Duke3dhh-Final Released

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Duke3dhh-Final Released

Postby Chrustec on Mon Aug 03, 2009 10:21 am

Hey there fellow lopers...

Shotty and I have some great news :smt071 :) - We have released V1.0 of our re-imagining of the first level of Duke Nukem 3D. Its been a long and wild ride getting the amount of content we did into 1 HL2DM level and we hope that you enjoy it as much as we enjoyed making. Thanks to 3D Realms for bringing us the original Duke all those years ago :smt023

Cheers,

Chris G & Paul M...

The Map:
http://www.fileplanet.com/files/200000/203255.shtml

The Trailer:
Kind Regards,

Christopher [Chrustec] Glerum
http://www.chrustec.net
Past Project - viewtopic.php?f=3&t=30060
viewtopic.php?p=296414#296414
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Re: Duke3dhh-Final Released

Postby Shottywhore on Mon Aug 03, 2009 10:34 am

It's done.. I can't believe it's done.......


Now what?
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Re: Duke3dhh-Final Released

Postby RA7 on Mon Aug 03, 2009 3:02 pm

Duke Nukem Done??? Can't be!!!
LOL


Good work will add mirror asap :D
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Re: Duke3dhh-Final Released

Postby Lobstar on Mon Aug 03, 2009 3:17 pm

what happend to the porn at the cinema?
New blog up and running :D
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Re: Duke3dhh-Final Released

Postby juim on Mon Aug 03, 2009 6:20 pm

101mb zipped?. Downloading now, I'll get back to you on this one. Congrats on finishing it.

"EDIT"
OK I downloaded your map and I have strangely mixed feelings about it. Basically it boils down to this:
Awesome tech demo to showboat your custom modeling/content skills(and they are truly awesome my friend).
Otherwise uninspired mapping with regaurd to layout/lighting/performance/weapon placement etc.
There are so many reasons why this will not get played. First, at 299mb unzipped, it's too big to download in-game. Secondly, it's generally low frame rates are a bit of a drag on performance. Plus when I hit the air raid contraption(and that thing is freaking awesome!!!!) it turned into a slide show for me, and I've got a pretty powerful rig,(quad-core and dual hd4870's), plus, the air raid lasted too long. The lightning takes a toll on performance as it seems to destroy a bunch of stuff in the map every time it strikes, and it is TOO LOUD! and too often. The map exteriors are generally too dark, and could use a ton of ambient lighting. The layout is confusing inside the buildings and too basic out in the street. There is no cover anywhere outside. Weapons are too few and far apart. So you get my drift. In a nut shell:
Pro's=
Custom content in combination with entity usage amazing!!!!!!!!!.
Cons=
Everything else about this map.
Please don't consider this one finished. Take some time to run playtests, tweak the layout, optimize wherever you can.
and above all, thanks for mapping for HL2DM. We need all the talent we can get.
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Re: Duke3dhh-Final Released

Postby Shottywhore on Wed Aug 05, 2009 9:36 am

Thanks all for taking the time to download and play the map.

Lobstar: We looked for a while for something suitable for the cinema screen movie but surprisingly it was hard to find a chick buttflossing a towel on the internet. Anything that came close was either too X rated or just didn't work. We had to keep in mind that underage kids could play. So we just didn't want to go there.

In the end we grabbed the ice-skating monkey and we stick by it :)
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Re: Duke3dhh-Final Released

Postby Duke Nukem on Wed Aug 05, 2009 3:56 pm

HL2DM is 18+... you can use porn ;)
Enjoy your Kartoffelsuppe!

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Re: Duke3dhh-Final Released

Postby StephanBotha on Wed Aug 05, 2009 5:40 pm

I am truly amazed with this map. You really show serious dedication to your work. I agree that it is not quite suitable for HL2DM and I think I can help you place your map in the spotlight if you are willing to change games.

You have me on Messenger, let's have a talk.
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Re: Duke3dhh-Final Released

Postby Chrustec on Thu Aug 06, 2009 1:11 pm

Thanks guys,

Shotty and I and a few others played the map tonight open (that is without a password) and found a few people trying to join - unfortunately because of its size they couldn't :(. I guess that's the set back of making most of the level with custom props :s he he oh well Sorry to those that tried to join - download the map and give it a go though :) Ran fairly well with 6 people playing and the nuke going off - not too much slow down so it seems to be performing well. Thanks Stephan also welcome the offer and by all means pimp the map at your site but Shotty and I are not really that keen on converting the map to L4D at this stage as we are currently in planning for a L4d campaign. Well post some stuff eventually on that when its ready :)
Kind Regards,

Christopher [Chrustec] Glerum
http://www.chrustec.net
Past Project - viewtopic.php?f=3&t=30060
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Re: Duke3dhh-Final Released

Postby Armageddon on Thu Aug 06, 2009 4:12 pm

Awesome map! :D
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Re: Duke3dhh-Final Released

Postby admjg8 on Fri Aug 07, 2009 9:32 am

This map seriously rules.


As a huge Duke fan, it's everything I could possibly hope for in a remake- and then some. Even considering the long development time, I'm still amazed at how much work was put into it- the attention to the details, interactivity, custom content.....it's scary!! :D

Nothing has been omitted from the original. Even the "Hmmmm, don't have time to play with myself..." one-liner is included.

And the new stuff you added is stellar. I loved the whistling of the Duke Nukem theme being heard in the background and the extra art assets such as the movie posters and arcade games are both creative and well-built. And that's just to name a few examples off the top of my head.

I haven't played against anybody yet; just walking around the otherwise unpopulated map was a treat in itself. And I'm *still* finding easter eggs or cool bits that I hadn't noticed previously.

Rather than construct a carbon copy of the original, I commend the fact that you fully "reimagined" the entire level, designing it as though it were intended for a contemporary game. And I can't imagine it being easy to do all this WHILE still making sure it was unmistakeably Hollywood Holocaust, through and through. But in my opinion you achieved this balance with flying colors.


The map is what Duke is all about- innovations, interactions, humor, and flat-out fun!!

Undoubtedly worth every kilobyte of the near 300MB filesize.

Just compare it to this: http://halflife2.filefront.com/file/Hal ... aust;36290 :oops:
lol

As a side note, it has been pretty much confirmed that Hollywood Holocaust will be "officially" making a return as a multiplayer Deathmatch map in the upcoming Duke Nukem Forever(which will eventually be released, btw).
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Re: Duke3dhh-Final Released

Postby juim on Sat Aug 08, 2009 4:16 am

I have been following the thread, and only just now figured out that this was a brush for brush tribute to a DM map from the original Duke Nukem, which I never owned. Which also explains the lack of response to my criticism about the maps layout. I apologize if I seemed over critical, but most dm maps I critique I try to focus on gameplay/performance, and appearance. (I leave the technical stuff to Valar, and Haymaker,and those chappies). Having never played Duke Nukem, I will say this about your map. I have never seen such attention to detail, (I tried to imply that several times in my original crit). The functional claw machines, the Ice Cream freezers complete with chuckable cones, the projector in the theater, the air raid device,the gas canisters, and the unique jump pad/hydrant. All these things (and the many others in the map I did'nt mention) set new standards in many ways as far as the thinning HL2DM mapping community is concerned. It was my lack of knowledge of your intent which left me dissapointed in the final result.

That being said, I do think there is room for improvement, mostly in the optimization category. (Increase FPS!)
Some other suggestions:
1.)Thin out the lightning strikes.(I keep hearing glass break and other such destruction elsewhere in the map every time it strikes.
(At least turn down the volume of the sound file).
2.)Shorten the air raid duration. One map wide burst of damage should suffice.(or at least end it shortly after the Duke sound wave.
3.) Add some more weapons, and let people who never played Duke Nukem get into the buildings from down stairs. It seems like every door is unusable at street level.The only way I found to get into the buildings was from the theater or the rooftops after climbing stairs or using the jumppad.If it was me, in the name of gameplay, I would just leave them all(the ones that go somewhere) open.( Waiting for a door to open more often than not equals "being Fragged").
4.)Try adding teleports or something juicy in the dead ends outside. They're a bit anti-climactic.
5.)Get rid of all the destructable stuff outside(billboards, etc.) they server no purpose in DM and are resource hogs.
6.) Lose the rain.(also a resource hog,and not necessary to gameplay).
7.)Use more light outside. Theres a ton of room for ambient lighting outside the theater. (I also kept getting stuck on the theater exit doors which open "in" and kept pinning me).
So it's OK to do such a tight tribute to Duke Nukem in HL2DM, but remember, it is HL2DM after all, so a few nice cross over type touches would'nt kill the concept, in fact they would enhance it. I hope This post is better recieved than the last.
Awesomeness abounds here obviously , but if your going to make it a true HL2DM map, then do more to bring the two games together.
Thx for a great (but potentially KILLER!) map.
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Re: Duke3dhh-Final Released

Postby Shottywhore on Sat Aug 08, 2009 8:55 am

God dammit, I just spent an hour answering your posts and IE died on me. *&^$@#^$@#$&^@#$^(@#&$*(@($(#^$(@$

*TAKE TWO.. SNAP*
First of all, thanks for playing the map and your compliments.

Juim: playing the original map would probably explain the level a bit better which I will explain a bit more further on.

Chrustec and I spent a lot of time using the engine to what we believe was it's full advantage. We reached the limit a few times and dialled it back. A procedure that happend a couple of times. We concentrated a lot on optimising as much as we could without sacrifising our original goals and intentions. There would be more if source would let us. Please know that we didn't just throw out an unfinished and unoptimised map.

We get mixed results about the map. Most love the way it looks and the attention to detail but also complain that it is 100meg rar'd. Custom assets come at a price and we optimised as much as we could. It's not like we are using 2048 textures on small objects. The file is big because there is a shitload of content in this map. I roughly counted 150+ new props and I'm not counting gibs. It could have been a lot bigger, trust me :D. Chrustec and I constantly reminded each-other that nothing new was going in so much that we just abbreviated it to NNC "no new content".

I can't explain the reasons why you are experiencing low FPS as I'm using a dual Core 1.8ghz Geforce 9800 GTX. I get 60fps looking down the street at the fire hydrant. The only low fps I got was when I had windowed mode on, had max, photoshop and hammer open at once in Vista.

We could go on a deleting spree and remove the billboards, rain and breakables outside but we are sacrificing things that we believe make the map immersive and different. I know we aren't getting 100+ fps but the map is still playable and fun. You're asking us to remove the things that we are getting compliments for. I'd find it hard to delete them after that.

The lightning doesn't cause any damage. It is just an env_sprite that turns on and off. I think the glass breaking you are refering to may be a part of the map that causes an earthtremor when you walk into the trigger. Something that was in the original.

The "air raid siren" is that length to tell players that it is dangerous to go outside when the Nuke button is pressed. Pressing the button causes a distant nuclear explosion that causes the players to die slowly if they are outside. It forces them inside and stops them from camping and/or sniping on the roofs. When the siren stops, it tells the player that it is ok to go back outside.

We originally had a lot of weapons in the map which made it unfun and made it unnecessary to go inside. All of the powerful weapons now take a little effort to get and once you have it you can situate yourself in a good position if you know where the ammo is. Avading someone who has an RPG while you have the crowbar can be a lot of fun and cause some intense moments.

Don't forget, there are plenty of traps and explodables to use as weapons. I advise going around the level, turns things on and off, see if you can use it as a weapon or strategically.

There are 2 entrances to the cinema building at ground level. One from the cinema exit and the other is through an explodeable wall at the ticketbooth. When we made the map, we initially made it for the people who played the original game. We assumed that they would know to blow up the wall (which is in the original game). We are stoked that new-comers are playing our map without playing the original.

Chrustec is the map layout expert of this map so I'm not 100% sure how he went about laying out the area portals or whatever the crap they are called. But I'm pretty sure the doors had to stay shut because it unloads that section when the door closes to allow better performance. Unfortunately that left the doors kinda buggy but as far as we could tell it was necessary. Chrustec could probably go into it more but its too complex for my simple artist brain :)

IMO, the "dead-ends" are good for hiding and setting up a spot to eliminate campy roof jumpers. Teleporters sound cool but would probably be hard to explain why and how they teleport you visually. I can live with anti-climactic, not everything is a puppetshow :)

Chrustec would have to run, hide and change his name if he deleted anything from this map. I would hunt him down. So regarding the billboards, rain and breakables. Although they don't play a huge part in DM they are fun to shoot down. Maybe might kill someone with it if you're lucky enough. I think deleting them wouldn't increase the FPS a great deal. It'd just get Chrustec assassinated.

We couldn't cater to everyone's monitor setup. What looked bright on Chrustec's pc looked dark on mine and vice versa. We had a few spats about it. We tweaked and tweaked and spent so much time on it. Valve was thoughtful enough to add brightness settings in the video options. I reckon crank that up if its a bit dark.

Chrustec and I believe it is time to move on from this map as it has occupied a lot of our freetime and trust me, we could tweak this for ages. There is so many things we had to cut because we ran over the limit of entities. We went through lots of optimisation passes and culling. In the end, I reckon we did what we could and still keep what we wanted initially.

Hey thanks Jium for your critiques. It's always good getting others opinions.

Armageddon and Admjg8, you guys rock. Thanks for playing and we are glad that you like the map. Your posts are exactly what we strived to achieve. It makes all of those late nights and angry wife moments all worth while. Cheers!
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Re: Duke3dhh-Final Released

Postby [FF]FNDR.Jake_Brake on Sat Aug 08, 2009 3:02 pm

Well, first of all this is incredible work! Great job with the detail and the fun aspects that I am sure took a ton of time to compose!

However, whereas this map is a great tribute, it really presents some challenges for deathmatch play.
- The performance is marginal, and I also get the low frames in certain portions of the street. The siren kills my video with a 8800GTX card, although I understand and appreciate the intent! :)
- The map connectivity needs help. I believe that the street level needs more readily accessible access inside the theater and the other buildings. I also think that there needs to possibly be more spawn points inside with better access back out into the street. The problem as it stands right now is that if this map was played with 6-8 players, it would be very hard to "hunt" and find other players because many of the areas are "buried" so to speak. Hope that makes sense. Whereas I totally understand that some of these recommendations will not stay true to the original, I think it would benefit the overall playability and hence the usage of the map and would be a good compromise.
- I also agree that weapons are too light outside. I think that if you accomplish my above bullet with increasing access from inside to out and vice versa this would solve your concern of players not going inside very much.
- Whereas I understand deathmatch is for 18+ years of age, in my clan we pride ourselves on running "family" style servers where our members bring their children to play. So, some of the billboard material is inappropriate and would preclude us from running this map except for special occasions.
- I generally don;t mind running larger maps in my mapcycle. I currently have some that are in the 140mb size range unzipped/65mb bzipped in the cycle. But, I must admit, I am totally sensitive to the players who "drop off" during the fast download because they either don't want to wait, or they believe there is something wrong with the download because it is taking too long. So, to me, the size of this map is simply too large for routine public play. Granted, special occasions where I can warn everyone to "be patient" with the download would be fine, but I simply could not leave a map this size up running in the map cycle.

So, once again, I am amazed at the detail and fine work that this map accomplishes in holding true to the Duke Nukem tradition! I do want to tahnk you for all your hard work in making this map in support of the HLDM community! But, I am disappointed that it is not very conducive to running it regularly on my servers.
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Re: Duke3dhh-Final Released

Postby punky on Sat Aug 08, 2009 7:51 pm

Wow, this looks like a wonderful and extremely fun map looking at the vid, downloading now!
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