What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10021 Posted 10 September 2021 - 01:48 AM
Here are some screenshots of camera views that are accessible in various places in the map.
(By the way, the camera view in screen #3 was inspired by the little cutscene you get in Super Mario 64 when you see a close-up of the cannon door opening. That hole exists in the map and Duke has to go there eventually, but instead of a cannon it contains something else entirely.
I've put in some additional viewscreen messages as well; this map has a lot more viewscreen message text than Chillin' did.
This post has been edited by ToiletDuck64: 10 September 2021 - 02:00 AM
#10022 Posted 10 September 2021 - 06:03 AM
Graphics, on 09 September 2021 - 11:53 AM, said:
To Ck3D. After doing the math and thinking it over. I'm turning that terrain into a big island. I'm going to add a boat that goes around the map.
thanks man, im really digging that open world duke style reminds me of early GTA
[edit] seems like i hve one major hurdle to tackle and i can release episode 1. so im aiming for october. just a few small cosmetic things ( the quick kick seems to be rendered over the weapon instead of under, didnt do this in earlier versions so i have to look into that ) some voice recordings and final polishing.
This post has been edited by jimbob: 10 September 2021 - 07:06 AM
#10023 Posted 11 September 2021 - 10:49 PM
ToiletDuck64. Your map is coming along nicely. I'm starting to see it very well and your use of TROR to remake this level is very impressive. Keep it up.
Here's an update on this now island I'm working on. I made the waterfront bigger, edited the infrastructure, added some turrets and a boat... A raft to be exact.
There is a download link on this website's Discord page under Level Design. If anyone wants to look at the map first hand and check out it's development.
This post has been edited by Graphics: 11 September 2021 - 10:57 PM
#10024 Posted 12 September 2021 - 07:00 AM
#10025 Posted 12 September 2021 - 08:18 AM
ToiletDuck64, on 06 September 2021 - 01:42 AM, said:
These screens look really cool and exotic, I've just remembered it was you showing some wicked ideas for a "Duke Bingo" thing few months ago - I do hope some of these would be implemented in this map, I suppose they would fit the gallery (well there's already the tile #0) and judging by the screens you posted back then, there's been lots of great ideas which would be a shame to go to waste. Good luck on this map!
#10026 Posted 12 September 2021 - 05:49 PM
PS : Thank you to all the mapper's maps I've learned off of over the years.
#10027 Posted 12 September 2021 - 07:55 PM
Here's an update on the Project: A.W.O.L. map. Big changes in aesthetics from the previous screenshots and yet a lot is still bound to differ in the final version and so again, posterity. Been loving those textures though.
This post has been edited by ck3D: 12 September 2021 - 07:57 PM
#10029 Posted 13 September 2021 - 01:57 PM
Truck Stop Santa Claus, on 13 September 2021 - 10:24 AM, said:
This post has been edited by ck3D: 13 September 2021 - 01:58 PM
#10030 Posted 14 September 2021 - 03:23 AM
I've also added more infrastructure. The roads and buildings now cover almost half the map. Here's the view from the watch tower.
Next I'm going to work on a pentagon style army base for one of the corners of the island. A reason why there is a watch tower.
#10031 Posted 14 September 2021 - 06:53 AM
#10032 Posted 14 September 2021 - 10:17 AM
#10033 Posted 14 September 2021 - 12:06 PM
dandouglas, on 14 September 2021 - 06:53 AM, said:
that looks pretty sweet
#10034 Posted 14 September 2021 - 01:35 PM
#10035 Posted 14 September 2021 - 01:46 PM
dandouglas, on 14 September 2021 - 06:53 AM, said:
Ah, I remember bumping on your project on Twitter few weeks ago and browsing through the mammoth thread thinking "shit, that escalated quickly!" It's looking really good, cool to see people employing new textures in Duke to such a great degree that basically changes the whole look of the game - still, besides being quite hi-res, they don't seem too off or clashing with the regular Duke art.
#10036 Posted 14 September 2021 - 04:42 PM
I feel like the potential of the build engine to handle graphics and games like this is highly underrated. An official game of this nature would be amazing.
PS : I might even mix my 8bit deathmatch mod with my open world map and add the 8bit levels to arcades you'll find around the map. Because that map is a mod in on itself. I can use the other map spaces for my 8bit deathmatch levels. Just go up to an arcade and press the action button. That activate an invisible end-map button set to change to the 8bit maps. Like a game within a game.
This post has been edited by Graphics: 14 September 2021 - 05:32 PM
#10038 Posted 15 September 2021 - 02:31 AM
Also, just to make a note of this. I might have found the limits to Polymost. During development I came across a glitch. Software mode was fine through. I resolved this glitch well sector hunting. So it might be the limitations of Polymost or a problematic wall/sector I deleted during the sector hunt. We'll see as I keep an eye on things.
#10039 Posted 15 September 2021 - 07:08 AM
I'm close to being done with my episode, I had less spare time for mapping than I expected the last few months (RL stuff getting in the way, some music projects etc)
And of course even the boss map is getting bigger than planned. But almost there..
#10041 Posted 16 September 2021 - 07:42 AM
Project: A.W.O.L. map keeps evolving and changing looks, but getting closer to completion. Peep placeholder sky texture game.
This post has been edited by ck3D: 16 September 2021 - 07:43 AM
#10042 Posted 16 September 2021 - 11:30 PM
To Ck3D. Your map is looking great. How close are you to completion?
As for me, quick update. It might not look like much since the last picture. But I got the basic infrastructure for the sky train done.
Yes, you will be able to go inside it and catch a train across the map. Also if limits allow it, I will be making a underground road with TROR.
#10043 Posted 17 September 2021 - 10:34 AM
Thanks for your interest about that map I'm making. I'd say structurally I'm just wrapping it up right now, but the process behind this one has been an oddity since it's in fact been around that state for a while now, just using a completely different texture set I had been supplied with but really was outdated. So for the past two weeks, I've been mostly retexturing everything with the right, new .art all the while adding the remain touches bit by bit. May sound like a chore but no, actually it was a very interesting experience, directly manipulating and drastically altering the looks and thus the tone of one same existing level. And technically it wasn't a problem either as Mapster32 has tons of shortcuts to make the task a lot more trivial than it would have been back in the OG Build days. Right now I'm fine-tuning the last effects and about to throw in the gameplay, and that too is going to be interesting since Project A.W.O.L. has tons of new features and possibilities compared to Duke 3D, mostly related to enhanced AI and involving new effectors. But as far as Duke 3D goes, I'm sitting on ten similar maps for my work-in-progress episode right now that I've been making for the past two, three years. In general, those are quite comparable in style and size. As soon as I'm done with this map for A.W.O.L., I'm diving back into that and hopefully wrapping it up too.
On a side note, I'm getting quite a few of those engine glitches we were bringing up earlier in this map, but thanks to your advice I will be able to address that easily and more importantly I understand the reasons for the whole phenomenon a lot better now. Particularly the reason why those glitches only happen from certain angles - the trigger seems to be as soon as one of the next walls in the player's FOV is one of the excessively long ones, then the rendering of stuff in far distance starts acting up. I always sort of figured that was the case before your post but never really the exact inner workings or numeric specificities.
This post has been edited by ck3D: 17 September 2021 - 11:04 AM
#10044 Posted 17 September 2021 - 02:11 PM
For example, Terrain uses a lot more sectors then walls. As I delete terrain to build roads, houses and building. The results is, my wall count goes up and sector count goes down. If I was to design my map with roads along side the terrain. I'd be able to use all the sectors and walls. Creating something even bigger and more dynamic. Plus I wouldn't copy and paste one corner of the terrain to save time.
But at the start of this project. I didn't have any infrastructure ready. This whole project was just a proof of concept really. My next map will feature bigger and better terrain. Plus it wouldn't be some kind of concept test. Because we know it works.
As for any issue you come across. Here's what I've learned. Classic mode is more stable then Ploymost. As Ploymost seems to have an on screen wall limit. Also remember, the longer the distance the shorter the wall is. Probably something to do with prospective... I hope that helps you with your work.
This post has been edited by Graphics: 17 September 2021 - 02:24 PM
#10045 Posted 18 September 2021 - 01:11 PM
In my next map is slipped a tribute to a talented member of the community. Who will guess?
#10046 Posted 18 September 2021 - 11:16 PM
This post has been edited by Graphics: 18 September 2021 - 11:17 PM
#10048 Posted 19 September 2021 - 12:23 AM
If anyone is wondering what I'm up to. I'm expanding my landscape terrain mapping parts.
The next update will include.
1: Higher elevations. (from 4x higher to 6x higher)
2: New angle equations. (more options to lago with)
3: Infrastructure parts. (buildings, houses and roads)
4: Better organization. (makes it easier to find parts)
5: Shading and bug fixes. (the shading looks better)
#10049 Posted 19 September 2021 - 04:19 AM
...and Seb, thanks also for making me feel old. I looked at the release thread for GraveyardTC and its from Jan of 2015. Time is flying by.
This post has been edited by Mark: 19 September 2021 - 04:24 AM
#10050 Posted 19 September 2021 - 04:31 AM
Whoops ! Not old enough, I hope, to already have one foot in the grave ?
PS : the classics never get old
This post has been edited by Seb Luca: 19 September 2021 - 04:32 AM