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Messages - Drek

#1
Quote from: Forge on  24 February 2014, 14:26:46
answers
1 ) leave it alone
2 ) leave it alone
3 ) leave it alone

the map is fine the way it is, quit trying to break shit
seconded
Also, I'm willing to do a co-op run anytime in the next hour if anyone reads this, or just talk to me before 2am and we can try to play-test it while the upside down people are sleeping. j/k Micky Auzziez rule!!!!!

Before anyone asks, we will use the latest upload. Put it in gameroot/maps.
#2
Quote from: Micky C on  23 February 2014, 09:14:41
The only thing is I never found out where that area in Drek's 2nd pic is.

That should be better for you, sorry it was a quick in game pic to remind me, then my criptic message wasn't much of a help. I swear I didn't not do it to fuck with you.
#3
So to be clear, I replayed the boss fight from on top like I was supposed to, and it is really good. Definitely not too many enemies spawned. Like forge said just enough to be a distraction and make you keep moving.

And yes we will continue or co-op talk on steam, that sounds good for me.
#4

^ flickering red light sectors on strip

^ ceiling in room with force field/switch for door to the large open beach

^ Large red door in underground section

QuoteI also wish there was a way we could force the player to stay on the Dam top  :(

You could try triggering some type of door here to stop the backtracking, I blew the spaceship and ran back immediately, jumping off the stairs.
#5
I only played against him twice, died first time then jumping off felt like a cheap win. I have a save game right before going up the dam and plan to play from there again. I don't think you need to spawn less enemies, I just need to play by the rules :) I still roid rage through the underwater window instead of hitting the button. BECAUSE I CAN. I even did it the time I hit the button first and the door was open

As far as co-op goes, it's 11:30pm here now, anytime between 20 and 24 hrs from now works good for me. The teleporters are a good idea, I think, I really have to see it in game TBH.
#6
I finished, seems I skipped a room with two shrinker ammos in it my first time through, found them today and hit the shrinker puzzle 3rd shot no reloading. Is it easier in eduke32?? Felt easier.

It took me 69 mins 4 secrets found. I got stuck finding the switch to open the door leading to the yellow keycard... It wasn't unfairly hidden but well hidden behind the chair... I found it in mapster.

The boss fight kicked my ass first time, second time I roid ran back across the bridge dropped down to the beach and had better luck against him out in the open.

Nothing major to report, I took 3 or 4 screenshots of misaligned textures I will share if you want. Worst being the big red door in the underground section.

Really good work guys!!! It was a fun unique map to play, I look forward to trying it on DIG in Co-op!
#7
The swing door by the rpg that allows access back to where the tank is. That door is completely fucked in Megaton, also sprites disappear whenever I am able to see the big beach strip.

As for my comment about ammo, I only suggest a single shrinker ammo respawn at the truck/fridge area to be spawned once the player gets the shrinker. And I may be wrong I could very well have missed a lot of shrinker ammo as I've only played it the once so far.

I was just getting off the beach at the train when dinner was ready, getting back to my playthrough now.
#8
In the start of the map the troopers are changing to pal 5 on the grass and sand. This really bothers me for some reason, if you were to set the pal on all the floors out there to 5 they will at least stay blue and stop changing colors, the floors and Dukes first person view will not change color too much, I've already done it and looked. Too bad that sand texture shades like shit at pal 0.



My 2 cents on the jumping shrinker puzzle would be:
a) a bit more ammo, spawned at the firetruck after getting the shrinker IMO
b) pick the fridge up 1 PGUP, move the truck back a little bit to give some more time to make the jump. That would make it easier, but maybe it shouldn't be easier. I myself had to reload my save at least 3 times to get it. It was nice to see a real challenge that wasn't overly frustrating. Yet it was a little frustrating, maybe a reminder to save is in order, I'd hate to see a puzzle ruin an unsaved run to that point.

added: Megaton sprite glitches look like shit, hurts my eyes, and it crashed again for me. FPS at the beach hit 15, I'm done with it. However, I'm willing to do a co-op run through if anyone else is.

I will play this through to the end today using Eduke32.
#9
Megaton would crash for me when I died and it wanted to restart.
#10
I've been trying to beta test on Megaton, it keeps crashing for me after I die :/

2 comments, first it is much lighter. That killed the atmosphere for me in that tunnel where the lights go out, because well, it's not dark anymore.

Second, the troppers are changing pals? WTF red then blue then green, just outside the tunnel I mentioned above. I didn't get much further playing with Megaton because of the crashes. Sorry.
#11
Can you please change this from
Drek (axed when trying to fit CBP into one map due to being least polished and least consistent section)
to
Drek (axed when trying to fit CBP into one map)

Also, I'm going to do a play test, excited to see how it all came together.
#12
Community Beach Project / Re: Map Progression
21 January 2014, 01:50:02
LMAO just read that other thread where u asked for help.

Ok leave my part out. I'll do whatever I want with it later...
#13
Community Beach Project / Re: Map Progression
20 January 2014, 17:52:20
Quote from: Maarten on  15 January 2014, 14:53:35
Playing the map. Got stuck after the mini-boss fight, am I supossed to get the yellow keycard for the door? Didn't find it..and I don't see another way to continue.. it's probably me, though :P
Yellow keycard is the room with all the green lights just before mini-boss fight. Gotta blow up the joint first, maybe that was a bad idea, making it a spawn.

Quote from: Maarten on  15 January 2014, 14:53:35
Fun map, fun gameplay, nice connections too. I like the design ideas too. I agree with Micky though, some things could be better, which shouldn't take too much time.
Yeah, we all agree there...

Quote from: Maarten on  15 January 2014, 14:53:35
Oh.. and I hope you do realise the steriods item could ruin the gameplay? I found at least 2 shortcuts when using steriods... I even thought I needed to use it (see attachment).
Yes, that shortcut was intentional, initially it was the only way up, now the player has choices. If you take the shortcut you'll just have more baddies to deal with up top later :) If you go the long way you can thin the numbers before the mini boss fight.

Where else did the steroids let you skip ahead?

Quote from: Maarten on  15 January 2014, 14:53:35
Also, I like the fog effect... but some sectors doesn't have it which looks a bit...strange. At least, on my laptop here..
Overall, fun map :)
Thanks man!!


Micky, I really lost my motivation to keep at it, and well, others could do it better... that said I can still help finish this up.
#14
Community Beach Project / Re: Map Progression
02 January 2014, 18:15:00
I'm done.


[attachment deleted by admin]
#15
Community Beach Project / Re: Map Progression
29 December 2013, 22:10:23
I figured another update can't hurt. I've got the gameplay sorted out through my section, non-linear with a mini-boss fight before heading down to Mike's part, and I added a boat at the starting position (wip). The whole thing is pretty much playable for about 4/5 of the map, up until needing the red or yellow key card in the sub station. I'm still trying to add some sprite details, it's like pulling teeth this sprite work.

About the bug using steam. I used mapster script to quickly chop out the fog for a test, the save game worked then.