What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5402 Posted 29 January 2014 - 06:50 AM
This post has been edited by DanM: 29 January 2014 - 06:50 AM
#5404 Posted 29 January 2014 - 07:34 PM
What i was thinking was to update this classic with more moden techniques, TROR water, add trims, polymer lights, texture fixes and visually make it amazing, add some atmosphere where it is under attack, more monsters and action too. With dukeplus i could make a more presentable story to go along with it.
but as a level i wanted to make it so you needed 3 keys from 3 locations with a different boss's you can access at your leisure to open the exit, also a hidden 4th key to open an armory to some unlock serious fire power (only place you can get the DEV ) currently you can run to the exit (in 0.21) with no obstacles.
I think its the perfect map with some tweaking to make a good System Shock / Doom / SOTN / Metal Gear mix ( add hidden vents to bypass more action orientated areas ? )
I asked lunick and he can't seem to get in contact with the author but he dosn't seem to think he would mind.
This post has been edited by DanM: 29 January 2014 - 07:38 PM
#5405 Posted 30 January 2014 - 12:30 AM
#5406 Posted 30 January 2014 - 12:36 AM
#5407 Posted 30 January 2014 - 12:44 AM
#5408 Posted 30 January 2014 - 12:58 AM
Quote
Why can't you do it? If the readme file says it's ok to modify and release the map, but if it doesn't than don't do it.
#5409 Posted 30 January 2014 - 01:08 AM
James, on 30 January 2014 - 12:58 AM, said:
That's probably why because the readme says nothing about that. The last thing I have seen the mapper do is design the levels for Manhattan Project.
#5410 Posted 30 January 2014 - 01:14 AM
readme says nothing about it iam not looking for cash or take credit for the whole map, i want something to do, i love that map and iam going to polish it damn it
I wouldnt be fussed if people took on DNE and further modded and polished it as long as i still get cred, you do this for the love of it, this is not a cash thing
This post has been edited by DanM: 30 January 2014 - 01:15 AM
#5411 Posted 30 January 2014 - 02:32 AM
This post has been edited by James: 30 January 2014 - 02:33 AM
#5412 Posted 30 January 2014 - 02:43 AM
DanM, on 29 January 2014 - 07:34 PM, said:
What i was thinking was to update this classic with more moden techniques, TROR water, add trims, polymer lights, texture fixes and visually make it amazing, add some atmosphere where it is under attack, more monsters and action too. With dukeplus i could make a more presentable story to go along with it.
but as a level i wanted to make it so you needed 3 keys from 3 locations with a different boss's you can access at your leisure to open the exit, also a hidden 4th key to open an armory to some unlock serious fire power (only place you can get the DEV ) currently you can run to the exit (in 0.21) with no obstacles.
I think its the perfect map with some tweaking to make a good System Shock / Doom / SOTN / Metal Gear mix ( add hidden vents to bypass more action orientated areas ? )
I asked lunick and he can't seem to get in contact with the author but he dosn't seem to think he would mind.
Betaone is probably the weakest map by Travis. It was clearly surpassed by Betatwo, Anslem and Aztec. The living ocean part was remade into Smithsonian Terror (which was also a level by Travis) too.
#5413 Posted 30 January 2014 - 02:50 AM
I said this would be an official release? its just some fun ill just release on duke4
#5414 Posted 30 January 2014 - 03:03 AM
#5415 Posted 30 January 2014 - 03:57 AM
#5416 Posted 30 January 2014 - 04:07 AM
You won't even say that you would take it down if he didn't like it! That's really all I want you to say, that you would respect his wishes (which I know he won't come out of the blue, the guy is long gone) and take it down IF he objected to it. It's the principle of it, there's been many mappers I've known who are proud and protective of their work and they wouldn't appreciate some guy they don't even know who hasn't even attempted contact taking their work and changing it around and throwing lights in it because they're bored and they want something to do.
This post has been edited by James: 30 January 2014 - 04:07 AM
#5417 Posted 30 January 2014 - 04:26 AM
what i mainly want to do is make 3 bosses and a key for each boss, once you have 3 keys you can open the exit compared to a 0:21 second speed run, iam sure the guy has no interest in updating it these days, my version has some shine / and decorative TROR ( will not change level layout ), you can access any area like you did before except there is 3 boss areas for keys.
its one map, lunik really has tried to conatact the author but he can't seem to get hold of him, come on i really don't think the dude will mind such an old and classic map being chosen for a graphical rehaul considering the hundreds before it, I certainly will not be dropping the authors name from the credits, hell i can make a popup in game at the start explicitly stating the level and layout is travis's iam just bringing such a great map up to a more modern level.
at the end of the day you can look at a concept like alot of unofficial things
This post has been edited by DanM: 30 January 2014 - 04:27 AM
#5418 Posted 30 January 2014 - 05:03 AM
Quote
That's all I was asking for, I was just concerned as I know several mappers who are protective of their work and was expressing my concerns about it. Glad to see we've reached an agreement though, for the record I actually do like the idea you had and there was a similar concept done in the Doom community (where authors took some wads made in 1996 and rebuilt them, only maps were permission was authorised though)
#5419 Posted 30 January 2014 - 05:56 AM
#5420 Posted 30 January 2014 - 06:03 AM
anyway here is a sall map showing what my vision is for this
BETAONEMOD.zip (101.3K)
Number of downloads: 189
only the first room, and an idea to make the corridors more techy and have some sort of cover.
This post has been edited by DanM: 30 January 2014 - 06:04 AM
#5421 Posted 30 January 2014 - 06:05 AM
On the subject of betaone, obviously it's a grey area since the text file doesn't say one way or the other and the author can't be contacted. However personally I never would have played the original (there's so much other content out there which is better quality that I haven't played yet), so this might be my ticket to give it a go. Plus I trust DanM's ability to churn out quality work. For what it's worth, from what very little I know about Travis, he was fairly laid back about his maps and would probably want as many people to play them as possible.
In fact, given his later work there's every indication that he'd be a little ashamed of betaone and would be grateful for the facelift
Just as long as he keeps away from Gambini's earlier maps...
#5422 Posted 30 January 2014 - 06:10 AM
This post has been edited by DanM: 30 January 2014 - 06:11 AM
#5423 Posted 31 January 2014 - 03:05 AM
Much Shit
Very Dookie
Such Wow !
This post has been edited by brownfarted: 31 January 2014 - 03:09 AM
#5425 Posted 31 January 2014 - 03:57 AM
#5426 Posted 31 January 2014 - 12:35 PM
Lunick, on 31 January 2014 - 03:57 AM, said:
THANK YOU ! I try to my most Shitty .
This post has been edited by brownfarted: 31 January 2014 - 12:36 PM
#5428 Posted 02 February 2014 - 06:43 AM
Too bad Build engine can't handle more than a single tranlucency table (say, additive and multiplicative one at once).
#5429 Posted 02 February 2014 - 06:52 AM
CraigFatman, on 02 February 2014 - 06:43 AM, said:
Actually, that wouldn't be too hard to implement. There's no dependency on the assumption that there's only one such table anywhere. If there's interest in this feature, I'll bump that item up my TODO list a bit; you'd have something like .pal for ceiling/floor/wall/sprite then, but indexing a blending table. Naturally, only the new internal map format could carry this information, and hence it would be exclusive to the Lunatic build.
#5430 Posted 02 February 2014 - 07:12 AM
EDIT: never mind, Google has examples.
This post has been edited by Mark.: 02 February 2014 - 07:15 AM