Author Topic: [RELEASE] Suburban Hive II : Crimson Moon  (Read 1694 times)

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Offline ck3D

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[RELEASE] Suburban Hive II : Crimson Moon
« on: October 11, 2010, 05:30:09 PM »
http://www.megaupload.com/?d=AL117QKH

new 2-hour CBP map by MRCK / William Gee / Mikko Sandt / Shawneth / Merlijn van Oostrum / Forge / MetHunter / James 'Jblade' Stanfield / Maarten van Oostrum / Mike Norvak. Beta-tested by Dan 'DeeperThought' G and Forge. Soundtrack by Mike Norvak.

I don't have the time to take and post screenshots, but the map is good. Enjoy !

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« Last Edit: December 13, 2010, 12:37:34 PM by Puritan »
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Offline Forge

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #1 on: October 11, 2010, 07:20:17 PM »
I was impressed by this map. Another CBP that looks like it could have been made by only one or two people. Very smooth transitions from one section to the next.


I originally didn't particularly care for the part I made (only seeing it in build), but after experiencing it in game, I like it a little better. Probably has to do with the scenery shift. Makes it jump out a bit.


The ending scenery is epic. Have to mention the ceiling crystals.  ;)

« Last Edit: October 12, 2010, 06:44:45 AM by Forge »
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MikeNorvak

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #2 on: October 11, 2010, 09:06:08 PM »
Mhh let´s see that big end!!!!  Oh MRCK thanks for saying that ´bout my part (Y) anyway all the parts looks really great!!

Offline Dan G

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #3 on: October 12, 2010, 01:14:41 AM »
Another great CBP  (Y)

Like Forge said, it feels like it could have been made by one or two people and the transitions were smooth.  It looks good, the gameplay is good and it's very impressive considering how little time each mapper spent on it.

I did have a couple of issues, though.  The C9 somehow failed to blow up the box.  So then I reloaded my saved game from right before that area, blew it up again and it worked.  The time it failed, there were a lot of aliens around and the C9 had been hit by a stray shot (possibly from a liztroop) so that may have had something to do with it.

Then I had a really weird problem which is either a bug with my Attrition mod or an eduke bug.  When I pick up the blue keycard from that same room with the C9, it does not get added to my inventory.  I had to spawn an extra keycard from the console.  All the other keycards worked normally, but that one acts like it's not a real item.  I checked and it happens every time, although I did not check with vanilla Duke.  It's very strange because I don't have any code that would cause anything like that as far as I can tell.

Offline Forge

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #4 on: October 12, 2010, 06:45:16 AM »
I threw a link up to this topic at Duke4.

I played using snapshot r1709 and had no problems with the key card and explosives after several run throughs with vanilla eduke
« Last Edit: October 12, 2010, 07:12:03 AM by Forge »
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Offline Merlijn

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #5 on: October 12, 2010, 04:49:24 PM »
I already said this map had potential, but playing the final version still was a pleasant surprise! Great job everyone and kudos to MRCK and the beta-testers for giving this map the final touches it needed. It definately lived up to its potential, and then some. (Y)

Highlights:
- I loved the bit with the minibosses and the sleeping newbeasts, taking out the minibosses while trying to keep the newbeasts asleep was a cool twist. So props to whoever came up with that.
- Final fight was great, goes to show that bossfights can be good when pulled off correctly.
- Like others said, the flow of the map was really smooth. It didn't feel like a CBP at all. Very impressive.
- All parts were very good, but Mikes part stood out

Offline ck3D

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #6 on: October 12, 2010, 05:43:35 PM »
Highlights:
- I loved the bit with the minibosses and the sleeping newbeasts, taking out the minibosses while trying to keep the newbeasts asleep was a cool twist. So props to whoever came up with that.

Thanks, that was me :) although I was inspired by something MetHy (I think ?) implemented in one of his maps a while back, where you had to shoot at stuff without waking up newbeasts as well (he sort of re-used it in his part in this map to an extent too). I just pushed it a step further with Battlelords seeing as they have the tendency to shoot everywhere at a wide range, I thought it would make the sequence even more epic.

I really like the ending too, I wonder whether or not it would have been better if I had added a pair of boots in each room with the Battlelords etc... to allow the player to escape from the sides, hide for a short time in the toxic sector, or run around the arena to ambush the monsters from another corner. I didn't because I wasn't sure it would work and I couldn't be arsed reediting the map just to do that, I'm not sure it would have been needed or even a good idea in the first place
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Offline Forge

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #7 on: October 12, 2010, 06:57:21 PM »
I did have a couple of issues, though.  The C9 somehow failed to blow up the box.  So then I reloaded my saved game from right before that area, blew it up again and it worked.  The time it failed, there were a lot of aliens around and the C9 had been hit by a stray shot (possibly from a liztroop) so that may have had something to do with it.

Then I had a really weird problem which is either a bug with my Attrition mod or an eduke bug.  When I pick up the blue keycard from that same room with the C9, it does not get added to my inventory.  I had to spawn an extra keycard from the console.  All the other keycards worked normally, but that one acts like it's not a real item.  I checked and it happens every time, although I did not check with vanilla Duke.  It's very strange because I don't have any code that would cause anything like that as far as I can tell.

I've confirmed the problems you're having with the map. Further investigation leads me to the possible conclusions:

None of the keycards are tagged. The locks are tagged, but the cards are not. The blue key card is spawned.
Although this in itself doesn't create a vanilla problem, for a mod I would suggest tagging the keycards, and possibly swapping lock/card colors around (maybe changing it to a red key that's spawned), to see if that fixes the problem


This may require a closer look to see why the spawned keycard isn't working in attrition/dukeplus. The effect seems to work fine in other maps with spawned blue keys, such as Dogville.

The c9 that's supposed to blow up the crate is not tagged. I would suggest tagging it to match the crack and destructible crate wall.

« Last Edit: October 13, 2010, 06:47:55 AM by Forge »
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Offline Forge

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #8 on: October 13, 2010, 04:41:41 PM »
The spawned blue keycard is an easy fix. The respawn sprite is tagged with a pal 3. Un-pal it and it works. Shows up in the inventory.

Also hi tag the seenine so it blows the crate up like it's supposed to, and this map should be attrition ready, unless you found more bugs.
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Offline ck3D

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #9 on: October 13, 2010, 05:12:22 PM »
I guess I'll do that and add boots in the last rooms as I said I would while I'm at it, I would have prefered not to have to touch the finished product again, but what is needed is needed (Y)

(why the hell the respawn sprite was palette 3'd is beyond me, lol)
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Offline ck3D

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #10 on: October 13, 2010, 05:19:03 PM »
edited the first post with a new updated link
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Offline Dan G

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #11 on: October 13, 2010, 11:00:07 PM »
The spawned blue keycard is an easy fix. The respawn sprite is tagged with a pal 3. Un-pal it and it works. Shows up in the inventory.

Also hi tag the seenine so it blows the crate up like it's supposed to, and this map should be attrition ready, unless you found more bugs.

Aha!  In Attrition, respawns actually have the pal of the RESPAWN sprite.  In vanilla Duke, they do not.  So by fixing that vanilla "bug" for my mod, I was breaking this map, and perhaps others.

Changing the map is a good idea, but I will also change the ACCESSCARD actor so that it will give the blue keycard by default if it's not one of the regular pal cards.

Offline Zykov Eddy

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #12 on: October 14, 2010, 02:56:41 AM »
Gonna check it out.
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MikeNorvak

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #13 on: October 15, 2010, 06:10:45 PM »

Then I had a really weird problem which is either a bug with my Attrition mod or an eduke bug.  When I pick up the blue keycard from that same room with the C9, it does not get added to my inventory.  I had to spawn an extra keycard from the console.  All the other keycards worked normally, but that one acts like it's not a real item.  I checked and it happens every time, although I did not check with vanilla Duke.  It's very strange because I don't have any code that would cause anything like that as far as I can tell.

I told the bluekeycard doesn´t work, but i forgot to say that doesn´t work under Dukeplus:

Just a minor apreciation; i played a part of the map, and the shawneth area has a pal 3 keycard respawn.



Offline MetHy

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Re: [RELEASE] Suburban Hive II : Crimson Moon
« Reply #14 on: November 13, 2010, 12:47:06 PM »
Can we get a reupload?

I haven't even played the finished version of this yet. To be honest it even took me 5mins to remember how the part I made for this looked like.