Just yesterday I thought if there are any IF cityscape usermaps in the Duke Nukem style, or maybe levels based on the original Duke maps, but not carbon copies, more like improvised upon the originals.
Ion Fury Mapping
#151 Posted 04 July 2020 - 06:22 AM
#153 Posted 08 August 2020 - 04:44 PM
Something For Halloween
moddes please delete
moddes please delete
This post has been edited by Mblackwell: 11 August 2020 - 10:34 AM
#155 Posted 19 October 2020 - 03:00 PM
SPY-maps is getting closer for a new release; below he shows map one ...
This post has been edited by Hank: 19 October 2020 - 03:01 PM
#158 Posted 21 October 2020 - 10:14 AM
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?
#159 Posted 21 October 2020 - 10:27 AM
#160 Posted 21 October 2020 - 10:29 AM
Mark, 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.
#161 Posted 21 October 2020 - 03:56 PM
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.
#162 Posted 22 October 2020 - 02:42 AM
Aleks, 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.
#163 Posted 22 October 2020 - 03:36 AM
oasiz, 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.
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!
#164 Posted 22 October 2020 - 03:39 AM
#165 Posted 03 November 2020 - 09:11 PM
100m dash by FitterSpace
Download page
... a GDF training level to test your speed running abilities.
Download page
... a GDF training level to test your speed running abilities.
#169 Posted 25 November 2020 - 09:58 PM
This post has been edited by Truck Stop Santa Claus: 25 November 2020 - 10:00 PM
#170 Posted 13 September 2021 - 10:28 AM
Made a little Subway demonstration in Ion Fury, but every time it passes a L+ it makes a little ding sound. Is there a way of stopping this?
#173 Posted 18 October 2021 - 10:00 PM
SE101 stuff added (skybox movement), it's mostly complete, missing some attributes which should be fairly obvious with in-editor docs though.
#175 Posted 25 April 2022 - 07:59 AM
Stock mapster is fine but you will want to use the scripts to get in-editor documentation for any new effects and such.
You'll find more info here: My link
Get that pack and update mapster32.exe for the best experience.
You can however work even without the scripts if you really want to but you'll have a tougher time.
You'll find more info here: My link
Get that pack and update mapster32.exe for the best experience.
You can however work even without the scripts if you really want to but you'll have a tougher time.
#176 Posted 25 April 2022 - 07:16 PM
A little something I've been working on the last couple of days...
This is a mod that takes all of YijArt's individual weapon mods for Ion Fury and bundles them together in one package that allows the weapons to be swapped out irt within the current game session via an onscreen menu. There are still a few small quirks to be ironed out, but it's coming along fairly well so far.
VIDEO: Weapon swapping mod for Ion Fury
This is a mod that takes all of YijArt's individual weapon mods for Ion Fury and bundles them together in one package that allows the weapons to be swapped out irt within the current game session via an onscreen menu. There are still a few small quirks to be ironed out, but it's coming along fairly well so far.
VIDEO: Weapon swapping mod for Ion Fury
#177 Posted 30 April 2022 - 01:47 AM
oasiz, on 25 April 2022 - 07:59 AM, said:
Stock mapster is fine but you will want to use the scripts to get in-editor documentation for any new effects and such.
You'll find more info here: My link
Get that pack and update mapster32.exe for the best experience.
You can however work even without the scripts if you really want to but you'll have a tougher time.
You'll find more info here: My link
Get that pack and update mapster32.exe for the best experience.
You can however work even without the scripts if you really want to but you'll have a tougher time.
Im using the mapster from your link, when starting the program i get errors saying error on content line etc.
It seems to be running though.
#178 Posted 30 April 2022 - 11:05 AM
Hang-lip, on 30 April 2022 - 01:47 AM, said:
Im using the mapster from your link, when starting the program i get errors saying error on content line etc.
#179 Posted 01 May 2022 - 03:35 AM
When making slopes and its not sloping the direction you want is there a way to change this without splitting the sector?
which is what ive usually done to get it to slope the way i want.
Thnks.
which is what ive usually done to get it to slope the way i want.
Thnks.
#180 Posted 01 May 2022 - 06:53 AM
Hang-lip, on 01 May 2022 - 03:35 AM, said:
When making slopes and its not sloping the direction you want is there a way to change this without splitting the sector?
which is what ive usually done to get it to slope the way i want.
Thnks.
which is what ive usually done to get it to slope the way i want.
Thnks.
You can change the first wall, which is the wall which doesn't "move" during sloping. Just point at a wall (easier to do in 2D mode usually, but you need to point close to one of its vertices) and press Alt+F. Also, when doing this on a red wall, make sure you are selecting the wall in the correct sector you are sloping. In 3D mode, you have to position yourself so that you point towards that wall and press Alt+F on the floor in front of it.