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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 

#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I have some more WIP shots, for the most part already outdated: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.
1

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 offline   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 offline   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 offline   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

6

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

Posted Image

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

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User is offline   Ninety-Six 

#10781

 Seb 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.

 zykov 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

 Ninety-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.
2

User is online   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

 Mark, 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

 jimbob, 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

 zykov 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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#10789

Attached Image: Untitled2.jpg
After this I'm sticking with space maps or getting someone else to pick tiles
1

User is offline   dwtietz 

#10790

 lllllllllllllll, on 24 February 2024 - 12:50 PM, said:

Untitled2.jpg
After this I'm sticking with space maps or getting someone else to pick tiles

Reminds me a bit of the corridor that we have at the end of the 5th map in Ion Jungle.

Attached Image: lvl5.png
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User is online   Mark 

#10791

His bottom screenshot reminds me a lot of the secret area in my first ever map. Same wall, railings and textures.

Attached thumbnail(s)

  • Attached Image: capt0000.png

0

#10792

This screenshot is of a test map I made...based on how it worked out, I may or may not release it as a "joke" release in the future.

Attached thumbnail(s)

  • Attached Image: greyroom_censored.png

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User is offline   Maarten 

#10793

Just saying hi! :)

I was barely active last 2 years, even tho I did play/test some maps here and there, I also still follow what's placed on youtube..pretty awesome people still play or even livestream maps these days, I have to say!

Another Attack Part 3 was actually in the making when lockdown was still there.. but I actually started mapping a little bit again lately :)
Since it's mostly "basic layout" right now, I choose to share a not-much-saying screenshot, although it shows AAP3 will have a lot of E1L5 inspired stuff.

Cheers!

Attached thumbnail(s)

  • Attached Image: duke0234.png

8

User is offline   Forge 

  • Speaker of the Outhouse

#10794

 Maarten, on 29 February 2024 - 05:19 AM, said:

Since it's mostly "basic layout" right now, I choose to share a not-much-saying screenshot, although it shows AAP3 will have a lot of E1L5 inspired stuff.

nice shading/pal/texture combo. The ambiance is thick
1

User is offline   Kennardion 

#10795

I'm working on a map for quite some time now. It's my first map but I hope it's gonna be at least decent. I've feel like I've learnt some things about leveldesign since I started making it so I think the qualiy gonna vary between zones.
Attached Image: Képernyőkép 2024-03-03 202406.png

This post has been edited by Kennardion: 03 March 2024 - 11:30 AM

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User is offline   ck3D 

#10796

Screenshot does look great, absolutely does not scream 'first map' if that even still makes any sense at the pace I see people learn these days. Nothing to fault, structure looks nice and original, detailing is just right, aesthetics are neatly equilibrated. Looking forward to discovering the full theme, looks like a canyon but the settings also evoke there could be mines.

Only realized after zooming in, please make sure you (auto-)align some of those cliff textures before release (I see breaks around the wall splits, although of the sort that only another mapper with an eye for the patterns can really see), will make for a world of difference. Of course that's assuming the look is unintentional.

This post has been edited by ck3D: 03 March 2024 - 02:18 PM

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User is offline   Kennardion 

#10797

View Postck3D, on 03 March 2024 - 01:02 PM, said:

Screenshot does look great, absolutely does not scream 'first map' if that even still makes any sense at the pace I see people learn these days. Nothing to fault, structure looks nice and original, detailing is just right, aesthetics are neatly equilibrated. Looking forward to discovering the full theme, looks like a canyon but the settings also evoke there could be mines.

Only realized after zooming in, please make sure you (auto-)align some of those cliff textures before release (I see breaks around the wall splits, although of the sort that only another mapper with an eye for the patterns can really see), will make for a world of difference. Of course that's assuming the look is unintentional.


Yeah, there's gonna be mines and a canyon, also a couple of other things :P . Thanks for the feedback, I'm trying my best to the map as fun as possible. Can you tell me more about this auto-align? I never knew about that.
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User is offline   ck3D 

#10798

View PostKennardion, on 04 March 2024 - 03:05 AM, said:

Yeah, there's gonna be mines and a canyon, also a couple of other things :P . Thanks for the feedback, I'm trying my best to the map as fun as possible. Can you tell me more about this auto-align? I never knew about that.


https://wiki.eduke32...yboard_Commands

Quote

. (period): search & fix panning of the wall to the right (, (comma): to the left), has 3 modifiers:

+SHIFT: auto-align at most one wall
+ALT: (since r4361: don't) copy over texel width in world units (i.e. "how much the wall is stretched")
+' (quote): align immediate upper and lower TROR neighbors


It's actually good you learned the manual way, since I find overreliance on automatic texture aligning/panning can become a thing if one lets it. It's too powerful to ignore though. The key by default will align every next wall that's connected to the one you're currently pointing at in 3D mode, if it shares the same texture. Automatic alignment will behave differently depending on whether the selected wall is floor- or ceiling-oriented so if you have 'holes in walls' here and there and get undesired results then that's probably what to check.

This post has been edited by ck3D: 04 March 2024 - 03:50 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#10799

View Postck3D, on 04 March 2024 - 03:49 AM, said:

Automatic alignment will behave differently depending on whether the selected wall is floor- or ceiling-oriented so if you have 'holes in walls' here and there and get undesired results then that's probably what to check.

I'm lazy. I hit 'O' on the 1st wall, align it, then hit . or ,

60% of the time it works every time
1

User is online   Mark 

#10800

"60% of the time it works every time" :lol:
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