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Reputation: 36 I have a solid reputation
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Active Posts:
20 (0.15 per day)
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Duke Nukem 3D maps & level editing (20 posts)
05-June 18
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User is offline Jul 30 2018 04:24 AM

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Posts I've Made


    06 July 2018 - 12:43 PM

    View PostSanek, on 02 July 2018 - 10:37 PM, said:

    Do you plan to upload this map on WT's steam workshop? It looks like a good map, would like to play it with this edition (since you use WT art here).

    Hello Sanek,
    the majority is playing with eduke32 apparently. Because of this I'm replacing the WT Textures with other textures.
    I plan to distribute the map on other sites.
    Is it possible to implement own user/defs/game.con to the steam workshop? If yes I will upload it to the workshop.

    25 June 2018 - 03:18 AM

     Vagan, on 24 June 2018 - 11:34 PM, said:

    If running speed was put back to stock, would that mess up the gameplay, by allowing eg the player to jump farther than intended?

    That's correct, if you set the running speed to normal you can take shortcuts which you are not supposed to use.

    24 June 2018 - 12:36 PM

     Paul B, on 23 June 2018 - 10:40 AM, said:

    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!

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

     Mike Norvak, on 23 June 2018 - 11:33 AM, said:

    My opinion is more or less the same I remeber being squished because of a sloped ceiling and clipping through the subway entrance. There are some creative gameplay solutions involving platforming, I liked those. Overall it is a fun map, there is a fence in a deadend that wasn't so obvious you have to jump over so I had to cheat and clip through the restaurant entrance just to notice the exit leads to that fence and it's not blocking decoration, maybe you can point this kind of entrances more clearly on next maps, don't rely on player's intuition for this kind of stuff, at least not for main paths, for secrets it's ok. I have to admit I was scared by the end of the map expecting a new enemy or another jumpscare, I didn't know wheter the map came with new code or not, or if maybe you were gonna use scary art, Wich increased the sense of tension. It reminds me a lot about A Dream by Eddy Zikov. It also reminds me to some earlier and lost maps by my self but I'm not pretty sure why.

    Which subway entrance do you mean and where did you get squished? I didn't you new coding for the map. Only new sprites and the available SE Effects.
    I made the gate now slightly open.

     Forge, on 23 June 2018 - 12:15 PM, said:

    I should get around to playing the latest version one of these days, but the stuff I did see was pretty good aesthetically, and there are a couple neat firefights.
    The scripted sequence is also well done.

    You can better wait until I post the updated map with other textures and sprites. I also fix some issues and add and change some sections.

    Aaaand thank you all for your time and comments!!

    Maybe one more question: like I said I'm changing the WT textures. So far I can't really see anymore of it. But in the texture overview "V" it says that a WT Texture is used on 87 walls. Another on 76 walls and so on. But I can't figured out where they are located. Is there a way to highlight a them? I will change them with alt+c, but I'm curious where they are.

    20 June 2018 - 01:26 PM

     Loke, on 19 June 2018 - 07:03 AM, said:

    What a cool map. Was actually pleasantly surprised at how good it was. Nice combination of action, exploration and some brief horror. The attack in the bar took me by surprise and were definitely the highlight of the map.

    This felt very fresh and I hope you continue making more maps.

    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 ;-)

    19 June 2018 - 05:35 AM

     Maisth, on 18 June 2018 - 06:42 PM, said:

    Pretty nice map, i like how you build the storyline not by a text or anything like that but through atmosphere, I specially loved how this world you built felt in a real conflict and the ending parts are excellent aswell, I must say as a first map this is pretty good and well done, the mapping of the world reminds me a lot to shaky grounds from Merlijn.

    Thank you :-)
    Yeah, in the development I discovered "shaky grounds." Great one! But it's still different though :-)

     Maisth, on 18 June 2018 - 06:42 PM, said:

    The detail on the map was good but on some parts it felt like they could need more detailing.

    Maybe you can write me a message where you missed some details? Currently I'm changing the textures and along the way I can put some more details in it.


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