The Legend Of Devon
The Legend Of Devon
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If you stumbled upon this channel and wish to know what it's about, it's a tough thing to really pin down. Currently, I'm in the process of fulfilling a childhood dream I was never able to obtain: Build a full level in the classic 1990's First Person Shooter, Duke Nukem 3D.
For those unaware, Duke Nukem 3D was the more charming relative of the DooM series, and it used 2.5D graphics (like the original DooM) to mimic 3D. This results in what I feel is a timeless aesthetic and modern engine enhancements have made the reality of what one could create in the level editor nearly endless for those willing to take the plunge.
As part of this slow journey to learn the editor and build as I go (which I share updates on regularly), I've decided to also venture through the vast catalogue of user created content for Duke Nukem 3D, to see what others who have come before me have accomplished, to learn and inspire.
I livestream these on this channel, hoping to inspire others to learn to build.
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Me, I cicked alien asses on my gba sp
Was playing minutes ago memories ,this shit is literally silent hill and slender man mixed together
Yeah, I really want that one to get more attention, that thing is a great way to show what kind of other experiences can be done with the Build Engine. Its just so creative.
What black magic is this?
Magic way beyond what I should be trying to yield, that's for sure!
@@thelegendofdevon You could make your own underwater buildings map using this technique, with structures that don't have to extend all the way to the surface
I LOVE good underwater stuff in games, so I'd love to tackle that one day 100%. The Aqua and BobSp maps for Duke 3D are classic examples of some I would be inspired by.
You get the yellow key using the jetpack, which you loot off the corpse of the astronaut tethered to the sunken space shuttle. Astronauts have jetpacks. What's a good email to reach you at, if I wanted to send some maps?
My channel email is: [email protected]
thanks for the scent88 version tips. I've been going back and playing a lot of old maps but unfortunately getting bat files to work has always been a struggle. I'm usually only able to play the ones that work nicely as a solo map, find them in the addon compilation or when I get lucky and can map custom content folder with eduke. I'll have to try using scent88 for problem ones now rather than just using repository or MSDN. Could you let me know how you're able to change the music while in the level as well?
If you are using eDuke32, you press F5 in the map, then Shift+F5 to flip between tracks. If that doesn't work, it's the opposite combo, Shift+F5 then F5 to switch tunes.
@@thelegendofdevon damn thanks that works but I screwed myself out hard. I changed all the settings of eduke to make F5 quick save since I'm used to that. I'd have to make all my bindings default again and I've changed a number of other ones too so it will be a pain to redo it for all the instances. After making it back to default I notice there is nothing in keybinding or the config file showing what F5 is now so I guess it's not possible to bind it to anything else unfortunately...
You might just need to change that one key for music to the quicksave button if it didn't happen automatically.
@@thelegendofdevon there is no "music" in the config file or in keybindings ingame which is the issue.
Yeah, I double checked on stream, unfortunate. Someone probably knows a way, but thankfully you only have to do it once per map!
Oh, cool. I didn't know you played Outpost 31. Kinda long development time for it too with over 2 years of blood, sweat and tears. I actually released an updated version of it as well back in 2017 with added monsters and a different ending.
Absolutely love the detail poured into this, especially with the new areas you created to fill in what we don't see in the movie. Amazing work! I ended up playing the updated version on stream, was a nice way to revisit it: kzread.infoxnVEAEO6MR4?si=jqVROICzqkjzVH5H
Have you ever played Duketroid, or the BobSP series? They are not great gameplay wise but you would appreciate the detailed architecture and effects
I have not played Duketroid (I'll add it to my list) but the BobSP series is fantastic! Especially given its age. I have a livestream of his whole map set: kzread.infojddIcovQWFg?si=e-Gczs9zjDZjRCtv
You said you have mods for Mapster32 installed? Where'd you get them? Because I can't seem to find anything about the subject.
The main one that you can visually see is Brullov's User Interface mod, which you can find here: forums.duke4.net/topic/12218-mapster-ui-modification/ It changes the default textures, as well as the Sector Effector sprites to give them some more readable visuals. Granted, some people find the old ones better, mainly due to familiarity, but I like the direction he is going with this mod. The other one I have a script enhancement by Oasiz which you can find here: forums.duke4.net/topic/12290-m32-enhancement-scripts/ This is what lets me just hit spacebar in 3D mode to select a sector, since I tend to build a lot in 3D versus 2D, it makes things a little quicker. I have one other thing added to the Mapster32 Config file to enlarge the grid area, giving me more build room. You might not need this at all, but it really does no harm having it. Find the following command and change it to this: editorgridextent = 524288
@@thelegendofdevon Thanks for explaining. I'll check them out later.
Create a separate red sector of the door, press (Shift) + (T) value (23) in this sector .......... Next, create a SECTOREFFECTOR and press (ALT) + (T) value (11) on it. You need to adjust the door's openability using the SECTOREFFECTOR. The doors open at 90 degrees, so you'll have to experiment with SECTOREFFECTOR. To select the degree, use the keys (<)( >)
Thanks! Need to try this out tomorrow!
This map blew my mind, great level. My favorite part was the non secret ending, walking through the overgrowth of the first level was brilliant. The two endings are just a reminder of how time has slipped by. Both endings are bitter sweet, just well done.
I think this map is so overlooked. I know it's new and one could argue that MyHouse.wad is why it exists, but I don't view that as a negative as this is more of what I do want to see, zany, experimental maps! I love traditional stuff, but just to see what creative ideas come up with. Maps like this really show off what you can do in the editor with enough skill and creativity.
Cool architecture. I miss BUILD
Last time I have build a map in duke nukem I was maybe 15 years old, I'm 40 now rofl.
Never too late to jump back in! ;)
Damn, i really love that Time to kill ambient music.
I agree. Someone mentioned how criminally short some of Time to Kills tracks are, which I have to agree with, I could do with another two or three minutes of all their tracks. They're just tooOooo good.
your streams are the comfort food of youtube ☢️
That's kind to hear. I kind of go into it with the idea it's my replacement of sorts to Saturday Morning Cartoons, which was my comfort food. Glad the master plan is working.
Since I saw your stream I found my old maps.. Been getting back to work, 20 years later! :) Build rocks!
Yes! That's all I want out of this channel, even if I never finish a map, I just want more people building things! Just so fun to explore people's creations
Thanks for streaming this. It's good inspiration to get back in to it.
Thanks for the kind words. A few have mentioned it's great background noise while building, like a second person keeping you on track just by doing the same thing. As someone constantly distracted, I love that!
Gameplay proper starts at 17:45.
Thank you for reminding me to stop slacking and add some chapter selects for future viewers! Added them for both levels, appreciate the support!
you must be playing version 1 cos most of those texture issues are fixed post that, but thank you so much for playing through my map, version 1.2 is a much more polished and expanded map :p scratch that, 1.3 is after watching your full play through a few times 🫢 I credited you in the reademe! 😁
It was a great to see a new person start to map for Duke! Was the aim of the channel, and even if I had no part in it directly, its what I want to see: more people mapping for Build! (I just love playing them)
I can tell you're the type that's just drowning in ladies
Man thank you so much for showcasing my map, and yeah, the AU is for Australian :p
Thanks for this stream, I fell asleep about half way through while you were live as it was about 2AM for me :p but I'm very grateful you still have the video up! You're very informative and helpful as ever!
Chapters added for anyone wanting to learn specific things! Keep in mind I'm learning along with you so there is a lot of trial and error. That's part of the fun to me, poking around going, "Oh, what if I did this!" and seeing the result. Sometimes its genius, other times its just a learning lesson.
How do you make a conveyor belt?
Just because of this comment, I went and learned how to do so in my stream yesterday: kzread.info/dash/bejne/gJ6t0aNrdsbMd6g.html I have a link in the description to a page where you can find the tutorials I followed as well.
@@thelegendofdevon Thank you
Regarding the water fountains, it wouldn't be that hard to rig them in CON if that's something you ever want to do. Could be pretty funny to have a super low chance to actually restore health on each use and on rare occasion, even subtract from it. Also trivial to make that behavior silently toggle-able.
It would be a neat addition to stuff down the line, good to know it could be done. Just be one of those funny additions most probably wouldn't come across.
This mod doesn't work for me, I followed the instructions and when I open eduke32 the derzorngottes.grp doesn't show up in the list of grp files, only duke3d.grp shows up. Is there supposed to be some kind of batch file that I open up? Because I didn't see one in the download. How do you get this mod to work?
Sorry for the delay! There are two ways you can go about doing it, take the GRP for Der Zorn Gottes and throw it in its own Folder in your eDuke32 Folder. When you boot up eDuke32, the startup screen should pop up mentioning all the GRP's you can select, leave it on Duke 3D: Atomic Edition, but you'll see an option for "Custom Game Content Directory", click the drop down and you should be able to click the folder you placed the Der Zorn Gottes GRP in, just launch it and when you go to choose a new game it will show you the level as a new episode! If that doesn't work (the folder doesn't show up for you), I think its due to how its pulling the Duke GRP's, but the workaround is to just place the Der Zorn Gottes GRP into the folder for eDuke32, then drag it onto the eDuke32.exe. This will tell eDuke you want to try and run it, and it will! Hope that helps!
23:08 This spacious room looks very cool, it turned out beautifully🤩.
I do like the idea of it, its slowly starting to take shape.
Chapters added! What a great batch of maps from various time period of Duke mapping history!
Chapters added! What a solid map by Billy Boy, really flowed perfectly to me. As for the level editing portion, definitely was meandering without a clear goal today.
Where are those secrets?! A very large city map indeed, one that really does need to be played as if you are exploring a city, not just blasting Aliens. I can see why people could get lost in this one, but other then the secrets, the overall level progress is pretty easy to accomplish if your focus is on looking around instead of looking for a set objective.
Chapters added! Slowly getting caught up...
I love that there are still duke build enthusiasts out there.. I don't know if it's nostalgia or the funky way the engine forces you to build in certain ways, but the sprites, and lo tags and hi tags and extra complicated manners in which the engine makes you go through to build a level just makes it magical. Keep building sir, I can't wait to see your progress!
For me, it's part nostalgia, part simplicity. I've the aesthetically of 2.5D FPS games, plus their overall design allows for quick, pick up and play, or long gauntlet style maps. It's so versatile, and it really scratches that itch for me these days. From a building perspective, I always felt that it was so easy to just jump in and build something, even without jumping into HI or Lo tags. You can make something look cool, play well, but it gives that flexibility to do more with it if you want to keep diving deeper, like with maps like the recent MyHouse.Wad inspired Memories for Duke 3D. It's a great hobby for those passively interested in making games or just stuff for fun, which is how I started, I just wanted to recreate something in the engine as a challenge.
@@thelegendofdevon I wish more people would appreciate it like the few of us do, I've been watching your live streams and playing the levels along with watching you play them, you're same way I am in really taking the time to appreciate the little details in level design, like the way a box is placed. Shows your true passion and love for the game. Glad to have found your channel man. Build on!
Didn't get to see this one live due to a conflicting schedule - should make the next one, though. Quite a nice attempt at an open outdoor map, Lost World, though very reminiscent of a DM map I played many years ago. As I write, I'm only up to the part where you've started up Mapster and will be watching that in the background while doing my own mapping.
I think it's a very visually impressive map for something focusing on a nature setting outdoors. Very clever use of stock assets to really vary the landscape without it turning into a soupy mess. I'm glad the mapping component of the streams has become background nose for people while they work. When I wasn't streaming, I found I'd have Mapster32 tutorials just running in the background to feed off the same vibe to help motivate me. I still feel I meander too much in the editor, but that's just the way my brain works, always hard on myself. I know I'll hit some idea that I can just run with, sometimes I won't and I'll get what feels like nothing done. Learning to accept it as progress is half the battle for me, which is partially why this channel even exists in its current form, I'm really just using all of you as cheap therapy to hold me accountable so I don't give up on things that don't equal immediate results. 😉 Well, That and I just want to see cool ideas people come up with, so it's in my best interest to try and convince MORE people to map.
@@thelegendofdevon Finally there is a Duke 3D episode that officially take place on the alien planet for a change.
Yeah, it was a neat map, very bold choice to do it like that, but I loved it.
Hey man, love your video, not many people. play this old legend ❤❤ i have aqwestion how can i play youser map on duke nukem world tour
I think World Tour is connected to the Steam Workshop for User Maps, but it can open ones you download yourself as well. According to the Duke Wiki, the instructions are: "To load user maps downloaded from the Internet, copy the map files into the game's root directory. With the game opened, press the backtick (`) key to open the in-game console, and enter "MAP" followed by a space ( ) and then the file name. The console is insensitive to file extensions and does not distinguish between uppercase and lowercase characters." I will mention World Tour won't be the ideal way to play a lot of maps, it can run into compatibility issues. For example, you may see a vent you can duck to crawl in, but you might not be able to in World Tour due to some updates they did. It isn't a guarantee, but if you ever get stuck or run into problems, there's a high chance it's related to World Tour. I keep planning on making a video on setting things up in eDuke for people who aren't familiar and want something as easy to do as possible, I just need to actually do it.
Thanks for playing our map, that was a fun watch! There's not much to comment on, except that we tried to make progress as clear as possible (especially after Roch Island got some critique about cryptic/hard to read progress). So I'm glad you commented on that and never got lost. As for who made what: the first part of the map is basically the remains of the scrapped Red6, which is why this map starts in a helicopter (if you remember, Red5 ends on a heli pad). The mansion part was an old unfinished map by Maarten, and the other areas were added by us together. So it's a bit of a Frankenstein map, but since our styles are very similar you don't notice it. There's no deeper thought behind 'The Rock', I made that up way back in 2001 when making Red 1. I just wanted a fictional restaurant that would fit the desert theme and couldn't come up with anything other than 'The Rock'. The whole thing became a bit of a running gag during the Red series, so letting the plot revolve around this restaurant chain was a fun way to loosely tie the map to the Red series. Also looking back at this map, it really feels like the missing link between our old work and our more recent output. I'm still very happy with this map, it's a nice action packed adventure with a funny backstory. ^_^
I absolutely loved this one, I'm glad it was a recommended follow-up to Roch Island - which I also enjoyed - because it really does show a clear improvement and understanding of the editor and gameplay that your right, I couldn't tell which parts were done by someone else since it seemed so seamless, especially for a Frankensteined map, which might I add, is just very resourceful use of old work. The only part I didn't really "get" was that slime bridge. Sure, it looked nice, but it felt like it wasn't a useful shortcut, but that could have been just how I played the map, though I aesthetically liked that part. Maybe I just wanted more? Which I can't say is a bad thing. I do like the running theme with The Rock, even if it's doesn't have some deeper meaning, it gives a nice calling card of sorts to point to, making it identifiable to those who explore more of the vast content of User Maps.
@@thelegendofdevon thanks, I'm glad you really enjoyed it! I'm glad we could use those old parts and turn it to something coherent, no work getting wasted. As for the shortcut: you can actually unlock it from both sides so it also offers an alternative route to the town area. So when you grab the blue keycard, you don't have to return to the tunnel with blue keypad, you can go straight to the slime bridge and reach the town that way. In hindsight we could have done more with it, I agree. There are all kinds of running themes throughout our maps: alien planet X64-2 gets referenced often (which is an old map by Maarten), and Shaky Grounds has a callback to Red5. Just a fun way for us to carve out our own little universe within the user mapping scene.
6:21:27 There is another way to make fog. It is better to practice in an ordinary square room. You need to press (ALT) +(P) on the floor and select the value (26) , the same thing needs to be done on the ceiling and walls. It will look like fog, (ALT)+(-) or (+) it is the density of fog. I decided to share the information just in case.
That is good to know! Will have to play around with it to see how it looks visually, might have some neat uses. I feel one of the things I really need to buckle down and do is start to go over other aspects of Mapster32. I'm relatively comfortable making something that will visually look okay, but I've held off learning lighting, destruction, stuff like that, since its "new" to me still, but I feel it's about time I get around to it since it's probably holding a lot of progress back for my stuff.
This reminds me of my youth. Duke Nukem or before that, Marathon, the precursor to Halo. Same faked 3D graphics.
I keep thinking about giving thr old Marathon series a go, I didn't know about it until after Halo came out, which was shocking to me consdmidering how into these types of games I was back when it came out.
Nice work. Finally some see through water for the old dukenstien.
I do love see through water, I feel it works so well in some situations where others it's better for it to not be. With the updates they added to the engine, see through water is pretty easy to pull off.
I love the room over room. Never could perfect it myself. I achieved a similar 'aquarium' effect using the water texture and making them flat sprites and just making a cube out of them, resizing as necessary.
I saw a similar technique like that (at least visually) in the recent User Map Memories. I have no idea how he was able to make the cube act like water, but it was super neat. Funnily enough, your trick is slightly used here. While this is made via TROR, looking into the glass to see the underwater section wasn't working. You could see into it, but it didn't LOOK like it was underwater from that view, so I had to slap some 1sided water sprites behind the glass to make it look right. I had a bunch of different concepts I was playing with to avoid TROR for this, mainly Becuase I wanted to learn some new things, but in the end, I just wasn't ready so I ironically fell back to a technique a lot of mappers aren't always super comfortable with it seems.
8:25 I haven’t gotten to duke3d mapping but it is a dream. I have however done maps for Civ3 and HoMM3 (WoG).
That reminds me of my time with Command & Conquer! I'd build maps to play Skirmish matches with the editor they had included, what a blast it was.
Most important question to me: Why do 99% of all custom Duke3D levels have the same midi playing?
For years I wondered the same thing, but now I know the answer! Duke Nukem 3D is setup to play Deathtoll.mid whenever it loads a user map, that's why you hear the same song in so many Let's Plays, its not something set in the map editor, but the game. Map Authors can include a custom .CON file (where it tells the game what to do), but that's usually not something they'll go to the effort to do unless their map includes custom art or sounds, since they would need to include a custom .CON anyways for those. This map actually did have a cover of "Born To Be Wild" as the custom music, but I just didn't notice it wasn't working by the time I started playing. In eDuke32, you can change the music with Shift + F5 (If I remember correctly), so you can switch to a Duke Track of your choice when playing.
@@thelegendofdevon Thank you for the indepth answer :) I never got into custom Duke3D too much and never dug into finding an answer. It's such a shame deathtoll.mid is such a *meh* midi to begin with ... kinda ruined getting into custom levels for me.
@@thelegendofdevon sent a message on another stream and just going through these ones for new maps to pick (got a huge list but I'm sure missing some key ones). Shift -F5 doesn't work to change music or any shift/ctrl f key variant :(
The part with the skulls and evading evil Duke was terrifying. He can go through walls, despawn, and teleport randomly. You basically have to keep moving at all times, but not too fast in case he gets cheeky and teleports ahead of you.
Right!? That was a fun little twist and a great use of the "It Follows" formula of having something following you constantly.
Well, that was a great tribute map to the Roch series, its DNA was prevalent in parts of every area. Meanwhile, all the authors still managed to add bits of their own style within, yet it all felt so cohesive that you may not catch the author switches throughout. Is it me, or does that Final Battle give me Duke Extreme Box Art Aesthetics? Have you played the Roch maps this plays Tribute to?
Wow, what a map, I want anyone seeing this comment to stop what you are doing, don't watch further until you play this map yourself without spoiling it at all if possible! Once your done, come back and tell me what part surprised you the most. For those who dare to watch or read on before playing, you've been warned of Spoilers, but I hope you still play this map on your own, at least give it a download to show your support to Zykov Eddy's fantastic Build Engine Experience!
✋ 'PromoSM'
Great stuff man! Really enjoyed seeing someone else's workflow.
I'm always worried I'm too slow at building from a viewers perspective. Glad to hear it's enjoyable all the same!
The level editor was the best. I had made a scale model of my high school back in the day that we would run around in during modem games. Never could get the sprite editor to work, unfortunately.
That's one of the reasons I always wanted to so stuff with it, I could make my own little world to explore with my friends, too bad I was never good enough to so anything with it at the time. It's gotten some great upgrades since though
duke level editing is literally top of the industry still. the scale and detail and variety of places is more than modern AAA games can deliver. the only flaw is the vast shortage of enemies. we desperately need some kinda offical release with new guns and enemies for decades of modding to come. or atleast for mappers to start using the world tour assets.
I do agree that Duke could use a couple more enemies, would have been great if they had another official expansion pack. The legacy of Doom, and how its legacy titles are handled, would be something I'd love for Duke Nukem 3D. Get a complete package: Atomic, World Tour, all the official expansions, and feature curated fan created content. It would give them an opportunity to release official expansions once in a while to help feed the community to build even more. I just love the Build Engine Aesthetic though, complete glutton for it.
@@thelegendofdevon yea I can't even tell who owns it now but one definitive combination of all the old assets into a single .GRP so we can use all the carribean assets in maps easily and a few new enemies would be my dream. funny how a 25 year old game is functioning as a very slow live service now as we wait for updates
I think the problem with live service as a concept is that you are expecting new updates regularly, which means there is more pressure, higher disappointment when the updates don't land, leading to abandonment. I think the old way of doing it, a major release, then expansion packs to give you bite sized meals, was a great way of doing it and can be modernized. Using the "live service" structure just to have a one stop solution for THAT game to funnel the content into means you can just feed your fans more of what they want, while making more and more things official content for that community to pull from. Bethesda really has the right idea, with the exception of monetization of fan content for Skryim and such, but it's something I feel would work great here, make a hub of sorts for build stuff, make it real.
@@thelegendofdevon yea games like this don't need regular updates, i just meant it is interesting we are talking about awaiting updates even for boxed games that came out decades ago just as the live service games have. but yea official expansions that add the best the community has made to the GRP file itself would be perfect.
Chapters added! You get to Hellish adventures with this stream archive, plus, we actually got stuff done in our level. I think we are picking up steam on that front, excited to see our progress this upcoming Saturday!