Yeah I think it's a bad cliche that modding is something you only do when you're young; it's not like the second you discover vaginas (or penis!) you automatically realise you were throwing your life away on the PC (some people ARE like that, but they're tools so w/e)
Cool map, took me 13 minutes. Didn't like the WG-like end battle though.
Known Bugs / Problems : If you're using DukePlus you can make it to the end of the map by stacking fire barrels and bins atop of each other to by pass the high walls in the street and completely skip the subway sections, it takes as much time to get it right than it does to play the whole map normally though so if you do that you're just a wuss
Movement Option ControllerIf this sprite is placed, then the player will have the movement options specified when playing the map, and will not be able to change them in-game using the menu. This is useful if you have designed your map for ledge grabbing, or you don't want the player to have dodge jumps, etc. Place the red 'M' (tile #2952) and give it a lotag of 1. Next, set the EXTRA on the sprite to the desired movement options. EXTRA on this sprite functions as a bitfield, so you add together the values for the different movements:1 = realistic running acceleration on2 = mantling (ledge grabbing) on4 = dodge moves and wall jumping on8 = player can pick up and throw objects16 = turns off Dukes extra lip movement (blocks the Duke Taunts Plus option)
I thought that only i can release maps made just in few days.Looks awesome, gonna play it.
EDIT: Something that should be worked for a future is the reload system in Dukeplus, this is not new but playing this map it turned into something annoying: If youīre fighting some monsters and you run out of ammo and start reloading (automatically in this case) you canīt switch to another weapon until the reload is done. This is very annoying because the first reflex when one runs out of ammo is switching into whatever other weapon to not get shot while reloading. Also the karate kicks turn the easy task of killing slimes into something really hard. You simply canīt kill them when walking because the karate kick throws you ten 15 feet away.
built in 5 days
there are 3 pillars there specifically designed for the player to take cover, and you can strafe from one to another while shooting at the monsters on the other side
if anything it saves me the chore of pressing space everytime I step into it haha
if you have any other glitches to point out though, I would be glad to hear them
I wish you would check your facts more before posting. The ONLY weapon that forces you to wait while it is reloading is the RPG (and only the heavy RPG, which you don't have to use). With all the other weapons, you can switch during the reload and use a different weapon. In most cases this means the weapon will remain unloaded and it will resume reloading when you switch back to it. In the case of the DB shotgun, it forgets that it was trying to reload and it will be fully loaded when you switch back (so as a cheat, you can switch away when the reload starts, then immediately switch back)
As for the karate kicks...yeah, that can be annoying. I'm just really careful to make sure I am not pressing forward or backward if I'm trying to kick a slimer