Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

  • 362 Pages +
  • « First
  • 101
  • 102
  • 103
  • 104
  • 105
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   pmw 

#3061

Sorry for big pic.

My friend just betatested one map of my episode:

Posted Image

This episode will need some TIME to play.
0

#3062

Sweet, i love time consuming games. But only if they are fun.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#3063

Not sure why Muelsa has not posted this here yet but...


2

User is offline   thatguy 

#3064

View PostThe Commander, on 02 January 2012 - 08:45 PM, said:

Not sure why Muelsa has not posted this here yet but...



0_0 How....the terrain......the not so blocky terrain........the beauty......and and and and the GIANT MAP! Wow that was well worth the watch from beginning to end. Thanks.
0

#3065

View Posts.b.Newsom, on 03 January 2012 - 01:33 AM, said:

0_0 How....the terrain......the not so blocky terrain........the beauty......and and and and the GIANT MAP! Wow that was well worth the watch from beginning to end. Thanks.


That video is beyond amazing! I hope he didn't abandon it. It looks like that it's running smoothly with all those models and detail.
0

User is offline   Muelsa 

  • Bad Mother Fucker

#3066

View PostThe Commander, on 02 January 2012 - 08:45 PM, said:

Not sure why Muelsa has not posted this here yet but...


I was going to post it, but you was faster :unsure:
5

User is online   Danukem 

  • Duke Plus Developer

#3067

 Muelsa, on 03 January 2012 - 03:00 PM, said:

I was going to post it, but you was faster :unsure:


Maybe Commander wanted some rep points for your video, lol.
0

User is offline   Muelsa 

  • Bad Mother Fucker

#3068

Hey, give me back my point lol
7

User is offline   Zaxtor 

#3069

Working hard like hell on my mod. Making a 4 floor building (complex as hell).
Has a nice radio station (DJ)
Nice mixers etc.
0

User is offline   Mark 

#3070

Here is a texture made from a digital multitrack recorder I own, if you have a use for it in your map's studio.
3

User is offline   Zaxtor 

#3071

I could use it. Is nice,
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#3072

 Muelsa, on 03 January 2012 - 03:10 PM, said:

Hey, give me back my point lol

You can have all my rep points, I do not care for that system. :unsure:
0

User is offline   Mia Max 

#3073

After a long break I'm also working on a map for Duke Plus.
I've started building yesterday.
Yet it isn't much, but I think I've got good ideas.
Btw. great to see that the community is still active!

Attached thumbnail(s)

  • Attached Image: duke0000.jpg
  • Attached Image: duke0001.jpg

0

User is offline   Mike Norvak 

  • Music Producer

#3074

 Mia Max, on 05 January 2012 - 12:08 PM, said:

After a long break I'm also working on a map for Duke Plus.
I've started building yesterday.
Yet it isn't much, but I think I've got good ideas.


Maybe a castle/temple oriented map invaded by superliztroops?
0

User is offline   Mia Max 

#3075

 Norvak, on 05 January 2012 - 03:39 PM, said:

Maybe a castle/temple oriented map invaded by superliztroops?


Yeah, I guess that will be the story :unsure:
0

#3076

At the moment, what I am working on is purely concept. I'm thinking of reviving my survival horror mod, but scrapping almost everything other than the camera code and starting from scratch. If I actually get around to this (I have a lot going on right now) I forewarn you that still I will NOT be supporting anything except Polymer because like it or not, it is no longer 1996. I will NOT be able to make this work with the default EDuke control scheme either, the "classic defaults" would have to be used.

In short

> No DukePlus dependency, as this has been commented on with a couple of things I releases, in fact, people still brought it up once when it was optional with something.
> New map, something more consistent, such as a small street with small buildings or else just one large building that the player must escape from.
> Health, I didn't implement any last time, much as I prefer difficulty, I will consider implementing a "drinking fountain" type object, basically, infinite health, as long as you can reach a fountain, Capcom games have this system.
The idea is generally that you get one fountain per area, say you had a promenade and an opera house (it won't) - there would be one at the far end of the promenade and one near/inside the building.
> Fix anything that's broken.
> Implement a resident-evil-style inventory instead of having items automatically used.
> Hidden wall of shame, nobody "Obtained the: Herp Derp" item in the other release, so this time I'm gonna find out stuff that myself and everybody else has gotten wrong and have a room full of screenies with notes underneath so we can all laugh at everybodies shortcomings.

What I intend to do, is stick to that idea that one day I want to make something like this small mod but larger (the size of Clock Tower 3 maybe) - so perhaps to showcase that this actually might be a good idea, I should make this thing so it's ready for that, more complex inventory, polished item handling, completely new door system (more like resident evil) and whatever.

I probably won't bother though, as anything I release seems to be widely ignored outside of "I can't run this!" and "This isn't like Duke Nukem 3D was in 1996 so it's wrong!"
0

User is offline   thatguy 

#3077

Currently working on exterior map for 'Roosevelt Blvd, FC' location in my current project. Blocked out the buildings and general layout per design from notes. The location is suppose to be very 'Los Angeles Ghetto'-esque.

Things to do:
*Model car and make variations of it for voxel convertion
*Billboard sign to break up linearity of environmental flow
*Building Textures
*Fire Escape textures and level setup
*Fill in basketball with textures and objects
*and various small other design additions

Things that need changing:
*Not satisfied with sidewalk texture. Sadly I can't do much in terms of detail since BUILD doesn't allow for scaling textures besides normal and half size. :/
*Linked fence shows too much of the surrounding area and might be bad for optimization especially since the surround area (dirt area is not explorable/off limits to player). Need to figure out a way to block player's view without destroying aesthetics.
*Need more brush/grass sprite variations, also look into a better dirt/grass texture.

Here is the basic blockout of the level. These levels are designed to be small but the gameplay will expand upon it especially since its more Adventure centric than action.
Posted Image

Posted Image

Posted Image

EDIT:
Okay made a lot more progress.

Things changed:
*Shrunk the street down to be more appropriate for a one way.
*Shrunk down opposite end sidewalk on the 'empty side since large sidewalks are only used for heavy traffic areas.
*Added voxel power lines (minus lines since sprites can't be stretched out enough...unless i'm wrong. I'm guessing a larger image will allow for larger stretching?)
*Broke up the area between parking lot and basketball court with a sort of aesthetic plant area.
*Added metal plates on the other side of the fence to block some of the view.
*Extended freeway and added some mountainy area to further break up mechanical look.

Note: The weapon is just a placeholder to move away from feeling like Duke 3d.
Posted Image

Posted Image

This post has been edited by s.b.Newsom: 08 January 2012 - 04:43 AM

4

User is offline   Zaxtor 

#3078

Freaken gorgeous thumb way up.
0

User is offline   Sebastian 

#3079

I like that you've added in vignetting. It's a cool start.
0

User is offline   thatguy 

#3080

I won't be posting 'EVERY' update to the map, but when i'm done with the Prototype, i'll definitely upload it for play. :unsure: I'm pretty sure you guys would enjoy it.
0

User is offline   Jimmy 

  • Let's go Brandon!

#3081

Looks alright, though I think the vignette could use less opacity and the map strikes me more as a borough of NYC than LA.
0

User is offline   thatguy 

#3082

I got to admit I used some inspiration from NYC ghettos/bronx, but this is a fictional alternate reality Los Angeles, and the setup is similiar to overpass housing around Skid row, Los Angeles.

Edit: Update. Just need to add cityscape matte painting, cars, varied building textures, fire escape, and a couple more signs. Almost done with the first version.
Per critique from Capt, I lowered the opacity on the vignette, and made the area look more LA than NYC. Next step is redo the freeway with more 'LA' design.

Since I realized my mistake when working with def files, I was able to reach a larger scale for ground textures. Now I have a more fitting sidewalk and road texture.

Posted Image

Posted Image

This post has been edited by s.b.Newsom: 08 January 2012 - 09:38 PM

7

User is offline   Mia Max 

#3083

Two more screens.
Yet it looks quite empty, but I want to do the basics first before making detail work.

Attached thumbnail(s)

  • Attached Image: duke0002.jpg
  • Attached Image: duke0003.jpg

1

User is offline   darkcaleb 

#3084

Just to show you what i have been mapping these last couple of months these are shots from the Future Noir mod (what i call it right at this moment). I have been working on allot at a time hopefully i can release something this year. I have:

Resident Evil Mod
Gotham Night Episode
Future Noir Mod

Maps:

Jurassic Park
Matrix

Attached thumbnail(s)

  • Attached Image: duke0000.jpg
  • Attached Image: duke0001.jpg
  • Attached Image: duke0002.jpg
  • Attached Image: duke0003.jpg
  • Attached Image: duke0004.jpg
  • Attached Image: duke0005.jpg
  • Attached Image: duke0006.jpg

4

User is offline   thatguy 

#3085

The second and third screenshot looks like Adam Jensen's apartment from Deus Ex Human Revolution. But future noir...blade runner. :unsure: jk

Looks great though. :P

This post has been edited by s.b.Newsom: 15 January 2012 - 05:49 AM

0

#3086

These screens look pretty awesome. I'd like to see more of it :unsure:
0

User is offline   Zaxtor 

#3087

Working on customized access panels etc.
some mobs that drops stuff needed to open certain door. A little similar to the SNES game Shadowrun.
There is many clues so you don't get lost and or confused etc.
0

#3088

At the present time I am working with ideas so nothing is set in stone, however, I am toying with different styles of mapping, this is weighing in a little under-detailed at the present time, but I just want to know people's thoughts on this style vs the style used in Loudmoor;
Posted Image

Oh, this probably would be 3rd person again, so performance would probably be better than you'd expect with this use of lighting, I was averaging 150fps.
0

User is offline   Jblade 

#3089

I like it - you're probably aware of this already but if not I'd shade the walls on the trim in the room and stuff just a few shades darker than the rest. At the minute they blend in a bit too much even with the dynamic lighting :unsure:
0

User is offline   Zaxtor 

#3090

Working on city (city almost finish).
Ending is long cus mostly EXTREME conhack.
Very similar to the SNES game Shadowrun.
and stuff.
0

Share this topic:


  • 362 Pages +
  • « First
  • 101
  • 102
  • 103
  • 104
  • 105
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options