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Author Topic: [Release] Foul Odour  (Read 2389 times)
Steambull
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« on: March 20, 2010, 01:39:09 PM »

After being "out of inspiration" for a long time with a couple of other maps in the works, I played through E1 one day and started this map. Not really 3dr styled, but certainly leaning more to the old-school look.

Note:
- For classic 8-bit mode ONLY
- Only uses v1.3d stuff
- Difficulty settings implemented (Come Get Some recommended to any experienced player)

Screens:
http://img.photobucket.com/albums/v669/Steambull/Random/od01.jpg
http://img.photobucket.com/albums/v669/Steambull/Random/od02.jpg

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Edited by Puritan:

DNR DOWNLOAD LINK
« Last Edit: March 20, 2010, 05:27:38 PM by Puritan » Logged
Mikko_Sandt
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« Reply #1 on: March 20, 2010, 02:20:07 PM »

Awesome, gonna play & review tonight.
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Puritan
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« Reply #2 on: March 20, 2010, 02:21:40 PM »

Played it.
It's a nice little map with some bits and chunks from the original level.
I liked it. Thumbs up

Want it uploaded, maybe?

Edit: Uploaded! Wink
« Last Edit: March 20, 2010, 05:33:46 PM by Puritan » Logged

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« Reply #3 on: March 20, 2010, 03:03:49 PM »

Sick, something new to play Thumbs up I'll download it and play it tonight, then be glad to comment
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Forge
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« Reply #4 on: March 20, 2010, 03:56:03 PM »

Good game play. Nice even pace and smooth flow. Nothing over the top or too fancy, but a good floor plan and layout. Not 3DR styled, but definitely of the older genre. Maybe adjusting a few textures & the shading, and a few more ambient sounds are about all you could do to improve this. I'd recommend it, it's a pretty fun map.  Thumbs up
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Dan G
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« Reply #5 on: March 20, 2010, 04:27:55 PM »

Good game play. Nice even pace and smooth flow. Nothing over the top or too fancy, but a good floor plan and layout. Not 3DR styled, but definitely of the older genre.

Those were my thoughts as well.  Also, contra Puritan, I would not say it is a "little" map.  It's a mid-sized map, and about the right length for a user map imo.

I would have liked to see a little eye candy -- maybe some working machinery in a few places -- but it's still a good looking map, very clean and well textured.

My only complaint is a small one.  About halfway through the map there's the part where you have to do an 8 dipswitch puzzle (actually two 4 dip switch puzzles).  I was almost out of pistol ammo, and the switches could only be activated by shooting.  I used up my pistol and had to use my shotgun as well, and I was almost completely out of ammo after that.

Oh, and one other very small thing:  the ending was a bit anti-climactic.  I'm not saying that it needed a battlelord, but maybe a few commanders or something to make it difficult in the last area would have been nice.
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« Reply #6 on: March 20, 2010, 04:52:58 PM »

My only complaint is a small one.  About halfway through the map there's the part where you have to do an 8 dipswitch puzzle (actually two 4 dip switch puzzles).  I was almost out of pistol ammo, and the switches could only be activated by shooting.  I used up my pistol and had to use my shotgun as well, and I was almost completely out of ammo after that.

I was also nearly out of pistol ammo but still had a hundred rounds for the chaingun (I tend to save chaingun ammo because I discriminate against the weapon).

I was lost for a while after hitting those switches behind the tripbombs, had no idea where to go.
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« Reply #7 on: March 20, 2010, 04:58:05 PM »

Why are you guys spending your ammo on those buttons?
Use the " kick" weapon.  Wink
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« Reply #8 on: March 20, 2010, 05:02:55 PM »

I kicked the dipswitches. I ran real low on ammo, but I only ran completely out of shotgun shells once and found some right away. Health was pretty tight a few times too, but I managed to survive. I usually play on the default skill level Let's Rock if that makes any difference.

I guess I got lucky and headed the right direction after activating those two switches behind the trip mines. You could either go back the way you came (where the card was) or head towards the key locked door (which doesn't make too much sense since there's nothing in that direction but a key locked door). I suppose if the "case" where the key was locked were put in the room where the player surfaced from the water, it might be a little bit better for the player, but it wouldn't be that much of a change and not really necessary.
« Last Edit: March 20, 2010, 05:36:38 PM by Forge » Logged

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Dan G
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« Reply #9 on: March 20, 2010, 05:08:03 PM »

I didn't kick the switches because they were recessed and I've had experiences of kick not working in situations like that.  I should have tried it.  Other than that, I didn't have any ammo shortages.  The more important point is that pressing space SHOULD work on the switches and it doesn't.
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William Gee
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« Reply #10 on: March 20, 2010, 07:09:42 PM »

Just played it, first duke map Ive played this year I think... Anyways its a good map, but did nothing really to impress me, I had the same problem with the switches, I ran out of ammo then used Kick, but wasn't really a big issue, I agree about the ending, but if its going to get a second level then that's ok, Yeah its old school, but IMO not up to the standard of the original levels.
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« Reply #11 on: March 20, 2010, 08:03:23 PM »

After thinking about it for awhile, I also agree about the ending. It also looks like he intended to do more with the last part too, but decided against what ever his original plan may have been. There's potential there where the single pigcop is up on that ledge, and there's some room in that area for a good fight. Maybe a couple commanders or pigcop tanks.
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« Reply #12 on: March 20, 2010, 09:16:01 PM »

I personally liked it. Definitely not the design style you had gotten me used to, but still a very enjoyable level. I liked the pillar jumps and the little crane puzzle at the end that was very reminiscent of older levels in my opinion. That 'surprise' fight against all the octabrains was pretty cool as well I enjoyed it, there's a bug with the color puzzle though you can still activate the switches through the wall, and get at least 2 of the items (it was still a pretty cool / unique feature). Design-wise it was simple but clean. More ambient sound might have made it even better. Nothing major to fault, didn't experience any gameplay problem, everytime I ran out of shotgun ammo I found some, and I was on 100% health basically the whole time.
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« Reply #13 on: March 21, 2010, 04:47:28 AM »

---this review can be released on the site---

Another map from Finland, Foul Odour, is entertaining romp through water/toxic waste facility. Being Steambull´s third release it is pretty solid, but well above good quality level.

Level is based mostly indoors, but it also has some outdoor areas, especially near the end. Level flows in quite linear way, although there are some puzzles that take time a bit, but they are not that difficult to find out. The main goodie of this level is it´s great texturework and good gameplay that feels just right, not too difficult, neither too easy. Textures are placed with care and albeit they are recycled they don´t feel monotous. Lightning is also good, but it could have been better. There are not much extra details, effects or special spritework to be seen, but because of level´s original design, nice trimwork and comfortable layout it doesn´t matter that much.

Overall, it is great release and well worth your time if you can spend 15-20 minutes of your time. If you are looking for solid and original slugfest in indoor facility that is not that difficult to navigate through, this is for you. However, if you are looking for something special and innovating in details, effects and spritework, you may pass this one.

Texturing/Lighting-Shading: 9/10
Sprite Work/Detailing:8/10
Ambiance: 10/10
Architecture/Design: 18/20
Layout: 18/20
Gameplay/Difficulty: 28/30
Overall: 91/100
« Last Edit: March 21, 2010, 04:50:59 AM by RazorZ » Logged

I´m RazorZ, mapper from Finland, big fan of Duke - what else you could be waiting for?

Currently released maps (score is average):
    - Resistance Rocks (89,5)
    - Demolition Plant   (92)
    - Mincer City            (94)
Steambull
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« Reply #14 on: March 21, 2010, 08:53:40 AM »

Thanks for the feedback (and the upload), everyone. Nice review, RazorZ.

I was also nearly out of pistol ammo but still had a hundred rounds for the chaingun (I tend to save chaingun ammo because I discriminate against the weapon).
You're not supposed to have the chaingun at that point. Maybe you're talking about the 2nd part with buttons that require shooting/kicking (I placed a pistol and a clip on the table there though).

there's a bug with the color puzzle though you can still activate the switches through the wall, and get at least 2 of the items
Ah, shit. I did try this for some time and couldn't do it, so I thought it was ok. I was thinking of getting you as a technical beta tester after you helped me in the other thread, seems like I should've done that.

Maybe adjusting a few textures & the shading, and a few more ambient sounds are about all you could do to improve this.
This was actually the first time that I put more than a couple of ambient sounds into a map. There's quite a bit of them, but maybe the problem is that their range is too small (had to use small hitags a lot in order to avoid the sounds being audible in wrong places + some sounds glitch if they overlap each other, which was particularly painful with the rushing water sound).
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