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Author Topic: Alien Resurrection  (Read 2448 times)
Dan G
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« Reply #30 on: January 04, 2010, 06:48:40 PM »

Gambini, my previous post was attempting to exit this debate, but now you are opening up new avenues of disagreement.  You are on your own now, buddy.  Grin

On a quasi-related note, I wish that there was one Aliens TC that the community could support, instead of having different Aliens mini-mods, maps and TCs scattered around.
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Mikko_Sandt
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« Reply #31 on: January 04, 2010, 08:38:09 PM »

Quote from: DeeperThought
No one has any random samples here.

Which is why I'm not pushing my argument by referring to what Gambini said.

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Something that reduces the likelihood of a map being kept around on people's hard drives and replayed does limit its exposure in the long term

Do you believe that the existence of cons is more important than factors concerning the map itself? Exactly how big an effect do you think the presence of cons has on exposure? You yourself used Nostromo as an example but, as I said, it is more likely to be skipped because of its theme and gameplay than because of the existence of cons, the effect of which on exposure is close to nothing. There are plenty of similar examples. Billy Boy's maps are very hard to approach and have very little replay value plus they come with tons of new stuff but this has not hurt their exposure because other factors weigh more. Welcome Home has new art but it's an extremely popular map because the map is good. Just look at the top 20 downloads on the mainpage. If one or two people complain that they can't play some map using DP, this should be absolutely of no consequence.

Your original suggestion is just silly because you're asking authors to compromise their visions just to make it easier for mentally challenged persons to play maps. Don't get me wrong; I'm all for making maps idiot-proof, but that's easily doable in Duke even if you decide to include new arts, cons and sounds.

What´s the percentage of .bat files that actually work at the moment of playing? 10%?

I thought about this but it's beside the point. Mappers of the past couldn't have predicted that one day their bat files would be useless. Also, a map released, say, ten years ago with a bat file probably reached 90% of its audience before the arrival of source ports.
« Last Edit: January 04, 2010, 08:41:42 PM by Mikko_Sandt » Logged

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Dan G
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« Reply #32 on: January 04, 2010, 09:51:04 PM »

Your original suggestion is just silly because you're asking authors to compromise their visions just to make it easier for mentally challenged persons to play maps.

That's a straw man.  I could go through my posts and demonstrate the different ways that it misrepresents what I said, but honestly no one cares at this point and it's not worth the time, and we'll just end up repeating ourselves.

Just look at the top 20 downloads on the mainpage.

It's hard to know what to make of that.  I have heard that there are bots downloading a lot of stuff and distorting the numbers (that would explain why DP maps have so many downloads despite being included with DP).  It should be a topic for a different thread.
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Mikko_Sandt
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« Reply #33 on: January 05, 2010, 11:20:00 PM »

That's a straw man.

But you did suggest that cons should be left out for convenience.

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It's hard to know what to make of that.  I have heard that there are bots downloading a lot of stuff and distorting the numbers

Possible, but if the bot downloads randomly, the top 20 should be a random sample. As it is now, it doesn't seem random at all.
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MetHy
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« Reply #34 on: January 06, 2010, 05:56:59 AM »

Possible, but if the bot downloads randomly, the top 20 should be a random sample. As it is now, it doesn't seem random at all.

This map had around 200 downloads yesterday. Now it's the first one in the list.
http://dukerepository.com/maps/Dukes_Nightmare

Bots don't download every single map each. They download one map (or file) a thousand times.

I was the one who suggested having a download counter back in the days, it was good until the bots showed up. What we need now is a system with those barely readable letters that you need to re write before being able to download (No idea how that's called).

This also pisses me off because Dukes Nightmare is a piece of shit that shouldn't even have been uploaded on this site in the first place if you ask me.
 It's like those kids map from 1996 where they "edit" the original maps and make them horrible and dare call that "enhancements" in the .txt file. Plus, it's illegal anyway to have this map downloaded here since it's based on a map from the original game.

Now random people who just discover DNR and got back to Duke will most likely download the first map in the list and play that and may think that's the best modern mappers can do, while it's actually the worst.
« Last Edit: January 06, 2010, 06:03:25 AM by MetHy » Logged
The Commander
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« Reply #35 on: January 06, 2010, 08:31:44 AM »

Plus, it's illegal anyway to have this map downloaded here since it's based on a map from the original game.
You clearly don't know what you are talking about.

As it stated in the 3DR EULA you CAN modify the original levels and distribute them as long as they can only run with the full version of Duke Nukem, we have been over this time and time again.

TX has also clarified this.

Last month one of Saneks maps was in the top, so you really do get your panties all in a bunch over nothing.
« Last Edit: January 06, 2010, 08:33:21 AM by The Commander » Logged

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« Reply #36 on: January 06, 2010, 01:22:03 PM »

...And the rest of this topic is about "Alien resurrection"...

But some of the questions raised in this topic is quite interesting and might fit in around here.
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« Reply #37 on: January 16, 2010, 02:33:04 PM »

Just a minor update today.
Changed a few textures, some more light/shadows and a few replacements.

« Last Edit: January 16, 2010, 02:36:17 PM by Puritan » Logged

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Merlijn
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« Reply #38 on: January 16, 2010, 04:21:19 PM »

Nice! I especially like the way you trimmed the floor - those brown textures fit in perfectly.  Thumbs up
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Mikko_Sandt
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« Reply #39 on: January 16, 2010, 04:23:09 PM »

Yes, it's a marked improvement over the monotonicity of the previous shot.
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« Reply #40 on: January 16, 2010, 07:44:47 PM »

ditto

previous shot was dull, this one looks interesting  Thumbs up
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Puritan
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« Reply #41 on: January 24, 2010, 07:11:21 AM »

Even though this map is built for the HRP I try to make it look alright in classic mode too:

Shots of 8-bit origin:

Remember the location where the crew on Auriga kept those three aliens?

***


Inside the chamber containing the aliens.

***


An intersection in 8-bit.

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« Reply #42 on: January 24, 2010, 08:16:49 AM »

It's looking really tight even in classic mode man, can't wait to play this one Thumbs up
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another cup of coffee
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« Reply #43 on: July 19, 2010, 09:42:04 AM »

I wont have any internet access at home until september  Undecided
That will , in fact, give me some free time to build some more on this map.
Maybe a release this fall...

***

Some non important infos:

MS Auriga

LENGTH – 3658 m (12000')
WIDTH – 718 m (2355')
HEIGHT – 628 m (2060')  ( Wow, some 150 stories building )

Speed: 0.08 light years per sidereal day
Interstellar speed: Classified

Defensive Armament:

Six Raptor AX/II-A Computer-Guided Anti-Ordnance Weapons Platforms
Four Viper D-220 Zero-Gravity Hypervelocity Turrets
Five Shryke-2 XN/V-32 Electron Railgun Units

Crew:

12 Command Staff
8 Maintenance Personnel
12 Science Personnel
23 USM Guardsmen

Propulsion:

 (Sublight) 2 x US/SLD-400/A Plasma Fusion Drives; (FTL) 2 x US/FLD-270/C Ion-Ram Hyperdrive Slipstream Engines.
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« Reply #44 on: July 20, 2010, 02:59:12 PM »

Hey, i was listening OST from Alien 4 and decided to chek this theme. Screenshots are totally awesome! Keep it going!
Also try glass which is much more clear (the one with fully transparent areas). Perhaps it will make a better look.
 Thumbs up Thumbs up Thumbs up
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