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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   Scott_AW 

#4141

Here's a side view of my terra northern region map. A city is located in the east, southwest is the mines, northwest is a shipping station where you start after leaving the station.

I've started adding audio to the maps and replacing sounds, liking humming electrics, door wooshes and such. Weapon sounds for the first two weapons are done as well.

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User is offline   Micky C 

  • Honored Donor

#4142

That's a very impressive layout and plan you've got there!

You might want to fix those corruptions btw, level 3 is something you should be worried about.

@Forge, well if multiplayer ever gets finished I might actually modify my thing and release it as a little DM map Posted Image
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User is offline   pmw 

#4143

That looks pretty god, and 15306 walls sounds good too. Any screenshots?
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User is offline   Paul B 

#4144

View PostForge, on 20 December 2012 - 08:12 AM, said:

interesting how unrelated projects can have similarities.

I'm not making a map that anyone will ever see, I'm posting screenshots for free rep points on how nice of picture I can take



Forge why wouldn't you release something like that. It looks amazing!

This post has been edited by Paul B: 21 December 2012 - 08:52 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#4145

View PostPaul B, on 21 December 2012 - 08:50 AM, said:

Forge why wouldn't you release something like that. It looks amazing!


because I was being a smart ass. it's a jab at all the screen shots that get posted here, but those projects never see the light of day



the truth is:
it's broke. almost all that horizontal structuring is sprite work - there are way too many sprites viewable from several angles in that room, so whole sections of it start disappearing while walking around
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User is offline   TerminX 

  • el fundador

  #4146

Jesus, how many sprites did you use?! Considering that the maximum number of sprites rendered at once was one of the first limits to be increased, I wonder how fruity it would look on the original DOS version (assuming you haven't gone over any of the original BUILD v7 hard limits).
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User is offline   Forge 

  • Speaker of the Outhouse

#4147

there's approximately 6,200 sprites in that one room.

i deleted one set of sprite stairs and viola, problem fixed. I suppose if I wanted to get it working I could replace a couple of the sprite based staircases with sector based stairs, but I was trying to keep the wall count down since I'm already over 3,600 for basically that one room, a couple halls, and a couple underwater sections.
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User is offline   thatguy 

#4148

Well if multiplayer actually does get released, I'd love to see some Co-op TC's. :)
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User is offline   Scott_AW 

#4149

View Postpmw, on 21 December 2012 - 07:29 AM, said:

That looks pretty god, and 15306 walls sounds good too. Any screenshots?


Browse the media section here for plenty of shots and videos that feature the location among others

link

@forge - Thats pretty impressive, does it run better in polymer/polymost though? I know the classic rendering engine has issues with the flat sprites. Otherwise if you're gonna use polymer why not just create a flat model sprite?
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User is offline   Kyanos 

#4150

Lmao.
I think Forge may just prefer doing sprite work over modelling.
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User is offline   Forge 

  • Speaker of the Outhouse

#4151

in works in 32 bit polymost, that's what it's intended for. i'm sure it would work with polymer, but i didn't implement any lights for it. i went for sector shading. It looks awful in 8bit due to the massive amounts of sprite clipping issues caused by that renderer.

i've never modeled and I don't know the first thing about making them or putting them in a map.

i'm sure if i managed to get myself motivated, i could probably clean that area up quite a bit and drop the sprite count

This post has been edited by Forge: 21 December 2012 - 03:21 PM

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User is offline   Scott_AW 

#4152

View PostForge, on 21 December 2012 - 03:20 PM, said:

in works in 32 bit polymost, that's what it's intended for. i'm sure it would work with polymer, but i didn't implement any lights for it. i went for sector shading. It looks awful in 8bit due to the massive amounts of sprite clipping issues caused by that renderer.

i've never modeled and I don't know the first thing about making them or putting them in a map.

i'm sure if i managed to get myself motivated, i could probably clean that area up quite a bit and drop the sprite count


If it works fine in the 32bit modes then there shouldn't be a problem.

It may be converting them in polymost, it converts voxels into 3d models, so it may be converting the flat sprites into polygons anyhow. But it would be easier if you had premade model chunks, would reduce the sprite count.
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User is online   Lunick 

#4153

View PostLunick, on 20 December 2012 - 02:19 AM, said:

Micky is a hunk :)


Was there a problem with my post Arwu?
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User is offline   Micky C 

  • Honored Donor

#4154

If it makes you feel any better, he didn't like my post either.
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User is offline   brullov 

  • Senior Artist at TGK

#4155

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User is offline   darkcaleb 

#4156

CK games that look cool man. Old school mapping? Is this going to be released anytime soon?
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User is offline   brullov 

  • Senior Artist at TGK

#4157

Sure Posted Image
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User is offline   Forge 

  • Speaker of the Outhouse

#4158

@ CK

so do you want real constructive criticism or just nameless or bland praises? My ass-kissing lips are broke so you're only going to get one from me.

just noticing all the positive votes, but no actual useful or relevant feedback.

This post has been edited by Forge: 26 December 2012 - 08:14 AM

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User is offline   Loke 

#4159

I'd probably change the ground texture in the last shot to something else. That's about it. Looks great otherwise, especially that snow. Fucking love snow maps.

This post has been edited by Loke: 26 December 2012 - 08:46 AM

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User is offline   zykov eddy 

#4160

It's an upcoming holiday surprise from some russian mappers, will be released very soon.
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User is offline   Forge 

  • Speaker of the Outhouse

#4161

the 1st shot; alot of stretched wall textures. i'd un-stretch them and hit E on the floor and ceiling. the flat ceiling lights could use some sector work instead of just using sprites

the 2nd shot looks alright. still would use E on the floor and maybe re-think the ceiling texture

3rd shot also looks nice, but again E on the wood floor and some stronger wall shading for depth

4th shot: E on the ceilings, i'd re-consider the choice for floor texture, and some wall shading for depth (it's a pretty bright hallway with no obvious/visible source for the light)

overall as a group it looks promising, but needs some tuning. just my opinion
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User is offline   Micky C 

  • Honored Donor

#4162

Here's my feeble attempt at emulating Serious Sam gameplay in Duke (the framerate is actually really good considering it's a huge level, and polymer, recorded with fraps):



This post has been edited by Micky C: 28 December 2012 - 04:43 PM

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User is offline   pmw 

#4163

That is just bad ass. Area could be a bit bigger.. I think. Multiplayer would be perfect for that, with millions of monsters.... probably would say "too many sprites"...
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User is offline   Micky C 

  • Honored Donor

#4164

The build engine isn't really designed for big open outdoor areas (especially if you want lots of slopes). It gets exponentially harder to map and for it to all be coherent the larger I'd try to make it. Plus I'm trying to keep it relatively simple and map it quickly otherwise it'll never get finished.
Thanks for the comment, don't worry about the sprites though; it's already an episode so all I'd have to do is split up the maps a bit more if that happens.
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User is offline   Mblackwell 

  • Evil Overlord

#4165

Double the number of enemies.
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User is offline   Zaxtor 

#4166

Con coding and sprites mostly.
Mostly lab chemicals that does different reactions / behavior when we destroy them.

liquid nitrogen container example makes a spectacular thing when we destroy them. It violently evaporates and fills the room with a cloud of gas from evaporating liquid nitrogen for a few seconds.
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User is online   t800 

#4167

View PostMicky C, on 28 December 2012 - 04:42 PM, said:

Here's my feeble attempt at emulating Serious Sam gameplay in Duke (the framerate is actually really good considering it's a huge level, and polymer, recorded with fraps):
<video with Serious Sam style carnage in WGR2>

This would be so big pain in ass for Jedrik. :) So many enemies coming from almost every direction.
Did I spot a new enemy - it looked like some kind of black panther? :)
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User is offline   Micky C 

  • Honored Donor

#4168

View PostMblackwell, on 28 December 2012 - 07:17 PM, said:

Double the number of enemies.


My dear, dear Mblackwell, that is just the start of the first level Posted Image


Still, I guess it could be nice if one of the harder difficulties automatically doubled all the monsters. We'll see, it's up the coders.

View Postt800, on 29 December 2012 - 03:47 AM, said:

This would be so big pain in ass for Jedrik. :) So many enemies coming from almost every direction.
Did I spot a new enemy - it looked like some kind of black panther? :)


Yeah I wasn't planning to support Jedrick at all. The kamikazies are the problem. Once it's near completion I might see how hard Jedrick is (obviously I'd put more emphasis on the bow), and who knows, it might just need minor tweaking to be playable.
That black dog thing has been in the TC for a while, but I don't think anyone used it in the released levels. Oh well, it's hardly a spoiler, it's a black dog that runs at you Posted Image
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User is offline   Sangman 

#4169

View PostMblackwell, on 28 December 2012 - 07:17 PM, said:

Double the number of enemies.


Yeah, or make the hole a bit bigger and prevent the player from running out of it. :)
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User is offline   pmw 

#4170

I just "finished" interior of the waterworks, mostly command center. I'm pretty happy with results.

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