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View Full Version : Released: My new map Drafted


HangNail
10-23-2008, 03:07 PM
Drafted is a single player map that requires the Atomic (1.5) version of Duke3d and the Eduke32 port to play. This is the readme file for my map:
http://members.cox.net/mydukemaps/drafted.txt


and this is the zip file download:
http://members.cox.net/mydukemaps/zipfiles/Draft.zip


Here are a few Screen shots:

DeeperThought
10-23-2008, 05:41 PM
I just played it! I haven't quite finished yet, but it is saved in the middle of the boss fight.

This is an action packed Doom style map (lots of corridoors and enemies, find the key to unlock the next area gameplay). The construction is quite good, although there are a lot of copy/pasted identical looking sections of hallway.

The use of explosives to hide items and the use of grabber claws were both well done.

There is one bug: It is possible to do a running strafe jump off of one of the big boxes to get up to an area that you aren't supposed to get to yet. This isn't a big flaw since it only eliminates a small part of the map.

It is a pretty difficult map because of all the enemies (especially Commanders!), but not a map where you get lost, and I appreciated that.

HangNail
10-23-2008, 10:09 PM
Thanks for your input DT.


There is one bug: It is possible to do a running strafe jump off of one of the big boxes to get up to an area that you aren't supposed to get to yet. This isn't a big flaw since it only eliminates a small part of the map.

Jumping from the box to the ledge really isn't a bug/flaw, but yes it does allow the player to avoid having to use the claw to ride to the ledge area. I had a pupose for the box being where it was and I didn't want to use an invisible wall to stop the player from jumping up there.

Thanks again for your comments, it's always nice to get feedback about my maps.

Spiker
10-24-2008, 06:54 AM
The map is good but some areas could vary a little more.

CraigFatman
10-26-2008, 06:55 PM
Please upload it again, I get the 404 error...

HangNail
10-27-2008, 11:28 AM
Sorry for the broken links. The links work again now.

CraigFatman
11-01-2008, 08:27 PM
The gameplay is rather inelaborate for me, the design is nice (though obviously reiterative), but why do you leave the volumetric spritework two-sided? Such sprites should be always one-sided to provide performance and graphic clarity (especially in 8-bit render mode).

There are also several pointless sprites situated outside the map area...