What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1981 Posted 14 February 2011 - 05:23 PM
Edit: Replaced image, the old one is here; http://img163.images...36/comproom.jpg < sux
This time I want to go a bit more Sci-Fi/Industrial, I am thinking that I want it to be remeniscent of something you would see in Captain Scarlet or something.
This post has been edited by High Treason: 14 February 2011 - 08:08 PM
#1982 Posted 15 February 2011 - 01:56 AM
#1983 Posted 15 February 2011 - 06:49 PM
This map will not be Polymer exclusive like my last one... That does not mean that I won't be bending the engine though, we'll see if I can do some sloped RoR without Polymer or Sector Effectors, muahahahahaaa (Goes off to discover that this is definitely not possible). The room you are seeing is supposed to come near the end of the map along with a lot of explosions (hence the lower sprite count then I would like, though the room still needs some decoration) - I have never designed back-to-front before so this could all go wrong. What you are looking at in the room is meant to be an old mainframe that slightly resembles some of the DEC PDP systems that used to be in service in the 1960's, if you look up DEC PDP-10 on Google Images you should see what I am trying to go for, I do not intend to copy it's appearence exactly.
Think I should break out the Athlon XP and get to work on my 2nd Polymer tricks tutorial video soon.
This post has been edited by High Treason: 15 February 2011 - 06:54 PM
#1984 Posted 16 February 2011 - 10:15 AM
the big city.
So some shots may come soon.
#1985 Posted 16 February 2011 - 12:16 PM
Zaxtor, on Feb 16 2011, 08:15 PM, said:
Cool, you really gotta start making more city maps! Wasn't there just one in Oblivion, and even that turned into some kind of a temple map after a while.
#1986 Posted 16 February 2011 - 02:39 PM
Seen in E3L1 and E4L1.
In the mod I'm working there will be .
Level 4, the big city.
Level 5, the control base which is the other part of the city and you head to some kind of a tower or building like base to open some door to go underground. Pass several levels and then reach the core of the planet.
This post has been edited by Zaxtor: 16 February 2011 - 02:40 PM
#1987 Posted 16 February 2011 - 04:08 PM
A while back I made animated versions of 4 of the tech panel screens you are using in those pics.
If you would like to use them, send a PM with your email address and I can send you the files.
#1988 Posted 16 February 2011 - 05:37 PM
Tommorow i am going to add sprites to the nature level xD If you see the level in 2D view you will see 1000 triangles clumped together xD
#1989 Posted 16 February 2011 - 05:40 PM
It will require Attrition or the balance will be shot to hell.
#1990 Posted 16 February 2011 - 07:30 PM
I am quite pleased with my reactor though, it does, of course, go boom. I am also concentrating on keeping frame rate high in Polymer, though as I said before, it won't be Polymer exclusive like last time. I probably won't post any more shots for a while now.
@Marked; Thanks for the offer, I'll think about it, my only worry is that I feel the custom content is what hurt my previous map among other things, however, textures weigh considerably less than models, so I may well want the files at a later time when I have given it some more thought, the funny thing is, I found the textures and thought to my self "Huh? I thought these were animated?".
@Sebastian; Always good to see new mappers showing up, I shall look forward to the release.
#1991 Posted 16 February 2011 - 08:14 PM
Sebastian, on Feb 16 2011, 10:40 PM, said:
It will require Attrition or the balance will be shot to hell.
So first usermap eh?
Never itĀ“s too late Rusty Nails
#1992 Posted 16 February 2011 - 10:59 PM
I learned a cheap method can be used from Dukeplus
http://www.youtube.c...h?v=gPBBXTa-kfo
Water 'reflecting' the sky.
At this point the second map is about 75% done, have the entrance of the 4th map started.
#1993 Posted 16 February 2011 - 11:08 PM
After a brief period of trying to do this in Doom 3, it was quite clear that modding games had become far too complicated for me to ever have any hope of finishing it on my own (and I hate trying to coordinate whole teams of people with a finite amount of free time). So, I've decided to take another crack at it as a mod for the game I originally had in mind.
Here's a screenshot of my little room that I had done up from way back for testing sprites and weapons, now running on Eduke32.
Hopefully just from the pic, someone can tell what the mod is going to be.
This post has been edited by wayskobfssae: 16 February 2011 - 11:11 PM
#1994 Posted 16 February 2011 - 11:16 PM
#1998 Posted 17 February 2011 - 04:19 PM
As for me, I've been asked by a member of Mod DB to be the voice of Duke for his mod. Finishing up the lines he gave me to record along with some of my original Duke lines. It's a Quakeish mod and you can find out more at:
http://www.moddb.com...-quake/#1930308
#2001 Posted 18 February 2011 - 04:05 PM
#2002 Posted 18 February 2011 - 06:27 PM
#2004 Posted 19 February 2011 - 05:48 PM
Updated the font, you can read it now.
Also, I'm finally taking Deeperthought's suggestion to redo how my water falls look, I think I've just about got it down, will have either some screenshots or a video soon.
I also found that if I project my water spritz particles with GUTS instead of DEBRIS I get a shorter discharge and a nice arc.
#2006 Posted 20 February 2011 - 03:25 AM
DanM, on Feb 18 2011, 06:06 PM, said:
Love love love the Escher-esque architecture, and the fiery background.
This post has been edited by wayskobfssae: 20 February 2011 - 03:26 AM
#2007 Posted 20 February 2011 - 01:10 PM
Working on the boss of the Steel Mill. which is taking for ever to make.
This post has been edited by Zaxtor: 20 February 2011 - 01:10 PM
#2008 Posted 20 February 2011 - 01:13 PM
Ive been doing some shading on my first outdoor nature level. Prepared for the floor to get sloped. Sloped the shading of the wall. Tommorow or maybe a little time today i will start sloping the ground of the map.