to the compilation.
  2. In Topic: [RELEASE] EDuke32 Addon Compilation

    24 April 2017 - 06:37 AM

    I understand that you're still having your "creative break" and am slightly reluctant to bump the thread, but I've recently found out about and played an old (the third quarter of 1998) but decent (IMO) episode which is called The Real Bad Ass and consists of 8 levels (including 1 secret level). It's got a rating of 88 on CGS, and I'm pretty much at peace with the reviewer (Puritan himself).

    The most notable aspect of it, as I think, is an awesome story written level-by-level. Continually, as a whole, the episode is a sequel to the events of the original 3 episodes. The story is not as mind-blowing and thorough but it still deepens the immersion while playing the episode. I liked the gameplay a lot as well. There are some well thought out twists that add to the variety, which benefits the whole impression to a great extent. Plus some creative technical sequences have been put in by the author (like, for example, a series of "airstrikes" on one of the last levels). I found enemy placement and ammo/monster ratio to be fine for the most part (sometimes you will get a bit overwhelmed with amounts of ammo thrown at you but that wasn't big of a deal to me). Also, some levels involved backtracking but I didn't find it frustrating.

    The architecture is mostly blocky but still acceptable (especially for '98) and improves as you get further through the episode. Nothing really impressive yet it's worth seeing (kinda like Total Apocalypse I suggested a while ago).

    If you want to add this episode to the compilation in the future (after trying it out yourself, ofc), I'll leave the link to the CGS review here.

    BY THE WAY, the USER.CON provided with the episode didn't wanna run at first (there were 3 warnings and 1 error), but when I looked into the logfile it said one specific parameter hadn't been defined. I'm not familiar with CON coding myself but I managed to fix the error anyway (since I'd remembered that DEFS.CON stores all definitions for everything; guess the author shoulda thrown in a custom DEFS.CON additionally). I didn't care about the warnings and I have no idea what that parameter's responsible for but I think you'll figure it out (though I have a suspicion that it could probably handle some of those technical sequences).
  3. In Topic: [RELEASE] Adg06

    14 April 2017 - 03:36 AM

    Hell yea! I've played the map. One couldn't probably imagine how much detail went into this masterpiece. Like c'mon: the city in the background, the road with cars driving about which makes the map more lively (and two bridges with arches that the cars go into and outta which makes the whole road system look more convincing), the broken-open doors which actually leave some door pieces after themselves thus making it look realistic, so much spritework like chairs, screens, pictures etc. And yea, the music track is really catchy! I gotta admit, I've not played such a thoroughly constructed level in a while (I think it may be my own problem since recently I've been playing almost solely old maps, mostly downloaded from CGS, that I for one or another reason failed to try out in the past :D ).

    The gameplay was fine as well, I liked the respawns placed neatly (IMO). The only thing that can (arguably) be a subject of nitpicking are fairly easy secrets (at least in my case), found all of them.

    Btw, it seems surprising to me that you still haven't lost your skills by the slightest bit. How long did you get re-used to mapping for after such a hiatus? (just interesting)

    I hope we'll ever see another level from you!

    P.S.: Just read Lunick's comment. There was a train as well? Woah! Guess I didn't see it because of the classic renderer.
  4. In Topic: [RELEASE] Adg06

    14 April 2017 - 01:26 AM

    Holy cow! It's like a blast from the past! Downloading.
  5. In Topic: [RELEASE] GOTCHA!

    08 April 2017 - 03:56 AM

    I'll give it a try later. I've come to like your maps because of additional con coding plus often original design ideas.

    I gotta admit tho, I kinda don't like the whole idea of porting various DOOM levels over to BUILD (Duke3D in particular, tho I can't quite bring up any examples from other BUILD games :P ) since I think Duke3D's main design concept aims at depicturing realistic scenery while DOOM is more about gameplay emphasis (which, btw, I can't by any means say about some recent DOOM community outcomes such as Ancient Aliens, for instance).

    Anyway, I hope we'll see more maps from you (tho I guess you've already released enough of what I consider decent maps).

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