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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 

#10861

Started a new map using textures made 25 years ago by Necrobitz (820 sectors right now).

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This post has been edited by ck3D: 19 January 2025 - 08:51 PM

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User is offline   Ninety-Six 

#10862

Very rare to see ck use non-vanilla textures.

What's the story with these textures, by the way?
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User is offline   ck3D 

#10863

View PostNinety-Six, on 21 January 2025 - 09:18 PM, said:

Very rare to see ck use non-vanilla textures.

What's the story with these textures, by the way?


They were shot on digicams around the north of Spain and handmade into an .art file in the early 2000's by Duke4 user Necrobitz. It resonated with me because I remember doing something similar with cheap webcams around my hometown around the same time period although in my case the intent was to capture the architecture and style of the surfaces to mimic in Build, and so not to downright make tiles (one map that benefitted from that was Downtown Ride - shame the level is quite poor but maybe it can be sensed in the visuals nonetheless that they were helped with references). Plus to me the style is just perfect. It's not that rare anymore that I use new .art, I've done that quite a bit now especially last year churning out levels for Alien Armageddon, just said .new art has to be good and inspire designs I can vibe with.

Necrobitz these days is working on DukeTEK which they intend to be an EDuke reinterpretation of Tekwar with high res art and less of the bad Tekwarisms.

(1100 sectors now, by the way.)

This post has been edited by ck3D: 24 January 2025 - 10:24 PM

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User is offline   Mark 

#10864

More recently TeaMonster took some photos and a few were looking good enough to convert them to seamless and in game. Finding and taking a proper photo isn't as easy as it sounds. Lighting, camera distance and angles have to be considered. Lots of photos don't make the grade.

This post has been edited by Mark: 26 January 2025 - 07:22 PM

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User is offline   Sangman 

#10865

Just AMC things

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User is offline   Ninety-Six 

#10866

I love the colors in the first one.

pretty lights
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User is offline   Merlijn 

#10867

Working on some stuff again :)

Attached Image: duke0095.png
Attached Image: duke0102.png
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User is offline   Maarten 

#10868

...been mapping a little bit since 1 or even 2 years & having alot of inspiration. Here a WIP shot @ mapster.
And yes, that's the AAP 1 & 2 tower!
However, this time around there will be some shifts in theme :D

Attached thumbnail(s)

  • Attached Image: Aap32025.jpg


This post has been edited by Maarten: 17 February 2025 - 07:40 AM

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User is offline   Ninety-Six 

#10869

Oostrums back in action, hell yeah let's go
1

User is offline   Gambini 

#10870

 Sangman, on 28 January 2025 - 01:08 PM, said:

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I love this shot!
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User is offline   Graphics 

#10871

I've been busy working on things, big things. Like this map, I'm hoping to make it one of the biggest open world maps. It's Currently about 1/4th the side of the maxed out grid-map. It's an old map, that I've been working on for a little while. I stopped when I came across graphical issues. But after some time, I've picked up new skills and now have a plan to finished this map at maxed out stats.

Current status of the map looks like this when I take out the landscape pieces that made it.
1974 / 4096 sectors
9245 / 16384 walls

By those stats I could make this map a lot bigger. But I have to be careful on how I design things. For example, if like 2000 sectors are seen on screen, I get glitches. The trick is sneaking a wall in there from time to time without making the map look bad. This is the price of having no draw distance and that's not a bad thing, if you know how to work with it.

Anyways, it's been a while since I've posted on here and I wanted to make it a good one for you guys. Hope you're all doing well.

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  • Attached Image: duke0000.png


This post has been edited by Graphics: 22 March 2025 - 05:52 AM

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User is offline   Hudson 

  • Meat Popsicle

#10872

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Found a new source port for PSP that resolves just about every issue plaguing the other ports and thought I'd celebrate by giving Zombie Crisis a long requested quality of life update. Not a whole lot to share at the moment but I think it's going to be pretty cool!
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User is offline   zykov eddy 

#10873

View PostHudson, on 22 March 2025 - 09:51 AM, said:

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Found a new source port for PSP that resolves just about every issue plaguing the other ports and thought I'd celebrate by giving Zombie Crisis a long requested quality of life update. Not a whole lot to share at the moment but I think it's going to be pretty cool!


This is a wonderful idea. I feel like, of all classic Duke 3D TCs, ZC is the one that needs to be revisited the most. It could be improved in so many ways. The original version feels unfinished, imo. Gameplay wise, it's extremely repetitive, and there's a lot of unused content from what I've found. It desperately needs variety, maybe one or two new weapons (that cost ammo, but do good damage, unlike the pistol), and one or two new enemies. Maybe zombies that do a projectile "spit" attack? Or a faster zombie variant. Also, from what I've seen in the test map, this game could have more levels. I relly enjoy zombies in games and movies, and I'd be happy to see ZC being updated.

This post has been edited by zykov eddy: 29 March 2025 - 04:08 AM

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User is offline   Hudson 

  • Meat Popsicle

#10874

View Postzykov eddy, on 29 March 2025 - 03:02 AM, said:

This is a wonderful idea. I feel like, of all classic Duke 3D TCs, ZC is the one that needs to be revisited the most. It could be improved in so many ways. The original version feels unfinished, imo. Gameplay wise, it's extremely repetitive, and there's a lot of unused content from what I've found. It desperately needs variety, maybe one or two new weapons (that cost ammo, but do good damage, unlike the pistol), and one or two new enemies. Maybe zombies that do a projectile "spit" attack? Or a faster zombie variant. Also, from what I've seen in the test map, this game could have more levels. I relly enjoy zombies in games and movies, and I'd be happy to see ZC being updated.


The intention of Zombie Crisis's development was to make something short and sweet, more in the vein of Wolf3d instead of Duke3d and to that end I think we succeeded it just pulled the curtain back on what kind of potential the game had to be something greater than it was.

The Director's Cut aims to remedy some of that and will add more variety to the game in the form of a major quality of life update, while not a sequel (and shouldn't be thought of as one) it will help me gauge people's interest to potentially develop a true successor to the game. I've been able to update the majority of the game's systems, including a complete rebalance of enemy and weapon values and adding new features to the game but regarding levels it will be using updated and remixed versions of the original releases maps as I am not very skilled in level design to create new ones. My hope is post-release maybe interest from the community will inspire volunteers who would want to help make a new episode for the game that would take advantage of the updates and provide a new experience while staying true to the game's core theme and concepts.

Updates and features I have implemented thus far for the Director's Cut:
  • (PSP) New tech! A new source port resolves practically all issues from the original release and provides a solid and feature complete experience.
  • (PSP) New “FPS” control scheme with re-mappable buttons provides the best experience yet. Also includes the original control scheme as an option for those that prefer it.
  • Ludicrous gibs! Enemy effects have been dramatically tweaked and enhanced with more over the top blood and gore to enhance the campy atmosphere.
  • New weapons! Use the new assault rifle, sub-machine gun with grenade launcher and the shotgun along with classics like the pistol and chainsaw to push back the undead hordes.
  • New enemy! A new zombie type with tweaked AI adds an extra challenge and provides variety to the experience.
  • New but familiar! All levels have been updated and optimized for the new Director’s Cut additions and features. (In progress)

I've been considering putting together a short trailer of the progress made thus far, if I am able to get around to it I'll be sure to post an update with a link to it. I'm currently in the process of updating and remixing the levels with Director's Cut additions but afterward we should begin play testing (for both Windows and PSP) in preparation for a future release. If anyone here has a modded PSP and would like to help with testing with it please let me know, the source port I'm now using supports both "Phat" and "Slim" PSP console models and I plan to also release signed versions for them that should theoretically work on official firmware and non-modded consoles but we'll have to see how that works out in testing.

This post has been edited by Hudson: 29 March 2025 - 06:45 AM

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User is offline   VGames 

  • Extra Crispy

#10875

Polishing up version 0.99 of Savior of Babes for a weekend release.
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User is offline   Maarten 

#10876

Made some nice progress on AAP 3 lately! So..it's time to a little bit more.
As you can see it's very E1L5 inspired...but it will take it's own AAP-styley way as well ;)

Here are some shots, please keep in mind it all needs some fine tuning, especially shading-related is WIP.

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  • Attached Image: aap3 2025 1.jpg
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  • Attached Image: aap3 2025 3.jpg

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User is offline   ck3D 

#10877

Fantastic! Always a great sight whenever you post news. Congrats on progress.

Spent the last two days learning true room over room:

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