Duke4.net Forums: TamDuke - A real world based Tampere episode - Duke4.net Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

TamDuke - A real world based Tampere episode  "(still under construction)"

User is offline   pmw 

#1

Hello,

at first, sorry about my english skills. I hope you guys understand me.



Anyway, point of this topic is, that we are not dead yet. This project have been on since 2006-2007. Atleast for now, it looks like I'm gonna publish this episode in summer 2013. It still needs much betatesting and some construction too..
Well, about the mod/episode, whatever you want to call it:



#1

It's based on _real_ world places/buildings. Too bad location is Tampere Finland, so no-one really knows about these maps. No, there are no Eiffel Tower or Golden Gate. Not world-wide famous things in this episode. But it's not the point that everyone would know these maps.

The point is: I've made maps as realistic as I could. I've taken photos of the real buildings, shadings, doors, windows, everything.



#2

There are no fancy sprite work. I hate maps with lot of sprites, everything done in sprites and everything bugs like hell. No, you won't see over-sized spritewalls, spritebridges or anything like that. There are maybe some tables with sprites etc, but not much.



#3

This is meant to be played in 8bit mode. This is an old school episode. There are no strange palettes on walls, nothing interesting special techincal sector stuff, etc.



#4

WARNING: If you are a guy who likes to play modern games, this episode is NOT for you. You _can't_ just walk trough maps without using your brains. You need to search items, you need to explore things, you need to use your brains. And, there are _alot_ of pointless places --- As I told you, this is real world based episode, so some places just doesn't have anything to do with accesscards etc.



#5

There are 8 maps and one secret map. No CON-coding at all. Only custom maps which are related to each other. No space, no alien stuff, only citymaps.



#6

Some other info:

- There are atleast 3 maps with ~16384 walls
- There are monsters for each difficult option
- You can find some high-detail cars from maps
- There are no subway-map -------- because there are no subway in Tampere!
- There are also one pretty dark map for those people who loves to see nothing(people who makes their maps way too dark)
- There are no jetpack
- Pigcops are always in normal color, no palette
- blablabla


-------------------------------------------------


And thank you all. This forum has helped me _alot_. I've had millions of problems here, and almost everything is solved trough this forum. So, without you guys, this episode wouldn't exists.


Anyway, here's some screenshots, you can googlesearch these places, so you know what like its gonna be:


Observatorio's(Näsinneula) aquarium:
Posted Image

A bar located in Tampere-Talo:
Posted Image
Posted Image

Gas station with some car:
Posted Image

Action from central city(Tampere City, Keskustori):
Posted Image
Posted Image

Lizardman getting killed front of the big hotel(Hotelli Ilves):
Posted Image

Scary and dark sports hall (Nääshalli)..Btw: this map is 100% correct, it's made from the blueprints(!).
Posted Image

A pigcop wants to play some bowling:
Posted Image

This post has been edited by pmw: 28 December 2012 - 09:00 AM
Reason for edit: fix images

7

User is offline   pmw 

#2

From inside of the waterworks, this is probably the most technic map.
Posted Image

Tables flying in the restaurant at top of the observatorio (Näsinneula):
Posted Image

Lobby of the big-ass expohall (Pirkkahalli):
Posted Image

And, ofcourse there are secret level too. Don't take it too seriously.. There are lot of strange stuff, example vending machines shooting RPG-rockets...:
Posted Image


--------------------


And hey btw, there are many many many secret places in these maps.
Feel free to comment.



(ps. I had to cut in half this post; too many images)

This post has been edited by pmw: 28 December 2012 - 09:00 AM
Reason for edit: fix images

6

#3

For some reason I can't see the images
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4

Neither I can.

This post has been edited by Fox: 27 December 2012 - 01:55 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5

Should be fixed; a simple typo was the problem.
1

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#6

Looks like an old-school user map, kind of like Duke City. Would love to play it.

Edit: On that note... that is the only instance I have ever, EVER seen where flipped enemy sprites could possibly be used in a semi-legitimate sense. Props.

This post has been edited by Achenar: 27 December 2012 - 08:07 PM

1

User is offline   pmw 

#7

I just fixed image urls, now should work.

This is definetly an old-school episode.
Luckily there are still some players who like to play these "original" duke mods, not only HRP with megagraphics :)
0

User is offline   t800 

#8

View PostAchenar, on 27 December 2012 - 05:47 PM, said:

On that note... that is the only instance I have ever, EVER seen where flipped enemy sprites could possibly be used in a semi-legitimate sense. Props.

Nice idea, but it would look even better if you lowered ceiling a bit so enemies could at least barely touch ceiling with their feet.

This post has been edited by t800: 28 December 2012 - 09:45 AM

0

User is offline   XThX2 

#9

It can be achieved without modifying the map, you could make the Z of the enemies same as ceiling with some CON coding (or with some offset, I forgot the details).

This post has been edited by XThX2: 29 December 2012 - 03:20 PM

0

User is offline   Micky C 

  • Honored Donor

#10

I don't think he wants to include con code with his levels. Although if he did then he could at least make an actual episode out of it, however if not then it will be more compatible with mods like dukeplus for those who want to use it.

The shots look really nice, except for the last one in the first post, that star sky texture just doesn't look good imo.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#11

View PostMicky C, on 29 December 2012 - 03:35 PM, said:

The shots look really nice, except for the last one in the first post, that star sky texture just doesn't look good imo.

I think he might be using it as a texture because it looks similar to a roof surface texture that I can't think of the name right now.
But I am not sure I agree with the wall textures in that shot if it's meant to be a bowling ally.
0

User is offline   pmw 

#12

In real game it look better. It's painted ceiling, not the *sky*. There's also a miniaturecity in that room, it fits pretty well. :) thanks for comments.
0

User is online   ck3D 

#13

View Postt800, on 28 December 2012 - 09:44 AM, said:

Nice idea, but it would look even better if you lowered ceiling a bit so enemies could at least barely touch ceiling with their feet.


my latest map wide awake had a similar effect with a cycloid emperor hanging off a spaceship (upside down and shooting at the player), to achieve it with no .con coding i just put a pitch black sprite as big as the sector beneath him, one-sided and transparent so it wouldn't be too obvious for the player (the scene was mainly supposed to be seen from ground level anyway, but just in case), cycloids are coded to never leave their sectors unless you give it a lotag so i didn't have to do that, but for the effect to work properly you have to pick the stayput frame of the monster so it never leaves the sector with the floating sprite holding him up. then you just raise the monster above the flat sprite and flip it upside down, so that he will be stuck in a three dimensional space, walking around on its head close to the ceiling, giving the impression that it is walking on the ceiling itself.

downsides are, if no thought is put behind the accessibility of the sector by the player at the height level of the sprite (ie. by raising it so high that the player can't jump on it), the player is going to be able to walk on the sprite too and the illusion will be broken. and once the monster dies, its corpse will still be floating in mid-air (which is why the effect works better with an end-of-level boss fight)

This post has been edited by ck3D: 30 December 2012 - 11:51 AM

0

User is offline   pmw 

#14

That is prettty impressive and interesting solution. I could try something like that, since this mod is not finished yet. In fact now when I look at my screenshot, it looks pretty funny(and stupid). I think I'm gonna try to find some solution for my map. Thanks for ideas and thoughts.

And about con-coding, I _don't_ want to do that stuff. I want to keep duke as original as possible, even though tricking with maps is pretty fun and interesting.

This post has been edited by pmw: 30 December 2012 - 08:55 PM

0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options