What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10141 Posted 07 December 2021 - 05:44 AM
#10142 Posted 07 December 2021 - 08:18 AM
#10143 Posted 09 December 2021 - 07:51 AM
Merlijn, on 07 December 2021 - 08:18 AM, said:
Thanks so much! I'm aiming for 4-5 distinct locations over the course of the mod (city streets, office building, sightseeing bus getaway, train journey, countryside), however I'm using Danukem's map caching code to stitch maps together for some of these locations so I can hit the level of detail I want - I'd initially saw this project taking months, but now I'm thinking potentially years as I'm learning new Mapster tricks every week and I don't want to rush it out.
#10144 Posted 09 December 2021 - 02:19 PM
As for me. Here's an update to the map I'm making for Jimbob's mod.
I'm not going to keep the same trees. That's for the non-modded version.
And here's a picture of some of work that still needs to get mapped.
As you can see there is still quite a bit of work left. But I'm having fun.
#10145 Posted 09 December 2021 - 03:33 PM
#10146 Posted 10 December 2021 - 07:02 AM
Graphics, on 09 December 2021 - 02:19 PM, said:
As for me. Here's an update to the map I'm making for Jimbob's mod.
I'm not going to keep the same trees. That's for the non-modded version.
And here's a picture of some of work that still needs to get mapped.
As you can see there is still quite a bit of work left. But I'm having fun.
looking great
#10147 Posted 14 December 2021 - 02:00 AM
Ninety-Six, on 09 December 2021 - 03:33 PM, said:
Thank you. It's only a rough draft based on Jimbob's request. I'm not sure if I could say anything else.
jimbob, on 10 December 2021 - 07:02 AM, said:
Thanks. We'll need to talk further on where it should go. I messaged you on Discord with some ideas.
#10148 Posted 14 December 2021 - 06:14 AM
Graphics, on 14 December 2021 - 02:00 AM, said:
I think the roughness is what gives off that dreamlike quality. It's still there in the later versions, but when you can see the raw naked landscape mostly unobstructed, it really does remind me of a lot of the dreams I've had.
#10149 Posted 17 December 2021 - 01:41 PM
#10150 Posted 18 December 2021 - 06:13 AM
PS: I know it's not much right now. But what I'm planning on making is going to look awesome.
This post has been edited by Graphics: 18 December 2021 - 06:19 AM
#10151 Posted 19 December 2021 - 12:54 PM
This post has been edited by Mark: 19 December 2021 - 12:56 PM
#10152 Posted 20 December 2021 - 01:25 AM
jimbob, on 17 December 2021 - 01:41 PM, said:
We know the limits 😉
#10153 Posted 20 December 2021 - 03:27 AM
Mark, on 19 December 2021 - 12:54 PM, said:
#10154 Posted 20 December 2021 - 04:38 AM
By the way. I'm open too ideas. I like making ideas happen. It also helps me think of things I might not have thought about.
This post has been edited by Graphics: 20 December 2021 - 04:40 AM
#10155 Posted 25 December 2021 - 09:55 AM
#10156 Posted 26 December 2021 - 04:09 PM
@Graphics nice and creative terrain work as usual. Since you're asking for ideas - spontaneously, the first thing that comes to mind here seeing this set-up is would be to clone it x 4 (at least it seems like the resources would allow for 3 more copies) then flip and assemble the copies to make a symmetrical, twice bigger square; that would result in a big canyon map with one tall, central mountain that perhaps shouldn't be climbable at map start and that should be the player's objective. Looking at the current layout, that might require a couple of changes being made to the path of the river, so that it's coherent with the idea. And then, one of the most brillant and yet underrated features of Build is the ability to alter terrain heights in real time by triggering in-game events, so perhaps the gameplay gimmick could be something akin to, the first quarter of the map the player starts in is way below the level of the other ones, making it look and feel enclosed by cliffs. But as soon as some progression is made, the next quarter of the map lowers down - or the current one rises up, same difference - to match heights and so now that part too is accessible to explore. Rinse and repeat for every following quarter of the map, which is convenient since the game features three keycards and so you could 'unlock' each segment with just as many. Once the last one is reached, the whole map will be level and maybe the top of the mountain could become accessible, rewarding the player with a view. Of course that would look majorly unrealistic in most (seemingly) nature-themed maps but yours seem to have futuristic elements to it already and so it may be possible to mix the whole deal with some mechanical textures and make it look like the scenery is actually some kind of artificial recreation of natural settings. That river you already have going on could be a central feature too - you could make it the map's whole mission to reconnect its broken flow, maybe onwards to a power source of some kind.
This post has been edited by ck3D: 26 December 2021 - 04:12 PM
#10157 Posted 26 December 2021 - 04:42 PM
Sorry, buddy. When I see those long posts I have to poke fun at it.
#10158 Posted 26 December 2021 - 05:21 PM
This post has been edited by ck3D: 26 December 2021 - 05:21 PM
#10159 Posted 26 December 2021 - 05:29 PM
Aleks, on 25 December 2021 - 09:55 AM, said:
duke0081.png duke0082.png
Wooow
#10160 Posted 26 December 2021 - 11:47 PM
This post has been edited by ck3D: 26 December 2021 - 11:49 PM
#10161 Posted 27 December 2021 - 08:01 AM
@ck3D, did you just turn into C3P0? Going with that classic style always reminded me of his maps, even the last of his maps released few years ago (Shocking Twist) nailed that style quite well. Nice idea with using the "space" texture for the building facade (although as for the protruding balconies, I'd probably add a small sprite on top of the window, as it's awkwardly cut and looks like the roof slab would have no thickness - but maybe it's just my ramblings after working a lot with that particular texture for the building next to the garage ). And that little lightbulb is just cute, love it
#10162 Posted 27 December 2021 - 08:24 AM
I swear every release of a ck map shows me a texture (or origin of a texture, in this case) I didn't know was in the game's data.
#10163 Posted 27 December 2021 - 09:07 AM
Aleks, on 27 December 2021 - 08:01 AM, said:
I'm getting Billy Boy vibes from those shots, personally. There's a certain detached from reality feeling going on, something I love about that style.
#10164 Posted 27 December 2021 - 01:19 PM
But indeed both are obvious influences, this time though for some reason the image I'm following is something akin to Levelord's lost maps (don't know why but Sewer is stuck in my head). I'm also throwing nods to the occasional LameDuke aesthetics or a handful of 1996 maps most people don't remember, e.g.. Bob2: Moon Subway. Or even stuff I've seen from the Total Meltdown PSX episode (which I've never directly played), e.g.. Trackside Tragedy.
I put some more hours into the map and am somewhere in the 1600 walls now. Basically half way done, finalizing the section where the player gets the red key card. If anyone remembers my older level Wide Awake! then expect something similar dropping soon, before the end of the year would be sweet. I intend this to be a speed map and I'm not just talking its makings - I'm trying to optimize it for potential speed running in addition to being a fun basic level.
This post has been edited by ck3D: 27 December 2021 - 01:22 PM
#10165 Posted 28 December 2021 - 07:36 PM
#10166 Posted 28 December 2021 - 09:25 PM
Is that yet another texture I didn't know existed?
#10167 Posted 29 December 2021 - 03:40 AM
Ninety-Six, on 28 December 2021 - 09:25 PM, said:
Is that yet another texture I didn't know existed?
Good catch - but nah, that's just one quick wall split, in this case 'Command (Center)' meets '(Office)ers'. I love reusing those signs pretending they are a font, which is possible because they cover most letters in the alphabet and the ones that are not in there you can easily tweak in - black background is convenient for 'pixel art' using small black sprites. This is the most basic way to do it but now Blast Radius does that stuff a lot and takes it a bit further. The intent is to make the original style shine beyond most fixed form. A similar kind of abuse on the first screenshot may or may not catch your attention as well if you're into that sort of thing.
#10168 Posted 29 December 2021 - 10:37 AM
Few more screens from me, showing more of the streets as well as one shop interior that I'm not sure I've ever showed around here, despite being built quite a while ago. It's still very WIP, which is especially noticable on some textures being placeholders or not having the correct shade value (also shadows are missing from the street, this will be added towards the end as I need to establish the general urbanscape of the whole town before going into specifics). Currently at about 7000 walls and 6500 sprites.
#10169 Posted 29 December 2021 - 12:42 PM
This post has been edited by Mark: 29 December 2021 - 12:43 PM
#10170 Posted 29 December 2021 - 01:23 PM
I especially love the car dumpster ck3D, could we go grittier than that? I'm in doubt...
This post has been edited by Mike Norvak: 29 December 2021 - 01:28 PM