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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   Cage 

#4291

View PostCK games, on 04 February 2013 - 10:55 AM, said:

No rain, sorryPosted Image


The cinema sign could use a glow map for the light bulbs and back lights of the yellow part :P Some lit windows in the building would be a nice touch too.

Still pretty cool though :D

This post has been edited by Cage: 05 February 2013 - 01:26 AM

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User is offline   Diaz 

#4292

I've been away from EDuke for some time due to lack of inspiration for the Unreal-themed Fusion episode, but just wanted to let you know that I resumed working on it a couple weeks ago. I really want to finish this episode quickly and start something new...
2

User is offline   Striker 

  • Auramancer

#4293

View PostFox, on 04 February 2013 - 01:00 PM, said:

Still not using it, but...

Posted Image


Why not make it an option? Because, that looks really good.
5

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4294

Like I said before, a full HUD doesn't make much sense for Duke 64. It has been made to work with a smaller HUD, and it does well enough. :P
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4295

Gas Grenades anyone?

Posted Image

This post has been edited by Fox: 09 February 2013 - 03:39 PM

9

User is offline   Daedolon 

  • Ancient Blood God

#4296

I don't think I've posted anything here in ages (if at all), so I thought I'd post this garage from my first map (to be released, of course :P) since it's slowly taking shape.

Attached Image: capt0014.png

Though knowing me, I might just scrap this whole section, who knows!

EDIT: I realized it doesn't show much of anything, but eh, carry on.

This post has been edited by Daedolon: 12 February 2013 - 11:07 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4297

Cool, I hate how Duke 3D has no parking lot despite the urban theme.
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User is offline   Daedolon 

  • Ancient Blood God

#4298

Oh, you're right.

I guess it's because underground parking garages can be a massive hit and miss. Fail and you'll end up with a huge, boring area, but if done right, they can be really atmospheric and fun. This is my third iteration for the parking area in this map and I finally figured out a style that works so I'm rolling with it.
0

User is offline   Micky C 

  • Honored Donor

#4299

That shading looks really good, however I'm not sure it's worth the huge number of walls it takes, especially if you use it often.
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User is offline   Zaxtor 

#4300

Working on a room that has 2 highly radioactive energy conducting tubes.
One of the tube is broken and causing a lot of problems to the room.

I'll show the unbroken tube only. Rest are a surprise. I won't show the room with em cus may spoil.

Posted Image
3

User is offline   Daedolon 

  • Ancient Blood God

#4301

View PostThe Big Cheese, on 12 February 2013 - 02:07 PM, said:

That shading looks really good, however I'm not sure it's worth the huge number of walls it takes, especially if you use it often.


Cheers. The walls aren't the problem, though, it's the sectors. I realized I would've ran short on them either way so I'll just accept it and work with the new sector limit as granted by EDuke32.


EDIT: Another (two) shot(s) of the parking garage:
Attached Image: mapster32 2013-02-13 22-41-34-99.png Attached Image: mapster32 2013-02-13 22-53-19-34.png

This post has been edited by Daedolon: 13 February 2013 - 12:57 PM

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User is offline   Mark 

#4302

I've been so busy with other duke stuff that I had forgotten all about this E1L1 side project. I added some tunnels or more streets at the dead ends and some store fronts.

Attached thumbnail(s)

  • Attached Image: duke0007.jpg
  • Attached Image: duke0010.jpg

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User is offline   Hank 

#4303

View PostMark., on 13 February 2013 - 07:36 PM, said:

I've been so busy with other duke stuff that I had forgotten all about this E1L1 side project. I added some tunnels or more streets at the dead ends and some store fronts.

This is a side project? wow Posted Image Still looking at the images - Posted Image
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4304

View PostMark., on 13 February 2013 - 07:36 PM, said:

I've been so busy with other duke stuff that I had forgotten all about this E1L1 side project. I added some tunnels or more streets at the dead ends and some store fronts.

That's interesting for sure. I had like to see more images. :P
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4305

Nice! I love level remakes/reimaginings.
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User is offline   pmw 

#4306

I'm still making some cars...

Posted Image

Still doing some fine tuning with tiles. But I think this time I did pretty good job. What you think?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4307

That's really good! I am under the impression that the door behind may be open?
0

User is offline   Gambini 

#4308

That´s a badass truck! I really like it!
0

#4309

That looks awesome Mark :P Are that zombies in the background?
0

User is offline   Mark 

#4310

More aimless experimenting. Just a quick adding of lights. If the original authors of REDRUM: THE SHINING II ever finish this mod, be sure to include a Polymerized version too.

Attached thumbnail(s)

  • Attached Image: REDRUM1.jpg
  • Attached Image: REDRUM2.jpg

5

#4311

The Polymer lighting looks very cool! I remember is was making a highres version of the Redrum TC.

Here is a little example about the difference. Nothing much done just a floor, some walls, highres candles and the paintings/photo's on the wall

Attached thumbnail(s)

  • Attached Image: Redrum_old.jpg
  • Attached Image: Redrum_Highres.jpg


This post has been edited by Simon_Croes: 17 February 2013 - 08:12 AM

4

User is offline   Mark 

#4312

I was going through other maps and mods looking for ideas for a spooky mansion map to go into my Graveyard mod. I ran across this one. A shame it was not finished. ( Something I'm very familiar with ) :P

I would love to update this with some highres content, models and lighting but with all I'm doing now I know I would never finish it.

This post has been edited by Mark.: 17 February 2013 - 08:14 AM

0

#4313

View PostMark., on 17 February 2013 - 08:10 AM, said:

A shame it was not finished. ( Something I'm very familiar with ) :P


Redrum TC was finished. You can complete the level. Or did I miss something?
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User is offline   Mark 

#4314

I know it needs to be sparcely populated to build the suspense but this seemed way too empty to be a finished map. I could be wrong. I didn't play the whole map to the end. I think I ran into only 3 enemies and 2 corpses. Looked like unfinished rooms scattered around the map too.

This post has been edited by Mark.: 17 February 2013 - 08:18 AM

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User is offline   Daedolon 

  • Ancient Blood God

#4315

I've often contemplated on detailing The Shining map myself as well, I started once but got busy with other stuff back then.

You guys should totally work together and refurbish it.
0

User is offline   Mark 

#4316

Simon, check your PM's
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User is offline   thatguy 

#4317

Make it a collaborative effort. I loved the Shining TC. Brings back so many memories. Makes me miss my childlike creativity. I also enjoyed the Phantasm map too. :P
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User is offline   Saiyuki234 

#4318

where can i get the Hollywood holocaust mod with extra stores and areas? : 3
0

User is offline   Mark 

#4319

Its not a finished project yet.
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User is offline   Micky C 

  • Honored Donor

#4320

View PostMark., on 17 February 2013 - 07:14 PM, said:

Its not a finished project yet.


Yeah he just posts shots of it every now and then to rake in the rep points Posted Image
And each time he does I can't even tell what he's added to it since the last time Posted Image
Ok maybe not, but most of them look pretty similar.

This post has been edited by The Big Cheese: 17 February 2013 - 07:25 PM

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