ck3D, on 06 April 2026 - 08:58 AM, said:
Ha, I was just sharing the news about your project in a different thread ('mappers you wished came back'), I was saying I'm particularly interested in how the mapping looks very Robert Travis indeed (with some TROR I think I'm seeing?), but closer to how he made DC maps rather than Beach, based around big scale landmarks (for the most part) and with rather expansive layouts, whereas Beach maps always felt closer to the base game maps (so a bit smaller in scope) but more focused. In that sense it does successfully look sequel-ish. Looking forward to this, even just the concept is neat, I am assuming there is no estimate release date/progress status estimation possible yet, or are you keeping it a mystery? Best of luck with it either way.
Thanks for the kind words! It's definitely highly inspired by Travis since I'm trying to make this feel like a proper sequel and I loved his work, a bit of a blend between his style and my own I guess? I could see how some of the pics would remind you of DC. The maps are quite large, but hopefully not in a repetitive or confusing sense. In fact a large amount of my time has gone into refactoring some of my earliest work on it to avoid that. I want levels that flow nicely, loop to avoid backtracking, etc. which you just learn as you get better. They will all certainly be much larger than the classic Beach maps, just because I had so many ideas for each level's concept, and the extended limits let me go all-out.
I'm trying to have a nice blend of large, open areas for that "wow" factor and for landmarks that the player can remember for navigating the level, while also keeping combat mostly contained to tighter spaces and corners. And yes indeed, that is TROR you're seeing for 3 of those screenshots
If it helps, levels 1, 2, 3, and 7 are like 95% complete and just need polishing up and gameplay added. Levels 4 and and 5 are probably 50% complete, with a lot completed, but requiring a lot of polishing/shading work. The hub area of level 4 in particular is stumping me and still needs a lot of work. Level 6 is like 70% complete and level 8, maybe like 20-30%, a lot still needed. But since it's the final boss level, I'd like to keep it on the smaller side, similar in scale to The Alien Remains, so I'm hoping I get through it a lot faster than some of the others, where I've gone up to the wall limit.
ck3D, on 06 April 2026 - 08:58 AM, said:
Yeah pretty much. One could say this is the 'surface level' of the map but there will be more to it. (Most) every level I've made for the project thus far (this is 8th out of 9, maybe 10) is a bit of a crossover between (at least) two of the original D3D levels, this one is going to be a mix of Lunatic Fringe with something else. This room from the screenshot will look very different eventually.
Oh right, this is the project that's inspired by an un-made 5th 3DR episode. Totally forgot! Very cool concept. The other levels look very alien in a really cool way. Large outdoor natural spaces are difficult for me to pull off the way you have without looking barren.
At some point, I have a lot of catching up to do with the maps that the community has been pushing out as of late, including Blast Radius.
unedukecated, on 06 April 2026 - 10:15 AM, said:
@ Telee: also custom textures and stuff? Looks great, want to play it!
Thank you! Yep, there's a lot of new custom textures to help with the theme, and the Enforcer gets to join this time, too.

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