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Reputation: 10 Neutral
Junior Members
Active Posts:
4 (0.1 per day)
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Duke Nukem 3D maps & level editing (4 posts)
16-December 17
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User is offline Jan 11 2018 08:54 PM

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Posts I've Made

  1. In Topic: Come check out my second map

    11 January 2018 - 08:48 PM

    View PostForge, on 10 January 2018 - 10:55 PM, said:

    there are seenine that are present when playing the map with dukeplus that are not there when using normal vanilla eduke32.

    that's why it was a little easier to conserve some ammo and health with dukeplus vs. vanilla.

    I looked at them in mapster & didn't see anything about them as to why some show up in game & some don't when playing vanilla.
    Somebody should double-check just to make sure its not happening only on my comp. I don't want to report something that isn't universal to everyone.

    using r4176 with dukeplus
    EDuke32 r6569 with vanilla

    version 2 of the map:
    When the player goes down the narrow path and encounters the first octabrain to the lower right, drop down there & walk around the corner - after a bit there should be wall crack & two seenine. In vanilla, there's only one seenine.
    In the chamber with the chaingun there should be two seenine - one up top next to a wall & one down in a crevice - in vanilla, neither are there.

    I haven't played any farther.

    I've made fixes to the map, get the third version here:

    The seenine is an odd problem that they would show up in duke plus but not in vanilla, I've replaced those seenine with the exploding barrels, and now you can gain access to those secret areas in vanilla.
    A second pair of protective boots have been added.
    The slime pit with the monster has been raised up a little bit, reducing Duke's fall damage.
    Second pair of NVGs ceiling has been raised up a bit, overall tight passages with low ceilings have been raised up a bit.
  2. In Topic: Come check out my second map

    10 January 2018 - 09:35 PM

    View PostPoorchop, on 10 January 2018 - 09:02 PM, said:

    Yeah the ventilation shaft in the room with the walkways was really hard to enter. I was afraid for a little while that I was going to run out of jetpack fuel trying to squeeze in there. I'm not sure where to go after that point though. I guess I'll need to look around more.

    I think that this can still be challenging with more ammo. You don't need to throw a ton of ammo at the player but it's definitely impossible to kill everything, at least without being able to pick up explosive barrels to get the ammo stuck behind cracks in the walls. I also agree that a second pair of NVGs after you work your way around the ledges would be nice. I forgot to mention that I really like the platforming. There isn't a ton of it at least up to the point where I stopped, but I enjoyed all of it up to that point.

    Thanks for the feedback guys, I have a new and improved version of the map.

    Get it here now:

    This is supposed to be a tough map Duke is on his own with limited supplies, he has to improvise and struggle to survive. I think the initial two atomic healths is enough for Duke to get through the first part of the map,
    and presently I'm not going to change that... However I did put some more ammunition in the first part of the map so things aren't so rough, but you still have to be cautious.

    Other changes:
    In the starting area the player must blow up a wall before you can gain access to the dark cave area.
    In the dark cave area there is another nvgs next to the ledges.
    In the waterfall's slime cave area, within snake way path there's some hidden supplies.
    In the waterfall slime base area while passing through the air ducts there's a whole showing the next objective.
    With inside the base I put in a little bit more health and ammunition.
  3. In Topic: [RELEASE] Conference Center

    20 December 2017 - 10:00 AM

    I'm glad you like my first map, it was made to be a simple map... Now I'm working on my next map and it's going to be more complex, I'm going to implement light switches, and all the rooms are going have different heights and sizes and more variety of textures. And other special features, echo effect and security camera etc...



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  1. Photo 20 Dec 2017 - 08:01
    I've created a topic thread for you here: https://forums.duke4.net/topic/9748-release-conference-center/
  2. Photo 20 Dec 2017 - 07:27
    The map features somewhat open-ended gameplay, you can explore and find alternate routes to your ultimate objective finding those key cards, and there's enemies around every corner be on your guard especially when you flip switches, enemies reinforcements will spawn nearby. And don't forget the take in the sights the texture alignments pretty good, and there's ample amount of shading.
  3. Photo 20 Dec 2017 - 07:26
    Story the aliens have taken over conference center and it's up to Duke to take it back.
  4. Photo 20 Dec 2017 - 07:24
    This is my first map, I've worked on it for 2 weeks.
    Check it out and give me your thoughts.
    Download link:
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