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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   ck3D 

#9661

Holy crap, those visuals for the 'games' are onto some next level of cool. I especially love the humor in the Duke Bingo, in addition of the execution being really nice (just vehicles in maps can serve a purpose and not be random in my opinion, they're actually great for constructing cover for the player and manipulating the general space). Can't wait to try Chillin', looks like a very interesting piece.

About image hosting, I've personally became quite fond of the hosting service on those very forums for posting screenshots (just use 'full editor' instead of quick reply).

This post has been edited by ck3D: 26 November 2020 - 06:50 AM

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User is offline   Aleks 

#9662

Wow, ToiletDuck64, these Duke Arcade games look so cool, it's too bad you haven't used them in the map after all, but don't give up on that idea! Personally I'd play a map just entirely made out of these cool gimmicks like that which would keep me busy and entertained while exploring and maybe just a few monsters thrown in for "tradition" (in fact I was talking about that with ck3D yesterday). Also humour in Duke Bingo and Duke Jeopardy is awesome - should have also thrown a little tongue-twister in Duke Jeopardy that SNL version of Sean Connery would read as something sexual. Also I'd love to see the puzzles with Battlelord and wall crack TBH (I remember a 1996 prison map "Escape from Alcatraz" I think which had a puzzle of spawning a commander then luring him to blow a crack for you). Such creative stuff, great work, man!

As for sloped tunnel, I'm glad there's someone else beside me putting sloped sprites to use, it looks cool! As for the clipping issue, I've noticed it also with regular blocked sprites sometimes, but sloped ones seem to be most prone to it indeed. I'd suggest unblocking as much of the inside sprite architecture inside the tunnel to make sure Duke doesn't stand on any of these sprites (which would make it even easier to clip him through the roof) and also maybe build an "outer tunnel" around this one with large flat sprites with invisibility bit on ('+I) and blocked to somehow mitigate the clipping issue.

@Brullov, great design! I'd also suggest making the room a bit brighter (or maybe changing the visibility altogether) since there's a lot of lights. Love how you worked the ceiling detail and structure there, also as a civil engineer I'm always happy to see exposed structural stuff in Duke maps. Texturing is superb too, very suggestive look of older supermarket store - one thing I'd like to mention here in particular are the shielded/reinforced corners of the pillars, funnily enough like 2 days ago when going home from work I've noticed similar detail in a structure near my apartment and instantly imagined it in a Duke map with the textures I'd use, cause it fits so much with Duke's detail style.
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User is online   zykov eddy 

#9663

View PostToiletDuck64, on 26 November 2020 - 06:36 AM, said:

When making Chillin' I had ideas for a couple of other kiosks that could've been included, but I ended up omitting them because I was worried about map resources (walls and such).
The trashed "VISITOR INFO" kiosk would've been in or near the room labeled "VISITORS' CENTER" on the 3d map in the lobby. The blue keycard room's viewscreen message would've said something about how it was already trashed when the urbexers found it.
The "DUKE ARCADE" kiosk would've been somewhere deeper inside the building (probably next to one of the computers in the teleporter system room; the urbexers who left the blue keycard room message wouldn't have gone anywhere near it); this kiosk would have ambient music so you'd be able to hear it before seeing it. This kiosk would've had games like "Duke Chess", "Dukeopardy!", and "Duke Bingo".
It's probably for the better that this didn't make it in; some of the details are just too small to see and I hadn't planned on that.
These kiosks might show up in a future map of mine, when I get to that point.

Also, I've been playing around with the sloped-sprite feature; I don't have anything that I'd classify as a proper map under construction yet, but I did manage to put together a segment that I can copy-paste to make hallways or whatever.
In the future, I'll probably be able to use this in a space-themed map somehow.
The main problem with this structure is that (even in 9275) it's possible to jump out through the sloped ceiling glass, even though the glass has blocking and hitscan enabled.

(Also...can anyone recommend a replacement for Imgur? They've turned to shit since I last used them.)

(edit: images are now attachments; something non-message-board-specific would be nice though.)


That Duke Bingo screen has more effort put into it than most Duke3d user maps.

You are a truly talented mapper!
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User is offline   pavigna 

#9664

Figured i could post here. How do i get my map in the upcoming maps page of MSDN? i wrote him an email 2 weeks ago but got no response... I had sent him the maps and screenshots.

My project of course is Duke Nukem Extinction, a 11 map TC with brand new everything...


-Tom
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User is offline   ck3D 

#9665

^ Mikko is notoriously busy so he usually takes a while to update MSDN and reply to Duke-related email. I'd recommend sending him screenshots and a blurb about the project you wrote yourself to help his reaction time (that's quicker than having him go through the individual maps and come up with a caption of his own). He's the best though, so just give it time, your stuff is in good hands.

This post has been edited by ck3D: 26 November 2020 - 12:15 PM

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#9666

Currently working on remodeling this alien pillar to look more like the original design. As well as making the FEM8 3d since it's still 2D.

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  • Attached Image: Concept_Tentacle.jpg

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User is offline   jimbob 

#9667

working on my own little WW2 mod, mapping coding and digitising weapons like the MP-40 thompson M1911 and a new kick animation. trying to program a flamethrower but having problems with the projectile.
all things are work in progress, the US soldier is an action figure right now, but will be replaced with a digitised actor.

Attached thumbnail(s)

  • Attached Image: screenshot1.png


This post has been edited by jimbob: 02 December 2020 - 12:31 PM

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User is offline   Mark 

#9668

Remember to dig some trenches, sandbags and foxholes.

Or maybe they are already there and I can't see them. ;)

This post has been edited by Mark: 02 December 2020 - 01:39 PM

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User is offline   jimbob 

#9669

View PostMark, on 02 December 2020 - 01:36 PM, said:

Remember to dig some trenches, sandbags and foxholes.

Or maybe they are already there and I can't see them. ;)

they are behind the bunkers, some in front. the beach needs more detailing, ill post some pictures in a minute :)
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User is offline   jimbob 

#9670

heres a couple of shots from that map, working on a submarine base now, and add bits n bobs in the 'omaha' map

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  • Attached Image: screenshot2.png
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User is offline   Aleks 

#9671

Just finished about 2 weeks work of polishing/bug fixing the 4 levels after beta-testing phase. Thanks to the meticulous work of my testers, there was quite a bit of things to fix, gonna run some more tests then I'll be finally ready to release them after, well... many years! Posting a little completely non-revealing and obscure screenshot to celebrate - it's the beautiful 2D Mapster view of target-shooter "machine" in the prison map used to make some of the more complex effects work.
Attached Image: capt0005.png
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#9672

I've run into a bad case of map designer's block lately, so I decided to remake one of my old maps instead of designing a new map. This time, I'm using some gratuitous TROR (including about 2 decorative layers which theoretically aren't needed), which means I basically had to rebuild the whole thing from scratch since the old map was basically TROR-free.
Here's a screenshot of the map in its current state - the sectorwork is basically done, but the texturing is still in progress and nowhere close to being finished (so stuff all over the place has #182 as a placeholder texture).
I think some of you will probably recognize this.

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  • Attached Image: tror_remake.png


This post has been edited by ToiletDuck64: 08 December 2020 - 03:00 AM

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User is offline   11bush 

#9673

View Postjimbob, on 02 December 2020 - 12:28 PM, said:

working on my own little WW2 mod, mapping coding and digitising weapons like the MP-40 thompson M1911 and a new kick animation. trying to program a flamethrower but having problems with the projectile.
all things are work in progress, the US soldier is an action figure right now, but will be replaced with a digitised actor.


Man if you are making a ww2 mod, can I make anything for you? Totally cool if you want to do it on your own, but I have been working on some troops and stuff.

I've been working on some european style trees and stuff as well.

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  • Attached Image: tree1.png
  • Attached Image: tree2.png
  • Attached Image: TREEBACKPALA.png


This post has been edited by 11bush: 08 December 2020 - 08:20 PM

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User is offline   11bush 

#9674

I made these for a Korean war thing I was working on, I could totally lose the parka and make it WW2, I have most of the frames done for it.


edit: Actually I just took the hour and made a new one, seeing as I don't have much going on right now, it's really early so far, and no detail added yet.

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  • Attached Image: TESTGUYWW2DUKE.png


This post has been edited by 11bush: 08 December 2020 - 10:06 PM

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User is offline   11bush 

#9675

Sorry for blowing it up, here is the last one, I get worked up when people make war mods :lol:

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  • Attached Image: TESTGUYWW2DUKE.png

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User is offline   11bush 

#9676

I have been going a little bit hard on this thing this afternoon. I just made everything new from scratch since I have some time :lol:

Attached thumbnail(s)

  • Attached Image: ww2duke1.png

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User is offline   11bush 

#9677

Ok, apologies again for all the posts, I finished up a BAR gunner :lol:

It's hard to get the colors right on the duke pal.

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  • Attached Image: rangerbar.png


This post has been edited by 11bush: 09 December 2020 - 08:50 PM

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User is offline   Sanek 

#9678

Don't apologise, you're doing a great job!

If only you were there 15 years ago...we would have smtn like NAM HD at this point. :lol:
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User is offline   11bush 

#9679

View PostSanek, on 10 December 2020 - 03:29 AM, said:

Don't apologise, you're doing a great job!

If only you were there 15 years ago...we would have smtn like NAM HD at this point. :lol:

Haha, I wish! I was obsessed with making things for NAM between like 1998 and 2000, then I stopped until a couple years ago when I came back and started obsessing again :lol:

I tried to make the character as close as I could to the original style as WW2GI, but military colors are really hard to get in the duke palette.

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  • Attached Image: rangerbarlowres.png

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User is offline   Sanek 

#9680

View Post11bush, on 10 December 2020 - 08:23 AM, said:

Haha, I wish! I was obsessed with making things for NAM between like 1998 and 2000, then I stopped until a couple years ago when I came back and started obsessing again :lol:


Do you ever released something for it, publicly? Would like to see it.

And yeah, I was obsessed with NAM too for a while.
WW2GI to a lesser extent (since the basic game is meh), but I always felt that it could be a great mod-making tool if only there would be more interest for the game. I dreamed about making some kind of stealth-based addon for it, when you sneak into the enemy's bases while trying to avoid the patrolmen. Ahh..
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User is offline   11bush 

#9681

View PostSanek, on 10 December 2020 - 08:43 AM, said:

Do you ever released something for it, publicly? Would like to see it.

And yeah, I was obsessed with NAM too for a while.
WW2GI to a lesser extent (since the basic game is meh), but I always felt that it could be a great mod-making tool if only there would be more interest for the game. I dreamed about making some kind of stealth-based addon for it, when you sneak into the enemy's bases while trying to avoid the patrolmen. Ahh..


I made a TC called the Tunnelrat TC with a bunch of other guys, but that was around 1999 so it's lost to time now :lol: I wish I could find it.
I have mostly been making weapons and characters, art, nothing major just stuff so I can get baked and play through the game again keeping it somewhat fresh.
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User is online   Sangman 

#9682

WIP

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User is offline   jkas789 

#9683

View PostSangman, on 11 December 2020 - 04:49 PM, said:

WIP



Looks cool!
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User is offline   Merlijn 

#9684

That looks sweet Sang! Also, as one of the testers I can't wait until Aleks releases his new work. :)

Here's another small preview from me, expect a lot of strong lightning/shadows and alternative pals in SG4.
Pal 2 is king!
Attached Image: duke0137.png
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User is online   brullov 

  • Senior Artist at TGK

#9685

My previous screenshot wasn't fake (as I usually post). Today I want to announce Duke Nukem 3D: Fallout Freeze — a mod that includes one user map for Duke Nukem 3D Atomic Edition with custom art and code. It’s a Christmas themed mod whose main task is to bring a holiday atmosphere, but keep the vanilla style. The level takes place in a captured by the aliens shopping mall “Queen's Mall”. Although the first part of the map is linear, the second part is designed for fully free exploration.

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User is offline   quakis 

#9686

@brullov: I'm loving the attention to detail and texturing, but Ithe lighting feels monotone across all three screenshots it may be reducing the potential visual variety between areas. The shopping mall scene posted earlier has enough lights to be more brightly lit in places and strong shadows in others. The warehouse area above could also possibly be broken up with small patches of light and several dark corners. Throw in contrasting variation between light and dark using bigger number values, I honestly believe that breaking up the monotony could be a compliment to the atmosphere to certain areas, so when you purposely need monotone lighting to depict a certain mood it won't feel like every other location we've traversed in the level.

Also great to know you're planning on releasing this one!
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User is offline   Aleks 

#9687

@ Merlijn:

Thanks for mentioning it - if everything goes as planned, I'm hoping to release it on Monday, which marks 17 years since the release of Alex City ;)

Love how the shadows generate the ambience on that screen of yours!

@ Brullov:

Great screens, as with the previous one you posted, love the attention paid to details (the gradient light from the lamp on 2nd screen looks neat). Also, at least judging by these screens, it seems the new art blends nicely with original tiles, isn't overused and still leaves room for some creative texture use (like the post office door texture used for the poles of stairs on 1st shot).

@ Sang:

That first screen looks really cool, reminds me of something from Star Wars (thinking about it, there's something reminiscent of Star Wars on the 2nd one too). Maybe that ground texture on the bottom floor would look better without "extended" bit, so it's larger - as now the repeat pattern looks a bit weird with that characteristic thing.
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User is online   brullov 

  • Senior Artist at TGK

#9688

View Postquakis, on 12 December 2020 - 06:50 AM, said:

@brullov: I'm loving the attention to detail and texturing, but Ithe lighting feels monotone across all three screenshots it may be reducing the potential visual variety between areas. The shopping mall scene posted earlier has enough lights to be more brightly lit in places and strong shadows in others. The warehouse area above could also possibly be broken up with small patches of light and several dark corners. Throw in contrasting variation between light and dark using bigger number values, I honestly believe that breaking up the monotony could be a compliment to the atmosphere to certain areas, so when you purposely need monotone lighting to depict a certain mood it won't feel like every other location we've traversed in the level.

Also great to know you're planning on releasing this one!


Thanks! Monotone lighting is done on purpose to make it feel dark, blend and serious in some way. The atmosphere I feel in early 2000s shooters.
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User is offline   jimbob 

#9689

View Post11bush, on 08 December 2020 - 08:18 PM, said:

Man if you are making a ww2 mod, can I make anything for you? Totally cool if you want to do it on your own, but I have been working on some troops and stuff.

I've been working on some european style trees and stuff as well.

i can always use trees, bushes, grass and stuff. :)
possibly some general architecture textures, buildings walls etc.
and maps, as much as i like mapping, it soaks up a tremendous amount of time.

This post has been edited by jimbob: 12 December 2020 - 03:48 PM

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User is offline   11bush 

#9690

View PostSanek, on 10 December 2020 - 03:29 AM, said:

Don't apologise, you're doing a great job!

If only you were there 15 years ago...we would have smtn like NAM HD at this point. :lol:

You know what, I'm gonna try to make a NAM HD :lol:
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