Author Topic: [Release] Foul Odour  (Read 2521 times)

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Offline Puritan

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Re: [Release] Foul Odour
« Reply #15 on: March 21, 2010, 08:04:32 AM »
Thank you for contributing to the society with a good review Razor Z  (Y)
Review uploaded.
Can't you see I'm easily bothered by persistence
One step from lashing out at you...
You want in to get under my skin
And call yourself a friend
I've got more friends like you
What do I do?

Offline Forge

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Re: [Release] Foul Odour
« Reply #16 on: March 21, 2010, 08:20:04 AM »
This was actually the first time that I put more than a couple of ambient sounds into a map. There's quite a bit of them, but maybe the problem is that their range is too small (had to use small hitags a lot in order to avoid the sounds being audible in wrong places + some sounds glitch if they overlap each other, which was particularly painful with the rushing water sound).

I think you're right. The moving stones to create the jump puzzle and the rushing water were definitely heard, but most others the player had to be practically on top of the sound. That stupid range circle in mapster isn't even close to what it's supposed to be. Figure about half the radius of what it's showing for it to be audible without having your speakers all the way up and hooked to a 500w amplifier.


Nice review razor  (Y)

I rated it as such but you beat me to it:


Texturing/Lighting-Shading: 8/10
Sprite Work/Detailing:7/10
Ambiance: 9/10
Architecture/Design: 18/20
Layout: 20/20
Gameplay/Difficulty: 28/30
Overall: 89/100
"Silflay hraka, u embleer rah!" - Thlayi

Offline Puritan

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Re: [Release] Foul Odour
« Reply #17 on: March 21, 2010, 09:17:32 AM »
Hey, Forge.
There's nothing wrong with a double review.

Post the rest of your review and I upload it.

(I actually rated this one to '90' myself)
Can't you see I'm easily bothered by persistence
One step from lashing out at you...
You want in to get under my skin
And call yourself a friend
I've got more friends like you
What do I do?

Offline Dan G

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Re: [Release] Foul Odour
« Reply #18 on: March 21, 2010, 11:54:13 AM »
The moving stones to create the jump puzzle and the rushing water were definitely heard, but most others the player had to be practically on top of the sound.

Are you sure it's the map's fault?  There was a bug in EDuke32 which messed up the range of ambient sounds.  The bug was introduced a few months ago and fixed just recently.  I wonder if it happens in this version:

http://dukeworld.duke4.net/eduke32/synthesis/20100320-1619/

Offline Henri K

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Re: [Release] Foul Odour
« Reply #19 on: March 21, 2010, 11:56:41 AM »
I was thinking about giving it 89 or 90 first of all after playing this level, but then I though that 91 could be OK for this map. Thank you for the feedback, it´s great that my review wasn´t as rubbish as I though.
I´m RazorZ, mapper from Finland, big fan of Duke - what else you could be waiting for?

Currently released maps (score is average):
    - Resistance Rocks (89,5)
    - Demolition Plant   (92)
    - Mincer City            (94)

Offline Forge

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Re: [Release] Foul Odour
« Reply #20 on: March 21, 2010, 12:15:45 PM »
Hey, Forge.
There's nothing wrong with a double review.

Post the rest of your review and I upload it.

(I actually rated this one to '90' myself)

Looking at the download page I think the review you wrote is fine, even if you did plagiarize Razor.

Are you sure it's the map's fault?  There was a bug in EDuke32 which messed up the range of ambient sounds.  The bug was introduced a few months ago and fixed just recently. 

The only way I'd know for sure is if I took a look at it in mapster, but I know from my last map that the sound range is only audible by about half of what the radius of the circle shows using snapshot 20100305-1607.
"Silflay hraka, u embleer rah!" - Thlayi

Offline The Commander

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Re: [Release] Foul Odour
« Reply #21 on: March 21, 2010, 01:31:48 PM »
using snapshot 20100305-1607.
Yeah, that version is now pretty old in terms of bug fixs.

1607: fix for underwater ceiling issue
1608: Add proper DEF tokens for normal scale/bias in model skins.
1609: Model specular map support and polymer fix for the OSX/ATI driver.
1610: Save last rendered texture tempoarily in memory when precaching. This cuts about 10 percent on initial precaching time on the average (E1-3 L1-4, current HRP). Also don't precache special palettes that the user hasn't chosen to render (saves a few % maybe) or models (can be substantial).
1611: Misc changes.  Probably breaks something, but probably fixes something else!
1612: N/A
1613: Ups entering of sprite extra in 3d mode from 1024 to 65536. Also a toy for tinkering with tints in mapster.
1614: N/A
1615: N/A
1616: fixes line numbering in CONs
1617: further animlib improvements... like the previous commits, this probably speeds up playback of giant .anm files on very slow systems (handhelds like the Dingoo, etc)
1618: N/A
1919: fix array read/write commands

Offline Mikko_Sandt

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Re: [Release] Foul Odour
« Reply #22 on: March 21, 2010, 06:24:25 PM »
Reviewed.
But whatever their future, at the dawn of their lives, men seek a noble vision of man's nature and of life's potential. -Howard Roark

Offline Steambull

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Re: [Release] Foul Odour
« Reply #23 on: March 23, 2010, 04:02:58 AM »
Reviewed.
Thanks.

1607: fix for underwater ceiling issue
I realized this some time ago and thought it was a bug in Duke itself... Updated to the newest eduke, which seems to have a new serious problem with timed invisible C9 explosions.

Offline Dan G

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Re: [Release] Foul Odour
« Reply #24 on: March 23, 2010, 10:05:47 AM »
So what is the problem with timed invisible C9 explosions?

Offline Steambull

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Re: [Release] Foul Odour
« Reply #25 on: March 23, 2010, 10:56:08 AM »
Only the first few in a series of explosions seem to work right. For the rest you can only see the animations, there's no sound or trembling effect for them. See the explosion in the beginning of this map for example.