What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5671 Posted 20 April 2014 - 01:46 PM
#5672 Posted 21 April 2014 - 09:53 AM
Working on what might be either my biggest achivement in mapping or the greatest failure.
#5677 Posted 21 April 2014 - 11:24 PM
#5678 Posted 22 April 2014 - 11:35 AM
Lunick, on 21 April 2014 - 11:24 PM, said:
I though to give him some new attacks, and replace his sounds by the final boss from Shadow Warrior, that could suit him very well...
#5679 Posted 22 April 2014 - 01:20 PM
This post has been edited by Nukeaholic: 22 April 2014 - 01:20 PM
#5680 Posted 22 April 2014 - 01:29 PM
The Cyberkeef looks great!
#5682 Posted 22 April 2014 - 03:11 PM
Daedolon, on 22 April 2014 - 02:11 PM, said:
H-eye-V?
#5683 Posted 22 April 2014 - 08:11 PM
Am I the only one that thinks since we've got a thread specifically for the mod, and given the large amount of content for that posted here, that these shouldn't be posted in the thread made for it? The 'what are you working on' thread is more designed for random screenshots or small projects/maps.
#5684 Posted 22 April 2014 - 09:28 PM
Mickey C, on 22 April 2014 - 08:11 PM, said:
Am I the only one that thinks since we've got a thread specifically for the mod, and given the large amount of content for that posted here, that these shouldn't be posted in the thread made for it? The 'what are you working on' thread is more designed for random screenshots or small projects/maps.
I see your point, but it's not hurting anyone to have those videos posted here. It sounds like you are trying to make a rule that if a project has its own thread, then it should stay in its own thread, but I don't agree with that because it would limit the ability of creators to promote their work. DNTM is generating way more interest than anything else being developed in the community right now so just deal with it EDIT: And yes I know that the maps for DNTM were actually created long ago by a different team.
This post has been edited by Trooper Dan: 22 April 2014 - 09:30 PM
#5685 Posted 22 April 2014 - 09:41 PM
Trooper Dan, on 22 April 2014 - 09:28 PM, said:
Overall I think the sorting through and pending release of the Duke beta assets (ultimately in playable form) is generating the most interest, and indeed there's a lot more people browsing the forums at any given time and actually signing up as a direct result of the beta assets excitement.
Although it's probably not to the extent of some other people on the forum, I am looking forward to the release of the DNTM mod as I never played the original and would like to try out the Plug and Prey episode for the first time.
#5686 Posted 22 April 2014 - 09:57 PM
Mickey C, on 22 April 2014 - 09:41 PM, said:
Er yeah I wasn't thinking of that as a project being developed, but I guess it could be regarded that way, in which case it would win hands down in terms of excitement generated.
#5688 Posted 23 April 2014 - 01:26 AM
#5689 Posted 23 April 2014 - 05:52 AM
This post has been edited by Fox: 23 April 2014 - 06:12 AM
#5690 Posted 23 April 2014 - 06:21 AM
#5691 Posted 23 April 2014 - 06:27 AM
Awesome vids btw!
The thing I liked about the Alien Rendezvous gameplay was that Fox fixed the battlelord to where, before it spots Duke it has the correct size, instead of having a small size and reverting instantly to the regular boss size after spotting Duke.
This post has been edited by Mav3r1ck: 23 April 2014 - 09:46 AM
#5692 Posted 23 April 2014 - 07:21 PM
Lunick, on 23 April 2014 - 06:21 AM, said:
This post has been edited by Jimmy: 23 April 2014 - 07:23 PM
#5693 Posted 24 April 2014 - 03:31 AM
- SE0: Rotated Sector
- SE1: Pivot Sprite
- SE9: Down Open Door Lights
- SE15: Slide Door
- SE24: Conveyor Belt
- SE30: 2 Way Train
- SE31: Floor Rise/Fall
Plus there's a Doom Door in there as well. That's what there's so far anyway...
I'm not gonna tell you what the effect is, but I guess if anyone guesses what it is, I can throw a reference to them in the level.
#5695 Posted 24 April 2014 - 04:11 AM
#5696 Posted 24 April 2014 - 04:23 AM
Daedolon, on 24 April 2014 - 04:11 AM, said:
I've already made it.
Not sure if I should show it off or not because it's for the final mission of the AMC TC (but it only uses vanilla effects, plus TROR of course). It's not 100% identical, but it's probably as good as you're going to get in Duke using vanilla.
Daedolon isn't it a conveyor belt that starts off not moving? It's just that you've been talking about it so it's a good chance that this could be that, but then again that IS a lot of effects you're using (although you did say it was simple).
This post has been edited by Mickey C: 24 April 2014 - 04:26 AM
#5697 Posted 24 April 2014 - 04:33 AM
I've yet to achieve these two things without the player intervening:
1) Conveyor belt that is stopped when the level starts.
2) Forcefield that's disabled when the level starts.
Still looking for solutions.
#5698 Posted 24 April 2014 - 04:34 AM
This post has been edited by MetHy: 24 April 2014 - 04:34 AM
#5699 Posted 24 April 2014 - 04:36 AM
Quote
#5700 Posted 24 April 2014 - 04:43 AM
Can some of the automatic projectiles (like you know; the rocket coming out of the spaceship in E1L2 except perhaps using something not as loud like a liztroop laser) 'activate' buttons by shooting at them if you put the button in front of them?
Edit : i know; i remember high treason mentionning you can do anything using the targets from Babe Land. Try linking the target to your conveyor belt (like, the target is your 'switch') and have an automatic projectile destroy the targets (or perhaps even just a random explosion) ?
This post has been edited by MetHy: 24 April 2014 - 04:49 AM