Moontang Episode 1 - Brig it on
Here's my new map DOWNLOAD LINK (https://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_id=10943") Moontang Episode 1 - Brig it on. With Polymer ( Optional but looks perty )
Brig escape adventure map when the base is overtaken by aliens. With all skill levels, multiplayer and dukematch.
( Balanced for Let's Rock, Come Get Some+ is difficult and Piece of Cake might be to easy for some ).
It is 990 sectors light and should have no lag.
(http://i65.tinypic.com/2jaxmr6.jpg)
(http://i64.tinypic.com/zvu8fb.jpg)
(http://i68.tinypic.com/vxznyd.jpg)
(http://i66.tinypic.com/ilzuz9.jpg)
(http://i66.tinypic.com/w8okfl.jpg)
Next Episode planned is Moontang - Green Cheeze for Everyone.
CGS review/download (http://www.scent-88.com/reviews/M/moontang1/moontang1.php)
Pulled back the text cameras slightly, moved a touchplate in cave so its unlikely you can get trapped on the wrong side.
8) Moontang - Brig it on, Download Link (http://www.mediafire.com/download/pkq5j3ry4ehjcg3/1-Moontang.zip) 8)
Old in link OP is dead, but cannot modify my post. This new one above should work fine.
No offence but ..... http://www.soundboard.com/sb/sound/5630
Impressive looking screenies, Captain ;)
I'll give it a spin soon.
Cool map. Reviewed: http://msdn.duke4.net/hotmoontang.php
Nice prison based map on a lunar surface.
Even though polymer lighting was used it was more for highlights than anything since the level had proper sector and wall shading. Technically the map would probably look just as good in 8 bit. Some pretty neat tricks were implemented: the panel switches with sliders, the kick activated door, and the little spinning nuke sprites used as path markers. Between those markers and all the clues on the view screens, one would have to be pretty thick to get lost is this mainly linear map. Along with clues, the view screens give a bit of a story as well, which really promotes the atmosphere.
It is also a neat mix of puzzles and fire fights; the problems weren't exceptionally hard, but did provide a break from some of the challenging combat scenarios. Enemy engagements were set up well, with a good mix of aliens, and the encounters continually escalated throughout. Fire power and supplies kept pace, and it really helped that vending machines dispensed multiple items.
The only problem I really had was when I got flushed down the sewer, nice use of sounds btw, I kept pushing forward and got squished when I reached the bottom.
If this is level one, I'm looking forward to the rest of it. Thanks for making and sharing it.
I fixed the problem with pushing forward and dying.
:Thanks Forge for finding this mistake I should have used a (S-23 palette +) one way teleporter in that spot, this was a huge bug since you don't land underwater like intended.
And thanks for your comments.
Also thanks: MSandt for the glaring review.
And Puritan for posting it.
It was nice of you guys to take the time to post, review and comment and help me bug fix.
Will release the bug fixes with part 2 maybe even make a grp.file/exe. or something with both of them together if I can.
Could be awhile though I'm lacking motivation to build lately but will get on with it eventually.
It was just a fluke that I encountered that one small issue. Being that it was toxic slime, I was in a hurry to get out of it and save up my boots in case there was more of it farther into the map - so kinda by instinct I was pushing forward.
If was regular water I probably would have just gone along for the ride and never got squished.