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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   zykov eddy 

#10771

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.


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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 

#10772

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 

#10773

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 

#10774

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

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  • Attached Image: perspective.jpg

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User is offline   Seb Luca 

#10775

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 

#10776

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

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  • Attached Image: capt0011.png

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User is offline   jimbob 

#10777

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 

#10778

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 

#10779

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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#10780

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

#10781

 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 offline   Mark 

#10782

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

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  • Attached Image: capt0000.png

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#10783

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.

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  • Attached Image: greyroom_censored.png

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User is offline   Maarten 

#10784

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!

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  • Attached Image: duke0234.png

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User is offline   Forge 

  • Speaker of the Outhouse

#10785

 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
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User is offline   Kennardion 

#10786

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 

#10787

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 

#10788

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 

#10789

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

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. (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

#10790

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
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User is offline   Mark 

#10791

"60% of the time it works every time" :lol:
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User is offline   ck3D 

#10792

View PostForge, on 07 March 2024 - 08:31 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


Yes in practice that is the quickest thing to do, that and keeping an eye on the repeat values (to understand the patterns that then start emerging, this in particular also applies to ceilings/floors) is all one needs in most cases. I remember DOS Build handled automatic texture alignment and repeat values differently, one still had a lot more to manually adjust that's by default taken care of now in Mapster32 which really is convenient. I think throughout the mid-10's the current system was implemented and even that I feel like behaved a bit differently for a bit, but I really like how it progressed eventually. The current way the feature functions I personally find impeccable. I do find myself checking the alignment of 'first' walls a lot, whether it's top or bottom but if it's wrong you instantly know and it's basically the only thing left to check anymore, unless working with one of the few weird dimension textures that just won't align correctly anyway regardless of what you do.

This post has been edited by ck3D: 07 March 2024 - 10:52 AM

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User is online   Danukem 

  • Duke Plus Developer

#10793


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User is offline   zykov eddy 

#10794

Shootout in the warehouse.

This scene is, of course, a reference to a classic fight from the original Hollywood Holocaust, which happened to take place in a storage area with wooden boxes. It always reminded me of E2M2 from Doom, which also was a personal favorite from my childhood. The classic crate texture alone brings up memories. It's absolutely one of the most iconic DN3D moments, along with the nightclub from E1L2, pool room from E3L6, and level structure of E2L11

The level I'm currently working on will be based on that nostalgic, childhood feeling. I can't even describe it. Either way, get ready for tons of references to original episodes, especially Hollywood Holocaust!
Nostalgia for Duke Nukem 3D really makes me wanna go back.

Expect it to be released in four weeks, or maybe a month.

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This post has been edited by zykov eddy: 11 March 2024 - 11:48 AM

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#10795

Happy to see you're back at mapping. Looking forward to play this my dude.
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User is offline   Sanek 

#10796

Me too! Everything new from Eddy sounds kinda exciting!

Also glad to see Mister Sinister here, it's been a while.

I, on the other hand, haven’t even tried to do anything for a long time now...glad that some us still have enough interest and willpower to be creative and make something new. :)
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User is online   DNSkill 

  • Honored Donor

#10797

Been super busy with work since late July 2023 but have been trying to record more gameplay videos on my YT channel as well as have been slowly piecing together another user map.
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#10798

Been working on Atomic Crisis again lately. Haven't really touched it in a few years, life got busier than it used to be and didn't allow me the free time to sit down and map. I'm not sure at what point it will be finished, but I plan on working on it until I'm satisfied with it. Recently I've been going back and updating some of the maps that I did finish, namely the first map. I felt the parking garage didn't suit the idea of showing off Duke's hotel/casino/strip club, so I reimagined the opening, and added some more fun things to do in it. I'm also redoing the ending to be more open and interesting. Here's some screenshots of what I've done, accompanied by the original versions to give you an idea of just what's changed so far.

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#10799

Attached File  dn Advance degal.zip (12.86K)
Number of downloads: 141Ladies and Gents....and everyone else too

may I present the Duke Nukem advance Deagle restored and refurbished to fit in with duke 3d

This post has been edited by manhackney_ARCADE: 28 April 2024 - 01:49 PM

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#10800

Well I ran out of walls and now the geometry/shading is complete.
Look forward to it. Set your expectations at zero.
I'll post it by June at worst.
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