CGS - Forums

Duke Nukem Boards => Duke 3D Modifications => Topic started by: Micky C on 27 July 2012, 04:51:57

Title: CBP 8: Metropolitan Starlight Release!
Post by: Micky C on 27 July 2012, 04:51:57
After 6 months of work, here is Community Build Project 8: Metropolitan Starlight, a huge space-city themed map (file size is 1.1 mb) that will take you anywhere between 30-50 minutes to complete. 25 for Mikko. There was a long beta testing period where a lot of cross-polishing was done where content was added/polished/slightly changed to aim for a more consistent look throughout, while still maintaining the variety that comes with having multiple mappers. So we hope it is worth the wait. There is an original music track by Norvak.

Description:
Duke comes out of the rest room to find his beloved domed city in orbit around the Earth has been overrun by aliens. You must explore the city and find a way to unlock the central spire which contains a nuke button that causes the city to self-destruct, as it's the only way to guarantee wiping out all the alien scum before they make it Earth.

The map makes some use of TROR, nothing fancy, just practical, and as a result has been designed for polymer with lights disabled to improve performance, and so things like atomic healths don't spoil secrets. However, if you can't run polymer for whatever reason, the classic renderer is about 97% glitch free (mostly minor sprite clipping issues). HRP is NOT supported. If you use it, there will be models facing the wrong way and clipping through surfaces they shouldn't be. It's up to you.

Installation: IMPORTANT! Due to eduke32's disgusting lack of per-map customizing options (we tried a lot of things which didn't work, no offence eduke developers), for those who don't want to mess around with console commands to disable lights, we've had to include 3 different extra files.
Extract the map and music to your Duke Nukem Atomic edition directory, then do ONE of the following to disable lights:
(1) Open up the console in-game with the "`" (tilde) key, then type "r_pr_lighting 0" without quotation marks and hit enter. To re-enable lights afterwards, so the same as above, but type "r_pr_lighting 1".
(2) Simply extract autoexec.cb8, autoexec.cfg (overwrite any old file) and CB8.bat to your eduke32 directory, and run CB8.bat. It will start the map without lights, and when it's done, the next time you start eduke32 with polymer, lights should be on again.

Here is the list of mappers in order of appearance.
Micky C
Norvak
Mister Sinister
Maarten van Oostrum
Merlijn van Oostrum
High Treason
Captain Awesome
Forge
Quakis (with a William Gee/Merlijn piece in the middle)
Micky C (finale)

(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-07-1322-40-42-84.jpg)

http://www.mediafire.com/?4faq8t9tve06ws8 (http://www.mediafire.com/?4faq8t9tve06ws8)
CGS - Download (http://www.scent-88.com/reviews/C/cbp8/cbp8.php)
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Puritan on 28 July 2012, 00:07:19
Glued to the server  ;)
If anyone feels like a write up just let me know...
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: gizmo on 28 July 2012, 01:05:08
I have never posted but have payed duke since it came out. I have a computer from 1999-2007. Couldn't believe all the Duke upgrades and all these maps. I have played a bunch and only a few have done me like this one. Every time I start level screen goes red and I die. I have tried it with no HRP no DP and it doesn't work at all even with the bat file. What is my problem I want to play this map.
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: gizmo on 28 July 2012, 01:06:05
I meant I didn't have a computer.
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Micky C on 28 July 2012, 03:15:43
I'm glad you like all the upgrades to eduke32, it truly is so much more powerful and potentially much better looking than the original game.

You seem to be the only one having this problem though, and I'm guessing you're not using the latest version of eduke32. The actual latest versions are unfortunately somewhat hidden away from the general public. Try this one: http://dukeworld.duke4.net/eduke32/synthesis/20120725-2849/
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: gizmo on 28 July 2012, 05:07:44
You must be right. I am in the out. Thank You, it works but have not finished it yet.
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Micky C on 15 December 2013, 12:26:51
For the record I've posted this map on Megaton's steam workshop thing to get it some extra exposure (with a note to download eduke32 to play it).

If anyone involved in its production is strongly opposed to it I'll consider taking it down.
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Forge on 15 December 2013, 15:31:10
i don't see much of a difference between posting a map there and hosting a map on a web site such as this one
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: MSandt on 15 December 2013, 17:10:11
Well I wouldn't put a map that doesn't run on Megaton (such as Dukecide) there. The system is all about convenience.
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Micky C on 15 December 2013, 23:16:26
It's a bit of an experiment to see whether putting a high quality map out there which only works with eduke32 actually encourages people to download eduke32 and play it or not, or even if the map will stay up there. Like I said at Duke4.net it's highly likely eduke32 will soon be able to scan megaton's workshop directory for maps and show them in the user map menu.

If any map is going to pull it off, then it'd be "the best of the CBPs where the 'best' mappers in the community join forces for a large epic adventure".
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Forge on 16 December 2013, 05:35:19
going off the convo at duke4 about which maps to post
a good place to start is the map listing page here which has 99 down to 80 already sorted
http://www.scent-88.com/mapbase/maplistings.php
and MSDN's hotmap page which also can be sorted by score (and conveniently notes if mods like dukeplus are required)
http://msdn.duke4.net/hot.php
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Micky C on 17 December 2013, 00:13:47
Well there's some kind of note over it in the workshop saying it isn't compatible with megaton, and I can't see it anywhere in any of the lists of items, so it seems as though it's become publicly hidden as a result. Might as well delete it then.
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Forge on 17 December 2013, 16:57:59
there is some tror which probably isn't compatible with the older JonoF port

if you're that determined on pushing eduke, figure out another way to promote offsite maps. If you can get people to MSDN they'll find their way to Duke4 & eduke
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Puritan on 28 July 2014, 15:16:02
Finally got around to play this map ( my oid comp imploded when I tried....).
It was a wonderful journey, for sure.
Took me exactly one hour  :P
Thanks to all involved.
And the music track by Mike Norvak suits the theme perfectly!


Now onto today's stupid question:
I started the game with the included *.bat file.
It seemed to pick 32-bit as default?
Anyways, it wasn't too bad in HRP mode either  ;)
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Forge on 28 July 2014, 16:47:46
i think it was because at the time 8bit wasn't completely compatible and it threw ror/hom visual bugs, so 32bit got used as the default

next stupid question of the day:
now that you've played it, do you think the review score is fair?

Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Puritan on 28 July 2014, 18:24:56
Quote from: Forge on  28 July 2014, 16:47:46
next stupid question of the day:
now that you've played it, do you think the review score is fair?


Absolutely.
It is a score in the neigborhood of what I would have thrown in myself  ;)
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Forge on 28 July 2014, 20:56:11
90 is a bit low imo

it has good continuity, flow, well balanced combat, and the ambiance/atmosphere/aesthetics are quite well done for the most part

i can't be considered impartial because of my participation, but i would give it at score in the range of 95-97. i'd have to play it again as a refresher of course.

Now that i've mentioned it, changing it would seem like you're being impartial because of my association with your site.
Title: Re: CBP 8: Metropolitan Starlight Release!
Post by: Micky C on 29 July 2014, 09:59:08
At the time? 8-bit is still as incompatible now as it was back then. Polymer is the only renderer that displays the map perfectly (the bat chooses polymer and disables dynamic lights to maximize framerate), but classic isn't actually that bad. It only has very minor HOM and sprite clipping issues in the grand scheme of things, but we didn't want people to choose the wrong renderer and then complain about glitches so the bat was the solution.

And wow, yeah looking back a score of 90 is pretty damn crap for the map. It's easily better than a lot of other maps that have scored above 90. As far as I can tell Loke's biggest complaint (the point he devoted the most space to), was the mediocre framerate some people may have due to polymer, and possibly too many enforcer respawns.

It's a shame that Loke doesn't provide the breakdown that Forge uses so we can see more of the reasoning behind his low score, especially when Mikko gave it a 97 (probably on the higher end but IMO a lot more accurate).

Edit: Didn't see the last 2 posts when I posted this. Obviously I agree with and am in the same boat as everything Forge said.