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Old 08-23-2008, 07:35 PM   #41
TerminX

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Yeah guys, don't start another map detail pissing contest. I know it's tempting to respond to criticism by reminding the criticizer that they can't do any better themselves, but it isn't really necessary.
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Old 08-23-2008, 09:01 PM   #42
William Gee

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Quote:
Originally Posted by themaniacboy View Post
if you cant take it when someone says negative things about your work,just ignore them !
Or don't ask for ways to improve your work in the first place.

I just tried the level again and got a crash so I still haven't passed it.

Anyways I agree with the "98 is over rated"

Here is a bug, I guess a eduke32 bug or DP, or.. dunno I just installed DP added the GRP and autoload folder.


You ask for ways to improve, you miss basic shading and shadows alot.
Example.
This is a room you made, yes it has shade, but no 3dish shade.

You could of made it better with some basic shading / shadows.
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File Type: jpg basiccshade.jpg (41.7 KB, 103 views)
File Type: jpg c9.jpg (100.1 KB, 104 views)
File Type: jpg noshads.jpg (50.6 KB, 100 views)
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Old 08-23-2008, 10:21 PM   #43
DeeperThought

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Quote:
Originally Posted by William Gee View Post
I just tried the level again and got a crash so I still haven't passed it.


Here is a bug, I guess a eduke32 bug or DP, or.. dunno I just installed DP added the GRP and autoload folder.
Sorry to hear about the crashing. Please let me know if any potentially useful information gets posted in the eduke32.log when that happens.

The OOZFILTER thing is an HRP bug which was fixed a while ago. I guess you don't have the the latest version of the HRP.
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New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
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Old 08-24-2008, 01:56 AM   #44
Spiker

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
If you look more closely you will see that there is a shadowing there, only the lights are bigger there and obiously they don't need to be small or the same everywhere. In the underground I went for more simple shadowing than in the mansion which is quite obvious I think. In the mansion we can speak of more advanced lighting/shadowing as there are some effects with it and all light switches in the mansion work.

Still it's just one example of a "possible change", not too many.
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Old 08-24-2008, 02:36 AM   #45
DeeperThought

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Quote:
Originally Posted by Spiker View Post
If you look more closely you will see that there is a shadowing there.
It wouldn't hurt to make the shadowing more prominent so that we wouldn't have to look closely to see it.
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New map effects and various optional extras for Duke 3D.

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XP based weapon upgrades, progressive difficulty, and more.
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Old 08-24-2008, 03:06 AM   #46
Spiker

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
It wouldn't hurt to make the shadowing more prominent so that we wouldn't have to look closely to see it.
It's too minor in my opinion to update the map. If there were some more issues then maybe I could release improved version.

Edit: Geoffrey really made me laugh, especially about this "porn room" and undergroung strip bar. Surprise surprise there is a porn room! Hahaha. I haven't played too many mansion levels so I can't really tell how many porn rooms and strip bars are there in older maps.
Last edited by Spiker; 08-24-2008 at 03:14 AM.
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Old 08-24-2008, 03:36 AM   #47
XTHX2

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Quote:
Originally Posted by themaniacboy View Post
Come on you guys,respect eachothers work !

if you cant take it when someone says negative things about your work,just ignore them !
The subject is not that ATM... he asked for improvements on his map and now he goes to critize my maps... Also yeah, good that William pointed the shading thing... Don't overuse the lamp texture at ceilin/floor much, I know I do... (my mod is for doom that's why... it's not duke and it must not be a detail heaven... some nice sectors can do it too...)
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Old 08-24-2008, 04:14 AM   #48
Mia Max

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
There are 3 things I didn't like:
1. It took me a long time to find the second fuse in the tower. I really didn't expect to find it up there.
2. In the underwater section I first couldn't find the scuba so I always had to swim back into the elevator and go up again to not die or I had to restart.
3. I often died in the room where the secured gravity gun is because:
When I first took the gun I exploded without knowing why.
Second I thought that I have to get out of the room as fast as possible what means that I died again without knowing why.
Then I got the gun and I finally could see the lasers spawning around me but I couldn't find a way throgh the first 3 times.

So perhaps you could
1. Hide the fuse at a more logical place.
2. Place the scuba somewhere at the beginning of the underwater section.
3. The lasers shouldn't spawn too close to the player.

That are only three little bugs.
The rest of the level was awesum.
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Old 08-24-2008, 05:27 AM   #49
themaniacboy

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Quote:
Originally Posted by William Gee View Post
Or don't ask for ways to improve your work in the first place.

I just tried the level again and got a crash so I still haven't passed it.

Anyways I agree with the "98 is over rated"

Here is a bug, I guess a eduke32 bug or DP, or.. dunno I just installed DP added the GRP and autoload folder.


You ask for ways to improve, you miss basic shading and shadows alot.
Example.
This is a room you made, yes it has shade, but no 3dish shade.

You could of made it better with some basic shading / shadows.

this aint the final version

QUOTE The subject is not that ATM... he asked for improvements on his map and now he goes to critize my maps... Also yeah, good that William pointed the shading thing... Don't overuse the lamp texture at ceilin/floor much, I know I do... (my mod is for doom that's why... it's not duke and it must not be a detail heaven... some nice sectors can do it too...) QUOTE

yea but you will end up both fighting about who got the best map
Last edited by themaniacboy; 08-24-2008 at 05:29 AM.
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Old 08-24-2008, 05:31 AM   #50
XTHX2

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
How do you know... Anyway you are using the QUOTE wrong....... click at the small text icon at edit post to see what it actually is.
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Old 08-24-2008, 05:36 AM   #51
themaniacboy

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Quote:
Originally Posted by XTHX2 View Post
How do you know... Anyway you are using the QUOTE wrong....... click at the small text icon at edit post to see what it actually is.
i know,but i do not know how to add an second one

how i know that ?

it goes always like this,it happened much more on other games like doom
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Old 08-24-2008, 05:39 AM   #52
Spiker

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
To Mia Max

First of all these are not bugs but "gameplay adjustments"

1:I would move it to a more visible place (still on the tower) but it was mentioned 2 times already in this thread so I think everyone intererested already know the location. I will change it if I release an update.

2: No, It's exactly as it should be. It means you should start drowning if you won't find it fast and you have to battle octabrains underwater without scuba. A bit of adrenaline doesn't hurt

3: From your description it works exactly as it was intended. Aliens don't put messages "Hey, Duke watch out there are lasers there" Again it was to surprise you. You can always use Save/Load. The room also looks quite suspicious in my opinion. Finding a way is not so hard if you look for a few seconds. Besides I don't see anything wrong if you die few times when you make a wrong decision or touch a laser with your chubby ass.
Last edited by Spiker; 08-24-2008 at 05:43 AM.
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Old 08-24-2008, 07:13 AM   #53
Spiker

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
I have moved the fuse to a bit more visible place and improved shadowing in the areas around the multifloor elevator but it's not released yet because there may be some other suggestions.

So anything else?
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Old 08-24-2008, 01:53 PM   #54
jagguar20

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Dude the beginning of that level is just too great, I love when Duke and his mates have to jump off the helicopter, but before that, some one says the chew bubblegum line.
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Old 08-24-2008, 03:42 PM   #55
Loke

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Just played through it with DukePlus. Really fun map - and as a few others have said the beginning is just awesome.
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Old 08-24-2008, 03:57 PM   #56
Spiker

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
I'm glad to hear that you liked it. Where there any parts you didn't like?
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Old 08-24-2008, 04:10 PM   #57
Loke

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
A few areas were a tad bit too dark for my taste but otherwise no, solid work all in all. Took me about an hour to finish.

Unfortunately I had one crash (to desktop) when trying to enter the corridor leading up to the trip mine area with the gravity gun.
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Old 08-24-2008, 07:02 PM   #58
themaniacboy

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Awesome mod !

keep on the good work
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Old 08-25-2008, 01:33 AM   #59
Spiker

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Quote:
Originally Posted by Loke View Post
A few areas were a tad bit too dark for my taste but otherwise no, solid work all in all. Took me about an hour to finish.

Unfortunately I had one crash (to desktop) when trying to enter the corridor leading up to the trip mine area with the gravity gun.

For me it never crashed but it may happen with eduke from time to time, especially when you add so much stuff to it which is not properly tested yet.

When in the dark areas you could try to use goggles, it really helps.
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Old 08-25-2008, 05:11 AM   #60
Loke

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Quote:
Originally Posted by Spiker View Post
When in the dark areas you could try to use goggles, it really helps.
Unfortunately they ran out.
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Old 08-25-2008, 02:58 PM   #61
Spiker

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Has anyone tried to looking at this using night-goggles?
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Old 08-25-2008, 03:05 PM   #62
XTHX2

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
I actually saw a part of it without googles... Was that supposed to be only seen by googles?
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Old 08-25-2008, 03:21 PM   #63
Spiker

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
The picture shown here was made with goggles off. You may want to check it once again.
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Old 08-25-2008, 03:25 PM   #64
XTHX2

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Haha nice one Spiker
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Old 08-25-2008, 03:26 PM   #65
jagguar20

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Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Quote:
Originally Posted by Spiker View Post
Has anyone tried to looking at this using night-goggles?
Yeah I saw it, lol great one.
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Old 08-31-2008, 02:30 PM   #66
Kenny mckormick
Re: Project Zero: A new map by Spiker for Duke Plus 1.8
Simplicity is good sometime .I like open a door,kill all monsters in the "sector",and open another door...and... =D

My brain burn when i search one key...I lost 15 minute of my time for nothing..Just search...And sometime kill one Lizman...

But for the multi-elevator and the hallways,for me that's lookin good like that,i don't really see what you want add...maybe some crate but that's too unrealistic,the hallways is too little,alien don't leave crate into it...
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