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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   Jolteon 

#7801

View PostMicky C, on 04 May 2017 - 06:25 PM, said:

What are you actually aiming for? Keep in mind real darkness doesn't work like that with a black wall in front of you. You could drastically increase the visibility and bump down the shade a bit darker.

Otherwise if you're going to keep it like that you could include some night vision goggles if you haven't already.


What I am trying to go for is an dark underground cave, which is also an abandon mine shaft. I could try to play around with the visibility a bit. :(

Also, I do have night vision goggles in the map.

Edit: Is this okay?
Attached Image: capt0091.png Attached Image: capt0092.png

Edit2: I've fixed the lamps, so now they're bright again.

This post has been edited by Jolteon: 04 May 2017 - 08:11 PM

1

User is offline   Sanek 

#7802

View PostJolteon, on 04 May 2017 - 07:43 PM, said:

Also, I do have night vision goggles in the map.

Since you add so much new code to your maps, you can also increase the percentage of goggles use - it ends very fast, you know. :(

This post has been edited by Sanek: 05 May 2017 - 05:59 AM

2

User is offline   Jolteon 

#7803

View PostSanek, on 05 May 2017 - 05:59 AM, said:

Since you add so much new code to your maps, you can also increase the percentage of goggles use - it ends very fast, you know. :(


While I mostly do code for new enemies, but since you mentioned it, I went ahead and made the night vision last twice as long than it originally did. However, it now displays it at 200%.
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#7804

I started this years ago and never finished it. Just decided to tonight. Tandy 3-voice/Sega Master System remix.

https://soundcloud.c...y-3-voice-remix
4

User is offline   Zaxtor 

#7805

Making things little more realistic for my mod.
Is what happens when something explodes underwater.
testing RPG projectile underwater


This post has been edited by Zaxtor: 06 May 2017 - 09:13 PM

12

User is offline   Jolteon 

#7806

Well... I finally done it.

Attached Image: duke0204.png

The Blue Octabrain is now finally a new enemy, they are a bit stronger than a regular octabrain, and can spit out Ice Mind blast, which can go twice as far as a regular mind blast, and can freeze you when you get hit by it. It does pretty much the same amount of damage as a regular mind blast.

Attached Image: duke0205.png Attached Image: duke0206.png

This post has been edited by Jolteon: 10 May 2017 - 05:40 PM

6

User is offline   Mark 

#7807

good effect zaxtor. I would edit the sound to be more bassy/muffled under water.
0

User is offline   Zaxtor 

#7808

View PostMark., on 11 May 2017 - 03:23 AM, said:

good effect zaxtor. I would edit the sound to be more bassy/muffled under water.


Yes.
That's a good one but explosion sound is probably hard coded.
Sound get little muffled underwater.

Same as when a mob like liztroop dies underwater it does mmlluuuuaarrrgggggg instead of arrrggggg

So which way to "play with the sounds effects" of sounds underwater?

Cus if I make "ifinwater { stopsound RPG_EXPLODE sound RPGINWATER etc etc etc }
it could have a draw back such as if you come out of water and your projectile explodes underwater it will cause problems to explosions sound outside of water if you shoot RPG in the water while something does a series of explosions or if something underwater does multi explosions, stuff outside of water will do like is underwater.

This post has been edited by Zaxtor: 12 May 2017 - 09:56 PM

0

User is offline   Striker 

  • Auramancer

#7809

View PostZaxtor, on 12 May 2017 - 09:54 PM, said:

Yes.
That's a good one but explosion sound is probably hard coded.
Sound get little muffled underwater.

Same as when a mob like liztroop dies underwater it does mmlluuuuaarrrgggggg instead of arrrggggg

So which way to "play with the sounds effects" of sounds underwater?

Cus if I make "ifinwater { stopsound RPG_EXPLODE sound RPGINWATER etc etc etc }
it could have a draw back such as if you come out of water and your projectile explodes underwater it will cause problems to explosions sound outside of water if you shoot RPG in the water while something does a series of explosions or if something underwater does multi explosions, stuff outside of water will do like is underwater.

use defineprojectile to null the explosion sound of the RPG projectile, then put an ifinwater sound MY_UNDERWATER_SOUND else sound RPG_EXPLODE.
2

User is offline   Zaxtor 

#7810

It worked, thx.
1

User is offline   Maarten 

#7811

Spacy Oddity...

Attached thumbnail(s)

  • Attached Image: Space4.jpg

10

User is offline   brullov 

  • Senior Artist at TGK

#7812

~ 1 hour of work
Posted Image

This post has been edited by brullov: 14 May 2017 - 09:16 AM

17

User is offline   Sanek 

#7813

@Maarten - awesome job! reminds me of WGSpace 1 somehow. :(

@brullov - is this part of something that actually will be released? Looks good anyway.
0

User is offline   brullov 

  • Senior Artist at TGK

#7814

View PostSanek, on 14 May 2017 - 09:36 AM, said:

@Maarten - awesome job! reminds me of WGSpace 1 somehow. :(

@brullov - is this part of something that actually will be released? Looks good anyway.



Nope, just having fun. Thanks Posted Image
0

User is offline   Maarten 

#7815

Looking cool Brullov, I would play it if you make a whole map of it, heh :(

Edit: oh, and thanks, Sanek! :) Right now 1200+ walls...going steady :(

This post has been edited by Maarten: 15 May 2017 - 03:28 AM

0

User is offline   Tea Monster 

  • Polymancer

#7816

View Postbrullov, on 14 May 2017 - 09:59 AM, said:

Nope, just having fun. Thanks Posted Image


That's a shame, as it's beautiful.
0

User is offline   brullov 

  • Senior Artist at TGK

#7817

View PostMaarten, on 15 May 2017 - 03:27 AM, said:

Looking cool Brullov, I would play it if you make a whole map of it, heh :(


View PostTea Monster, on 15 May 2017 - 08:11 AM, said:

That's a shame, as it's beautiful.



Thank you! Unfortunately I do not have free time right now.
0

User is offline   aglavic 

#7818

Next in ADG series :(

But I wonder if duke has ever gone into a Favela hmm ... not that I remember (?)

Posted Image

Will take a couple of months to get finished however as I'm going to be out of home for a while. :(
34

User is offline   Mike Norvak 

  • Music Producer

#7819

Is really cool to see latin-like locations in a Duke map, I think almost every city depicted looks like a random european/american city.
2

User is offline   aglavic 

#7820

Quote

Is really cool to see latin-like locations in a Duke map, I think almost every city depicted looks like a random european/american city.

Agree! Altough Adg06 was based in Buenos Aires, it still has that classic Duke city feeling. I was in Rio de Janeiro last year and one day went through the rocinha favela. Was a really good experience talking about the tour, and as for Duke, I remembered it after releasing my last map and thought it'd be a nice thing to recreate in a new level as it'd probably give some fresh air to user maps
Anyway just around half of the map will actually happen inside the favela :( Unlike Adg06 I have this one planned from the beginning haha. This map will be really about some places I've visited in Rio past year (but with the favela in a main position)
1

User is offline   Tea Monster 

  • Polymancer

#7821

Nice to see an urban area that isn't American/European!
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#7822

That's badass.

Also, big fan Glavic.
0

User is offline   Micky C 

  • Honored Donor

#7823

Everyone's focusing on the favela but I think those mountains in the background also look really good.
1

User is offline   aglavic 

#7824

Quote

Everyone's focusing on the favela but I think those mountains in the background also look really good.

Rio de janeiro has some really interesting geography! Some other places of the map will have a special focus on it, more than the favela :(

Posted Image
5

User is offline   juvenite 

#7825

Mainly as a practice, I'm editing Red Light District, making it a space-themed level.
I'm still a newbie when it comes to mapping so it's probably looking amateurish... Well, we all start from somewhere
I appreciate feedback and suggestions.

Attached thumbnail(s)

  • Attached Image: capt0007.png


This post has been edited by Katrix Kytarix: 17 May 2017 - 12:14 PM

13

User is offline   Micky C 

  • Honored Donor

#7826

I think it looks pretty fresh, nice job.

Dare I say it reminds me slightly of the Arsia Mons missions in the AMC TC Posted Image

This post has been edited by Micky C: 17 May 2017 - 04:48 PM

1

User is offline   aglavic 

#7827

Quote

Mainly as a practice, I'm editing Red Light District, making it a space-themed level.
I'm still a newbie when it comes to mapping so it's probably looking amateurish... Well, we all start from somewhere
I appreciate feedback and suggestions.

Hey that's a nice idea :( nice look of a futuristic city. I'd suggest you to use some more aggressive shading, i'm sure it will improve the atmosphere a lot
2

User is offline   Paul B 

#7828

The last few months i've been binge watching a TV series. Can you guess which one?

*** UPDATED *** Making pretty good progress, Almost finished the map in a long weekend.

Attached thumbnail(s)

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  • Attached Image: CTUDN5.png
  • Attached Image: CTUDN6.png
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This post has been edited by Paul B: 11 June 2017 - 12:43 PM

8

User is offline   Danukem 

  • Duke Plus Developer

#7829

View PostPaul B, on 17 May 2017 - 07:38 PM, said:

The last few months i've been binge watching a TV series. Can you guess which one?


24?
1

User is offline   Paul B 

#7830

View PostTrooper Dan, on 17 May 2017 - 07:50 PM, said:

24?

Well that didn't take ya very long. I'm going to try and map out the LA CTU head quarters in an Eduke map just cause you know I'm great at killing frame rate.

This post has been edited by Paul B: 17 May 2017 - 08:23 PM

0

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