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Reputation: 238 My posts turn threads into gold
Active Posts:
331 (0.11 per day)
Most Active In:
Everything EDuke32 (267 posts)
07-May 09
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Last Active:
User is online 3 minutes ago
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My Information

27 years old
June 4, 1990
Not Telling Not Telling
St. Petersburg, Russia

Contact Information

Click here to e-mail me
Website URL:
Website URL  http://lzg.duke4.net
ICQ  355591824
Skype  the_lezing

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Posts I've Made

  1. In Topic: [NEW RELEASE] Lighthouse Island

    03 December 2017 - 07:42 AM

    Very nice work, quite original level with a neat layout and an interesting quest to do. I've noticed some visual glitches which may be related to map bugs though; also the map crashes in software mode probably due to some kind of map corruption. Also I've been stuck a couple of times, first I didn't notice the pit leading to the yellow lock; then I missed the hidden switch that opens the lighthouse (behind the arrow), that was counter-intuitive one. Also I decided to guess the "p" 8-switch combination, since I didn't find the correct combination nearby (found it later inside another building, generally don't like this kind of puzzles).

    What I've also noticed is somewhat uneven detailing. Some places are very detailed, and some are less what looks a bit strange, but may be ok considering the fast construction time. Generally maps are better to have a consistent level of graphic detail, imho.
  2. In Topic: [RELEASE] Shaky Grounds pt2: Tragedy

    30 November 2017 - 05:51 AM

    Wow, epic map with a variety of locations with a 'destroyed' feel, and funny jokes everywhere of course :lol:
    The fallen building part was very impressive, clearly has some really skillful mapping there. However, the final hive part is done in a somewhat more rushed and sloppy manner than the rest of the map. Still I'm eager to play the next part someday!
  3. In Topic: [RELEASE] Spacetronic

    29 July 2017 - 08:01 PM

    A massive, awe-inspiring, and pretty intricate level which reminds me of some of Zaxtor's maps. It plays somewhat like classic Doom maps put into a new setting, more realistic feel with more diverse gameplay elements. I like the quest you've put into it, where you collect some parts for the spaceship. A reasonable amount of non-linear mechanics really adds to the feel. Maps made with a lot of fun are always enjoyable. ;)
  4. In Topic: How to read a .MAP file in code

    14 July 2017 - 09:53 AM

    Ken has his directions to read Build maps written in terms of C coding, but reading and interpreting his map format is pretty much straightforward as far as you're familiar with structures, bitfields, and integer types. Of course, there are some peculiarities which need to be taken into account (for example, all Z coordinates are scaled by a factor of 16 compared to horizontal coordinates). Perhaps you'll figure most things out using trial-and-error approach. Good luck with your app!
  5. In Topic: Scale

    07 July 2017 - 10:17 PM

    According to my experience, consistent scaling to about 400 units per meter gives fairly authentic level geometry (resulting in default texel size of 4 cm and one 'pud' being 16 cm). The only drawback is that Duke's collision box is a bit too wide as compared with his height.


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