Author Topic: Area 27 [ In Beta Testing ]  (Read 484 times)

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Offline Supertanker

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Area 27 [ In Beta Testing ]
« on: June 01, 2010, 02:07:49 PM »
In beta testing:











Uploaded with ImageShack.us

Stats: 1847/4096 sectors, 14058/16384 walls, 1768/16384 sprites.

Duke must battle his way through his desert facility to reach the escape shaft just beyond the main reactor core!

My most ambitious map to date. Stay tuned after the release for Cherenkov Station and a possible DukeMatch map!

Offline ck3D

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Re: Area 27 [ In Beta Testing ]
« Reply #1 on: June 01, 2010, 03:13:04 PM »
Looking forwards to playing this - the screenshots look really immersive (Y)
another cup of coffee

Offline Puritan

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Re: Area 27 [ In Beta Testing ]
« Reply #2 on: June 02, 2010, 12:36:54 AM »
Sweet screenies!

Just a hint: Do something about the surrounding mountains.
Try to make'em more jagged.

And it's for Polymer it seems?
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 Supertanker

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Re: Area 27 [ In Beta Testing ]
« Reply #3 on: June 02, 2010, 02:00:06 AM »
Nope. This map is for vanilla Duke Nukem 1.4+ of any flavour--so long as it can play maps that exceed the traditional 1024 sector limit! I personally prefer playing in software mode, but Linux dislikes it.

Offline Henri K

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Re: Area 27 [ In Beta Testing ]
« Reply #4 on: June 02, 2010, 07:10:41 AM »
Software renderer is the best rendering system in my opinion. Original and fresh with great colours, although I still like Polymer that unfortunately doesn´t work on my computer, but runs well on my little brother´s laptop, so if he is off the computer, I can try it out.

I replied to this topic earlier this morning, but it seems to like it didn´t send it correctly, so I say shortly what I said: this looks great, just avoid monotous gameplay and environments and remember, add special sector effects - it prevents map falling to monotony. I´ve played your maps and many of them have this same problem.
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 Supertanker

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Re: Area 27 [ In Beta Testing ]
« Reply #5 on: June 14, 2010, 10:51:09 AM »
Ooops. I was almost ready to release the map, and then I decided that I really didn't like the beginning because it made just about zero sense. Sorry guys, you're going to have to wait until I redesign the start area better. (Just a few more days, promise! Screenshots later today if you're lucky and I get free time+a wireless keyboard at the college.)

Polymer I'm not a huge fan of, but it beats Polymost. (Although it still makes half the maps I play too dark!) Gimmie Classic Mode on Linux, damnit. Not in a window, either!

Offline Dan G

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Re: Area 27 [ In Beta Testing ]
« Reply #6 on: June 14, 2010, 11:27:27 AM »
Ooops. I was almost ready to release the map, and then I decided that I really didn't like the beginning because it made just about zero sense. Sorry guys, you're going to have to wait until I redesign the start area better. (Just a few more days, promise! Screenshots later today if you're lucky and I get free time+a wireless keyboard at the college.)

Polymer I'm not a huge fan of, but it beats Polymost. (Although it still makes half the maps I play too dark!) Gimmie Classic Mode on Linux, damnit. Not in a window, either!

Since you mentioned Polymost shading, check out the shading in this new snapshot:

http://dukeworld.duke4.net/eduke32/synthesis/20100607-1657/

It's supposed to be more like the software renderer.  What do you think of Polymost in this build?

Offline shawneth

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Re: Area 27 [ In Beta Testing ]
« Reply #7 on: June 14, 2010, 01:15:08 PM »
This map looks like a real goodie!

Can't wait!
Duke Nukem's desease... Why must many suffer?!