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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   Ninety-Six 

#10681

View Postlllllllllllllll, on 07 September 2023 - 11:47 AM, said:

Some teasers for not-derelict

Attachment duke0012.jpg


Man, that black glass texture for what I assume is the bridge is really screwing with my brain...
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User is offline   Graphics 

#10682

View Postck3D, on 06 September 2023 - 01:37 PM, said:

Nah, this may be the only thread where overposting can't be a thing unless it's not content-related.



Then in that case. Here's some more pictures running in software mode. It's a work in progress (of course). But one side of the map is almost done. Also, here's a fun fact for you guys. I happen to be the only mapper who is able to make landscapes like this in the Build engine. Even with me explaining things on ModDB with a tutorial on how to make them. I'm still the only one. It's nice knowing I do something no one else can do. Does that make me special? No, because I'm sure with some programming a graphics generator could make landscapes much faster. But for now, I'm proud to be in a world of my own.

Not saying you guys produce bad stuff. By no way am I saying that. Because I might be good at one thing. But you guys are good at almost everything. From William's use of TROR to Mark's real 3D work. Even that map that Ninety-Six is talking about is mind blowing. I have something good to say about all of you. I just realize, I'm the only one making these landscapes. And I plan on making things like floating volcano islands one day.

PS: It's my birthday on the 9th. Not sure what I'll be doing. But mapping probably isn't one of them. Expect delays on my mod.

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This post has been edited by Graphics: 07 September 2023 - 05:10 PM

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User is offline   Graphics 

#10683

Hey guys, remember when I said this color palette business was done? It felt like yesterday. Well, the thing is I'm a perfectionist and the shade values looked off. Because of how the Trasnpal program made the shade values. So I decided to make my own in Photoshop (2008 ed). Well creating the shade values, Photoshop offered me some optional 256 color palettes. Then by looking through and selecting the best option it came up with. A new color palette was made. After testing it out... I've decided to once again edit the whole game's color palette. On the plus side, it hits all the needed marks within an 8bit range well also doing shading properly. I'm still going to need to fix the color palette codes. But seeing it's meant to work along side 24bit textures and those have no pal codes. It's not going to be hard to work around.

Here's the test results of that color palette with a NES map with shading turned on and finally, the color palette it self.

PS: It's amazing to think what game companies did back in the day and they never had Photoshop to work with. All this work gives me a new found respect for the aspects of game development I might never have thought of. As a result of this, expect some delays in my next update. But for the software mode fans out there, it'll be worth it.

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This post has been edited by Graphics: 16 September 2023 - 12:12 AM

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User is offline   Graphics 

#10684

I've been taking a break from converting textures to work on something else. Once the textures are converted I'll compile an update to my mod and post it.

I've been experimenting with prebaked lighting effects for a rather bland area of the King's Field map. I feel like this lighting in the second screenshot (without red) is more in line with the original game. As much as I want to add cool lighting. I should probably go for the original look whenever possible. But I will admit the red lighting looks awesome and I will use that in a future project. For now, I'll just settle on the screenshot without the red lighting.

Also sidenote, I'm planning on playing around with the Quake engine. Because I ain't afraid of no Quake. It should be fun to work on 3D games again. So I might be tossing my time between both engines. But I do plan on getting more work done on my mod. I want to fix the bugs in it and make it way more playable. Plus some maps will need some serious work done before they're playable.

PS: I'm also reaching out to anyone that has remade a map for Duke 3D. That's anything from another game. So we might play it in my mod. All credit to the mapper/s of course. For example, I have a copy of Counter Strike Dust. But I can't get ahold of the originals mappers for the Duke 3D game. And I really want to have that map in my mod. Does anyone know what happened to those guys and would they approve with credit to their work on me having it in my mod? Basically is that map free to the public?

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This post has been edited by Graphics: 19 September 2023 - 12:44 AM

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User is offline   Aleks 

#10685

View PostGraphics, on 19 September 2023 - 12:24 AM, said:

PS: I'm also reaching out to anyone that has remade a map for Duke 3D. That's anything from another game. So we might play it in my mod. All credit to the mapper/s of course. For example, I have a copy of Counter Strike Dust. But I can't get ahold of the originals mappers for the Duke 3D game. And I really want to have that map in my mod. Does anyone know what happened to those guys and would they approve with credit to their work on me having it in my mod? Basically is that map free to the public?

IIRC it was Brullov that remade de_dust and it was just like last year or something.

Also you may want to get in touch with ToiletDuck64 who's remade a couple maps from Mario games and Doom.

Then there's ck3d's latest Pac-Man map...


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User is offline   Graphics 

#10686

View PostAleks, on 19 September 2023 - 12:56 AM, said:

IIRC it was Brullov that remade de_dust and it was just like last year or something.

Also you may want to get in touch with ToiletDuck64 who's remade a couple maps from Mario games and Doom.

Then there's ck3d's latest Pac-Man map...


Already messaged ToiletDuck64 on the forums a few days ago. I'll message Brullov ASAP. I'm within contact of ck3d on Discord. Pac-Man map sounds awesome. I'll ask him about it next time.

Thanks Aleks, I'll probably see you on Discord. Been noticing the maps you've been working on. One of them looks like a good Battle-Duke map. We should play a multiplayer game in it sometime.
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User is offline   ck3D 

#10687

I started a new map the other night that might take a while to finish due to my current schedule:

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This post has been edited by ck3D: 25 September 2023 - 04:12 AM

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User is offline   Ninety-Six 

#10688

View Postck3D, on 25 September 2023 - 04:10 AM, said:

I started a new map the other night that might take a while to finish due to my current schedule:


At first glance I legitimately thought the walls of the featured building was a new texture cropped from AWOL or Ion Fury or something like that, before a longer look revealed it's all stock DN3D.
1

User is offline   Graphics 

#10689

That's a cool building design. It really goes well with the lighting. Looking forward to seeing this when it's done.

PS: I gave it a well deserved "like". I can already tell you've put a lot of work into it.

This post has been edited by Graphics: 25 September 2023 - 02:28 PM

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User is offline   ck3D 

#10690

Thanks for the kind indulgence. I'm at about 900 sectors/7000 walls on that one now, but there is a lot more I want to build.

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#10691

Been working on something for a while now, it's a familiar map to most of you. I hope to release it by Halloween, if not on Halloween. It's remastered, updated, and I personally think, perfected. Here's a couple of screenshots of it, I'm excited to finish it and see what you guys think! :dukeaffirmative:

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User is offline   Ninety-Six 

#10692

Met-Art Miracle?
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#10693

View PostNinety-Six, on 07 October 2023 - 07:36 AM, said:

Met-Art Miracle?


Yes sir, I'm fixing a lot of errors, updating it, and making it standalone so it can be played using just the map without my extra tiles, plus this one is more SFW, so it's easier to play for those who have famlies, or just don't want to be barraged with porn.
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User is offline   ck3D 

#10694

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DJ Dooknook.
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User is offline   Aleks 

#10695

Some action shots for a change. The map pretty much is ready, just waiting for some final beta-reports and preparing the ReadMe file. The release is scheduled for 19th October!
Attached Image: duke0029.png Attached Image: duke0032.png Attached Image: duke0041.png

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User is offline   jimbob 

#10696

looking awesome :)
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User is offline   Seb Luca 

#10697

ck3D, your town looks damn awesome !

Never Forgotten, very nice job on the outside scene ; and it's an original idea to present a table of aliens :lol:

Aleks, superb structure ! GG !

This post has been edited by Seb Luca: 19 October 2023 - 12:19 AM

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User is offline   Ninety-Six 

#10698

View PostAleks, on 14 October 2023 - 12:02 PM, said:

Some action shots for a change.


How did you get that sky color...?
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User is offline   Aleks 

#10699

View PostNinety-Six, on 19 October 2023 - 08:19 PM, said:

How did you get that sky color...?

"Fog" palette 26.
1

User is offline   ck3D 

#10700

Map grew a bit this weekend (13k walls), semi complete first city block, not sure I'll have enough resources for cool cars:

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Early shots of a new area I started tonight:

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Random indoors:

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I'm doomed to keep posting large pics I think since I've exhausted my upload quota on here.

This post has been edited by ck3D: 22 October 2023 - 05:12 PM

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User is offline   DNSKILL5 

  • Honored Donor

#10701

Attached File  LNRGRNH.zip (12.57K)
Number of downloads: 46
Stand alone version of the map I made for Sanek's BattleDuke contest. It has been balanced for the standard CON and has went through minor changes overall.
Attached Image: duke0000.pngAttached Image: duke0001.png
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#10702

Met-Art Miracle 2023, has gone gold! I will upload tomorrow on Halloween Eve. It's a great update, in my humble opinion. If you remember back in 2018 Met-Art Miracle was a fun, but buggy, map. I've worked the kinks out, but it's still a challenging map. Here's a couple of images to tease you for what's ahead.

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Sidenote, I maxed out my walls several times and had to condense sectors and remove some walls. It's a massive map.
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User is offline   ck3D 

#10703

^ Looking sweet,

Layout and FX of my new level are in place, now needs a detail/sound pass and of course gameplay; might take a wee bit especially because I'm considering making one vanilla version and one Blast Radius version. Last few walls are reserved for around the Nukebutton and extra eye candy or interconnections.

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Bonus sign.

This post has been edited by ck3D: 29 October 2023 - 06:56 PM

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User is offline   DevoNukem 

#10704

Metal Future's development is stagnant again, but here's something.

Attached Image: duke0034.png

(plasma rifle sprite not up to date)

Given the scale I have in mind for the fourth episode, "Trinity's Earth", and the lack of experience I have to fully realize it, I feel the need to separate it from the rest of the mod and release it as a standalone thing after the main three episodes hopefully get done. Given my schedule and current obligations, on top of different ambitions at this current moment, I have no godly idea when any of that will be.

This post has been edited by Beware of Frandy Notcum: 29 October 2023 - 08:40 PM

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User is offline   ck3D 

#10705

I'm doing surprisingly OK with implementing the gameplay in the new map, about half done, last batch of screens to keep you waiting:

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User is offline   Mike Norvak 

  • Music Producer

#10706

Gorgeous CK3D. Damn I have so many maps to play these vacations! Lol
1

User is offline   Aleks 

#10707

Slowly tying the loose ends with this one, which is mostly related to out-of-bounds areas and little street details like lamps, benches and indications. Right now, this is pretty much a constant struggle against the walls and sprite limits, also taking into account the maximum rendering of sprites and potential framerate issues...
Attached Image: duke0010.png Attached Image: duke0011.png Attached Image: duke0012.png

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User is offline   Bruno 

#10708

I already post it on discords. But, for those who didn't use it, here is the info : I'm working since a few weeks (or months now) on a Serious Sam TC for eduke32 (single-player campaign and survival maps)

My priority is focused on making maps right now, as all enemis are coded and main weapons/ammo/items too. The first map is done. A second one is on the way.

Undone at the moment :
- I have some weapons to code or to improve (cannon sbc, sniper and serious bomb need to be coded and the flamethrower and minigun need to be done).
- A few bugs need to be fix in CON and, also. I plan to make some little improvements after a few feedbacks on discords.
- I've got to create a boss, maybe the classical UghZan3 from TFE classic.
- I plan to make some soundtracks
- If I have time, maybe I will try to replace the APLAYER tiles.
- I need to finish my work on the menu (font, a few misc tiles, loading screen, Stat screen, ...)
- I plan to try to code something in the way of a simple NETRISCA (but it depends on my skills)
- the player HUD need custom tiles

Dan G give me help by sharing me its spawner effect, and with others (Mc_84, Sangman, Mr Blackwell, etc.) by answering a lot of questions on discords!
flamin_weenie is working on a battle track and Brullov has just offered his help by trying to create some voxel in order to let players choose between 2d sprites version or voxel version for items, power-up, ammo and weapons.

https://youtu.be/GMB...?feature=shared

This post has been edited by Bruno: 21 November 2023 - 08:10 AM

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User is offline   Aleks 

#10709

Almost done with setting the first iteration of gameplay in my city map, sharing one of the final screenshots - with a special dedication to Futuretime!
Attached Image: duke0015.png

7

User is offline   Forge 

  • Speaker of the Outhouse

#10710

nice shadow behind the desk
0

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