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Author Topic: [RELEASE] Meatball Sub Makin'  (Read 824 times)

MRCK

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[RELEASE] Meatball Sub Makin'
« on: March 10, 2010, 06:19:46 PM »
http://www.megaupload.com/?d=99HCHVUZ link for normal people
http://www.mediafire.com/?xvlyh22k0gz link for chronic 'I-hate-that-megaupload-shit'-posting people

new map, 3DR-styled city, built in 5 days, released as a form of teaser for a little episode I'm working on with some other mappers (6 maps completed so far, including 3 by me)

more details in the txt file

I recommend to play this with DukePlus' ENHANCED AI on (not mandatory, but it makes things a lot more fun)






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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)

MSandt

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Re: [RELEASE] Meatball Sub Makin'
« Reply #1 on: March 10, 2010, 07:51:41 PM »
Cool map, took me 13 minutes. Didn't like the WG-like end battle though.
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DeeperThought

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Re: [RELEASE] Meatball Sub Makin'
« Reply #2 on: March 10, 2010, 08:58:56 PM »
Wow, I didn't see this one coming.  Downloading now!
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MRCK

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Re: [RELEASE] Meatball Sub Makin'
« Reply #3 on: March 10, 2010, 09:08:23 PM »
Cool map, took me 13 minutes. Didn't like the WG-like end battle though.

Yeah maybe I should have made it so at least one of the Battlelords doesn't appear on Let's Rock, difficulty settings are implemented and can make a difference in some areas, but iirc all 3 Battlelords are there from Let's Rock and up. I'll tag one of them Come Get Some only for the release of the episode.

The difficulty of the battle is part of why I put the jetpack there though. Its main purpose is to be able to reach the rooftops, but it can also be used to skip the walls / buildings to go back to the earlier sections of the map to get the goodies you might have missed (the flying liztroops tend to follow you there too, which gives a whole new dimension to the battle), or to skip the whole thing if you're feeling like a wuss.
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Quote from: James
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)

Eddy Zykov

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Re: [RELEASE] Meatball Sub Makin'
« Reply #4 on: March 10, 2010, 09:35:16 PM »
I thought that only i can release maps made just in few days.

Looks awesome, gonna play it.
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DeeperThought

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Re: [RELEASE] Meatball Sub Makin'
« Reply #5 on: March 10, 2010, 09:47:37 PM »
Quote
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

You can easily prevent that by adding a sprite to the map.  From the DP effects manual:

Quote
Movement Option Controller
If 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 on
2 =  mantling (ledge grabbing) on
4 =  dodge moves and wall jumping on
8 =  player can pick up and throw objects

16 = turns off Duke’s extra lip movement (blocks the Duke Taunts Plus option)

So in this case you would place the red M somewhere, give it a lotag of 1 and that's it.  The player would not have any DP grabbing or movement abilities, but the advanced AI would still be available.

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DeeperThought

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Re: [RELEASE] Meatball Sub Makin'
« Reply #6 on: March 10, 2010, 10:28:28 PM »
Awesome map!  (y)

It took me a while to get the red keycard, because I didn't notice the shootable switch visible between the partially opened doors.  The ending battle was epic, but you can just skip it by running around the corner to the nuke button (I ran there for cover, then found the button).

I like this kind of map, and there aren't as many high quality 3DR styled user maps as you might think.  I have played a lot of user maps lately, many of them 3DR styled, but most of them have bad texturing or shitty gameplay or other serious flaws.  This one is just good from beginning to end.
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MRCK

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Re: [RELEASE] Meatball Sub Makin'
« Reply #7 on: March 10, 2010, 10:41:30 PM »
Thanks, and yeah about the overall gameplay, I had your criticism in mind when working on this one so I tried to make it as straightforward as possible. I actually like crooked gameplay variations and scripted sequences in my more ambitious maps, but don't think it fits well in 3DR-styled levels, so for these I try to go for a more arcade-oriented approach. While beta-testing MetHy pointed out the same little problem in the hotel, but I was a bit lazy and didn't think it was too much of a big deal to arrange things. If anything it's the only 'puzzle' in the whole map.

About the DP feature, that's good to know, I'm still a noob at all the Duke Plus features, I'll get to learn to master them when I have the time to make a DP-only map, which has been on my mind for a little while already

I thought that only i can release maps made just in few days.

Looks awesome, gonna play it.

I also have two maps that are 100% done and sitting on my HD until the release of the episode, that I built in just one day. I'll probably make a couple more by then, I found a new love for 3DR-styled speed mapping just recently
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Quote from: James
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)

MSandt

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Re: [RELEASE] Meatball Sub Makin'
« Reply #8 on: March 10, 2010, 11:54:52 PM »
Yeah, three Battlelords is just too much, especially when one of them is blocking your way out. Anyways, not that it's hard (I did die once here, and that's because the one in the alley surprised me), just that it's boring.

Also, the thing that keeps catching my eye with these 3DR maps of yours is that your trashcans come in different sizes even though they should all be uniform.
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MRCK

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Re: [RELEASE] Meatball Sub Makin'
« Reply #9 on: March 11, 2010, 12:32:50 AM »
It's funny that you mention that about the trashcans, it's something I've always done subconsciously without ever really knowing why. Maybe it comes from my old habit of trying to make everything feel detailed, everytime I put similar sprites next to each other I feel the need to alter the size of one and flip it, to make it look different from the other one so the area as a whole feels less repetitive. If you look at every single map of mine that has several bushes in one area, I do the same thing with them as well.

I have a lot of little OCDs like that that I'm sure that 99% of the time, players don't even really notice
« Last Edit: March 11, 2010, 12:34:39 AM by MRCK »
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Quote from: James
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)

Gambini

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Re: [RELEASE] Meatball Sub Makin'
« Reply #10 on: March 11, 2010, 07:02:33 AM »
Just played it. I got stuck after getting the yellow card. Since you recommended to use Dukeplus i downloaded the latest version plus eduke32 1609 (which was supposed to fix the digits in the DP menu  :huh:) but since the menu is somewhat broken i could not notice whether i was using Enhaced AI or not, i guess i was, due to the way liztroops was chasing me all around the map.

Contrary to what you would have guessed, i liked most the design than the gameplay. Good 3dr styled maps always look fresh, when theyīre actual 3dr styled, not when theyīre lame attemps as i see sometimes (and i make a point here because there are a lot of mediocre maps excused by the Ļ3DRish styleĻ, this map of course is not the case).

Gameplaywise the map seems to have strong influences in Danmīs TTA, which is not bad but the lack of more rpg ammo and such made it hard at the moment of shooting hordes at the distance. In example i found pretty annoying the subway firefight, because all the monsters in the other side of the railway was kinda invisible due to the low visibility (played using polymost). But overall, and despite that annoying ĻautomaticĻ elevator, it was very good.

For being constructed in just five days this map is plain awesome, i would fix though some glitches for that mappack release you mentioned.

PD: i should actually wait for finishing the map before making any comment but i doubt iīll be able to in the near future.

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.

MRCK

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Re: [RELEASE] Meatball Sub Makin'
« Reply #11 on: March 11, 2010, 07:41:37 AM »
^ Thanks for the quality feedback Gambini, about the yellow card, there is a vent in that room that gets you back down to the subway system, where you need to take the sub once last time until you find a little blue room that should be fairly obvious because of the octabrains

there is a hidden RPG as well as an extra pack of 5 rockets that you can get in a secret place near the second subway station as well, a devastator in the second street area that you might or might not have found, and more pipebombs that you need to complete the map, it's true that you don't get any of these before the first firefight in the subway station though, but it shouldn't be a problem, 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, funnily enough it's one of my favorite firefights in the whole map (and there is a quite obvious secret place nearby with +30 health packs and extra ammo as well)

generally speaking a lot of the bonuses in the map are somewhat hidden, nothing to write home about most of the time, but there are 6 secret places and hidden atomic healths and ammo packs pretty much everywhere, behind crates, doors, on the little ledges in front of the buildings, in the trashcans etc... if you find most of them (which shouldn't be a problem) you should be set. Also be sure to explore the subway stations that look useless for rather important items (portable medikits etc.)

before releasing the episode I'm considering adding an extra armor near the end (ie. instead of that last single tripmine that has to be the most useless item ever thrown into a Duke map like that), I don't really mind the automatic elevator 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
« Last Edit: March 11, 2010, 07:43:43 AM by MRCK »
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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)

DeeperThought

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Re: [RELEASE] Meatball Sub Makin'
« Reply #12 on: March 11, 2010, 09:31:43 AM »
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.

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, so Duke just does his regular front kick.  It's not a big deal imo, but I can understand why it annoys you.

The low visibility in the subway firefight did not bother me, I just saw that as part of the challenge.  I hid in the vent, and when enemies fired at me I could see them (they have full visibility when firing) and then I would pick them off with the pistol (Duke's pistol is hardcoded to be 100% accurate if the crosshair is on an enemy).

By the way, I did not use Duke Plus.  I used a beta version of my new Attrition mod, which is based on Duke Plus but is better designed for standard Duke maps.
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mrline

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Re: [RELEASE] Meatball Sub Makin'
« Reply #13 on: March 11, 2010, 04:37:14 PM »
Damn, another map for my 'to play' list. :) Looks damn good!

BTW:
Quote
built in 5 days

that's 4 days too much, you cheating bastard!  ^_^
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Gambini

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Re: [RELEASE] Meatball Sub Makin'
« Reply #14 on: March 12, 2010, 03:34:23 AM »
Quote
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

And thatīs ok. The problem is that i had to wait for them shooting to see where the lasers came from. At my end the other side of the railway was pitch black.

Quote
if anything it saves me the chore of pressing space everytime I step into it haha

I rather press ĻuseĻ every time i get into than being suddently raised to the top floor when i am not even totally inside the elevator.

Quote
if you have any other glitches to point out though, I would be glad to hear them

Well, both above mentioned would be important in my priorities, and there is somewhere a wooden furniture with a sprite shadow, youīve used the wooden cupboard tile for the shade but itīs not pal 4, so it looks weird. I canīt remember exactly where it was but if my memory doesnt fail it was a red place (pal 2) oh and now i know why it happens, any sprite will pick the floorīs palette if it has any value bigger than 0. that means your pal 4 will be ignored. It can be easily fixed if you shade the sprite enough until itīs totally dark.

Quote
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)

And thatīs the same thing you told me once when i mentioned that problem. The truth is that everytime i run out of MP5 ammo and desperatelly want to switch to another weapon the reload animation freezes for about half a second and i have to wait to it to finish. With the Mossberg something similar happens but i canīt really tell what it is exactly (whatever it is, delays the switching).

Maybe itīs a fact that i canīt reproduce what exactly the problem is but something im sure is that the reload animation gets in the way of my surviving chances.

Quote
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

And thatīs exactly what i do and where the problem is. Karate kicks should need some key combination.
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