View Full Version : Moonbase Accident episode. Fresh start.
Piterplus
12-26-2007, 04:54 PM
As was promised:
http://members.lycos.co.uk/piterplus/download/A.EZ_episode.zip (12 Mb)
http://members.lycos.co.uk/piterplus/download/A.EZ_episode.bat
7 single levels (including 2 secret levels)
2 deathmatch maps.
All credits in "A.EZ Episode.txt" inside the archive.
@NightFright
Some new graphic and detail definitions may be useful for HRP.
Radar1013
12-26-2007, 04:59 PM
Downloading Now!
NightFright
12-26-2007, 04:59 PM
*PLAYING* now! ;)
But what do you mean by "new graphic definitions"? Maphacks?
Radar1013
12-26-2007, 05:14 PM
Playing Now! I'm so happy you don't need polymost to play this. Polymost won't work on my machine :(
Radar1013
12-26-2007, 05:28 PM
So, is it a whole new batch of levels than from the last version of this episode? If it is, than that sucks becuase i really wanted play those other levels but i didn't download them becuase i thought you needed polymost to play them.
NightFright
12-26-2007, 06:59 PM
I don't see any problems. Seems to run fine with EDuke32.
Radar1013
12-26-2007, 06:59 PM
You know that song that sometimes plays in the second secret level? You should convert it to .OGG and make it the song that plays for that whole level for the people that have the OpenAL snapshot.
EDIT: don't see any problems. Seems to run fine with EDuke32.
I know. How big is the difference between this version and the last version of this pack?
Radar1013
12-26-2007, 07:55 PM
I got stuck on the first level :insomnia: in that spot that says "your supposed to be here" so i decided to just use the dnscotty cheat and just take a peek at the rest of the levels.
I REALLY liked the second secret level. I liked the part were your in that house and it's sorta horror-ish. A Duke3D horror mod like that would be awesome!
Also, the level were duke says "those alien bastards are gonna pay bla bla bla" at the begining of the level seems to be impossible to beat becuase whenever i take a step, i get squished for no random reason.
simsklok
12-27-2007, 01:11 AM
. I liked the part were your in that house and it's sorta horror-ish. A Duke3D horror mod like that would be awesome!
zombie crisis tc coming soon ;)
Piterplus
12-27-2007, 03:10 AM
*PLAYING* now! ;)
But what do you mean by "new graphic definitions"? Maphacks?
Not maphacks, I meant detail definitions. Jr. used a lot of not-yet-redone tiles in his levels, so I put details over them. Check them in "A.EZ_episode.def"
So, is it a whole new batch of levels than from the last version of this episode? If it is, than that sucks becuase i really wanted play those other levels but i didn't download them becuase i thought you needed polymost to play them.
This version contains all levels from the last version, except starting level. One single level plus two DM levels was added and sequence of levels was changed.
ProAsm
12-27-2007, 04:28 PM
This is very nice and plays fine, but only one problem.
None of the new graphics show at all, and looks just like normal Duke.
The /h parameter seems to be missing from the batch file, unless I got a wrong batch file or the wrong eduke32 or I am missing setup information :)
My A.EZ_episode.bat file just reads:
eduke32.exe /gA.EZ_episode.zip
Anyway I changed as follows:
It took a bit of juggling to get the new graphics working.
1. The A.EZ_episode.def file needed to be moved from the highres folder into the main A.EZ_episode folder.
2. This needed the lines at the top of:
include duke3d_hrp.def
include sd_duke.def
3. Remarked out approx 50 odd error lines.
4. The duke3d.def file in the A.EZ_episode neede to be deleted.
5. Rezipped.
6. The batchfile A.EZ_episode.bat needed to be changed to read:
@echo off
eduke32.exe /hA.EZ_episode.def /gA.EZ_episode.zip
Now a second problem occured which I often get mails about.
The new User.con file clashes with the standard on in the root Duke3d folder.
Having the 'know how' some of us remove it but many dont as its installed by the original game.
To solve this problem you need to add the following to the beginning of the A.EZ_episode.bat file:
if exist User.con ren User.con Userxxx.con
The standard User.con is not needed and can be deleted as Duke uses the internal one if another cannot be found.
http://www.proasm.com/files/dntcs/A.EZ_episode2.zip (A.EZ_episode.zip and A.EZ_episode.bat inside)
I assume both zip and bat files go into the Duke3d root folder as no installation instructions anywhere.
Anyway this way its also JFDuke3d and Duke3dw compatible :)
the milkman
12-27-2007, 04:30 PM
awesome man! thanks for this.
sb742
12-27-2007, 11:43 PM
This is a brilliant episode.
The design and quality of the maps is fantastic. I would go as far to say that this pack quite comfortably beats the Lunar Apocalypse episode.
Thank you for this highly addictive episode. I really enjoyed it! :)
Piterplus
12-28-2007, 02:35 AM
ProAsm
You're probable right, because I didn't take in account users who have user.con and duke3d.def in main folder. In that case those files will override episode's definitions and instead of desired graphic we'll see duke2d's usual textures.
P.S. With your version new music is not playing. I think because of "if exist User.con ren User.con Userxxx.con"
ProAsm
12-28-2007, 09:22 AM
The music plays for me at the start.
Is there new music in the levels also, sorry about that if there is.
I'll look into it asap, its a great episode and am enjoying the maps even though I get blasted to kingdom come every now and then.
Hell if I could only remember to save now and then.... typical coder :)
NightFright
12-28-2007, 09:23 AM
Just played through first level. It's great, however I want to report some more or less important bugs. BTW I have been using ProAsm's revised version:
1) EDuke32.log reports:
"Skin highres/sprites/props/0902_woodenhorse.png not found."
The true filename is 0904_woodenhorse.png. Obviously this is a wrong def in HRP's props.def for #1026. I will fix this for next HRP Update.
2) Screenshot #1:
This seems to be a missing sprite, however NOT related to the error message above. Obviously, you have forgotten to place something there.
3) Screenshot #2:
This slime babe, found behind red access door, needs to be placed down onto floor. Otherwise, you can see boobies when ducking! *LOL* Besides, she's floating in mid-air which isn't too amusing, either. ;)
4) Screenshot #3:
Rather minor, but in this secret area, the message should read "PUSH THE SIGN" instead of "... SIGH".
5) There is no song named "LALA", neither in mid nor in ogg format. If you mean "LORDOFLA", please correct this.
6) The new music cannot play because the lines are commented out. Remove the "/*" and "*/" lines in the music section of e.ez_episode.def, and everything will work fine.
Will be looking for more when I progress through the episode.
ProAsm
12-28-2007, 10:33 AM
"Skin highres/sprites/props/0902_woodenhorse.png not found."
I dont get that and it's not anywhere in the pack.
Regarding the music, this I'm having a problem with.
In Duke3dw and JFDuke3d, the music loads no problem as it stands atm.
But no matter what I try, I cannot get the music to play in Eduke32.
Firstly there are no .ogg files that the def file refers to hence the errors.
Secondly I get many errors if I 'unremark' the music lines as both Eduke and Duke3dw dont understand the script in the def file as follows:
Error on line A.EZ_episode.def:136.
Error on line A.EZ_episode.def:136.
Error on line A.EZ_episode.def:136.
Error on line A.EZ_episode.def:136.
Error on line A.EZ_episode.def:136.
Error on line A.EZ_episode.def:136.
Error on line A.EZ_episode.def:136.
"
" // removed as the forum complains of too many lines
"
Error on line A.EZ_episode.def:179.
Error on line A.EZ_episode.def:179.
Error on line A.EZ_episode.def:179.
Error on line A.EZ_episode.def:179.
Error on line A.EZ_episode.def:179.
Error on line A.EZ_episode.def:179.
Error on line A.EZ_episode.def:179.
Definitions file 'A.EZ_episode.def' loaded.
From what I see, all the .mid and .voc files are in the zip and in the right place being the root folder, hence no script is needed as the names are the same but the .mids are silent in Eduke for some reason.
Will investigate further :)
Piterplus
12-28-2007, 10:41 AM
Thanks for bug report.
Fixed version is uploading to my ftp now (link same as before).
Non-existent song LALA.mid written in user.con intentionally - because there should not be any music in that level.
For those who do not want to download all 12mb of fixed episode again I have uploaded small update:
http://members.lycos.co.uk/piterplus/download/A.EZ_update.zip
Unzip it and put those two files (A.EZ1.map and A.EZ3.map) into A.EZ_episode.zip archive.
NightFright
12-28-2007, 11:49 AM
I am not having any problem with music at all after removing the music def line commentation marks. Don't forget: You need to use the EDuke32 music pack and Hunter_rus's modified Eduke32 executable!
BTW you can use this version of "Running From Evil" by Michael Massay from his DOOM2 soundtrack for your secret level "DOOM2 Remake" instead of the midi version, sounds way better:
"Entryway.ogg" (2.3MB):
http://www.files.to/get/145550/pup51uamzy
Otherwise:
+ You might want to come up with different level names... Especially the "XYZ Station" stuff at the beginning doesn't sound too appealing. Instead of "DOOM2 Remake" e.g., I would propose "Doomed Entryway" or the like ("Entryway" was the name of first DOOM2 map).
+ Great episode so far (first 3 maps which I have played so far). Quite different from other stuff like "Orbital Oblivion" which I have just played.
+ You sure you uploaded the whole update stuff correctly? I don't see the update file, and the new episode file cannot be downloaded properly, either.
ProAsm
12-28-2007, 12:41 PM
Don't forget: You need to use the EDuke32 music pack and Hunter_rus's modified Eduke32 executable!Ahhhh... where can I get these ?
**Edit**
Piterplus I take it the 2 maps fix the texture problem NightFright was talking about ?
**Edit2**
As NF says, there is no update file and the A.EZ_episode.zip has shrunk to 5 megs and is corrupted.
NightFright
12-28-2007, 02:27 PM
Grab the music pack with the oggs at my site:
http://hrpupdate.duke4.net/downloads.html
And don't forget to update the eduke32.exe binary to build 9c (the one in the pack isn't up-to-date):
http://www.mediafire.com/download.php?2x2yxbx19t1
Put the zipfile into autoload dir and it should work right away.
ProAsm
12-28-2007, 02:53 PM
The music file says all servers are offline.
Any other mirrors or something ?
The update fails as it says it cannot find OpenAL32.dll
NightFright
12-28-2007, 04:04 PM
Well you will need two files in your system32 dir:
- openal32.dll (current version: 6.14.357.22)
- wrap_oal.dll (current version: 2.1.8.1)
You can get those via the installer from this site:
http://developer.creative.com/articles/article.asp?cat=31&top=38&aid=46
Note that I have just released a new version of the music pack (v1.03) with the new EDuke32 binaries (build 9c) included and some adjustments to some tracks.
ProAsm
12-28-2007, 04:57 PM
All this just for a bit of music.... surely not.
Getting it now.
Radar1013
12-28-2007, 04:59 PM
@NighFright
wrap_oal.dll? I don't have that in my directory and my game works fine. It's not in my system dir either. I don't think that .ddl file is needed.
Piterplus
12-28-2007, 05:14 PM
**Edit**
Piterplus I take it the 2 maps fix the texture problem NightFright was talking about ?
**Edit2**
As NF says, there is no update file and the A.EZ_episode.zip has shrunk to 5 megs and is corrupted.
Sorry for the delay. My internet connection broke down in the middle of uploading process. Now links are working.
I have used episode structure that you proposed, but changed bat file a little. Also I uncommented all music and detail definitions in A.EZ_episode.def.
@NightFright Thanks for that song. Definitely it sounds better than midi. I will use it and upload new updated zip later.
ProAsm
12-28-2007, 05:54 PM
NightFright, I downloaded and installed all thats needed.
Only thing I'm not too sure about is my HRP, does that need to be the latest as mine is dated April 2007 and is (205,030,638 bytes)
Now when I use the Eduke32.exe you supply I get the following error:
http://www.proasm.com/images/ed1.jpg
I did find an Eduke32.exe date Dec 5 2007 (EDuke32 1.4.0 svn (Dec 5 2007 18:20:46)) and that works.
However I still don't hear any Startup music with the mod like I do with Duke3dw.
I have also added startup music with Orbital_Oblivion and that too does not play with Eduke32.
What I don't understand is Midi music is a standard feature with any Duked3d, so it must have been removed from Eduke32 or what.
NightFright
12-28-2007, 06:53 PM
Well you will at least need openal32.dll to run (wrap_oal.dll is a library that exposes two OpenAL implementations - "Generic Hardware" (using DirectSound 3D) and "Generic Software" (using either DirectSound or MMSYSTEM); each of these implementations will be enumerated as a separate "device"). Be 100% sure you got latest file versions (I think if you download everything from my site, you should have what you need).
The Music Pack includes the EDuke32 executable you have to use, too. Otherwise, MIDI should ALWAYS work.
BTW you should consider turning that boss fight at the end of "Gamma Station" down a notch or two. Fighting THREE Battlelords at once is a bit tough, considering I am playing on Easy skill mode! Although it can be done, of course. ;)
This is a great episode, and I was having much fun with the first 3 levels already. I was especially amazed by the mirror secret in Gamma Station where you could actually walk through the mirror. :)
Otherwise... I have found another bug in "Gamma Station" (Level 3), mess hall area (near Alpha Transport). Another two sprites undefined.
ProAsm
12-29-2007, 01:32 AM
Otherwise, MIDI should ALWAYS work.This is exactly my problem - it NEVER works at startup.
During levels I hear it, but the Grabbag.mid at the beginning I NEVER hear in EDuke, even after a brand new fresh install, new folder etc.
As a matter of interest you can shrink majority of the mini bosses with the shrinker if you hit them right, normally from a distance :)
Btw, forgot to mention, in the first level, 'Delta Station' there is a very small lift of some kind you need to use when getting the blue card, well this lift is very difficult to get in or out of.
Once in, it goes up/down by itself and you battle to get out and visa versa and you struggle to control it.
** Edit **
The Music Pack includes the EDuke32 executable you have to use, too.As I said above, that EDuke32.exe does not work, it gives me the above error, then crashes to the Desktop.
Piterplus
12-29-2007, 03:47 AM
Otherwise... I have found another bug in "Gamma Station" (Level 3), mess hall area (near Alpha Transport). Another two sprites undefined.
I believe it was already fixed in latest fix (see screenshot)
As for midi music not working at startup - I use eduke32 modified by Hunter_Rus, not latest one (because new palette related stuff affects sd_duke's blood skins support) - and I have no problem with midi.
Here is update link (same as on first page) with all fixes and reduced difficulty settings of level 3:
http://members.lycos.co.uk/piterplus/download/A.EZ_update.zip
ProAsm
12-29-2007, 03:55 AM
As for midi music not working at startup - I use eduke32 modyfied by Hunter_Rus,Yes I think I use the same one (EDuke32 1.4.0 svn (Dec 5 2007 18:20:46) but still no grabbag :)
Anyways regarding the new HRP update NightFright, once installed I get the following:
Invalid ending frame name on line highres/sprites/props.def:81 <---- FRAME12 does not exist
Failure loading MD2/MD3 model "highres/sprites/props/0544_ironbar.md3" <---- should be .md2
Error on line highres/sprites/props.def:100.
Error on line highres/sprites/props.def:101.
Error on line highres/sprites/props.def:101.
Error on line highres/sprites/props.def:101.
Error on line highres/sprites/props.def:101.
Error on line highres/sprites/props.def:102.
Error on line highres/sprites/props.def:102.
Error on line highres/sprites/props.def:102.
Error on line highres/sprites/props.def:102.
Error on line highres/sprites/props.def:102.
Error on line highres/sprites/props.def:102.
Error on line highres/sprites/props.def:102.
Error on line highres/sprites/props.def:103.
Error on line highres/sprites/props.def:103.
Error on line highres/sprites/props.def:103.
Error on line highres/sprites/props.def:103.
Error on line highres/sprites/props.def:103: expecting '{'
Error on line highres/sprites/props.def:103.
Error on line highres/sprites/props.def:104.
Failure loading MD2/MD3 model "highres/sprites/props/0904_woodenhorse.md2" <---- should read 0902
Error on line highres/sprites/props.def:458.
Error on line highres/sprites/props.def:459.
Error on line highres/sprites/props.def:459.
Error on line highres/sprites/props.def:459.
Error on line highres/sprites/props.def:459.
Error on line highres/sprites/props.def:460.
Error on line highres/sprites/props.def:460.
Error on line highres/sprites/props.def:460.
Error on line highres/sprites/props.def:460.
Error on line highres/sprites/props.def:460.
Error on line highres/sprites/props.def:460.
Error on line highres/sprites/props.def:460.
Error on line highres/sprites/props.def:461.
Error on line highres/sprites/props.def:461.
Error on line highres/sprites/props.def:461.
Error on line highres/sprites/props.def:461.
Error on line highres/sprites/props.def:461.
Error on line highres/sprites/props.def:461.
Error on line highres/sprites/props.def:461.
Error on line highres/sprites/props.def:461.
Error on line highres/sprites/props.def:461.
Error on line highres/sprites/props.def:462.
Failure loading MD2/MD3 model "highres/sprites/props/0914_woodfence.md3" <---- does not exist
Error on line highres/sprites/props.def:501.
Error on line highres/sprites/props.def:502.
Error on line highres/sprites/props.def:502.
Error on line highres/sprites/props.def:502.
Error on line highres/sprites/props.def:502.
Error on line highres/sprites/props.def:503.
Error on line highres/sprites/props.def:503.
Error on line highres/sprites/props.def:503.
Error on line highres/sprites/props.def:503.
Error on line highres/sprites/props.def:503.
Error on line highres/sprites/props.def:503.
Error on line highres/sprites/props.def:503.
Error on line highres/sprites/props.def:504.
Error on line highres/sprites/props.def:504.
Error on line highres/sprites/props.def:504.
Error on line highres/sprites/props.def:504.
Error on line highres/sprites/props.def:504: expecting '{'
Error on line highres/sprites/props.def:504.
Error on line highres/sprites/props.def:505.
Error: file 'highres/sprites/signs/0721.png' does not exist <---- should read .jpg
Error: file 'highres/sprites/signs/0984.png' does not exist <---- does not exist
Error: file 'highres/sprites/signs/0985.png' does not exist <---- does not exist
Error: file 'highres/textures/0465.png' does not exist <---- should read .jpg
Error: file 'highres/textures/0466.png' does not exist <---- should read .jpg
Error: file 'highres/textures/0468.png' does not exist <---- should read .jpg
Error: file 'highres/textures/0474.png' does not exist <---- does not exist
Error: file 'highres/textures/3405.png' does not exist <---- does not exist
Error: file 'highres/textures/4169.png' does not exist <---- does not exist
Error: file 'highres/textures/4172.png' does not exist <---- does not exist
Error: file 'highres/textures/4173.png' does not exist <---- does not exist
Error: file 'highres/textures/4174.png' does not exist <---- does not exist
Error: file 'highres/textures/4175.png' does not exist <---- does not exist
Error: file 'highres/textures/4303.png' does not exist <---- does not exist
Unless you have the correct textures somewhere, here is corrected .def files:
NightFright
12-29-2007, 08:25 AM
Errr... hehehe, I get the distinct impression you are using wrong HRP or so. There is nothing wrong on my side here, all files are named correctly in def files, and they are referring to correct files in their corresponding directories. Besides, no one ever complained about this, and I should have noticed this kind of problems - these are too many errors to ignore.
Last tip from me:
In my autoload dir, following files can be found:
- duke3d_hrp.zip
- eduke32_mus.zip
- maphacks.zip
- sd_duke.grp/zip
- xxx_pack.zip
I am using the SVN build of the HRP so I don't need the Update Pack, but you would have to place it there, too. Do NOT place the zipfiles into different dirs or loading sequence might get messed up (i.e.: NO SUBDIRS in autoload folder if you can avoid it)!
Otherwise, there's a fix for that blue key elevator problem in first level: Destroy the pot. The lift "thinks" it's the player standing in the lift, so if you use it with the pot still standing in there, it gets "confused"...
And those cans might have looked wrong for me in Lvl3 because I had updated the map *after* already having saved in the old one and using that savegame for playing.
NightFright
12-29-2007, 10:17 AM
OK. Here are my nitpicks about "Depressivo":
+ First: It's a GREAT level. It was much fun playing it through, making the whole episode even more memorable than it already is. I liked the references to "The Shining" ("REDRUM") and "Blood" (train).
+ There are some spelling errors easily to fix (see screenshots):
"YOU CAN MAKE IT"
"DO YOU THINK HAPPYNESS EXISTS?"
"LIFE"
+ Maybe, at the "You can make it" invisible bridge, don't make the invisible bridge straight forward but implement some turns so you cannot run through towards the other end so easily.
+ You are right, that level is MUCH more fun without any music.
+ An idea/suggestion: You could change one of those life/death questions to "Do you enjoy this level?" ;)
Other than that, excellent stuff! One level left to play, that's the sad news about it!
Oh, and I think Lvl4 should be called "ALPHA Station", not "ALPFA" (probably typo).
Radar1013
12-29-2007, 10:39 AM
Hey, NighFright, how did you get to that secret level?
sb742
12-29-2007, 10:39 AM
Post deleted
NightFright
12-29-2007, 01:45 PM
Well besides the possibility to load the maps manually...
*SPOILERS AHEAD* (mark text 2 read)
both secret exits are near the normal Nuke button. "Depressivo" can be accessed by blowing up a crack near the exit of "Gamma Station" (in the rocket launching room). The Doom remake can be found in the exit area of Lvl2 (I think)... where you have all these doors arranged in a circle around a pool. One of them leads to the Doom level.
"Depressivo" is a map of a kind I have never seen before, at least not for Duke3D. You may think something's wrong with your graphics card first, but then you'll get used to it... ;)
After having finished the episode completely (even if final level is a bit short, but "Stadium" was even shorter, I think), I can only recommend this to anyone. Most maps are quite large (playing time 30-45mins, maybe even longer), well-designed and with good effects. You can see the effort put into this, and it pays off. Playing this is not wasting time, that's for sure! And it's battling the Alien Queen in a non-aquatic environment, what else do you need to get motivated? ;)
Another suggestion for the showdown level, though:
Considering the amounts of enemies even in easy mode, I think there should be more ammo lying around, especially for RPG and Devastator. I wasn't carrying many rockets with me from previous levels, having them used against previous mini-boss enemies, and in this vast open hall they can hardly be found, especially when you are chased by a horde of drones. Either reduce numbers of (starting) Alien Protector Drones (I know there'll be more, thanks to the Queen) or increase ammo pickups. Not too many, of course, but I think additional five RPG rocket boxes and an equal amount of Devastator ammo or so, spread across the battlefield, wouldn't hurt. At least not yourself. :)
After having sorted out remaining issues and maybe replacing the last MIDIs with OGG files, this should find its way onto my site or anyone else's, especially the Duke Repository.
Dopefish7590
12-29-2007, 02:32 PM
good stuff, good stuff :cool:
Radar1013
12-29-2007, 02:32 PM
"Depressivo" is a map of a kind I have never seen before, at least not for Duke3D. You may think something's wrong with your graphics card first, but then you'll get used to it... ;)
Actually there was a map for Duke3D named Asylem and there was a part in that map that is just like the beginning of Depressivo. With the white and black and see-through enemies and all that. But in Asylem, the monsters were actually invisible.
Dopefish7590
12-29-2007, 02:39 PM
^^^
well kinda they were just transperant, that my friend is easy to do in mapster, just press "T" on any sprite
they had different con code also
ProAsm
12-29-2007, 04:38 PM
Ok all is working well here now.
The sound did not work because I did not have the following the the duke3d.cfg file:
[Sound Setup]
MusicDevice = 0
Tonight I downloaded the NightFright HRP zip and with the Update, no errors and all works well.
However I would suggest you look at the Parker install HRP as thats the one I downloaded on 22nd April, 4 days before you made yours and with that I have the errors.
Thanks to all who helped solve this problem. :)
Now for some serious testing ;)
Dopefish7590
12-29-2007, 05:55 PM
good maps :)
i found the "youre suppost to be here" joke room :p
haha found your shooting gallery :D
NightFright
12-31-2007, 07:52 AM
And I found the map author's private quarters. ;) You'll have to use DNSHOWMAP and DNCLIP for some goodies to see.
Maruno
12-31-2007, 04:37 PM
Any particular reason why I get crushed shortly after entering the 4th map, Alpha Station? The ship flies into the boxes, explosions, then about 5 seconds later everything is crushed instantly.
I will admit to not having the latest eDuke (I have "EDuke32 1.4.0 rc1 (Aug 18 2007 17:14:23)", according to the loader). I'm not that much of a player that I feel the need to have the latest version of everything instantly. Is this a problem?
Radar1013
12-31-2007, 04:46 PM
No. I get that same problem on that map and i have Hunter-Rus's latest OpenAL snapshot. I think the author made it like that on purpose?
Maruno
12-31-2007, 05:29 PM
Any particular reason why I get crushed shortly after entering the 4th map, Alpha Station? The ship flies into the boxes, explosions, then about 5 seconds later everything is crushed instantly.
I will admit to not having the latest eDuke (I have "EDuke32 1.4.0 rc1 (Aug 18 2007 17:14:23)", according to the loader). I'm not that much of a player that I feel the need to have the latest version of everything instantly. Is this a problem?
Yep, it's designed like that. A door opens next to the explosion, and you have to make it through before you get crushed.
Dopefish7590
12-31-2007, 05:40 PM
And I found the map author's private quarters. You'll have to use DNSHOWMAP and DNCLIP for some goodies to see.
Well i havent cheated on the maps, and i dont plan to until i beat them
It really requires one to be observant and on there toes
(I killed both battllords on the 1st level with no problem using the shrinker, tis why i hate autoaim)
NightFright
01-01-2008, 07:26 AM
If you don't leave Alpha Station starting room IMMEDIATELY, you won't have time to survive because the room is filled with explosives. It's just like if you stay in the exploding shuttle too long when you start the episode.
Piterplus
01-01-2008, 07:27 AM
No. I get that same problem on that map and i have Hunter-Rus's latest OpenAL snapshot. I think the author made it like that on purpose?
You have to run to nearest door to survive.
NightFright
01-01-2008, 10:28 AM
You would need an alert like: "Section compromised - evacuate area immediately!" ;)
NightFright
01-08-2008, 06:04 AM
Some sections might need retexturing. Will post some screenies here later on where I think this applies.
Oh, BTW: Have the "Depressivo" typos been corrected?
Piterplus
01-08-2008, 06:41 AM
Some sections might need retexturing. Will post some screenies here later on where I think this applies.
Oh, BTW: Have the "Depressivo" typos been corrected?
All typos that you've mentioned previously was corrected. Last update (and whole eposode) contains edited maps.
About retexturing - post screenies here - I will show them to my son.
ProAsm
01-08-2008, 09:25 AM
I also feel the secret level nukes should be very much more simple to find, infact you should stumble into them first, otherwise having 2 secret levels is a waste and never get played.
I missed them both and played the maps separately with Playduke.
Otherwise I found the mod excellent.
Mikko Sandt
01-08-2008, 01:19 PM
There's a lot of potential in the pack, especially concerning its pretty event rich gameplay, but unfortunately it suffers from a pretty fatal mistake - lighting effects are very poor in the first two levels (and the first level is very cramped). It improves a bit in the third. I didn't play the fourth map yet but the room with the spaceship crashing is also fully lit.
Light doesn't exist without a source.
Here are just a few examples of very poorly lit areas that could have looked pretty amazing with proper lighting effects:
This room could be red with a cycler effect and the rotating light could be of a darker shade of red (I think Alejandro's "Moonbase" had a nice effect like this):
http://i7.photobucket.com/albums/y259/msandt/moon1.jpg
This cave should obviously be darker and there could be a light source or two casting some nice shadows:
http://i7.photobucket.com/albums/y259/msandt/moon2.jpg
http://i7.photobucket.com/albums/y259/msandt/moon3.jpg
http://i7.photobucket.com/albums/y259/msandt/moon4.jpg
http://i7.photobucket.com/albums/y259/msandt/moon5.jpg
NightFright
01-08-2008, 04:19 PM
Well I agree that proper lighting could make the maps MUCH more atmospheric, but don't forget this is not a pro's work - and it is still great. Of course, if you (or anyone else) are able to improve lighting of the maps, I am sure Piterplus will gladly allow you to change it. In fact, this could improve the whole episode.
Mikko Sandt
01-08-2008, 04:59 PM
but don't forget this is not a pro's work
So I should not even mention it?
I found it strange that otherwise the levels - especially the second and the third - looked detailed, had some neat ideas, were not repetitive etc. but lighting was missing.
f course, if you (or anyone else) are able to improve lighting of the maps, I am sure Piterplus will gladly allow you to change it.
This is something the author should learn to do by himself. Lighting is an essential part of building a map. Look at Doom 3!
NightFright
01-08-2008, 06:01 PM
No, I think it's important you mentioned it - because it could make the difference between a good and an excellent map pack.
Well, I think this does not need to be the final version, anyway. I am more than willing to play the whole episode over and over again as long as it gets better! ;)
Piterplus
01-09-2008, 03:45 AM
So I should not even mention it?
Of course you should, and thanks for informing me.
Every good idea or suggestion (or bug report) is welcome.
Mikko Sandt
01-09-2008, 07:36 AM
Is there a new version coming or is this version reviewable?
Piterplus
01-09-2008, 07:56 AM
Current version is of 31.12.2007 (link is on 1st page, or A.EZ_update.zip to install upon previous one) is pretty playable now.
I hope new version (with corrected lighting, easier access to secret levels, evacuation alert on alpha station (thanks, Nightfright, good idea, etc.) will be available soon.
NightFright
01-09-2008, 08:21 AM
I think secret levels are not THAT difficult to find. Fairly enough, you have to look for them near the normal exit, which gives you still a little challenge to look for them (see "Depressivo" -> crack in exit silo). It shouldn't be too easy to reach them anyway, or otherwise they wouldn't be secret. ;)
Mikko Sandt
01-09-2008, 03:10 PM
The files should also be placed in a GRP file so that you don't have thirty files lying around the folder. It's a lot cleaner and more professional that way.
NightFright
01-09-2008, 05:36 PM
Well just leave them in the zipfile, what's wrong with that?
Dopefish7590
01-09-2008, 05:46 PM
ever heard of a bat file with "eduke32 /gzipfile.zip"?
Mikko Sandt
01-09-2008, 06:32 PM
Yeah, forgot such a function exists these days.
Piterplus
01-10-2008, 02:57 AM
Episode supposed to work with eDuke32 mostly (which supports zip), so do not unzip it, just place archive in game folder and run bat file which is provided (link is in first page).
Neat and clean and more convenient than grp because of easier access to the insides of zip.
Mikko Sandt
01-10-2008, 08:08 AM
Kudos for the secret levels, btw. Especially the second one was impressive and innovative. I didn't find them (I'm lazy with secrets) so I launched them via dnscotty10x, x=5, 6.
MusicallyInspired
01-10-2008, 08:21 AM
Nice. I enjoyed it. Quite detailed! Really a unique atmosphere. Excellent work.
mmway
01-11-2008, 10:03 AM
OK. Here are my nitpicks about "Depressivo":
+ There are some spelling errors easily to fix (see screenshots):
"YOU CAN MAKE IT"
"DO YOU THINK HAPPYNESS EXISTS?"
"LIFE"
Just a quick nitpick, it should be 'HAPPINESS' without the 'Y'.
MusicallyInspired
01-11-2008, 01:12 PM
...unless it's a reference to the movie title, which is spelled with a 'Y'.
Mr. Pink
01-14-2008, 07:02 PM
Really enjoying this episode, Piterplus! :cool:
NightFright
01-15-2008, 05:39 AM
Yeah, right about "happiness". However there are other things that could be improved, too... :)
Piterplus
01-15-2008, 08:02 AM
We are working on improving shadows and lights on the maps now.
Most of the work already done...
ProAsm
01-15-2008, 09:24 AM
Just as a matter of interest regarding GRP files.
GRP files cannot accept filenames longer than 8 characters so that rules them out here.
Anyways zip files are better and accepted by all JF stuff :)
Mikko Sandt
01-15-2008, 09:58 AM
I'd put installation instructions in the txt since a new player may have no idea what to do. When you see a zip file you assume that it should be extracted.
Piterplus
01-15-2008, 11:53 AM
I think that episode is "polished" enough to consider it as final release:
http://members.lycos.co.uk/piterplus/download/A.EZ_episode.bat
http://members.lycos.co.uk/piterplus/download/A.EZ_episode.zip
http://members.lycos.co.uk/piterplus/download/A.EZ_episode_install.txt (thanks for idea, Mikko, it's a pity I cannot edit first page to put this link there too)
Changes:
Enhanced lightings and shadows, evacuation alert on alpha station (new sound), .ogg starting music, typos corrections and some bugfixes.
Thare may be minor bugs of course, and as soon as I will be informed about them, we will correct them.
edit: Two deathmatch maps added :)
gt1750
01-16-2008, 02:08 PM
I just finished it. It's pretty cool, but the parts with lots of explosions are pretty much unplayable with HRP (at least for me). So I played it without HRP from Level 4 to the end.
I really liked the architecture and the secret level :)
Mr. Pink
01-16-2008, 04:09 PM
Excellent, memorable episode. I couldn't find a couple of secrets here & there, but did find both secret levels.
Just a data point. Played it using the HRP successfully, with the only significant slowdown being the start of the Alpha level. This was on a C2D 1.5Ghz/2Gb notebook, using GM965 integrated graphics at 1024*768, 32 bit color depth.
Dopefish7590
01-16-2008, 06:35 PM
Good work thumbs up
Mikko Sandt
01-17-2008, 04:03 PM
Reviewed: http://msdn.planetduke.gamespy.com/hotmoonbaseaccident.shtml
Blue Lightning
01-17-2008, 09:15 PM
Nice review. a 91/100 sure aint bad.
Since I love Lunar Apacolypse from DN3D, I think I'll make this my first map-pack download.
EDIT: Ok, being a noob I need some hand-holding instructions here.
I DL'd the game and properly dropped them in my DN3D folder...I unlocked the folders but didnt drag all the files out and drop them (hope that's ok).
Now, to get it started, I opened up my game, and started Hollywood Holocaust". Then I dropped my console menu (~) and typed A.EZ_episode.bat but nothing happend. What am I doing wrong? Thanks.
Piterplus
01-18-2008, 03:20 AM
Blue Lightning
You have to put two files (A.EZ_episode.bat and A.EZ_episode.zip) into your DN3D folder. Do not unzip second file, leave it as it is. Make sure you have eDuke32.exe in that folder too. After that just click with your left mouse button twice on A.EZ_episode.bat.
Episode will start.
Mikko Sandt Thanks for a nice review!
Blue Lightning
01-18-2008, 08:59 AM
Sorry, it just opens the 8 bit version of DN3D.
In "user maps" I do see the A.EZ directory, but I don't know how to highlight it and click it. Instead I only have option to choose one of the DN3D maps (including the zoo maps).
Mr. Pink
01-18-2008, 10:26 AM
I've had that happen, but it was when the HRP wasn't set up properly. Dunno what you have to do. Perhaps running "Duke Nukem 3D (Eduke32)" first from the Start menu within Windows? Also, have you run "Setup video and audio controls"?
Also - there ain't no clicking once into the DN3D menu system ;). Piterplus refers to standard Windows behavior - double clicking on a program icon within a folder, or on the desktop. Use the arrow keys, etc. to select maps.
Blue Lightning
01-18-2008, 10:47 AM
Hmmm
I have the old version of HRP, mabey that's the issue.
Mikko Sandt
01-18-2008, 11:39 AM
Maybe your directory is just full of crap.
Just create a new folder with Duke3d.grp from the old directory and put Eduke32 there as well. Then run the episode.
NightFright
01-19-2008, 08:28 AM
Download speed is a little bit slow from Piterplus's server (only 50 KB/s). I can put up a mirror if needed.
Maybe lighting can be further improved to push rating beyond 95/100... ;)
Oh, and I still have to deliver screenshots of questionably textured places. Will have to play through the episode again for this, anyway. Stay tuned.
Mikko Sandt
01-19-2008, 09:17 AM
Yeah, a mirror would be fine, but you should place the episode zip, the bat file and the txt inside a zip like I did so that you don't have to download three separate files.
I also notified the folks at Duke Repository so they might upload/review this one sooner or later.
Maybe lighting can be further improved to push rating beyond 95/100...
The first level would have to be remade.
Jblade
01-19-2008, 09:52 AM
I played it through - it's good, although I definitly wouldn't rate it anywhere near 90%. I'd say it's more around the 60/70 mark. It has some very nice ideas but parts of it are pretty rough.
Mikko Sandt
01-19-2008, 10:02 AM
Rough in terms of design or gameplay?
Jblade
01-19-2008, 11:12 AM
I'd say design - I had a hard time with gameplay but I'm not too hot at normal Duke so I won't blame the fact I had low health and ammo on the map pack. Several areas didn't look good and it needed shading - but the level design was very imaginitive and had stuff that brought back memories of earlier maps packs which is a good thing. I think if level design was improved but the neat ideas like the secret level were kept than it'd definitly be better for it (to my eyes at least)
Piterplus
01-19-2008, 02:54 PM
Uploaded episode in one package:
http://members.lycos.co.uk/piterplus/download/A.EZ_episode_install.zip
Mr. Pink
01-19-2008, 09:30 PM
90s and I've played every good map out there. Didn't find one rough area.
I thought it looked fantastic. Thanks, Piterplus!
Blue Lightning
01-19-2008, 10:40 PM
Still havent figured out how to run it, but am working on it.
Since I havent played it yet I cannot review it. However, I was able to at least listen to the music files so far.
I'm not too sure about the music...it seems a little "DooMy" to me...like modren versions of DooM music. And since it's more modren now, the music has a lot of base, and doesnt have that "almost arcade" sound to it, that the music in DN3D had. I'm not sure that's a plus.
Anyway, I'm anxious to try the game...
Mr. Pink
01-20-2008, 12:55 AM
Just uninstalled/reinstalled the HRP and episode. Hopefully this'll help get it up & running using the HRP :)
Required files (put them in a folder or on the desktop):
dn3d_hrp-27-04-2007.exe
hrp_update.zip
A.EZ_episode.zip
A.EZ_episode.bat (see below)
DUKE3D.GRP
1) Save off any files & uninstall the previous Duke3D installation.
2) Run dn3d_hrp-27-04-2007.exe, and accept the defaults. Do not run eduke32 just yet - uncheck the box and click Finish.
3) Copy the hrp_update.zip, A.EZ_episode.zip, A.EZ_episode.bat and DUKE3D.GRP files into the following folder: C:\Program Files\duke3d
The rest of this assumes you have the C:\Program Files\duke3d folder open within Windows...
4) Double click on Setup. Select your preferred music, sound & video options. I use: No Music, 32 voices, sample rate of 48000, 1024x768 32 bpp. IIRC, 32 bpp is important for proper HRP operation. Save without running Duke.
5) Edit the A.EZ_episode.bat (default is Notepad), and replace the contents with the following single line:
eduke32.exe /gA.EZ_episode.zip /ghrp_update.zip /hA.EZ_episode.def
6) Save it, and exit from Notepad.
7) Double click on A.EZ_episode.bat. Say "Yes" to enable texture caching, and your choice to whether you want eduke to automatically check for updates (I say No fwiw).
You should be up and running, and Moonbase Accident should be available as the first episode. The texture caching will take a bit of time at first.
(just a note about filenames: you may not have Windows set up to display file extensions (i.e. .bat, .zip, .exe) If you want to see the extensions, you can enable them by unchecking Tools/Folder Options/View/Hide extensions for known file types)
I think I have all of this right. Give it a shot & post back, and good luck!
Mikko Sandt
01-20-2008, 09:15 AM
Btw, Blue Lightning, you have Atomic Edition, right?
Blue Lightning
01-20-2008, 03:05 PM
Yes I do.
Piterplus
01-20-2008, 04:24 PM
That is very strange, bacause you have 8 bit enabled it seems...
Lightning Hunter
03-20-2008, 12:37 AM
I tried playing "Moonbase Accident" in coop today with my brother. Even though the readme file states that this episode supports coop, it seems that these levels were not playtested much at ALL in coop. We found at least 3 doors in just the first two levels that are one-way only. If a player triggers a trap door, then dies and re-spawns, neither player can continue the map. I took this screenshot of one such door:
http://i6.photobucket.com/albums/y226/l_hunter8/stuckbehinddoor.jpg
No matter what switch we press in this room, the door would not open. We even found the "have fun" easter egg while searching for some way to continue. We had to skip the end of the first level, because a trap door blocked us inside the teleporter. We gave up trying to play coop after the screenshot, because there are just too many of these trap doors that stop the players from continuing. Unless you beat these levels in one shot without dying, they are impossible. This is too bad, because I thought this pack looked cool...
Dopefish7590
03-20-2008, 01:57 AM
Still havent figured out how to run it, but am working on it.
Delete DEFS.con, USER.con and, GAME.con. Sorry for not replying earlier, I didn't see the question. :doh:
Piterplus
03-20-2008, 02:19 AM
I tried playing "Moonbase Accident" in coop today with my brother. Even though the readme file states that this episode supports coop, it seems that these levels were not playtested much at ALL in coop. We found at least 3 doors in just the first two levels that are one-way only. If a player triggers a drap toor, then dies and respawns, neither player can continue the map. ...
I'll check it.
Thanks for info.
Lightning Hunter
03-20-2008, 04:23 AM
I'll check it.
Thanks for info.
I'm sure there are many more trap doors like the one in the screenshot that must be fixed. Check the teleporter doors that go to the room full of monsters/bosses at the end of map one. Also, in the moving cart room of map #2, there are 2 very large doors (one in front of the other) that are opened via a switch. When my brother ran ahead, I somehow got trapped behind the first big door, and had to wait for him to come back to get me out. Had he died, we would have been stuck there too. We didn't pass map #2, so the rest of the maps in the pack probably need to be scanned for bugged coop doors as well.
All these doors need switches on BOTH sides so that people can continue to progress in coop. :)
Edit: ROFL, just noticed that I typed "drap toor" instead of "trap door" in my original post. I MUST be tired...
peanut butter jelly
03-20-2008, 10:26 PM
Nice job by the way these are great maps especially Depressivo, I think thats what it's called I played a while back and don't remember. And then there was that dream level very fearish my fav map.
Piterplus
03-25-2008, 06:12 PM
Updated to version 1.1:
http://members.lycos.co.uk/piterplus/download/A.EZ_episode_1.1_install.zip
Changelog:
New 8-bit textures (Same as original hi-res), new weapon (modified shrinker), changed maps 1 and 7, secred level 6 "Doomed entryway" adapted to DM, added music in OGG format,some bugs corrected, fixed co-op settings.
Mod's weight increased to total ~30Mb because of all this new stuff.
Have fun
Lightning Hunter
03-25-2008, 11:55 PM
Does this version fix the bad trap doors in coop then? I assume that's what you meant by "fixed coop settings". :)
I'll be playing through it again with my brother soon.
Edit: I can't download it. If I click it, I get this: "You are trying to download this file from a member page hosted on Lycos Tripod UK for free:" and below it, "To access this file, you need to visit the member page first"
Right-click and save as only saves a corrupt 0 byte file. If I visit the member page, I can't find a download link to 1.1.
Edit #2: I got it working in Internet Explorer... For some reason I can't get it in Firefox. First time I've seen that happen!
Piterplus
03-26-2008, 04:19 AM
In case somebody cannot download this mod from my lykos page, here is a link to mod's page in moddb.com:
http://www.moddb.com/mods/10494/moonbase-accident-episode-v11
(I use Opera and have no problem with lykos)
About fixed coop playing - yes, all trap doors have swithches on both sides now.
Hope it fix the problem. If not, let me know.
Lightning Hunter
03-26-2008, 04:26 AM
About fixed coop playing - yes, to all trap door's other sides was added swithches.
Hope it fix the problem. If not, let me know.
Great. I'll let you know. On a side note, did you add the SD Duke style effects in this version? I like them, but I noticed very bad lag in the first map. I especially get lag when I fire the shotgun... Is there a way to turn it off?
Piterplus
03-26-2008, 04:57 AM
No any additional effects was added. If you do not use sd_duke, mod should look like regular duke.
You lag on first level may be caused by quantity of sprites used on this map (a lot). So your computer should be powerful enough to carry on such burden.
In other case there no other solution as to turn hi-res graphics or and models OFF. (BTW, be sure you have turned precaching ON in video options)
hummertime
03-26-2008, 07:59 AM
Is the level "Depressivo" supposed to look like entirely white with small black spots on the wall?
NightFright
03-26-2008, 08:04 AM
Absolutely! Your graphics card is not broken, it's supposed to look like this. And I think it's quite original, at least for a Duke level.
hummertime
03-26-2008, 08:12 AM
Absolutely! Your graphics card is not broken, it's supposed to look like this. And I think it's quite original, at least for a Duke level.
I think the best part of that level is still the "normal looking" haunted house and train. I would love to see those parts mixed with The Dream's creepy parts as a single level.
I hope Piterplus will continue mapping. As much as I disliked his first level in this episode, it grew on me, and every work from him is hugely original and great.
Lightning Hunter
03-26-2008, 02:44 PM
No any additional effects was added. If you do not use sd_duke, mod should look like regular duke.
You lag on first level may be caused by quantity of sprites used on this map (a lot). So your computer should be powerful enough to carry on such burden.
In other case there no other solution as to turn hi-res graphics or and models OFF. (BTW, be sure you have turned precaching ON in video options)
My bad! I somehow snuck the /gsd_duke.zip line in the batch file with the other commands. I guess I did too much copying and pasting. :p
The level is still a tiny bit laggy with all the sprites, but it's playable. I do have a decent computer:
Pentium 4 2.8 Ghz
1 GB of RAM
GeForce 7800 GS
I guess that just isn't enough to run some parts of the pack at full capacity. :)
Blue Lightning
05-30-2008, 09:39 AM
Ok, I just played the pack, and would like to now comment on it.
I thank Piterplus (Jr. and Sr.) for the mappack. As I have said, I love the lunar/space maps, and those maps are quite rare compared to city maps, and and desert/military base type maps. So DL'ing this pack is a real treat.
As you know I am quite picky and very few maps I play I will keep on my C drive. One reason for this is I prefer the "old school maps"...that is to say maps with the old look (not a lot of new textures and art), and more importantly an old school "feel" to the gamelay. I guess I'm an originalist.
***A.EZ3***
Anyway, I liked the whole pack pretty good. But one map stands out to me espicially, and that map is A.EZ3. One reason is the map (for the most part) has an older look and style of gameplay, which I really like. I removed the new sound files so I could achieve the original DN3D feel, so I hope you don't mind. Anyway, this VERY LONG level was designed pretty well. It was somewhat more linear than I would of liked at first, but once you reach "Central Command" it really starts to open up which is nice. After that you'll have plenty of time to enjoy it, because this map is longer than DN3D's Darkside. Everytime you think it might end...it keeps going.
The gameplay was very good here...there were not waves and waves of enimies everytime I opened a door (which is a frustrating experience I have with many SP maps). In fact there were areas of battles, nicley balenced with areas of no action but exploration. Another thing I liked is that there were no pig cops in this map (as there are in many space maps), and that's good since there were none in "Lunar Apocolypse".
Also, there is a high use of force-fields in this map which is a big plus. All these force-fields make it dangerous to move "too quickly" toward bulkhead doors, so I often have to shoot ahead to see if there is a force-filed so I don't run into it and lose health. They are a nice "hazard", but not overdone here. Also, there is good "space scenery" in this map, along with some perodic change-up in enviroments. (water areas, Alien areas are there...but man-made space-station are the main areas since they are the main theme.)
There are many switches that have to be found and vents that have to be found, but nothing was hidden "too well", so my pace was never stopped, and some puzzles and traps were fun (although one is particularly deadly). I also liked the weapon balence. Something I have been running into with many SP maps is me vs. 1,000 pigcops with just a shotgun, and that get's boring fast. But with this map, I got an RPG and freezethrower fairly early on...and even a shrinker.
I'm going to re-try the other maps again, and if something stands out I'll comment on it. But this map A.EZ3 stays on my C drive. Thanks!
A.EZ3: 94/100
NightFright
05-30-2008, 03:54 PM
It has already been mentioned, but proper lighting and shading could make the whole pack a lot better still. It's probably the trickiest part to do after mapping itself, but if done properly, it's what makes the difference between good and superb maps.
Blue Lightning
05-31-2008, 07:02 AM
Well I didn't notice any problems with the lighting on map A.EZ3, but mabey you noticed something that I missed, or are you speaking in general about the whole map pack?
EDIT: About A.EZ2, it was a more linear and even more complex expeirence (if that makes sense) than even A.EZ3, but a very fun playthrough. The problem with A.EZ2, is that it has a multitude of clipping errors...well, like when you look through a window and instead of seeing whats on the other side, you see a thousand images of the wall in your room...that's what I mean. I can take some screenies if need be. But I was wondering if the author was planning to fix those errors? That may be another great space map if it was working proper.
NightFright
06-01-2008, 09:22 AM
Well there are places like the one where you have a red alert flashlight at the ceiling of a corridor and the room isn't lit red and such stuff.
Blue Lightning
06-01-2008, 11:09 AM
Ah yeah, I see what you mean NightFright.
Unfortianatly I had to disqualify the very lengthy A.EZ2 because of clipping errors all over the map. It is a very broken map. However, I finally got a chance to finish A.EZ1.
****A.EZ1****
Another map that has the "original feel" to it, is this map A.EZ1. It has areas of openess, but also just one path (for the most part) to get you from one point to the next. However, this design is interesting since it includes a lot of what I call "dead end routes". These are routes you can choose to take but are not nessacary because they dead-end, but often they contain goodies. Although this is a linear experience, it is also an "optional exploration experience", making the level feel less linear. Also, there are sections that are semi non-linear like the moon-subway area that use the circular designs much like the designs that Levelord and Blumm favored. All in all a nicley balenced map with good enemy balence, weapon balence, and a great boss battle at the end. A medium sized map...I would say not quite as long as the never-ending A.EZ3.
Overall, A.EZ1 is a good experience. A few areas feel clauterphobic, but they don't stay that way for long. Unlike A.EZ3, there is no "your going to die for sure" boobytraps, which is a big plus. I have to score it as high as I did A.EZ3 and it will also stay on my C drive.
A.EZ1: 94/100
****Constructive Criticism****
These two maps A.EZ1 and A.EZ3 are standout if you like the Lunar Apocolypse experience. Nothing is perfect though, so I have some small gripes.
One thing is the maps are too loud. This meaning no matter where you are (for the most part) you have the sound of a machine in your ear (worse with EZ3 than EZ1). If you enjoy the music you choose while you romp, there are not many places to hear it in these two maps...a few spots only. In other words 3D Realms "Lunar Apocolypse" maps captured the feeling of "the lonleyness of space" in thier maps, by providing long areas of quiet. This made for a strange and cold/lonley feeling that made me feel like I was in space.
All the other maps are disqualified since they get too "custom" and lose that original, old school feel that I look for. They may be fine maps for those who like a custom experience though, I don't know. But EZ1 and EZ3 are the two I really like. :)
timothy2
06-01-2008, 11:43 AM
What do you mean "custom"? The 3DR maps weren't detailed more because of frame rate issues, remember that George always puts Framerate first above all. Otherwise the original maps would've been more detailed. Duke3d had to run on a 486 machine, go figure.
Blue Lightning
06-01-2008, 12:00 PM
Perhaps true, but still, too many new designs lose the 3DR "feel" at least for me, and I start to lose interest. That's me though. Also, the maps from EZ4 and up are even louder it seems than the 3 before it. I have spoken about that in my last post.
Again, not downing the maps from EZ4 up, they could be a great experience for those who like that sort of thing...just not my cup of tea, that's all.
timothy2
06-01-2008, 01:07 PM
Great, I see that your view is maturing and that's good :).
I don't like loud maps also, one that comes to my mind is FactoryX or something like that. It was too loud at some places, while design was indeed great and well thought.
Blue Lightning
06-01-2008, 01:40 PM
Yeah I know what you mean. I have encountered a few other maps out there like that. Plus the lack of looking outside during playthough (for the most part) didn't help. But I would recommend anyone who likes DN3D's space maps from Lunar Epocolypse, try these maps from Piterplus! They are worthy SP maps for Duke 3D in my opinion.
Blue Lightning
06-01-2008, 03:47 PM
I think there is a lack of outdoor scenerie in the maps however.
NightFright
06-01-2008, 04:21 PM
Ever looked at the name of the space shuttle docked at the beginning of E2L1? It's the "USS FRAMERATE"! ;) So it's got to be important!
Blue Lightning
06-01-2008, 04:31 PM
Heh, I get your point. Outdoor scenes (skymaps) eat up framerate I guess. But going through again, I noticed that EZ1 had more outdoor scenes early on than EZ3. I guess I just missed them the first time through.
timothy2
06-01-2008, 06:38 PM
Outdoor and indoor doesn't mean anything, it's about detail. The only thing that makes something "outdoor" is just the sky texture, that's all.
Blue Lightning
06-01-2008, 07:15 PM
Well yeah, what I meant is a lack of windows to see outside, which (IMO) captures the feel of being in space. But I recend that statement about EZ1. Just EZ3 is lacking a bit on that element.
Lightning Hunter
06-17-2008, 12:10 AM
I finally got around to trying the new version of Moonbase Accident with my brother in coop. This time, we were able to make it as far as Alpha Station before finding more bugs that made us unable to proceed. The beginning room collapses, making it impossible to respawn once you die. This can be fixed by placing the spawn points in a section that does not have a collapsed ceiling, then making an additional path that opens up once the collapse is triggered (that goes to a teleporter or something).
We also tried the secret level "Depressivo", but found some problems in there as well. At the end of the train, after going through the mirror, there is another collapsing wall. Again, you cannot proceed once you die after this point and respawn. Also, the part that asks if you cheat or not could cause problems from the collapsing wall, but only if you hit "yes".
Coop Problems with collapsed ceilings can be fixed by having the collapse trigger a door that reveals an additional coop teleporter. This way, coop players can teleport passed the collapsed area. Just make sure the door to the coop teleporter is concealed and only opens after the event is triggered, so that people in regular SP games won't know it is there.
We have not tried the levels after Alpha Station yet. We might wait until another patch is released... Please check for more collapsing walls or traps that make coop players stuck in the other maps!
Maruno
06-17-2008, 09:18 AM
As I remember, that "bug" in Alpha Station isn't a bug at all. It's intentional. There's a door on the other side of the bay to where you start that you need to run through before the bay gets destroyed.
Lightning Hunter
06-17-2008, 03:08 PM
As I remember, that "bug" in Alpha Station isn't a bug at all. It's intentional. There's a door on the other side of the bay to where you start that you need to run through before the bay gets destroyed.
Did you actually read my post at all? I'm not talking about normal Singleplayer. I'm talking about COOP. When you die in COOP, you respawn at the start like in Deathmatch. After the wall has collapsed, you can no longer respawn. This means you have to complete the level in one shot, which is NOT what COOP is all about. You can't save in COOP. I already know you have to go through those doors to survive. But if you die 10 minutes after passing that room, it's all over; you have to start from scratch. Not being able to respawn on COOP mode is just a bad design. I seriously doubt it was intentional. It's something you would never see in the official Duke3d levels. Get it now?
Radar1013
06-17-2008, 06:40 PM
lol. Chill out, man. :D
Lightning Hunter
06-17-2008, 09:19 PM
lol. Chill out, man. :D
I guess that post did seem a bit rude, eh? I wasn't in the best of moods this morning. :insomnia:
Blue Lightning
06-18-2008, 01:00 AM
Ok Lightning Hunter, what does your name mean? Does it mean your a lightning Hunter...as in a lightning fast hunter? Or do you actually hunt lightning? what's it's meaning supposed to be? Because your avatar looks as if it could do either.
Lightning Hunter
06-18-2008, 01:20 AM
Ok Lightning Hunter, what does your name mean? Does it mean your a lightning Hunter...as in a lightning fast hunter? Or do you actually hunt lightning? what's it's meaning supposed to be? Because your avatar looks as if it could do either.
Hah, this is actually a nickname I've been using for about 10 years now. I originally got the idea from an add-on unit for the game "Total Annihilation" that was called the "Lightning Hunter". I've always had a fascination for Lightning, so I naturally liked the name. My Avatar was a picture taken myself of an Alligator Lizard I once had, with a few modifications in Photoshop, in case you are wondering...
Sorry for the off-topic, but I think Blue Lightning has asked me this question like 3 times now. :p
Piterplus
06-18-2008, 02:25 AM
Soon I'll post 1.2 version with (I hope, since it's my son who is doing all the mapping) all those errors corrected and some improvements in gameplay plus some minor stuff.
Thanks for rising all this up :)
Piterplus
06-18-2008, 01:20 PM
http://members.lycos.co.uk/piterplus/download/A.EZ_episode_1.2_install.zip
Version 1.2 Changes: some new textures,some changes in the maps, corrected some bugs, changed co-op settings,
new monsters & effects (!).
about new monsters:
* Scorpion tank. Move slowly, shoot laser. Then exploded can spawn Pigcop. Have 300 HP
* Organtic. Please don't kill them immediately because they're practically harmless, but if you kill them, he spawn tons of Slimers. Have 20 HP.
* Blue slimer. He practically harmless too, but he can blind you. Have 5 HP.
* Small blue egg. Spawn Blue slimer. Have 10 HP.
* Dream shadow. Shoot Octabrain"s blast. Have 60 HP.
Blue Lightning
06-18-2008, 02:38 PM
Hah, this is actually a nickname I've been using for about 10 years now. I originally got the idea from an add-on unit for the game "Total Annihilation" that was called the "Lightning Hunter". I've always had a fascination for Lightning, so I naturally liked the name. My Avatar was a picture taken myself of an Alligator Lizard I once had, with a few modifications in Photoshop, in case you are wondering...
Sorry for the off-topic, but I think Blue Lightning has asked me this question like 3 times now. :p
But it is the first time I got an answer :p (and it STILL didn't answer my question! But an interesting story nonetheless).
Keep up the good work Piterplus!
Lightning Hunter
06-18-2008, 06:30 PM
http://members.lycos.co.uk/piterplus/download/A.EZ_episode_1.2_install.zip
Version 1.2 Changes: some new textures,some changes in the maps, corrected some bugs, changed co-op settings,
new monsters & effects (!).
about new monsters:
* Scorpion tank. Move slowly, shoot laser. Then exploded can spawn Pigcop. Have 300 HP
* Organtic. Please don't kill them immediately because they're practically harmless, but if you kill them, he spawn tons of Slimers. Have 20 HP.
* Blue slimer. He practically harmless too, but he can blind you. Have 5 HP.
* Small blue egg. Spawn Blue slimer. Have 10 HP.
* Dream shadow. Shoot Octabrain"s blast. Have 60 HP.
Wow, that was fast man... Do these new monsters work ok with the HRP? I'll be testing this very soon.
But it is the first time I got an answer :p (and it STILL didn't answer my question! But an interesting story nonetheless).
Keep up the good work Piterplus!
What wasn't answered? I don't literally hunt lightning for a living, and I'm not going to tell you that I'm a Lightning fast Hunter (because that would just be stupid), so I thought my answer was sufficient. :p
Really, it can mean whatever you want it to mean. I just liked the name. :D
Blue Lightning
06-18-2008, 10:21 PM
What wasn't answered? I don't literally hunt lightning for a living, and I'm not going to tell you that I'm a Lightning fast Hunter (because that would just be stupid), so I thought my answer was sufficient. :p
Really, it can mean whatever you want it to mean. I just liked the name. :D
lol. I didn't know if you "hunted lightning"...like a photographer or something. And I don't blame you for not saying your "lightning fast". I made that mistake once and Echo never let me live it down, even quoting me in his sig. :p
But anyway, the avatar looks like it could eat lightning for lunch...damn that's a mean looking allagator lizard!
Back on subject...I'm wondering if Piterplus is planning on fixing EZ2?
Lightning Hunter
06-19-2008, 05:46 AM
Well, my brother and I were finally able to complete Moonbase accident without getting stuck behind any collapsed areas or doors. I believe the second level was the most stable overall. It wasn't quite as claustrophobic as the others, and I enjoyed the detail in the later parts of the map. Some of the rooms with the rotating machines were a bit annoying, but the rest of the map was great.
I also enjoyed the second secret level, although it is a bit hard in coop mode. Since you cannot save, you have to run through the entire map each time you die, and with all the traps, this becomes very difficult. In future maps, I would recommend opening up shortcuts in coop mode that allow players to skip some of the traps once they have beat them once. Having to jump through the room full of saws every time you die becomes quite tedious. I really liked the uniqueness of this map, though.
The entire pack as a whole is decent, but some of the levels needed more large open spaces. They did tend to be a little repetitive - with the constant search for switches and/or keycards. We didn't play the first few levels over again since version 1.2, but the additional monsters in the levels we did play were pretty cool. The shadow guys were interesting. On a side note, those blue slimes don't seem to be very worthy opponents. They are only annoying if they blind you, but since they cannot inflict any damage, they are quite useless foe. :p
Good job on this pack overall! :)
Blue Lightning
06-22-2008, 08:51 PM
Well, my brother and I were finally able to complete Moonbase accident without getting stuck behind any collapsed areas or doors. I believe the second level was the most stable overall.
Huh? I havent found any problems with the first or third map...but the second one has the clipping errors (when I say clipping errors I mean there are parts that have the hall of mirrors effect when you look throough a window). Did you miss them?
Piterplus
08-05-2008, 03:20 AM
http://members.lycos.co.uk/piterplus/download/A.EZ_episode_1.3_install.zip
No new content, just updated skin of the freezer and crystal to synchronise mod with current hrp.
vBulletin® v3.8.7, Copyright ©2000-2012, vBulletin Solutions, Inc.