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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   ck3D 

#10681

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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#10682

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 

#10683

Met-Art Miracle?
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#10684

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 

#10685

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DJ Dooknook.
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User is online   Aleks 

#10686

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 

#10687

looking awesome :)
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User is offline   Seb Luca 

#10688

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 

#10689

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 online   Aleks 

#10690

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

How did you get that sky color...?

"Fog" palette 26.
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User is offline   ck3D 

#10691

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   DNSkill 

  • Honored Donor

#10692

Attached File  LNRGRNH.zip (12.57K)
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.
Attached Image: duke0000.pngAttached Image: duke0001.png
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#10693

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 

#10694

^ 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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#10695

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 

#10696

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

#10697

Gorgeous CK3D. Damn I have so many maps to play these vacations! Lol
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User is online   Aleks 

#10698

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 

#10699

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 online   Aleks 

#10700

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

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User is offline   Forge 

  • Speaker of the Outhouse

#10701

nice shadow behind the desk
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User is offline   ck3D 

#10702

Progress on Shrapnel City reimagining is slow/casual so here's a bit of heavily W.I.P. Flood Zone:

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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

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User is offline   Mike Norvak 

  • Music Producer

#10703

View Postck3D, on 10 December 2023 - 08:32 PM, said:

Progress on Shrapnel City reimagining is slow/casual so here's a bit of heavily W.I.P. Flood Zone:

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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!
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#10704

Lately, I've been working on a map based on Shifting Sand Land from Super Mario 64; like my other Super Mario 64 maps, it uses a lot of TROR, including TROR scissoring. (At this point, I haven't done any of the lighting yet, and a lot of stuff is still using tile #182 as a placeholder texture.)
#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.

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User is offline   ck3D 

#10705

That's a really good idea for a remake (execution is looking dope too), I hope you make Eyerok an actual sector boss, it's an enemy I've thought of remaking before in Duke even without the context of SSL. Could have the hands be sectors that move back and forth, possibly pushing the player into the void or crushing them, that would lower to the ground and become invisible/harmless after switches on the hands and/or a crack in the central altar have been shot enough times. Was kind of sitting on the idea for a while but now since you're making the actual level, maybe you should do it. Hope the top of the pillars will have touchplates too and be surrounded by some kind of flying hazard! RPV would be the easiest/cheapest but perhaps you could do something else. Good luck!

This post has been edited by ck3D: 12 December 2023 - 06:02 AM

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User is offline   jimbob 

#10706

working on a waterfront area

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This post has been edited by jimbob: 15 December 2023 - 11:00 AM

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#10707

View Postjimbob, on 15 December 2023 - 11:00 AM, said:

working on a waterfront area

Is this in build? Are the cables on the powerlines really cables?
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User is offline   jimbob 

#10708

yes, and thats a skybox
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User is offline   Seb Luca 

#10709

It's always a pleasure to pass through this section and see the admirable work that everyone can do. Well done, guys ! ;)
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User is online   Aleks 

#10710

I've just set up a ModDB page for my new level, which should be out for Christmas. You can check it out here or through the link in my signature, there're plenty of screenshots and I'm currently trying to upload the videos of the 2 intricate elevators which I've shown on Discord I think last year. There's also the story included in the description. Now just throwing in a "logo" image along with perhaps the first reveal of the level name.
Attached Image: ST_LOGO2.png

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