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Ion Fury Mapping

#151

this is something else man :woot:
1

User is offline   Mark 

#152

WOW. I have only played about 15 minutes in the first map of IF. I had no idea that the game has such great assets for doing outdoor landscapes. I might have have tried mapping for it if I knew. That guy is one talented mapper. What else has he done here or for other games?
1

User is offline   Hank 

#153

^ You can find all his levels on Indiedb (moddb)
https://www.indiedb....-maps/downloads
0

User is offline   Aleks 

#154

View PostMark, on 21 October 2020 - 10:14 AM, said:

WOW. I have only played about 15 minutes in the first map of IF. I had no idea that the game has such great assets for doing outdoor landscapes. I might have have tried mapping for it if I knew. That guy is one talented mapper. What else has he done here or for other games?


That map looks really cool, but I think there's quite some new art in it. Haven't played Fury in about a year though, so that might be also some original ones disguised in different palettes - but I certainly don't remember some stuff like these actors portraits.

I'm also playing with a distant idea to do some mapping for Ion Fury, was thinking of a transition of one of my maps ideas from Duke to IF, as it would probably work better that way - but not sure if I'll get around the new stuff in Mapster and completely different art assets.
1

User is offline   Mark 

#155

I see there is a photo-realistic fire anim in the map. Must be custom because I doubt IF would have something that high res mixed in with their other textures.
1

User is offline   oasiz 

  • Dr. Effector

#156

View PostAleks, on 21 October 2020 - 10:29 AM, said:

I'm also playing with a distant idea to do some mapping for Ion Fury, was thinking of a transition of one of my maps ideas from Duke to IF, as it would probably work better that way - but not sure if I'll get around the new stuff in Mapster and completely different art assets.


Jumping from Duke is very easy since it's mostly Duke3D effect set as a base and almost all of the new stuff is optional on top.
There is in-editor documentation describing tags when you hover on top, etc..

Most differences come from better flexibility with triggers (i.e. a switch/trigger/enemykill can activate ANYTHING from respawns to doors to elevators, etc.. and not just a limited set with activator/masterswitch/etc..).
You can get to the deeper end of the pool and do wacky stuff but coming from d3d, quite many of the idiotic things have been fixed.
This does also mean that some things are expected to be handled with new fx that rely less on duke hardcoded stuff, i.e. lighting is manual offset based instead of sort of "pouring in across sprites", allowing easy overlap and full control.

Palette has more control, it won't colour the player unless you use a specific range and texture set is very flexible with the altpals.
Art assets also have tile groups but I do recommend playing around.
3

User is offline   Aleks 

#157

View Postoasiz, on 22 October 2020 - 02:42 AM, said:

Jumping from Duke is very easy since it's mostly Duke3D effect set as a base and almost all of the new stuff is optional on top.
There is in-editor documentation describing tags when you hover on top, etc..

Most differences come from better flexibility with triggers (i.e. a switch/trigger/enemykill can activate ANYTHING from respawns to doors to elevators, etc.. and not just a limited set with activator/masterswitch/etc..).
You can get to the deeper end of the pool and do wacky stuff but coming from d3d, quite many of the idiotic things have been fixed.
This does also mean that some things are expected to be handled with new fx that rely less on duke hardcoded stuff, i.e. lighting is manual offset based instead of sort of "pouring in across sprites", allowing easy overlap and full control.

Palette has more control, it won't colour the player unless you use a specific range and texture set is very flexible with the altpals.
Art assets also have tile groups but I do recommend playing around.


Sounds like fun, should be quite refreshing both in terms of different aesthetics and not having to workaround to get so many more advanced effects working properly. Being a detailed shadow freak, most Duke's lighting FX such as SE12 are quite useless for me indeed, in fact I was thinking some days ago why they didn't do it like that originally, making SE12's shade as offset to the original shading of walls, sectors and sprites in the room.

If you say the transition is easy, I'll definitely give it a try one day!
0

User is offline   oasiz 

  • Dr. Effector

#158

https://furymap.lerppu.net/

Check effect sprites and palettes to get an idea what's possible.
2

User is offline   Hank 

#159

100m dash by FitterSpace

https://i.imgur.com/XhspZ8L.png

Download page

... a GDF training level to test your speed running abilities.
0

#160

working on a snow themed map
https://cdn.discordapp.com/attachments/610404865230766080/779867297338228736/duke0002.png
2

#161

I think I'll have a trailer after Thanksgiving
https://cdn.discordapp.com/attachments/309341856729268228/781350142975541288/duke0007.png
https://cdn.discordapp.com/attachments/309341856729268228/781350346193895454/duke0010.png
1

#162

Or maybe a bit sooner lol
0

#163

and here it is
https://cdn.discordapp.com/attachments/624097167698821121/781394315615797308/Snow_Base.png
https://youtu.be/cWvq8qHR6BU

This post has been edited by Truck Stop Santa Claus: 25 November 2020 - 10:00 PM

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