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

User is online   ck3D 

#10771

It's my favorite of the three to work on so far for sure. Level placement/sequencing was the first thing I planned out prior to going in so shouldn't be too problematic to materialize, also with how sector-over-sector heavy all of Lunar Apocalypse is I'm finding myself working on disconnected level parts prior to reassembly a bit more than usual, which means moving (most) big chunks of the map around already is, and will keep happening to a degree, things are (slightly) more flexible than they can be encouraged to be in city maps with stricter layout rules vs. just void. Finalization always is the part where things get switched around the most drastically anyway so really very well might surprise me too.

Map has gained 300 sectors since the last post, I started Fusion Station today and built about half of it in just a few hours. Very addicting process,

I have some more WIP shots, for the most part already outdated:

- https://cdn.discorda...39/capt1336.png Spaceport finally put together, all classic sector work no TROR;
- https://cdn.discorda...42/duke2761.png inside Fusion Station (1);
- https://cdn.discorda...66/duke2763.png inside Fusion Station (2);
- https://cdn.discorda...35/capt1333.png hmm;
- https://cdn.discorda...27/duke2757.png WIP half of Fusion Station on the right, still open;
- https://cdn.discorda...55/capt1342.png current map state/form (sideview).

This post has been edited by ck3D: 23 January 2024 - 10:08 PM

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User is offline   Graphics 

#10772

Hey everyone, I know this isn't anything like a screenshot of gameplay and for some people, that could be boring. But you can't say this isn't interesting. Thanks to the amazing work from the developer of NetDuke32, I now have the option to create my own player color palettes (EA: alternative skins). This is, at the moment an option that can only be accessed through NetDuke32. After the developer told me about that, I've been busy adding more player skins through these color palettes. Now, what was about 100 slots has moved up to about 500 available alternate player skins slots. Not to mention, another 100 for alternate textures. But that's beside the point. Because I'm currently on a mission to add every sprite I can find on the internet. From 8bit low resolution sprites to the well-known number one hit games, like Tekwar (just kidding). But they do have some good sprite work. Personally, my money is on Might and Magic 6 to 8 for their sprites. Anyways, here's a screenshot of some beautiful lookup values or I call it, def codes. Needless to say, these lines of text are kind of responsible for this new idea. Because I haven't really seen anyone use the lookup values like this. Yes, there are things kind of like it for the HRP. But it was meant for 3d sprites and that wasn't to change his look into an enemy sprite or something else. So, there is no denying the originality of this idea. Now I can go into further detail to explain its originality. But it's an open-source idea, meant for everyone and to be shared. I'm looking forward to seeing more people beyond my talents, innovate on this.

Everyone here does amazing work, and I can only hope this will help you guys create even more amazing stuff.
Thank you.

Attached thumbnail(s)

  • Attached Image: Demo001.png
  • Attached Image: Demo002.png


This post has been edited by Graphics: 24 January 2024 - 05:35 AM

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User is offline   Aleks 

#10773

I don't think levels in E2 are much more disconnected, there's usually something to connect them together, maybe besides some like E2L3/E2L4 transition. If I were to tackle Lunar Apocalypse in a single map myself, I'd probably make a dual layout with "human" and "alien infested" parts intertwined, using re-interpretations of Space Port and Fusion Station as the main hub areas for each part, considering how both of them have somehow vertical progression and structure, then just dropping the player on the moon for E2L6-E2L8 part. I wouldn't bother with Spin Cycle which is rather redundant, while Lunatic Fringe could be a secret place with a proper non-Euclidean layout that could serve as another interconnection between the two part. Occupied Territory would be the gateway to the Overlord, considering it's probably the most appropriate boss level.
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User is offline   Bruno 

#10774

Still working slowly (but surely) on my Serious Sam TC. Here is an experiment with a Sirian Temple at the end of the second map. A few effects tests needs improvement as there're some minor things to fix with sprite work, masterswitch delay and shadow tiles.

https://youtu.be/8bE...?feature=shared
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User is online   ck3D 

#10775

My internet's been dead for five days (am only online now thanks to earning free mobile data), and it's been raining non stop so I basically just mapped non stop for a bit and now the Lunar Apocalypse remake is structurally almost finished, I only need Lunar Reactor and Overlord left then it will be detail for as much as resources can allow (am progressively running out of walls again), and then gameplay.

Some more shots (possibly already outdated):

- https://cdn.discorda...22/capt1385.png current map state/sideview (takes up the whole height of the grid);
- https://cdn.discorda...72/capt1387.png W.I.P. neo Dark Side;
- https://cdn.discorda...36/capt1390.png W.I.P. neo Dark Side/Guinea Pig table;
- https://cdn.discorda...09/capt1379.png W.I.P. Lunatic Fringe II sideview before I finished it, it's fully in now;
- https://cdn.discorda...46/capt1375.png Marvin the paranoid android...
- https://cdn.discorda...83/capt1376.png ... with booty

More general shots:

- https://cdn.discorda...16/capt1391.png
- https://cdn.discorda...10/capt1389.png
- https://cdn.discorda...73/capt1388.png

This post has been edited by ck3D: 01 February 2024 - 06:16 AM

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User is offline   Aleks 

#10776

Haven't had much time to build lately (in fact I've barely opened up Mapster during the last week), but here's the current state of things (very WIP):
Attached Image: capt0007.png Attached Image: capt0008.png Attached Image: capt0009.png

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User is online   ck3D 

#10777

Am adding the final touches (gameplay + sound ambience) to the Lunar Apocalypse retake. Most likely will release this week.

Posted Image
Posted Image
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User is online   ck3D 

#10778

Map is done, finishing testing and then releasing in a few hours if all goes well.

Posted Image

This post has been edited by ck3D: 07 February 2024 - 09:26 AM

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User is offline   Seb Luca 

#10779

It is not a real project, but just for fun to see DN3D sprites and textures used in the context of an RPG Maker map :lol:

Posted Image

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User is offline   zykov eddy 

#10780

Slowly getting back into Duke 3D mapping. Making a simple, E1-inspired level at the moment. Nothing fancy, just good old DN3D experience.
Back to the basics.


Posted Image

Posted Image

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This post has been edited by zykov eddy: 15 February 2024 - 12:22 PM

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User is offline   Ninety-Six 

#10781

View PostSeb Luca, on 15 February 2024 - 08:12 AM, said:

It is not a real project, but just for fun to see DN3D sprites and textures used in the context of an RPG Maker map


I like playing with sprites too. Though I run into the same issue as displayed here, in that the floor just looks like a sheer wall connected to the actual sheer wall. Even with shadows it doesn't seem to alleviate the issue when that happens.

Never been able to pin down what makes a floor look like a floor, which is such an odd sentence to say.

View Postzykov eddy, on 15 February 2024 - 12:22 PM, said:

Slowly getting back into Duke 3D mapping. Making a simple, E1-inspired level at the moment. Nothing fancy, just good old DN3D experience.
Back to the basics.


ZE coming back? Hell yeah.
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User is offline   Aleks 

#10782

View PostNinety-Six, on 15 February 2024 - 08:11 PM, said:

I like playing with sprites too. Though I run into the same issue as displayed here, in that the floor just looks like a sheer wall connected to the actual sheer wall. Even with shadows it doesn't seem to alleviate the issue when that happens.

Never been able to pin down what makes a floor look like a floor, which is such an odd sentence to say.

I suppose a different type of perspective (axonometry) so that the floor plane would be "diagonal" would help alleviate the problem.
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User is offline   Mark 

#10783

like this, just a quick select/skew in my program to illustrate Alek's post

Attached thumbnail(s)

  • Attached Image: perspective.jpg

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User is offline   Seb Luca 

#10784

Thank you for your feedback and suggestions ;) but this paradox of perspective is inherent to retro RPGs as designed with the software I cited.
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User is offline   jimbob 

#10785

working on a little pastiche, both as a map and music

Attached thumbnail(s)

  • Attached Image: capt0011.png

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User is offline   jimbob 

#10786

View PostMark, on 16 February 2024 - 05:22 AM, said:

like this, just a quick select/skew in my program to illustrate Alek's post

that would work, but squishing the Y axis about 50% would work well too, to simulate kinda looking on it at an angle. because it seems like you are now looking at it at 90 degrees, just like you are with walls you get the "it looks like a wall" effect.
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User is offline   zykov eddy 

#10787

View Postjimbob, on 16 February 2024 - 01:21 PM, said:

working on a little pastiche, both as a map and music


E1M1?
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User is offline   jimbob 

#10788

View Postzykov eddy, on 16 February 2024 - 01:43 PM, said:

E1M1?

yes, but "from memory" so its not a direct clone
i did a ROTT style secret map in episode 1, so why not doom in the next. hell i might do a duke3d pastiche in a later episode to come full circle

This post has been edited by jimbob: 16 February 2024 - 02:14 PM

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