Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Merlijn

#31
Thanks! :)
#32
What was the combo? Sorry, I'm sort of relearning all the features.. ;)

I might experiment with it after all the design is done.
But I'm pretty satisfied with this sky, it's supposed to be a bit ominous (like you're in the aftermath of a heavy thunderstorm).

And I don't think actual rain would really fit the map, for reasons I can't talk about just yet. ;)
#33
Another WIP shot, the city's getting pretty big and it's shaping up quite nicely IMO. :)

This will be the last shot until the map is nearly completed.

#34
Thanks! It's been ages since I've done a big city level and I really like where it's going so far.
#35
Thanks! I actually got inspired by playing some recent duke levels, including yours. :)

The map will indeed differ from my previous city stuff, I think design-wise it will be the closest to the red1 remake.
#36
I'll write one up, but perhaps it's better for you to add a score.
#37
Imma leave this here:
#38
Sounds like a one time thing. You're not supposed to reach the hanger in the middle until you've unlocked all the forcefields in front of the door (and you'll need the blue and red keycards to reach one of the buttons).

Anyway, it's a really cool level, you should probably play it again to see the areas you've missed.

BTW I could submit a review, but since I'm the brother of the author it probably won't be very objective. :P
#39
Classic Duke 3D / Re: (RELEASE) South of Heaven
28 December 2015, 13:11:12
Terrific cave design, and then you topped it off with those demon heads. Some of the best sector work I've seen. :)

The first part of the map was pretty brutal, with the limited supplies and the narrow caves with fire everywhere.
The last section was a lot easier, great idea with those chains. Thanks for this release!
#40
Oh he's still in the hospital. But they finally allowed him to use his laptop 1 hour a day.
#41
Media Forum / Re: Oostrum's band Calculated
04 May 2015, 22:50:08
Just posting a update for the few regulars who like our music. :)

We recorded a song for a vinyl project a while ago, you can check it out on soundcloud now: https://soundcloud.com/calculatedmusic/calculated-were-still-here
#42
@ Forge: tried that, didn't improve enough. :(

@: James: cool, I'll try that! Of course I'm enjoying it, loved episode one and this one seems to be on par so far. :) About the alien ship, yeah I figured it was inspired by Unreal. If the design wasn't enough, the music definitely gave it away. Really cool, I still love that game.

QuoteHowever I haven't had time to work on it for a while. So essentially I feel like the real Merlijn already

haha, watch out or your map will take years to finish! ;) Although, to my credit, I never abandoned my projects. They just.. went into coma.  ;D
#43
Well, I made it about halfway through the Wharf, but the lag is getting too bad now so I can't properly play the game :(. At least not on my ancient laptop. I'll find a workaround (probably going to install this on my parents pc so I can play whenever I visit them lol) but at the moment I'm stranded.

I'll just leave some short reviews about the stuff I did play. It's obviously very well made.

City under Siege:
as I said the hovering spaceship and the destruction really sell the idea of an ongoing invasion. The map feels like a throwback to the original game, but adds a lot of modern elements at the same time (scripted sequences, team mates, sense of progress etc.). Also enjoyed the shrunken parts, and the lego house. ;D Ammo was a bit sparse, but I managed to pull through.

The alien bit reminded me of Imperium, but this might be a coincidence since both are inspired by Unreal. Didn't really enjoy being restricted to one weapon, but it didn't overstay its welcome. The final sequence with the alien space ship was nice. It reminded me: at one point we wanted to add a similar sequence to the Imperium episode. The alien space shuttle (at the end of L4) was supposed to be flyable, but we eventually abandoned the idea.

Big Trouble in China: I remember the beta version of this map, fun romp. One of the cleanest maps Sang made. Again, the skybox and the unreachable scenery add a lot to the level. Funny how the gameplay is almost the opposite of the last one: ammo, guns and health everywhere and a contant supply of baddies. Fun map, also great subway ride at the end.

The wharf
: as I said, I'm not able to finish this yet. I liked what I saw so far, especially the sushi-restaurant. Well designed and balanced gameplay.
#44
Classic Duke 3D / Re: Last map you played
11 April 2015, 19:37:08
I just checked out both ABBA and Red 5: nice job!  8) Also played ABBA as my own character, just to hear my own stupid one liners hahaha.

Last time I've played the episode I was somewhere half way through The wharf, I'll post more thoughts when I've finished the level (the rain causes some lag, at least I assume it's the rain). I'll just say that I'm really enjoying it so far!
#45
Classic Duke 3D / Re: Last map you played
08 April 2015, 23:26:52
Cool! Uhh.. I hope you replaced the voice acting in ABBA? :P Just kidding.

I have a bit more time to play through the TC now (currently at the Wharf), so I'll definitely check it out.