What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10891 Posted 12 May 2025 - 12:55 PM
#10893 Posted 19 May 2025 - 02:46 PM
#10894 Posted 04 June 2025 - 07:28 PM
zykov eddy, on 29 March 2025 - 03:02 AM, said:
Sorry for the double post I have a bit of an update since your original query I've since taken this advice to heart and added a second (quicker) zombie along with a military trooper that helps to break up the monotony a bit and keep things moving from a moment to moment gameplay perspective. I considered the spit attack however decided against it as having just the projectiles from the military trooper is a lot to deal with let alone adding more to watch out for from enemies. Also added was a third zombie that shambles toward you before latching onto your face (may end up being cutting room floor material though - I think the effect looks cheesy), an automated military sentry turret, a military Humvee and a military attack Apache chopper to patrol areas but I don't know if any of those new ones will be making it into the initial release. I agree I think the game could definitely use more levels however I'm at a bit of a disadvantage not being very talented in that field, I do have someone helping to remaster the original levels to include the new additions however progress has been slow as he has had other matters to attend to. I was hoping post-release maybe someone would be interested in helping toss together a simple level pack as another game episode, the levels are basically corridor shooter design so it shouldn't be too hard but you could make whatever you wanted to and these are very simple "Wolf3d" inspired levels and not very complex. I believe I found the random level generator program originally used in this release and may be able to chop something together I'll have to take a deeper look this weekend.
I've also been tweaking the player and enemy health values as well as the weapon damage and pickup values for a good balance and total we're up to five weapons completely working in-game now. Aside from the ones already listed there's another weapon that I am currently trying to get into the game but think is conflicting with the way the Chainsaw was coded, I'm still investigating (it works in cheats). I hope to have a targeted summer release or earlier for all platforms unless something changes. Like I said I'd love to include more levels I would just need some help doing so, again if you're at all interested let me know.
This post has been edited by Hudson: 04 June 2025 - 07:32 PM
#10895 Posted 25 June 2025 - 04:54 AM
#10896 Posted 30 June 2025 - 01:29 PM
jimbob, on 25 June 2025 - 04:54 AM, said:
SLACKER
#10897 Posted 07 July 2025 - 09:23 AM
jimbob, on 25 June 2025 - 04:54 AM, said:
Man how I wish I could be 16 again but still have these kinds of tools and source ports at my disposal with all that unlimited time I could even make a decent mapper. Aye, nostalgia's a hell of a drug.
#10898 Posted 08 July 2025 - 05:30 AM
#10899 Posted 06 August 2025 - 09:50 PM
1: More work on my color palette, for a fan of it.
2: A map for Savoir of the Babes, a fun mod.
3: Someone title screen palette, I'm hoping to teach them.
4: Work on the Black Bird map from Chrono Trigger, for my mod.
5: Bug hunting my mod. Basically playing in all modes to find bugs.
6: We don't talk about this one... Just kidding, it's a Star Trek map, if I have time.
Lately life has been getting in the way. So, if I can complete one of these tasks by the end of the month. I'll be golden. It's my hobby, not a job.
By the way, even though I don't log in much. I still check out the work being done. Hope you're all doing well.
#10900 Posted 09 August 2025 - 12:33 AM
The music is ready too: https://youtu.be/Nqk...NGmcZeA7gXVdi6g
This post has been edited by Maarten: 09 August 2025 - 12:35 AM
#10901 Posted 17 August 2025 - 04:40 PM
Progress on Zombie Crisis: Director's Cut is going well. The game is just about completed save for some levels that need updating with the new content.
#10902 Posted 29 August 2025 - 12:44 PM
PS: I managed to get all that palette work done. But my mod, Retro Deathmatch and the maps planned, will be delayed.
#10903 Posted 01 September 2025 - 11:09 AM
#10906 Posted 16 September 2025 - 08:45 PM
#10908 Posted 20 September 2025 - 11:23 PM
#10910 Posted 09 October 2025 - 06:21 PM
#10911 Posted 08 November 2025 - 04:52 PM
#10912 Posted 20 November 2025 - 10:20 AM
This post has been edited by ck3D: 20 November 2025 - 10:22 AM
#10914 Posted 20 November 2025 - 08:42 PM
ck3D, on 20 November 2025 - 10:20 AM, said:
Well it's that as well as most things remaining in their normal palettes. I'd say a particular signature of your style is the widespread use of alternate and even otherwise uncommon palettes for detailing, including lighting. Here, at least in the screens shown, everything is stock which is more reminiscent of Roch.
ck3D, on 20 November 2025 - 10:20 AM, said:
I wouldn't take the comparison that much to heart.
Besides, I never particularly cared for how Roch actually played. I liked how they looked, to be sure, but in terms of gameplay I found them kinda sloggy, and their length played a part in that. So from that point of view, 10-15 minutes is a step above the original. Moreover, "slog" isn't a word I'd typically use to describe your gameplay style, so it wasn't a worry of mine in the first place.
#10915 Posted 21 November 2025 - 04:30 AM
Ninety-Six, on 20 November 2025 - 08:42 PM, said:
I wouldn't take the comparison that much to heart.
Besides, I never particularly cared for how Roch actually played. I liked how they looked, to be sure, but in terms of gameplay I found them kinda sloggy, and their length played a part in that. So from that point of view, 10-15 minutes is a step above the original. Moreover, "slog" isn't a word I'd typically use to describe your gameplay style, so it wasn't a worry of mine in the first place.
That's cool, I appreciate the analysis. Yeah I can pinpoint a moment in my mapping when I realized that reserving strong colors to specific exceptional spots (essentially using the colors as purposeful visual language instead of saturating everything or trying too hard to mimic realism) actually worked better for the style I prefer and also general practicality, as in that actually plays with the familiarity with the Duke 3D look all the while breaking or subverting the code somewhere you can't help but notice, and then the tones you always wanted to pop actually pop more than they did/would in saturated settings. It is something that to this day I still enjoy refining. I think my worst/most saturated map as far as my own guilt is concerned would be Filler, I had basically just found out about how flexible palettes could be (also inspired by Roch and Red) and as a result everything in that map is some color, but also blends in and so the picture in fact looks as flat as it would without the colors (especially when full visibility is used) and just uglier to look at.
I think working on AMC Pleaser and then Metropolitan Mayhem comforted me that I could be wiser and achieve decent looking results with the traditional palette a long while ago. May have been a matter of confidence after all (or pretention?). But I didn't really achieve the efficiency I always envisioned until starting work on Blast Radius and wanting to think every single choice cohesively. Current style still might look garish to the untrained eye but there is science, theory and methodical discipline to every choice I make. I do like to push extremes at times, but only in extreme settings where it fits (e.g.. can't expect an alien structure or planet not to look wild and obey unknown codes), or experimental maps like Siebenpolis. (Absolutely not saying you just called my style garish by the way, it's just people comment on my colors a lot in general, which I find to be funny and interesting perspective since as the author to me they look normal, and it's some other people's choices that feel garish.)
I am almost done debugging the new map, probably will release later today or this weekend. My latest test playthrough lasted 40 minutes so maybe I was off the mark a little in my earlier post, but I'm playing on one of the most complex skill settings/modes and going for the longest ending, I think in easier conditions it still can be a 10-minute map if one wishes to play it that way.
This post has been edited by ck3D: 21 November 2025 - 04:34 AM
#10916 Posted 21 November 2025 - 04:09 PM
Can't say I disagree.
#10917 Posted 30 November 2025 - 06:27 AM
Another Attack Part 3: Down the Upstairs is almost finished, planning on releasing it this year 🙂Here is a shot what's it about!
For those who are interested, the soundtrack is ready too:
https://youtu.be/Nqk...0eXa19FwlKdN7bh

Help
Duke4.net
DNF #1
Duke 3D #1









