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 on: April 20, 2018, 04:42:35 PM 
Started by Puritan - Last post by Forge
Duke City Remastered
Jesse McCree (StarCraftZergling)
23 October 2016

An Earth city styled map.

The level is designed to be played in different modes, so some areas are more favorably designed to be dukematch areas, some are best for single player, some combat scenarios are best suited to co-op.

The initial location is a city block around a central park. There are a couple buildings with stacks of weapons and ammunition and most of the surrounding buildings with interiors are just there for exploring, or usage for Dukematch. Triggering the alien invasion respawn in the park is definitely geared towards co-op, as setting it off in single player is pretty much suicidal.
Visually, some of the sprite-work has clipping and disappearing issues, but otherwise the entire city section is decently constructed and detailed.
The actual single-player mission involves using teleportation chambers to visit multiple locations with various themes that range from Doom, to original Duke3D, to previous maps made by the author. Just be sure to load up on weapons and ammunition. A couple sites are mostly harmless, while others are packed with aliens.
Once in these locations a button must be found. Most are out in the open, or involve some minor puzzle, like keys, or raising platforms. In one, the player is expected to have certain video game and cartoon trivia knowledge in order to solve a multi-button puzzle. Not everything is universally known, so *spoiler*: if you don't know stuff about pokemon, minecraft, or other various subjects, the answers are Link, 2011, Pauline, Rush, Tails, Arceus.
Once all the buttons are activated another teleport pad becomes available between the movie theater and the teleportation station. This takes the player to a large open sporting area courtyard with an alien dropship; thus a huge battle ensues. Definitely a co-op battle of ridiculous proportions due to lack of healing items, but it can be done solo using a couple different strategies. More fun than touching a stove burner to see if it's hot.

Overall I'd give it an 80

 on: April 20, 2018, 01:54:31 AM 
Started by sT1LL_WAnTeD - Last post by Forge
I'm not criticizing your tutorials, I just want you to fix that map. It looks cool and would be a good play, if it didn't have the issues I mentioned.

 on: April 19, 2018, 08:26:43 PM 
Started by sT1LL_WAnTeD - Last post by Puritan
im making a tutorial series on youtube of mapster32

I've put it on the front page as for now.
If the series turns out well I might find a permanent place for it on CGS.

 on: April 19, 2018, 08:25:30 PM 
Started by sT1LL_WAnTeD - Last post by Forge
You should do a tutorial on how to avoid basic mistakes
Fix your Freezeezy Duke map for the example.
Stayput pigcops never worked in NW.
It's also easy for all those respawned black santas bosses kill each other with rockets, and the player never gets to finish the giant snowman climb.

A demonstration that planning and interactivity also play a role in map design, it's not just about making things look pretty.

 on: April 19, 2018, 07:23:20 PM 
Started by sT1LL_WAnTeD - Last post by sT1LL_WAnTeD
im making a tutorial series on youtube of mapster32

 on: April 19, 2018, 04:26:14 PM 
Started by Puritan - Last post by Forge
Duke Canyon
John Mooney
1 June 1996

Simple little dukematch level, nice size for 2 people, gets crowded with more than 4 or 5.  Lots of opportunities to be sneaky :). It's not very complicated but I put a lot of work into making it look nice.

 on: April 18, 2018, 08:34:06 PM 
Started by Puritan - Last post by Puritan
Excellent, Scott.
Thanks a lot  ;)

 on: April 18, 2018, 04:33:19 PM 
Started by Puritan - Last post by Forge
Dukenstein Revisited
Duke64Nukem (kamikaze Nukem)
26 November 2014

A medeval castle styled map.

Duke must make his way through a short forest, infiltrate a keep, and kill all the aliens doing nasty alien things in a fireplace. Aesthetically there's not a lot going on in this map. Detailing is sparse, architecture is minimal and blocky, and there's a lot of open empty space. At least the texturing is decent, and the shading is done well.
The level is mostly about wandering around trying to find real doors and an occasional key card. That, and shooting aliens. There are lots of aliens that need bullets. Quite a bit of the first portion of the level consists of sniping aliens with the pistol and living to tell about it. That's the only weapon given, and there's very little health to be had. Luckily the arsenal does pick up a bit to speed up progress, and restoration items get more frequent. More fun than an empty milk carton someone put back in the fridge.

Overall I'd give it a 80

 on: April 17, 2018, 06:28:02 PM 
Started by Puritan - Last post by Forge
Space 1999
David McIntosh
15 December 1996

An EDF moonbase themed level.

Visually the map isn't all that impressive. Big walls of texture with no trim work or detailing, almost no shading, and some over-sizing. The payoff is the layout and combat.
The floor plan spans back and forth across a central chasm at varying elevations. It passes through control rooms, communication centers, a space shuttle hanger, various caverns, caves and channels cut into moon rock.
Duke is armed with multiple weapons and a fair amount of ammunition to face off against a variety of aliens. The challenge is the scarcity of healing items. There's enough to get through if managed properly. More fun than a vacuum cleaner.

Overall I'd give it a 73

 on: April 16, 2018, 02:01:48 PM 
Started by Puritan - Last post by Forge
1 June 1997

A small town corner store and warehouse inspired by Redneck Rampage.

The game-play premise is switches. A lot of switches. Find the switch, throw the switch, now find the door that opened so the next switch can be located and thrown. The layout is pretty linear, and several sections require quite a bit of travel back-and-forth over the same turf, but there are some respawns to keep Duke company and guide him on where to go. Generally it's a pretty easy map to figure out with the exception of one hidden switch at the beginning of the level. It's a bit unfair to hide something necessary for progression behind a hidden door in a fireplace, but the accessible areas at that point are pretty limited, so patient players would probably find it.
Aesthetically the map isn't overly impressive. It's not very detailed, and the architecture is pretty simple, but the use of the redneck textures and some strong shading help give it just enough atmosphere to provide depth. Some redneck ambient sounds could have really helped with the immersion.
There may be a generous supply of health and ammunition, but the fire-fights are still decently scripted out to make the experience mostly enjoyable. Just don't expect a huge challenge, this is more for casual play. More fun than mud.

Overall I'd give it a 80

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