View Full Version : My Duke3D City Map - Fumigate
Viper Knight
04-09-2005, 06:14 PM
I have just finished my new Duke Nukem 3D user level titled Fumigate (FUMIGATE.MAP). It is a small-medium city map featuring a motel type setup, a small research and development complex and a little restaurant/bar. It is more linear than my previous levels.
Fumigate.map is attached to this post, in a zip file, awaiting your download and play. Have fun and please tell me what you think of it.
* Play Information *
Episode and Level # : User Map
Single Player : Yes
DukeMatch 2-8 Player : No
Cooperative 2-8 Player : No
Difficulty Settings : Yes
Plutonium Pak Required : No
New Art : No
New Music : No
New Sound Effects : No
New .CON Files : No
Demos Replaced : No
Boinky
04-09-2005, 11:19 PM
Too easy! And the theme is well odd.. But its Dukish so it works I spose.. Also was a bit small for a Single player game.. Would prolly be more suited towards Dukematch.
1. You only used one type of door. This makes me very sad.
2. The diner-type place had nothing of any importance. Make something.
3. Less linear, plz. E1L1 in itself had 4 basic ways to finish the level, and that doesn't include the secrets.
4. Try to make your maps so that when you use 3D models, the models look correct. Thanks.
Otherwise not bad.
Viper Knight
04-10-2005, 01:54 AM
Boinky said:
Too easy!
Really? I made it so it was significantly challenging for me on the 'Come Get Some' difficulty level and then made the other ones easier. I guess I could have made it a bit harder in the R&D complex when more effective weapons come available into Duke's hands.
Boinky said:
And the theme is well odd.. But its Dukish so it works I spose..
What's odd about it? http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
Boinky said:
Also was a bit small for a Single player game.. Would prolly be more suited towards Dukematch.
I was going to have stuff after the garage doors but the idea I had was what I've already done twice in my previous maps, which was to make another office complex. And the R&D complex had desks and chairs so I thought it might get a bit monotonous with even more of them in the level.
I didn't design it to be a Dukematch level by the way.
NutWrench
04-10-2005, 02:06 AM
Too boxy and linear. Needs more decorative sprites: pipes. manhole covers, pictures.
Split up long walls by adding things like columns or supports that have a contrasting textures.
Add some shading. Look at each area and figure out a way to "light" it that will make it look cool. Stairs are a great opportunity for shading because you already have lots of parallel sectors. Put a "light" at the top or bottom of the stairs and make each sector away from the light progressively darker, like this:
Viper Knight
04-10-2005, 02:14 AM
Odin said:
1. You only used one type of door. This makes me very sad.
No I didn't. I used three types: ceiling, split, and floor. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Odin said:
2. The diner-type place had nothing of any importance. Make something.
I just thought it was something nice to run through on your way to the Linka R&D. Not anything to spend much time in.
Odin said:
3. Less linear, plz. E1L1 in itself had 4 basic ways to finish the level, and that doesn't include the secrets.
It wasn't too linear I thought. There were two ways of getting to the keycard in Red Palace. I didn't want to make it not linear enough where things can go to waste like in one of my earlier maps (particularly where there's not much point in Duke going some places gameplay wise).
Odin said:
4. Try to make your maps so that when you use 3D models, the models look correct. Thanks.
3D models? I don't know much these 3D models, never encountered/tried them.
Viper Knight
04-10-2005, 02:41 AM
NutWrench said:
Too boxy and linear. Needs more decorative sprites: pipes. manhole covers, pictures.
Split up long walls by adding things like columns or supports that have a contrasting textures.
Add some shading. Look at each area and figure out a way to "light" it that will make it look cool. Stairs are a great opportunity for shading because you already have lots of parallel sectors. Put a "light" at the top or bottom of the stairs and make each sector away from the light progressively darker
I guess I could have made my level a bit more decorative, particularly in the streets. I thought I did alright with the inside bits though with desks, filing cabinets, chairs, plants, etc. Also, I had some lighting effects in Red Palace that I was satisfied with. Your stair example is cool and something I could have applied to my level, however. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Also, my next map will definitely have at least one wall that's diagonal. One sector in my map was orginally on an angle but I straightened in out to make it easier fighting the sentry drone that was nearby.
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