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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   dwtietz 

#10531

These pics are about two weeks old now, but it just occurred to me that the Ion Jungle project that SPYmaps and I are working on has probably rarely, if ever, been shown or mentioned here in the Duke4 forums, so here are the most recent set of screenshots from the 5th map in our project:

Attached Image: mapster32_2022-12-11_16-19-33-35.jpg Attached Image: mapster32_2022-12-11_16-20-29-51.jpg Attached Image: mapster32_2022-12-11_16-20-39-28.jpg
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Attached Image: mapster32_2022-12-11_16-21-53-55.jpg Attached Image: mapster32_2022-12-11_16-22-57-94.jpg Attached Image: mapster32_2022-12-11_16-22-30-57.jpg
Attached Image: mapster32_2022-12-11_16-22-39-13.jpg Attached Image: mapster32_2022-12-11_16-22-46-59.jpg Attached Image: mapster32_2022-12-11_16-22-51-51.jpg

This post has been edited by dwtietz: 27 December 2022 - 10:52 AM

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User is offline   Aleks 

#10532

Nice to see that your and SPYmaps' project is still going, gotta admit I kind of lost track of it a few months ago when I quit 3DR Discord server due to the amount of spam I got from there and mostly really bland discussions. The screens look cool, my only complaint would be that some of the new textures seem to be too high-res for the repeat they are used in, so the resolution of the game makes them a bit distorted.

Anyway, dropping a last bunch of screens for the year here myself. At this point, the map is at the stage of being nearly completed (basically all indoor locations are done), now all that's left to do is the remaining texturing/shading on the outside and some extra work with the out-of-reach environment. It's a bit tedious (also considering I have to watch the wall count quite dilligently) and since I don't really have a lot of time for mapping anyway, I will probably wait until like March-April to work on it again, when I have less work (or at least, less work that demands my full creativity, if I may say so). This time not using the jetpack and just showing some locations which are "nearly" finished from the street level or indoor ones.
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8

User is offline   Mark 

#10533

Aleks. City maps sure are looking good these days. More than a simple row of rectangles with windows.

Dwtietz. Looks like the quality of the first maps are carrying over to this latest one.
1

User is offline   Seb Luca 

#10534

The end of the year seems to have been inspiring. I hadn't come for a while, but I see that there have been many beautiful creations since the last time:

the experiments of Mark, Dwtietz, Graphics and Jimbob (each in their clean style; superb ruins, Mark) ; The environments of Aleks, Loke and Toilet; the incredible great spaces of ck3D ... Posted Image

Well done guys and happy new year to you Posted Image


4

User is online   ck3D 

#10535

Merci Seb!

So I've been adding the very last touches to, and testing, the holidays map I've spent most of my week on; it's just about ready, just need to refine one explosion sequence and we're good to go. But I also need some sleep since I've been mapping uninterrupted for the past 48 hours (personal record). Most likely releasing within the next 12 or 24 hours, we trying to beat 2023 here.

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This post has been edited by ck3D: 30 December 2022 - 07:58 PM

8

User is offline   jimbob 

#10536

recording some fireworks sounds to be used as ambiant bg battle noise. finishing touches
0

User is offline   dandouglas 

#10537

Experimenting with TROR to create a public swimming pool with transparent water (early WIP!)


12

User is online   ck3D 

#10538

Looking good, dandouglas!

Hey I heard you liked sector over sector, so here's sector over sector over sector over sector over sector so you can sector over sector while you sector over sector.

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This post has been edited by ck3D: 05 January 2023 - 11:39 PM

5

User is offline   Micky C 

  • Honored Donor

#10539

View Postdandouglas, on 05 January 2023 - 01:22 PM, said:

Experimenting with TROR to create a public swimming pool with transparent water (early WIP!)

https://www.youtube....h?v=DjeRzoLFGLI


As a regular TROR user, I'm very unimpressed with that pool, but I'm highly impressed with the rest of the room lol
0

User is offline   Seb Luca 

#10540

View Postck3D, on 05 January 2023 - 11:37 PM, said:

Hey I heard you liked sector over sector, so here's sector over sector over sector over sector over sector so you can sector over sector while you sector over sector.

Is it me or this map draws the DN logo? :o


1

User is online   ck3D 

#10541

View PostSeb Luca, on 06 January 2023 - 06:05 AM, said:

Is it me or this map draws the DN logo? :o




No it's a happy coincidence, but still very nicely spotted, I do love in-layout 2D designs (for instance the one of Turnpike looking like a machine gun wasn't happenstance), and do absolutely adore incorporating the logo sometimes. It's actually a great piece of layout, too (three rooms connected by a central hub), and I've had a speed map idea regarding that design for a bit of a long time now actually. But here it is a mostly subconscious resemblance.

This post has been edited by ck3D: 06 January 2023 - 02:00 PM

1

User is offline   Seb Luca 

#10542

Sometimes our brain is ahead of us ;)
1

User is offline   Aleks 

#10543

View Postck3D, on 06 January 2023 - 01:59 PM, said:

No it's a happy coincidence, but still very nicely spotted, I do love in-layout 2D designs (for instance the one of Turnpike looking like a machine gun wasn't happenstance), and do absolutely adore incorporating the logo sometimes. It's actually a great piece of layout, too (three rooms connected by a central hub), and I've had a speed map idea regarding that design for a bit of a long time now actually. But here it is a mostly subconscious resemblance.

Was my first thought as well when I saw your map's layout, especially since you've told me about wanting to make a map with a Duke logo layout before. So I guess it kind of check's here without being pushed ;)
0

User is offline   jimbob 

#10544

adding a lot of high res textures, replaced the font and high ressed that too. also doing most of the weapons, the ones that were not horribly photoshopped ( like the grenade :P ) the final things to do before i can get episode 1 out the door. also need to do a handfull of player frames because i wasnt happy with my swim animation.

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User is offline   jimbob 

#10545

working on a new HUD, quite pleased with it.

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User is offline   jimbob 

#10546

playtesting

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User is offline   dwtietz 

#10547

A few new screenshots from Ion Jungle posted this morning, courtesy of SPYmaps:

Attached Image: fury_20220909_2023-01-10_03-01-46-01.jpg Attached Image: fury_20220909_2023-01-10_03-01-58-93.jpg
Attached Image: fury_20220909_2023-01-10_03-50-03-54.jpg Attached Image: fury_20220909_2023-01-10_03-04-02-41.jpg

This post has been edited by dwtietz: 28 January 2023 - 06:41 AM

9

User is offline   Ninety-Six 

#10548

I thought those were taken in Polymer at first damn.

This post has been edited by Ninety-Six: 28 January 2023 - 08:20 AM

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User is offline   Mark 

#10549

Another pic from my WIP polymer map for AWOL.

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User is offline   dwtietz 

#10550

Thought I'd add in one more "Ion Jungle" screenshot for the day of my own. This shot isn't intended so much to show off the maps themselves (I'll leave that mostly to SPYmaps), but more so to show that YijArt's awesome weapon skins for Ion Fury will be integrated into the "Ion Jungle" project and can be swapped in and out on the fly at any time during an active game session via an in-game menu.

This means that players can play "Ion Jungle" with the base game weapons, or with any of YijArt's weapons and change their appearance at any time. Selections made in the menu are also saved to the cfg file, so the next time the mod is run it will remember your preferences and load the weapon skins that you like the most. 🙂

Attached Image: Weapon skin selections.png
4

User is offline   Graphics 

#10551

You guys are doing awesome work. Keep it up! Wish there was a draw distance with Polymer rendering. So I could make landscapes with lighting. As for me, I haven't done anything for a month. But I plan on getting back to work. I was invited to make a map for the AMC mod. Currently in the planning stage. I also need to play AMC a little bit too. So I have a feel for the game. Anyways. Take care everyone and good luck on all your work. When you look at your graphics. Remember this quote from the famous philosopher, Duke Nukem. "Dam, I'm looking good."

This post has been edited by Graphics: 29 January 2023 - 12:05 PM

2

User is offline   Mark 

#10552

Have you tried shrinking the map size or bringing the areas closer together until draw distance isn't a game breaker? You might still like it enough to continue a Polymer map.
0

User is offline   Graphics 

#10553

I tried that before. The idea was making small detailed slopes. But in my last attempt the vectors wouldn't line up right. I have a new idea. But we'll see if it works.

Pose note: 15 Minutes later. I did this within the time limit I'm allowed to editing this post. So rather then make a new reply. I just edited the one I sent before.
Here's a picture of the landscapes at 1/10th scale. It's not perfect. But it should work. Making the same kind of map on a smaller scale. Thanks for reminding me.

PS: I'd still rather have a draw distance. Then I could make a very huge open world map. So far this can only be done in World Tour. Because of it's draw distance.

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This post has been edited by Graphics: 30 January 2023 - 07:18 AM

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User is offline   Graphics 

#10554

Here's a graphics test of the 1/10th scale landscape map. Once again, thank you for reminding me.

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User is offline   Mark 

#10555

Cool layout. I'll let you know where to send the package of Oreos for my services.
0

User is offline   Graphics 

#10556

Sure. If we ever work together. I'll bring the Oreos cookies. It's the best I can do on a budget.

This post has been edited by Graphics: 30 January 2023 - 07:25 PM

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User is offline   Mark 

#10557

I like the generic brand just as much. Make it 2 packs of those.
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User is offline   Graphics 

#10558

Sounds like a plan. Also, here's an update to that graphics test.

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User is offline   jimbob 

#10559

working on a obligatory train map

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7

User is offline   Mark 

#10560

Yeah, I hear its in the Mapper's Handbook Vol. 2 that you have to do a train level. Moving or static is acceptable.
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