What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10771 Posted 23 January 2024 - 09:57 PM
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I have some more WIP shots, for the most part already outdated: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
#10772 Posted 24 January 2024 - 05:25 AM
Everyone here does amazing work, and I can only hope this will help you guys create even more amazing stuff.
Thank you.
This post has been edited by Graphics: 24 January 2024 - 05:35 AM
#10773 Posted 24 January 2024 - 05:38 AM
#10774 Posted 30 January 2024 - 10:39 PM
https://youtu.be/8bE...?feature=shared
#10775 Posted 01 February 2024 - 06:16 AM
Some more shots (possibly already outdated):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
#10776 Posted 04 February 2024 - 07:04 AM
#10777 Posted 04 February 2024 - 11:51 AM
#10778 Posted 07 February 2024 - 09:20 AM
This post has been edited by ck3D: 07 February 2024 - 09:26 AM
#10779 Posted 15 February 2024 - 08:12 AM
#10780 Posted 15 February 2024 - 12:22 PM
Back to the basics.
This post has been edited by zykov eddy: 15 February 2024 - 12:22 PM
#10781 Posted 15 February 2024 - 08:11 PM
Seb Luca, on 15 February 2024 - 08:12 AM, 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.
zykov eddy, on 15 February 2024 - 12:22 PM, said:
Back to the basics.
ZE coming back? Hell yeah.
#10782 Posted 16 February 2024 - 03:35 AM
Ninety-Six, on 15 February 2024 - 08:11 PM, said:
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.
#10783 Posted 16 February 2024 - 05:22 AM
#10784 Posted 16 February 2024 - 12:56 PM
#10785 Posted 16 February 2024 - 01:21 PM
#10786 Posted 16 February 2024 - 01:24 PM
Mark, on 16 February 2024 - 05:22 AM, said:
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.
#10787 Posted 16 February 2024 - 01:43 PM
jimbob, on 16 February 2024 - 01:21 PM, said:
E1M1?
#10788 Posted 16 February 2024 - 02:13 PM
zykov eddy, on 16 February 2024 - 01:43 PM, said:
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
#10789 Posted 24 February 2024 - 12:50 PM
#10790 Posted 24 February 2024 - 01:19 PM
lllllllllllllll, on 24 February 2024 - 12:50 PM, said:
Reminds me a bit of the corridor that we have at the end of the 5th map in Ion Jungle.
#10791 Posted 24 February 2024 - 04:11 PM
#10792 Posted 27 February 2024 - 04:37 PM
#10793 Posted 29 February 2024 - 05:19 AM
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!
#10794 Posted 29 February 2024 - 09:43 AM
Maarten, on 29 February 2024 - 05:19 AM, said:
nice shading/pal/texture combo. The ambiance is thick
#10795 Posted 03 March 2024 - 11:29 AM
This post has been edited by Kennardion: 03 March 2024 - 11:30 AM
#10796 Posted 03 March 2024 - 01:02 PM
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
#10797 Posted 04 March 2024 - 03:05 AM
ck3D, on 03 March 2024 - 01:02 PM, said:
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 . 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.
#10798 Posted 04 March 2024 - 03:49 AM
Kennardion, on 04 March 2024 - 03:05 AM, said:
https://wiki.eduke32...yboard_Commands
Quote
+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
#10799 Posted 07 March 2024 - 08:31 AM
ck3D, on 04 March 2024 - 03:49 AM, said:
I'm lazy. I hit 'O' on the 1st wall, align it, then hit . or ,
60% of the time it works every time