What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2161 Posted 09 April 2011 - 09:55 AM
Should i post a picture of the map in mapster? That would be odd too.
But i don't think that i have to show anything, and i don't think i said that you guys work is bad.
Who the hell is zaxtor?
#2162 Posted 09 April 2011 - 10:00 AM
Just either show us a shot of this level of the mod or the work you speak of.
Anyone can state they are doing all these things in words but as it is known, actions speak louder than words.
Or in this case, pictures/media.
For several months now you have been going on about this so called mod you are working on, all I have seen so far was some crappy video with music (I don't care about the music) a screenshot of some moogle thing and another video with some spawning liztroopers.
Do you actually have anything worth showing?
#2163 Posted 09 April 2011 - 10:43 AM
So you will probably not like it because you like the small details. The mod is for people who like a big adventure game with lots of secret bosses and secret areas. A bit of grinding for the correct gear setup. A monster arena so you can test your strength against the strongest monsters on the fields.
And no, 2 maps is not a lot in a year. But i'm not using all the time i have on making maps or coding weapons, i think of something that i think would be cool to include.
I already said once that i am sorry if i offended emericaskator about the stuff i said to him. But he shouldn't take it seriously. It's just a forum anyway. If i dont want to post a picture, then i don't do it. So stop asking please.
This post has been edited by Jhect: 09 April 2011 - 10:44 AM
#2166 Posted 09 April 2011 - 01:09 PM
Jhect, on 09 April 2011 - 10:43 AM, said:
A map doesn't need Gambini-like details to look good. Things like lighting, architecture and texturing get you far. If your map(s) has none of these qualities then it's likely going to suck. Focusing on gameplay/action is no excuse for poor design because design and gameplay are not mutually exclusive (except within a given time frame).
This post has been edited by Mikko_Sandt: 09 April 2011 - 01:10 PM
#2167 Posted 09 April 2011 - 01:40 PM
#2168 Posted 09 April 2011 - 05:02 PM
Don't know if I'll release it since people might not be really interesting in such a project though it might be interesting to other fellow fans of the movie.
Looks a bit drab but it's still WIP so it might change down the road.
PS: Copy 'n' paste FTW.
#2169 Posted 09 April 2011 - 05:23 PM
#2170 Posted 10 April 2011 - 12:34 AM
#2171 Posted 10 April 2011 - 03:08 AM
The Thing is one of my absolute favorite horror movies. Can't wait to see what you do with the kennel.
Oddly enough I can somehow see the map working great as a DM or Invasion type map. Looking forward to it!
#2173 Posted 10 April 2011 - 04:49 AM
Gambini, on 10 April 2011 - 12:34 AM, said:
That's too bad, Gambini. It's a kickass horror movie from a great director, if you like the genre and are not disgusted by splatter details, check it for sure.
#2174 Posted 10 April 2011 - 05:29 AM
EmericaSkater, on 09 April 2011 - 05:23 PM, said:
True. I'm using some pictures from Outpost #31 as references and taking still shots from the movie itself though I have to use my imagination for most of it since it's not all too clear in the movie.
#2175 Posted 10 April 2011 - 07:56 AM
Loke, on 10 April 2011 - 05:29 AM, said:
True. I'm using some pictures from Outpost #31 as references and taking still shots from the movie itself though I have to use my imagination for most of it since it's not all too clear in the movie.
Did you ever play the game?
#2176 Posted 10 April 2011 - 08:38 AM
Loke, on 09 April 2011 - 05:02 PM, said:
It's been quite a while since I've seen The Thing, but from what I remember of it, especially if you're going to include outdoor areas too, it seems like it would make a great Dukematch map, so you should post it anyway. Even going with the plot of the film, a paranoid multiplayer slaughterfest even makes sense.
Jhect, on 09 April 2011 - 10:43 AM, said:
Is this the map you designed the auto-sloper for? Even if you don't want to post a screenshot, it could be fun to slow down the process of the actor so it can be observed, and then fraps it and post it as a tech demo.
This post has been edited by wayskobfssae: 10 April 2011 - 08:47 AM
#2177 Posted 10 April 2011 - 09:52 AM
Sebastian, on 10 April 2011 - 07:56 AM, said:
Unfortunately no. I remember seeing a few videos showing the first few levels on YouTube a while ago, might be worth checking out.
Quote
Yeah, the map will have a outdoor section though most of the work and details will be inside the base. The player starts a bit away from the base and have to walk past some snowy landscape in order to reach it just to set the mood a bit and for some nice open landscape opposed to the narrow claustrophobic hallways present inside the base.
#2178 Posted 10 April 2011 - 10:36 AM
#2179 Posted 10 April 2011 - 06:43 PM
#2180 Posted 10 April 2011 - 07:10 PM
#2181 Posted 10 April 2011 - 07:13 PM
Where are those from? i see an octabrain clone there!
I don´t want to disagree or start an argument but i sense this one as an awesome usermap that doesn´t need anything else than a map file!
#2183 Posted 10 April 2011 - 07:18 PM
zykov eddy, on 10 April 2011 - 07:15 PM, said:
Eh, they're pretty good sprite edits.
#2184 Posted 10 April 2011 - 09:06 PM
Loke, on 10 April 2011 - 09:52 AM, said:
Yeah, the map will have a outdoor section though most of the work and details will be inside the base. The player starts a bit away from the base and have to walk past some snowy landscape in order to reach it just to set the mood a bit and for some nice open landscape opposed to the narrow claustrophobic hallways present inside the base.
Your last map was great and it looks like you'll top that with this one.
#2185 Posted 10 April 2011 - 10:11 PM
#2186 Posted 10 April 2011 - 10:30 PM
#2187 Posted 10 April 2011 - 10:45 PM
#2188 Posted 10 April 2011 - 11:06 PM
Plagman, on 10 April 2011 - 10:45 PM, said:
If you ask me it looks like a dead version of Audrey 2 from Little shop of horrors aha
#2189 Posted 10 April 2011 - 11:20 PM
#2190 Posted 11 April 2011 - 04:33 AM
zykov eddy, on 10 April 2011 - 07:15 PM, said:
Yeah, almost as original as those ass-bleedingly terrible model rips you used for the third installment of the a.dream trilogy.
I second DT, there's plenty of cool things that can still be done with vanilla Duke, but it'd be nice to see some new stuff, too. Even in if it's just one or two new enemies, any variety's better than no variety, and there's plenty of cool stuff to pluck off of Realm667.