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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   Jimmy 

  • Let's go Brandon!

#5491

Not too bad although I would say the middle row feels like over kill, I would nix it. Your shading could use some attention too. Everything feels a little flat, too full-bright. Other than that, it's looking pretty good.
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User is offline   Micky C 

  • Honored Donor

#5492

Those hanging lights make the area look much more detailed, it's good to hear you're coming over to the Dark side of mapping Posted Image

Well, the dark side is probably TROR, but you'll learn to love sprite work. Out of curiosity what made you hate spritework in the first place?
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User is offline   pmw 

#5493

Yeah it's still under construction. I just tried to copy&paste lot of sprites and see how it goes.
And I don't use TROR, I think it's cheating.

Sprite-details are just too new thing for me, I'm more familiar with old low-detail maps.. And, I hate duke's movement when player walks towards sprite-tables, etc.
That's why I keep my sprites away from duke, so player won't hit them.
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User is offline   Micky C 

  • Honored Donor

#5494

Some maps like Loke's The Thing (which has an insane amount of spritework) actually make the sprites non-blocking. Although this is arguably less realistic, it makes movement much more functional. It sounds like you should possibly consider that route.

Having spritework doesn't automatically mean super high detail, but as in every other aspect of mapping, it's the right combination of sector and sprite detail that give the best results.
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User is offline   pmw 

#5495

Yes, I think I'm now using enough sprites to make map look better..and about shading, some people are saying that my map doesn't have enough shadows, that's true, I'm lazy with those. BUT, also some people say, that I should make my shadows more DARK, bigger contrast differences, I disagree. I don't like when some wall is Super dark and next wall is bright. I think my contrast differences are ok, but there are just lack of shadows... But it's just my opinion.
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User is offline   Jimmy 

  • Let's go Brandon!

#5496

You said you like older maps, maps by folks like Mikko Sandt, NutWrench, Olivier Boucher, Mike Beaulieu, SalaciusCrumb, Michael & Robert Caraballo (especially their map New York Plaza, check that one out for sure!) and of course 3DR levels are good examples of what contrasting shadows means. It doesn't always mean they're REALLY dark, but dark enough to feel realistic.

Same deal with sprite-work. Check out maps by the Oostrum Brothers, Taivo Maripuu, Pascal Rouaud, and I'm forgetting. Somebody chip in with some recommendations. Best thing to do with both shading and spriting is practice, practice, practice and observing other people's work for inspiration.
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User is offline   Daedolon 

  • Ancient Blood God

#5497

View PostMicky C, on 15 February 2014 - 05:21 PM, said:

Some maps like Loke's The Thing (which has an insane amount of spritework) actually make the sprites non-blocking. Although this is arguably less realistic, it makes movement much more functional. It sounds like you should possibly consider that route.


I personally despise maps that try to go the "detailed way" but just end up ruining the gameplay because of blocking sprites. Sans the few ones that make sense to have blocking, or the ones that are code to turn blocking, I literally make everything non-blocking and hitable. There's no plausible reason for any mapper not to do it.
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User is offline   Zaxtor 

#5498

Working on coding for the explosion effect of Trequonia in my mod, the destruction of the bionic planet.
Will be an epic explosion.
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User is offline   Richard Shead 

  • "Dick Nasty"

#5499

View PostRichardStorm, on 15 February 2014 - 04:51 PM, said:

He hate sprites...


Posted Image
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User is offline   Mark 

#5500

Please shrink your picture size next time. For your comment a much smaller one would suffice. :blink:
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User is offline   Stabs 

#5501

View PostJimmy, on 15 February 2014 - 05:05 PM, said:

Not too bad although I would say the middle row feels like over kill, I would nix it. Your shading could use some attention too. Everything feels a little flat, too full-bright. Other than that, it's looking pretty good.


looks fine, at least its not full of yucky black vis everywhere like 99.999999% of all user maps, supermarkets typically use an assload of lights that defuse alot and never cast many hard shadows.

This post has been edited by DanM: 16 February 2014 - 06:56 AM

1

User is offline   The Commander 

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

#5502

Not you and your shity vis complaints again, I've told you that didn't exist in build.
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User is offline   Stabs 

#5503

buildkey.txt

[']+[V] Allows you to change the visibility of the selected object.

[ALT]+[-] Changes the visibility of a sector

[ALT]+[+] Same as above

[CTRL]+[ALT]+ Changes the global visibility for the whole map. Be careful
[+] when using this command.

http://dukertcm.com/...ld/mpfqdn18.zip

from 1998

This post has been edited by DanM: 16 February 2014 - 08:11 AM

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User is offline   The Commander 

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

#5504

Pfft, who cares.
All old school Duke players don't care about vis as we have became accustom to it.
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User is offline   Stabs 

#5505

should care if you want that nice out door level in the bright sun to not look like shit in the distance
2

User is offline   The Commander 

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

#5506

Duke has never liked displaying shit at a distance, it just looks odd.
1

User is offline   Stabs 

#5507

how would you know that if most user maps never had tweaked vis work to begin with.
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User is offline   Gambini 

#5508

I can see both sides.
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User is offline   Jimmy 

  • Let's go Brandon!

#5509

View PostDanM, on 16 February 2014 - 06:55 AM, said:

looks fine, at least its not full of yucky black vis everywhere like 99.999999% of all user maps, supermarkets typically use an assload of lights that defuse alot and never cast many hard shadows.

It's true a super-market shouldn't have hard shadows, BUT not all walls, ceilings, and floors should be the same shade. Slight variations make the room pop more and look more 3D/realistic. As for visibility complaints, as Commander pointed out, it's certainly something you're used to, but I do agree that in some situations like outside on a sunny day it doesn't look very good. In that respect I think it should be left up to the mapper.
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User is offline   Stabs 

#5510

Iam also guessing thats early work and tweaking like that will come later.

and yeah we never cared for vis back then gambini and commander, wish we took a bit more notice of it
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User is offline   Jimmy 

  • Let's go Brandon!

#5511

Yeah, I know it's early work but the whole point of posting screenshots of unfinished work is getting constructive criticism and input. (I know a lot of people just look for praise these days.)

You gotta remember too that visibility served the function of keeping the FPS low. PC gaming was expensive in the 90s, not many people had the strongest of computers.
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User is offline   Micky C 

  • Honored Donor

#5512

I don't quite want to make a new thread about it so I'll post this hear.

The Beach CBP is close to release. Much like with CBP 8, this map has been under a fairly decent polishing run, with me and underTaker bouncing it between us, and Forge helping out a bit, not to mention testing and balancing for coop. It's been in development hell for over a year, and is probably the DNF of CBPs, except we distilled it down to a single map keeping the best bits, and I think it turned out fairly well (it was originally supposed to be a lot bigger).

The map should take between 30 and 50 minutes depending on playstyle and level of exploration (25 for Mikko). It's quite action packed, with about 450 enemies on Piece of Cake, and is probably harder than the average map. I won't post screenshots because it'll spoil the scenery, but as with all CBPs you can expect a quality product.

So although we don't expect to find a tonne of problems, we'd like it if a few people would put their hand up and volunteer to betatest the Beach CBP. In addition to mappers, it would help if at least one non-mapper tested it out as well. If anyone's interested, please send me a PM. Don't hold back Posted Image
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User is offline   The Commander 

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

#5513

So this will run on Megaton?
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User is offline   underTaker 

#5514

We tested it on Megaton, and it worked just fine.
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User is offline   The Commander 

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

#5515

That is what I like to hear.
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User is offline   Jblade 

#5516

Send me that stuff Micky, I'm on Holiday so I got time to test it!
1

User is offline   Micky C 

  • Honored Donor

#5517

View PostThe Commander, on 18 February 2014 - 06:34 AM, said:

So this will run on Megaton?


Yeah we'll upload this one on steam workshop, and it's specifically been tested to work with coop. The only problem though is that it sometimes crashes for some people, although it always worked fine for me. It's an issue with Megaton though since obviously it works fine with eduke32.

Still plenty of room for beta testers if anyone's interested :blink:
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5518

delete

This post has been edited by Fox: 23 February 2014 - 08:39 AM

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User is offline   brullov 

  • Senior Artist at TGK

#5519

My poor mapping

Posted Image


Posted Image
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User is offline   Micky C 

  • Honored Donor

#5520

Omg that looks awful (jks).

It's got a nice feel for it. Although a little bit of shading in that outdoor area would go a long way.
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