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 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

 on: April 13, 2018, 08:58:29 PM 
Started by JMW - Last post by Puritan
Indeed a very nice map.
Had lots of fun during the battles. Intense battles.
Died only a dozen times or so...  ;D

 on: April 13, 2018, 06:35:04 PM 
Started by JMW - Last post by Forge
Very nice looking level. Well balanced and good supply placement for a map having near 300 enemies. Finding secrets doesn't really mess up the balance any either.
The player has to have some situational awareness that they need to find floor pads after they go through the fanged cave. The linear flow helps a bit with this, but that second pad in the cave can be missed since it's in between branches and the player is having to deal with the distraction of respawns.
The only thing I didn't care for was the invisible blocking walls at the top of most cliffs. Cliff jumping is encouraged at the start of the map, then suddenly it's removed from play.
Overall. this is a nice shoot 'em up map. Well executed and designed. Didn't mark my time, but it took awhile to get through.

 on: April 13, 2018, 07:27:36 AM 
Started by JMW - Last post by Duke64Nukem
Cool I'm going to check it out tomorrow night.

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