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.
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5491 Posted 15 February 2014 - 05:05 PM
#5492 Posted 15 February 2014 - 05:08 PM
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
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?
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?
#5493 Posted 15 February 2014 - 05:15 PM
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.
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.
#5494 Posted 15 February 2014 - 05:21 PM
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.
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.
#5495 Posted 15 February 2014 - 05:30 PM
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.
#5496 Posted 15 February 2014 - 06:34 PM
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.
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.
#5497 Posted 15 February 2014 - 06:55 PM
Micky 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.
#5498 Posted 16 February 2014 - 02:16 AM
Working on coding for the explosion effect of Trequonia in my mod, the destruction of the bionic planet.
Will be an epic explosion.
Will be an epic explosion.
#5499 Posted 16 February 2014 - 03:18 AM
#5500 Posted 16 February 2014 - 05:03 AM
Please shrink your picture size next time. For your comment a much smaller one would suffice.
#5501 Posted 16 February 2014 - 06:55 AM
Jimmy, 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
#5502 Posted 16 February 2014 - 07:48 AM
Not you and your shity vis complaints again, I've told you that didn't exist in build.
#5503 Posted 16 February 2014 - 08:02 AM
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
[']+[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
#5504 Posted 16 February 2014 - 08:10 AM
Pfft, who cares.
All old school Duke players don't care about vis as we have became accustom to it.
All old school Duke players don't care about vis as we have became accustom to it.
#5505 Posted 16 February 2014 - 08:12 AM
should care if you want that nice out door level in the bright sun to not look like shit in the distance
#5506 Posted 16 February 2014 - 08:14 AM
Duke has never liked displaying shit at a distance, it just looks odd.
#5507 Posted 16 February 2014 - 08:19 AM
how would you know that if most user maps never had tweaked vis work to begin with.
#5509 Posted 16 February 2014 - 12:22 PM
DanM, 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.
#5510 Posted 16 February 2014 - 12:38 PM
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
and yeah we never cared for vis back then gambini and commander, wish we took a bit more notice of it
#5511 Posted 16 February 2014 - 12:45 PM
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.
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.
#5512 Posted 18 February 2014 - 05:03 AM
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
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
#5516 Posted 18 February 2014 - 09:34 AM
Send me that stuff Micky, I'm on Holiday so I got time to test it!
#5517 Posted 18 February 2014 - 11:10 PM
The 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
#5518 Posted 22 February 2014 - 11:03 PM
delete
This post has been edited by Fox: 23 February 2014 - 08:39 AM
#5520 Posted 24 February 2014 - 03:49 AM
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.
It's got a nice feel for it. Although a little bit of shading in that outdoor area would go a long way.