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Topics - High Treason

#1
Classic Duke 3D / [RELEASE] Nitroglycerin
09 February 2014, 19:01:50
After seven long months, lots of technical problems and all manner of other mishaps, Nitroglycerin is here.

Nitroglycerin picks up where Quantum Physics left off. Duke exits the EDF Base by riding an elevator back to street level. In the North of the once popular holiday destination of Seaside city the industrial zone is dark and mostly disused. The EDF have learned that the alien invasion stems from a ship that was crash landed near the old city hall, these aliens weren't meant to invade, they were merely a scouting party, but when they crashed they deployed troops to find parts to repair their ship. The problem is that if the scouting party fix that ship, there are bound to be other aliens waiting to hear from them and if they hear Duke Nukem is around, they will probably all descend on the planet and cause a war.

Where you come in, Duke, is that you must get to that ship and stop the aliens taking off. EDF want to raid it for technology and search it for evidence of the location of the alien home planet, there is a small issue however, namely that the EDF, Police and Army barricaded the city to slow the aliens down - you need to blow that barricade to get to the old city hall - the problem with this is that they also removed all high explosives from the city... As you hear the aliens trying to blast their ship out of the dirt and start it's engines in the distance you know you must find the ingredients to make simple dynamite, blow the barricade to pieces and face whatever is on the other side, take too long and there is no telling what will happen.

Download; https://www.mediafire.com/?yiylakzob221r6x

CGS - Download / review

Interesting random notes;

       
  • This was developed on three different computers due to hardware problems!
  • The map was designed for Polymer with lights disabled but any renderer should work.
  • This is the first map I have made that is larger than 1MB.
  • Most items can be gotten in any order, you need to press use to pick them up.
  • Contrary to the above, the clock item wouldn't work with a switch for unknown reasons.
  • The map has more than one ending, if you take longer than 30 minutes you get the bad ending.
  • DNUNLOCK will break the map completely, don't use it!
  • Seriously - the monitors in the chemical refinery are NOT joking!
Have fun.
Thanks to Methy for beta testing.
#2
Workbench: Classic Duke 3D / Beta Testing?
05 February 2014, 10:43:32
Well, I've reached a stage with my current map where I think it's almost ready save for a few minor todo's. If anyone is interested in beta testing it let me know.

It is a city-type map, currently unnamed, which has you complete objectives to open up the end of the map, for the most part these can be done in any order but I tried to use enemy placement to encourage the player to do things in what I think is the best order. Some effects have been used that I haven't seen elsewhere, on that note there are quite a few viewscreens to read - they aren't messing around either, especially the ones in the chemical refinery, heed their warning. The map was designed for Polymer with no lights (r_pr_lighting 0) - runs fine on an Atom D330/Gen 1 ION - 8-Bit works with minor issues inherent to that renderer and Polymost works but it looks like, well, Polymost.

In short what I want to know most importantly;
> As usual, is anything broken/easily broken?
> How long did it take you to complete?
> Usual problems such as ammo/health vs enemies/hazards?
> Anything else you notice that ruins it?

Anybody interested in testing can send a PM and I'll send you the map. As usual, probably only one revision will be tested and proper credit will be given in the map template file. Also, if I don't respond I've probably hit my quota for testers, I don't want a million different people testing it; Usually I get two or three testers, every time thus far they've all given completely different feedback - one said "far too much ammo" while another said "way too little ammo" for example.
#3
Classic Duke 3D / [RELEASE] Quantum Physics
10 May 2013, 02:07:08
Not sure if I'm doing this too early, probably won't post at Duke4 yet anyway.

Anyway, here is my newest map, Quantum Physics, it doesn't have any physics puzzles in it, but it may or not be something depending upon the observation - sounded better than the working title of "Nothing is Fixed" anyway.

Description
The map takes place after Riverside Town, Duke docks the boat with an EDF Oceanic Elevator shaft and hears word that the aliens have invaded the nearby of Seaside City, bombed the roads to cut it off and invaded an undersea base. The entrance to the base is secret and nobody but high security IMF and EDF officials know about it - and they are all dead - they all agreed that the entrance took the P*** though. Duke must ride the transport to Seaside City and find his way into the base, how he deals with the alien scum there depends on what he finds upon his arrival.

Have fun. I you get stuck, consult the Guide TXT file. The map is designed for Polymost, should run in all modes if you can't use that. Also, if the map appears to not work at the train, update EDuke32. I recommend reading the Guide.txt once you have finished the map, you might learn something about it.

Pictures


Stupid Trailer
http://youtu.be/7hvnj59-Dqg

Download
http://www.mediafire.com/?6fc2jo72u8wu324


CGS Download
#4
I have a new map in the making, basic layout and item/enemy placement is in and the level can be completed.

There are a lot of complex effects running in this map and I would like at least one person to test it before I go any further as once detailing is complete (this map won't be heavy on detail though) it will be almost impossible to tweak the effects. This test is mostly to see if they break, I shall explain these further if you are interested. I don't plan on developing the map too much further anyway, it's a "technical map" or a "mappers map" more than anything else.

If you are interested, PM me. I don't plan on working with too many people though, so if you get a no response, it's nothing personal, it's because my ears are aching and you'll be able to play it when it comes out anyway.

Here are some images;



#5
Duke 3D Modifications / [RELEASE] Riverside Town
16 December 2012, 07:29:17
This is a short map I have been working on (as you likely know) - it takes place in a small area of a riverside town.

The story goes that Duke was staying in the crappy hotel when the aliens started showing up (which might have been a good thing as the dominatrix liked it rough) - Duke must fight his way accross town to the docks, hoping to use it's radios to contact EDF.




I can't think of much to say about it I didn't already say whilst I was working on it, so I'll list some features;
> A hotel, bar, a power plant and a secret gun store.
> TROR architecture is used in some places, so you'll need Polymer.
> A different kind of puzzle.

Any bugs within a week and I'll try and fix them. As stated, you need Polymer to play but there are no polymer lights.


CGS - Download
#6
Other Games / Blood & Mapedit
01 December 2012, 17:46:44
Following what I said in the "What are you working on?" thread, I decided to spend an hour in Mapedit today;



I don't know if this will evolve into anything more than what it is, save fixing textures and shading, but it looks like I haven't forgotten how to get a bit out of the RoR features... Now I just have to try and remember how to make it work on walls.

If it becomes anything, it'll be a generic map, there'd be some stuff to do in the forest, then you'd proceed over that bridge to some kind of base... Maybe have it so you have to throw switches in the forest that make pieces of the bridge move into place and then go over to blow the base up (via a reactor of sorts perhaps...) and fight a boss, probably with some interactive torture machines thrown in, I like making those.
#7
Classic Duke 3D / Release - The Space Mission
15 April 2012, 21:56:06
I've been working on this since earlier in the year and I think it is now time to throw it to the lions.

The Space Mission is a two level mini-episode designed for Polymost (without the HRP) in which Duke is suddenly called in on a mission. An EDF Space Station is malfunctioning and there has been no readable communication from it in some time, it's almost as if the signal is encrypted somehow, EDF are unsure of wether there is just a technical glitch or there are aliens involved but they decide to send Duke in just in case, Duke boards his shuttle and goes aboard the space station with orders to report back to EDF when he knows the situation... Unfortunately, this isn't as easy as it first appeared.

Gameplay is just the same as classic Duke 3D, except you now have a space suit to worry about, you'd better find one that isn't broken before you play with the airlock, otherwise you will die from decompression. Gravity varies depending on where you are, sometimes you can jump higher or further than usual as a result and even drop without taking damage. I reccomend reading the map templates for more details and deffinitely check out the Readme if you can't get it to work, there's no excuse for missing the Readme as it will be open in the right pane of WinRAR the instant you open the archive.

Screenshots


Download
MediaFire - 16.6 MB
CGS Download
#8
I haven't requested beta testing before, so I hope I am going about this the right way.

I've pretty much finished the mini episode I was working on, it is only two levels long as I decided against one of the levels, I did build most of it but it was very, very boring and it felt out of place compared with the other levels.

Description
The Space Mission is my two-level mini-episode, in which Duke takes on a space station full of Aliens and damaged airlocks followed by a subterranian (should that be sublunarian? :D) prison facility on the moon. A new mechanic is introduced but not widely used, you must have a space suit before entering an airlock, if you do not have one, the airlock will kill you. There is only one space suit to fit Duke and it is not among the others, it isn't hard to find though so I may move that, Gravity and it's effects also vary depending on where you are. These feel much more like proper levels to me than anything else I've released up to now. This is not designed for Polymer, it is designed for Polymost with no HRP - if you can play the original episodes, you should be able to run this. There is new art, new con and new music.

What I want to know
> Is this episode fun?
> Is there anything I should really change, add or remove?
> Is something broken?
> Is Installation and Setup OK?
> General opinions so I can iron out some shortcomings...

If you're interested in Beta Testing, send me a PM and I'll get you a link to the file along with proper instructions for running it (it's not hard) - Beta Testers will be added to the "Additional Credits" section of the mapping template and be noted in the Readme.

I think that's it, here's some screenies to entice people;

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