Author Topic: Duke Nukem 3D: European Trouble  (Read 1295 times)

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Duke Nukem 3D: European Trouble
« on: December 29, 2008, 06:50:28 AM »
Hi,

I play Duke Nukem 3D since its beginning in 1996, but I started to make some maps in 2000. Unfortunately, I lost my first maps :(
But I always wanted to release a new episode for DN3D :P

The story:
Duke has been called by a mayor of a western European country in order to kick some alien asses... But the mayor forgot to provide Duke some weapons. How original.

It will feature 5 levels + 1 secret level. The secret level is based on the french version of "Big Brother" (In France, it was called "Loft Story"), and is already finished, but I must improve some textures.
It will also feature new arts. TONS of new arts, stolen from other custom maps, Shadow Warrior, GTA: Vice City, the Internet for some logos and another FPS game ;)
The HRP is optional, but strongly recommended, and the latest version of DukePlus will be required.

The maps won't be as detailed as Happy Hangover (great map, liked the mangerbouger.fr link with the dancers :D), as I'm not such a Build guru :(

Here are some screenshots of the first level:




I'm trying to make this first level playable without the help of any explosives, but Commanders are really annoying enemies...
If you want to beta-test these maps (or help me to build these maps), you're welcome ;)

As I'm a student in a University, this project will take a very loooooooooooooong time to finish :(

Offline Zykov Eddy

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Re: Duke Nukem 3D: European Trouble
« Reply #1 on: December 29, 2008, 06:52:45 AM »
Hey man, your first shoots looks interesting!

That's about new CON code?
All my projects for Duke Nukem 3D (latest versions) - http://eddyprojects.blogspot.com/

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Re: Duke Nukem 3D: European Trouble
« Reply #2 on: December 29, 2008, 07:59:14 AM »
Hum, no, the only CON editing will be the insertion of this episode...

Offline ck3D

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Re: Duke Nukem 3D: European Trouble
« Reply #3 on: December 29, 2008, 08:07:26 AM »
I actually like the 1st and 4th shot (4th being my favorite), not a big fan of the other two though, the third one has misaligned textures (or so it looks like, it might just be the shape of wall from a misleading angle) and you should make that floor much much darker on the 2nd shot. Also 1st, 2nd and 3rd shot need to be shaded big time (make the walls on two sides of each sector darker etc.), I'm liking how you did it in the fourth shot though (it would even be cooler if all the objects also casted shadows too though).

Et tiens, un nouveau Français, totalement inattendu !
another cup of coffee

Offline Puritan

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Re: Duke Nukem 3D: European Trouble
« Reply #4 on: December 29, 2008, 12:22:28 PM »
The screenshots looks good.
And I thought you're a fellow countryman of mine from the sign outside the shop, right?
Anyway, welcome aboard the Duke wagon. ;)
« Last Edit: December 29, 2008, 12:26:42 PM by Puritan »
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Re: Duke Nukem 3D: European Trouble
« Reply #5 on: December 29, 2008, 01:08:41 PM »
Quote
I actually like the 1st and 4th shot (4th being my favorite), not a big fan of the other two though, the third one has misaligned textures (or so it looks like, it might just be the shape of wall from a misleading angle) and you should make that floor much much darker on the 2nd shot. Also 1st, 2nd and 3rd shot need to be shaded big time (make the walls on two sides of each sector darker etc.), I'm liking how you did it in the fourth shot though (it would even be cooler if all the objects also casted shadows too though).

Et tiens, un nouveau Français, totalement inattendu !

Thanks for your feedback, I'm improving the shadings by following your advices. And if the third screenshot seems to have misaligned walls, it is because I designed the room like this :


Et non, il n'y aura pas les vraies têtes des lofteurs, ce seront tous des pigcops et des liztroops :p

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And I thought you're a fellow countryman of mine from the sign outside the shop, right?
As MRCK pointed, I am french, and Spar has many supermarkets in Europe (At least, Germany, France and Spain). I chose Spar, because I live near one :D

Offline Captain Awesome

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Re: Duke Nukem 3D: European Trouble
« Reply #6 on: December 29, 2008, 03:52:05 PM »
This looks mad old school, which isnt bad. Hope its fun. ;D

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Re: Duke Nukem 3D: European Trouble
« Reply #7 on: December 30, 2008, 06:14:17 AM »
Here it is, the first level ;)
Compatible multiplayer, but bots stand still... :/

Grab it here: Spar! Spar! Spar! Spar! Spar! Lovely Spar! Lovely Spar!
DukePlus at least 1.91 needed, and look at both arts to discover bonus textures :D

Offline Zykov Eddy

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Re: Duke Nukem 3D: European Trouble
« Reply #8 on: December 30, 2008, 06:15:28 AM »
No reason to post map before you finish mod...

downloading anyway...
« Last Edit: December 30, 2008, 06:21:42 AM by Zykov Eddy »
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Offline ck3D

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Re: Duke Nukem 3D: European Trouble
« Reply #9 on: December 30, 2008, 12:07:12 PM »
Completed it, took me 20 minutes but I spent at least 10 finding my way at the beginning. Was DukePlus really needed besides how you had to use that car key ? I had forgotten that I was supposed to play it with DukePlus until I reached that part, I just DNCLIPPED through the wall to the teleporter. Maybe it was supposed to play a role on how you have to access the playground at the beginning too ? I couldn't find my way there and none of the doors would work so I just lurred a liztroop in front of the door, jumped on it then from there I jumped over the fence.

I found a couple of bugs / flaws (a particular wall in the supermarket kept turning pitch black from a certain angle, I managed to grab the night vision googles without stepping on the sector that blows up the basement lights, etc.) and a few beginner mistakes (lack of shading and misaligned textures mostly) but apart from that it was pretty good. In all honesty he design wasn't more than decent but the textures fit and the gameplay was a lot of fun (I found it pretty hard but that's probably because I wasted a LOT of health in the beginning trying to get over the fence, and missing the first pistol, and it's not a problem anyway because I like hard maps). Maybe you should have included a .txt file in your .zip archive too.
« Last Edit: December 30, 2008, 12:10:19 PM by MRCK »
another cup of coffee

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Re: Duke Nukem 3D: European Trouble
« Reply #10 on: December 30, 2008, 01:28:54 PM »
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Completed it, took me 20 minutes but I spent at least 10 finding my way at the beginning. Was DukePlus really needed besides how you had to use that car key ?
In fact, it's an ellipsis, Duke  takes the key and then, he screws the Ferrari. You can imagine that either the aliens ruined his escape, or he's a bad driver  ;D

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I had forgotten that I was supposed to play it with DukePlus until I reached that part, I just DNCLIPPED through the wall to the teleporter
Ouch. You aren't supposed to get to the final using that teleporters. In fact, these were multiplayer teleporters  ;D

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Maybe it was supposed to play a role on how you have to access the playground at the beginning too ?
Hum, you don't have to enter the playground at the beginning. Plus, you aren't supposed to enter this way:P
If you look carefully, there's a sewer hole to blow up in front of the basement door. But you have surely noticed that you don't have any explosive device. If you explore the map, you will find someone who will provide explosives, so he will be able to blow up the sewer entrance, and he'll make a way to enter the playground. :p

But if you kill him, you are not totally screwed, you have a hidden second chance. Obviously, if you waste this second chance, you're definitely screwed.

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(a particular wall in the supermarket kept turning pitch black from a certain angle,
It is certainly a Build "feature". If I try to correct this, the map is even more nuked :/

However, thanks for the feedback.

Offline ck3D

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Re: Duke Nukem 3D: European Trouble
« Reply #11 on: December 30, 2008, 01:57:42 PM »
Ouch. You aren't supposed to get to the final using that teleporters. In fact, these were multiplayer teleporters  ;D

Oops OK I get it now ;D Since I realized I was stuck for not using DukePlus I typed DNSHOWMAP to see if I had anyway to get to the rest of the level and noticed the teleporter, I assumed it was the normal way to keep going so I used it.

About the way I found to get into the playground, maybe you should block the wall I jumped over then (and press 1 on those sprites to make them one-sided while you're at it). Also I forgot to mention the 'hall of mirrors' glitch on that truck near the beginning but I'm pretty sure you're aware of it already (and from the quick peek I took at it in Build I'm not quite sure of what it could be due to).
another cup of coffee

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Re: Duke Nukem 3D: European Trouble
« Reply #12 on: December 30, 2008, 02:51:25 PM »
Not too bad. Some of the texturing choices seemed inappropriate and I agree with MRCK about the texture misalignment and lack of shading in some areas. The layout was alright, but it seemed pretty cramped in the hallways with all the doors close together on the blue key card side of the market. The wide open streets just seemed a bit barren and devoid of any detailing.
I never found this person who was supposed to give me explosives and I didn't kill him. Unless you put him down by the commander who blows him up when it launches a rocket at me. If that was him (I replayed it three times and tried to see if that was him, but the commander blew it up every time), maybe you should switch the position of him and the commander.

I don't know how MRCK got into the park, but the wall above the gate lets you jump up to it and stand on top of the gate, then you can jump over the gate.
The other way is the Dukeplus option of picking things up and stacking them, like those yellow traffic barriers around the burning hole and the shopping carts.
I too was able to grab the night vision goggles without blowing out all the lights.
I also agree about the first outside area being a little difficult. Duke is a little under gunned and there's only a couple of sources of health and ammunition. Either a little more pistol ammo or maybe a shotgun. I was running around kicking stuff by the time I got to the park because of all the bullets I wasted on the commander and flying pigcop. That's just me though, I like to kill everything.
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Re: Duke Nukem 3D: European Trouble
« Reply #13 on: December 30, 2008, 03:57:29 PM »
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Also I forgot to mention the 'hall of mirrors' glitch on that truck near the beginning but I'm pretty sure you're aware of it already (and from the quick peek I took at it in Build I'm not quite sure of what it could be due to).

Yup, I saw that, I'll fix that by removing some masked walls.

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I never found this person who was supposed to give me explosives and I didn't kill him. Unless you put him down by the commander who blows him up when it launches a rocket at me. If that was him (I replayed it three times and tried to see if that was him, but the commander blew it up every time), maybe you should switch the position of him and the commander.

If I understand well, you tried to bring the commander to the sewer hole, but he blows himself up before reaching it? Quite annoying :/

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The other way is the Dukeplus option of picking things up and stacking them, like those yellow traffic barriers around the burning hole and the shopping carts.
Whooooooops. Nice beta-test, I didn't plan that you could enter the playground by piling shopping carts.

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I also agree about the first outside area being a little difficult. Duke is a little under gunned and there's only a couple of sources of health and ammunition. Either a little more pistol ammo or maybe a shotgun. I was running around kicking stuff by the time I got to the park because of all the bullets I wasted on the commander and flying pigcop. That's just me though, I like to kill everything.
It's true that ammo shortage is quite annoying. However, I designed the map with the idea of not killing everything that moves  ;D

Offline Forge

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Re: Duke Nukem 3D: European Trouble
« Reply #14 on: December 30, 2008, 04:15:54 PM »
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I never found this person who was supposed to give me explosives and I didn't kill him. Unless you put him down by the commander who blows him up when it launches a rocket at me. If that was him (I replayed it three times and tried to see if that was him, but the commander blew it up every time), maybe you should switch the position of him and the commander.

If I understand well, you tried to bring the commander to the sewer hole, but he blows himself up before reaching it? Quite annoying :/

Nope. I guess it was troopers standing down by the commander that got blown up. It never occurred to me to lure the commander all the way around to the other side of the map to get it to blow up a manhole cover. Gah! That would be annoying. Just put a pipebomb at the end of the street behind the commander and leave it at that.
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