
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9271 Posted 03 May 2020 - 04:31 PM
#9272 Posted 03 May 2020 - 05:38 PM
#9273 Posted 04 May 2020 - 02:59 AM
Sanek, on 03 May 2020 - 05:38 PM, said:
I'm not too sure what exactly I should show because it's a lot more immersive than spectacular, but for that section I'm naturally using the method where I'm drawing the outlines of each segment first, not the whole thing at once but broken down in quarters maybe, to make it a bit easier to supervise that every wall counts in the end. Only as soon as one segment is done without the detailing but with proper structure texturing/shading/lighting effects do I move on to the next one. The terrain itself isn't anything too ambitious, the pre-existence of the 'functional' sectors dictates the greatest amount of slopes and terrain variation so far instead of relying on decorative additions and micromanagement, again to make sure everything is optimized (it's possible to get great-looking 'terrain' just with such basic strats as long as it's paired up with ideally smart design I think) and I don't think that's at the expense of the atmosphere either, just think closer to 3DR style (my main inspiration for this section of the map is The Abyss even though it'll look nothing like it). My current idea is to basically have three underground segments that are eventually revealed to be connected to a bigger fourth segment (climax of that part), conveying a claustrophobic feel that contrasts with the rest of the level en masse before having the player break out in the open again. So even though there are some bigger rooms/hubs it's also a lot of narrow passageways that really could belong in a user map from 1996 if it wasn't for the (hopefully) proper lighting/shading/effects in terms of 2D design. There's also a part where a vertical transition operates through layers of (small) sprite floors, and that room is essentially just one square sector of four walls but you progress downwards through hundreds of sprites for maybe twenty seconds and it's simple but exciting.
I don't know, I'd say the rule of thumb would be to make the most out of whatever it is you design, if there's a sector somewhere you can slope it, shade it, attach effects to it even if originally you weren't planning anything. My current philosophy is to optimize the use of every resource invested in a map, just kind of thinking along the lines of one wall costs ten bucks, one sector costs five bucks and a sprite costs five cents - once you've spent them, you want to capitalize on them. Whatever doesn't bring anything essential to the gameplay, scratch it. That's influenced me to build many minor elements of the level out of sprites too (e.g.. crates), pretty early on into this map and now I'm kind of glad I did because once my underground thing is done I might even have a few walls left for cars, one last minor indoor area and stuff.
Also the horse keeps getting beat but it's not dead yet and still infectious, but strong lighting/shading is key, especially in such environments, I'm lucky this current zone I'm doing is quite dark in general so I can play with contrasts from sector to sector a lot and hide some wall texture transitions that I couldn't really let slide without some tech trimming in a bright region of the map. But by definition, I'd say 'nature' settings are allowed to look a little wilder than civilization.
Also that particular underground section is something I've had on my mind to build for a long time, so I already know exactly what I want to put in there and how things should look like, if anything the fun is in such creative release but the picture in my head is complete so it's not like I'm struggling with options trying to imagine stuff on the go, and wasting resources on the smaller picture.
This post has been edited by ck3D: 04 May 2020 - 03:05 AM
#9274 Posted 04 May 2020 - 05:08 PM
It's supposed to be some kind of a jungle, but it looks more like a forest. I've got to admit that it's very hard to make a good-looking forest areas. Here I just made some octagons and copied' em all over the "jungle" area. No sprites, no slopes or anything (actualy here's some, but not the kind of terrain that'll cover the area. I made that part very dark, hope it'll cover some of the flaws.

The second shot brights the scene a little bit, as there's a storm going on:



So what do you guys think?
#9275 Posted 05 May 2020 - 01:31 AM
#9276 Posted 05 May 2020 - 02:56 AM
You were asking about my way of designing terrain, my underground caves for instance have a lot of sloped sectors like yours especially on the third screenshot, some of them serve to enclose the area with the ceiling also being sloped or not (a different way or not, too) like you're doing but a lot of them also act as transitions to lower regions, for instance in your case I'd be very tempted to keep the map going not just from the upper part but also from that lower section of screenshot #3 at some point, as a breach in path be it to a primary or just a secondary zone with goodies. Then once you've designed that new zone, maybe you'll be tempted to enclose it too with similarly sloped sectors, then build a third zone that's even lower and in the end you'll basically get a playable mountain of zones by connecting the dots with interconnections and whatnot, I don't know but at least that's a common pattern in the process for me, in general I think the vertical axis is crucial in Duke maps and very commonly underutilized, map height can matter just as much, if not more as map width and the feeling a great geographical ascent or descent can bring to a level shouldn't be slept on.
I also appreciate you thinking of using the storm effect, it's a dope one and I can see it being very fitting here.
This post has been edited by ck3D: 05 May 2020 - 03:02 AM
#9277 Posted 05 May 2020 - 05:31 AM
Sanek, on 04 May 2020 - 05:08 PM, said:
Looking good for me. I know it's still WIP and not finished but adding different heights, variation in textures and irregularity to the terrain will enchance the scene a lot!
I barely had experiencie in making terrain in build, but while doing my big outdoors map, I've been kinda developing my style on making this kind of things, so maybe even if I am not experiencied mapper, I can give some advice with my experience gained during the development of my level.
My map is neither a forest or a jungle but contains a lot of terrain and vegetation spread throught the map. This is an example image on how I've managed the terrain thing, you can see some slopes, some sectors up and down in height and different textures to make it look more variated. Also the sprites do a lot of work when it comes to vegetation, maybe you can combine spriites with the big trees made with sectors.
https://i.imgur.com/Tzq8Lz8.png
I hope it helps! If you want I don't mind sending you the map, so you can see how I've done the global thing and maybe grab some ideas!
Anyway good job I'm sure after you start adding sprites to the scene and detailing it it will look a much better, but it's a good start.
#9278 Posted 05 May 2020 - 05:57 AM
Keep in mind terrain will always look a bit blocky in the build engine, no matter how much walls you use.
That's not a bad thing, just a limitation you have to be creative with. Using wall shading can help a lot to add some depth to the trees.
I'd recommend the map 'MPresort' for some inspiration as well, IIRC it had a pretty well executed jungle setting.
Since your map is dark, perhaps play around with a few bright light sources in the forest. Like little camp fires for example.
#9279 Posted 05 May 2020 - 03:11 PM
With original Duke 3D texture set it is always a pain in s to make some good nature environment. Slope works very nice in your screenshot, personally I like your maps cause of minimalistic style, so I don't see a point of adding more details.
I recommend to check Blood for good forest references.
This post has been edited by brullov: 05 May 2020 - 03:12 PM
#9280 Posted 06 May 2020 - 03:30 AM
Will probably post some last screenshots of map 2 when the time comes (but this one is hard to take screenshots of due to the current visibility and scale, still pictures in this one tend to show either nothing special or too much that I want to keep a surprise).
This post has been edited by ck3D: 06 May 2020 - 03:33 AM
#9281 Posted 09 May 2020 - 02:50 AM
For the beginning of the map it'll work. I was thinking about adding shadows which'll look very cool with thunder and stuff but unfortunately that'll interfere with sloped section. I'll see if I can add it if there'll be some walls left by the end of the map's development.
That whole area (forest and beyond) actually supposed to be kind of a hub area but player don't have to come back to the forest specifically so I guess I'll come back it later.
@Dukebot I see what you're going for in your map and your method looks nice actually, I'll make something like this on the edge of the forest, hehe.
@Merlijn MPResort was the first map I thought about when I was thinking about jungle areas. His areas is very small yet it looks very good. I made what you're seeing and already wasted 800 walls on that section alone.
#9282 Posted 09 May 2020 - 03:20 PM
The lower corner of the screen is blurred because I didn't want to show whats there.
#9283 Posted 09 May 2020 - 04:10 PM
Mark, on 09 May 2020 - 03:20 PM, said:
The lower corner of the screen is blurred because I didn't want to show whats there.
Don't want to show a Half Life Soda Dispenser? How Weird!
jk.
#9284 Posted 09 May 2020 - 05:15 PM
Is that really where the soda machine came from? It was there when I took over the abandoned project.
This post has been edited by Mark: 09 May 2020 - 05:18 PM
#9285 Posted 10 May 2020 - 05:02 PM
This post has been edited by ck3D: 10 May 2020 - 05:08 PM
#9287 Posted 11 May 2020 - 03:26 AM
edit - it's 16384.
This post has been edited by ck3D: 11 May 2020 - 03:27 AM
#9288 Posted 11 May 2020 - 12:42 PM
#9289 Posted 11 May 2020 - 02:38 PM
Mark, on 11 May 2020 - 12:42 PM, said:
Mapster tells you how many walls you have left.
#9290 Posted 11 May 2020 - 02:44 PM
edit - Dan beat me to it
This post has been edited by ck3D: 11 May 2020 - 02:52 PM
#9291 Posted 11 May 2020 - 03:23 PM
I must have been approaching that real number when I erased sectors and rebuilt.
This post has been edited by Mark: 11 May 2020 - 05:30 PM
#9293 Posted 13 May 2020 - 09:36 AM
Also good to see your map is almost finished, CK3d!
My map's progress slowed down a little bit...BUT! I was recording & mixing music last week for my Duke map project, which to me is a part of the map anyway haha. It contains some very uhmm... electronic elements :) Which to me also seem to fit action packed / adventure games (like Unreal / UT).
Might release the music with some old but also unseen new shots of my map if I (and also you peeps) like..;)
1400 sectors 11250+ walls. The huuuuuge city is 90% finished, still needing more indoor locations..also the gameplay seems to be about 30+ minutes. I guess I'll keep on mapping till I reach the limits :' ) I also made a windmill, fun stuff I never created before.
This post has been edited by Maarten: 13 May 2020 - 09:51 AM
#9295 Posted 13 May 2020 - 02:44 PM
Maarten, on 13 May 2020 - 09:36 AM, said:
yes please
#9296 Posted 14 May 2020 - 07:59 PM
This post has been edited by 11bush: 14 May 2020 - 07:59 PM
#9297 Posted 14 May 2020 - 11:21 PM
I'm going to keep the project small for now, Since i'm already working on Duke Nukem 3D:Blood And Ice.
Yes, the textures are shamelessly ripped from Doom, (Shareware, 'cause i only need the techbase textures.) And the sky is from Doom's Press Release.
The mod is (supposed to be) a continuation of a Doom project of mine titled "Y.E.E.T:Evil Unleashed!"
Even though it uses Doom Textures, It's a mod for Duke 3D.

If anyone's interested in this, i'll show more of it. It is VERY UNFINISHED though.
Actual development will begin some time after the release of Blood And Ice. (assuming it will ever be finished.)
#9298 Posted 15 May 2020 - 01:13 PM
Anyway I can't say I'm not interested. For some reason I can't pin down, that screenshot is pleasing to my eye.
#9299 Posted 15 May 2020 - 02:56 PM
Ninety-Six, on 15 May 2020 - 01:13 PM, said:
It may be the unfinished Hellduke TC by XTHX2? There are some compatibility patches in the last pages of the Forum Thread, but I don't guarantee that they are not dated.
I even did an HRP pack at that time, unfortunately only a link to version 1.0 survived, the 2.0 is gone. Maybe Super Goofy could have a copy of that version of the pack given he contributed.
Good excuse to post even M210's works.
DOOM TC for Eduke32
DOOM weapons for Eduke32
#9300 Posted 15 May 2020 - 05:45 PM
Fantinaikos, on 15 May 2020 - 02:56 PM, said:
I can not guarantee at 100% that I did not tamper with it a little for my personal purposes. The Thums.db files still present imply that I left it untouched, though.