What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5941 Posted 16 July 2014 - 06:49 AM
But there is no Mapster version, I have not mastered Mapster script yet.
This post has been edited by Fox: 16 July 2014 - 06:50 AM
#5942 Posted 16 July 2014 - 12:16 PM
#5943 Posted 16 July 2014 - 02:17 PM
#5944 Posted 17 July 2014 - 05:31 AM
WIP screenshot.
The plan is, the player has access to most of the lower floor of this dojo pretty much since the start of the map. You can see the above floor through here, and there is also a last room of the lower floor that you can't go in yet (but you can see what's inside through the small 'windows/holes' of the wooden door).
Later on in the level, through the balcony of the adjacent building and through a window, the player reaches the upper floor. There, there is also a ladder connecting both floors, which reaches the locked room downstairs I just mentioned.
Ideally I'd like to have some sort 'safe' (or something like a small rotating or closed wall) which holds a key, that 'safe' being in the accessible part of the lower floor, but which can only be opened later on through either the 2nd floor or that small locked room. However, I'm not sure 100% sure about that yet and if it's worth the trouble with the current RoR situation.
This post has been edited by MetHy: 17 July 2014 - 05:34 AM
#5945 Posted 17 July 2014 - 12:04 PM
heh, I used a ladder to connect the floors as well.
This post has been edited by Robman: 19 July 2014 - 09:04 PM
#5946 Posted 17 July 2014 - 09:57 PM
Fox, on 16 July 2014 - 06:49 AM, said:
But there is no Mapster version, I have not mastered Mapster script yet.
It would be great if you or someone could do it at some point. I'd definitely use it, possibly for outdoor terrain. It'd also be a good educational tool, taking noobs' unshaded maps, applying shades to it with this thing, and showing them the difference.
#5947 Posted 18 July 2014 - 04:23 AM
Would be the first real Duke3D map actually.
Does give me a lot of fuel for a next one now that I have familiarized myself again with the effects and such, stuff is actually a lot simpler than what I remembered, or just because mapster32 has so many subtle, yet handy features
Micky, I'll make a special fullbright version for you where every shade is in balance !
This post has been edited by oasiz: 18 July 2014 - 04:25 AM
#5948 Posted 18 July 2014 - 07:19 AM
oasiz, on 18 July 2014 - 04:23 AM, said:
Hmm?
Picture looks good for a first map btw.
#5949 Posted 18 July 2014 - 10:55 AM
Also in case someone is wondering why there are so many #1 texture sectors, I use D'd sectors with high speed lower ceiling SE coupled with M to create sequences of sounds. Useful for creating pseudo-cut scenes by sound only.
The secret is to have the small sectors overlap the area you want the sound to emit from (as areas can overlap in build even in the same XYZ). This way you can create sounds that seem to emit behind a wall at a specific spot or say, spoken by someone you see, etc..
But the reason for having huge-ass sector variations of this is when I want Duke sounds that don't attenuate when you move even slightly.
This is why there can even be 5-6 sectors overlapping in the worst case.
Not sure if there is a smarter way of doing this but this works surprisingly well for creating some extra theater in maps instead of having to rely on 1-time sounding sectors only.
Also the fullbright joke is just referring to the n00b shading point.
#5951 Posted 21 July 2014 - 10:04 PM
http://imgur.com/0e3PChV
http://imgur.com/TGdjf2x
http://imgur.com/IIMviHE
http://imgur.com/5qgwzja
http://imgur.com/9wmQ3xU
#5952 Posted 22 July 2014 - 02:02 AM
some random crap voxels(wip)
weapon rips (Groza is from stalker, rpk is from the same model as highwire rpkm)
and a low poly tank with dn3d pal texture for my mod: T-95
the map is just a test, i won't steel it
note: it's not only my work, like i told a few posts before, there are three of us
#5953 Posted 22 July 2014 - 05:12 AM
#5955 Posted 22 July 2014 - 05:52 AM
#5956 Posted 22 July 2014 - 07:33 AM
Quote
I'm just getting to know how TROR works. Maybe I'll make a TROR map eventually. But I like what can be built now thanks to TROR. My mapping was becoming kinda stale anyways so meddling with TROR is fun at the moment
#5957 Posted 22 July 2014 - 10:40 AM
James, on 22 July 2014 - 05:12 AM, said:
there are gona be 3 RPK variants in the mod, so i'll send this one when we finish the final frame.
#5960 Posted 26 July 2014 - 05:08 PM
#5961 Posted 28 July 2014 - 10:20 AM
with special ''AK-74 Beast''(enemy boss weapon)
and my special ''AK-47 Jaeger" with a attached hunting meat knife
and more voxel crap
#5964 Posted 29 July 2014 - 06:21 AM
#5965 Posted 29 July 2014 - 06:46 AM
zykov eddy, on 29 July 2014 - 06:19 AM, said:
super.
now that you've decided to come out of hiatus, get with craigfatman and finish the 20 sector challenge map.
This post has been edited by Forge: 29 July 2014 - 06:47 AM
#5966 Posted 29 July 2014 - 08:49 AM
#5967 Posted 29 July 2014 - 09:41 AM
Forge, on 29 July 2014 - 06:46 AM, said:
Yes please!
The Angry Kiwi, on 29 July 2014 - 08:49 AM, said:
They are still there, and should be used. Coff coff Eddy...