What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10681 Posted 03 October 2023 - 08:08 PM
#10682 Posted 07 October 2023 - 07:08 AM
#10684 Posted 07 October 2023 - 08:16 AM
Ninety-Six, on 07 October 2023 - 07:36 AM, said:
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.
#10686 Posted 14 October 2023 - 12:02 PM
#10688 Posted 19 October 2023 - 12:18 AM
Never Forgotten, very nice job on the outside scene ; and it's an original idea to present a table of aliens
Aleks, superb structure ! GG !
This post has been edited by Seb Luca: 19 October 2023 - 12:19 AM
#10689 Posted 19 October 2023 - 08:19 PM
Aleks, on 14 October 2023 - 12:02 PM, said:
How did you get that sky color...?
#10690 Posted 20 October 2023 - 12:06 AM
Ninety-Six, on 19 October 2023 - 08:19 PM, said:
"Fog" palette 26.
#10691 Posted 22 October 2023 - 04:37 PM
Early shots of a new area I started tonight:
Random indoors:
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
#10692 Posted 23 October 2023 - 03:39 PM
Number of downloads: 77
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.
#10693 Posted 29 October 2023 - 06:18 PM
Sidenote, I maxed out my walls several times and had to condense sectors and remove some walls. It's a massive map.
#10694 Posted 29 October 2023 - 06:51 PM
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.
Bonus sign.
This post has been edited by ck3D: 29 October 2023 - 06:56 PM
#10695 Posted 29 October 2023 - 08:38 PM
(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
#10696 Posted 31 October 2023 - 07:58 AM
#10697 Posted 01 November 2023 - 09:16 AM
#10698 Posted 08 November 2023 - 03:08 AM
#10699 Posted 21 November 2023 - 07:53 AM
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
#10700 Posted 01 December 2023 - 11:36 AM
#10702 Posted 10 December 2023 - 08:32 PM
Building with the monitor in the first screen hides the actual cool stuff, red cliffs ideally will go too.
Map I'd say is about half done with approximately 70/75% of the locations/levels built but still lacking a lot that I want and might take a while to implement.
It's based on the original level themes x Santa Monica landmarks x references x imagination.
This post has been edited by ck3D: 10 December 2023 - 08:34 PM
#10703 Posted 10 December 2023 - 09:47 PM
ck3D, on 10 December 2023 - 08:32 PM, said:
Building with the monitor in the first screen hides the actual cool stuff, red cliffs ideally will go too.
Map I'd say is about half done with approximately 70/75% of the locations/levels built but still lacking a lot that I want and might take a while to implement.
It's based on the original level themes x Santa Monica landmarks x references x imagination.
Always wanted to see a huge city underwater in a Duke map. Awesome!
#10704 Posted 12 December 2023 - 03:23 AM
#1 and #2 are in the outdoor part of the map. #3 and #4 are inside the pyramid (where all the TROR is visibly causing Mapster's classic renderer to eat shit). #5 is basically the area where Eyerok was in the original Super Mario 64 course.
#10705 Posted 12 December 2023 - 05:58 AM
This post has been edited by ck3D: 12 December 2023 - 06:02 AM
#10706 Posted 15 December 2023 - 11:00 AM
This post has been edited by jimbob: 15 December 2023 - 11:00 AM
#10707 Posted 15 December 2023 - 11:56 AM
jimbob, on 15 December 2023 - 11:00 AM, said:
Is this in build? Are the cables on the powerlines really cables?