What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#6482 Posted 20 February 2015 - 10:20 AM
Yo dawg, I herd u liked turret sections in DNF so I put a turret in ur duke3d so you can turret.
Irony here is that it uses the scrapped SE5 boss creature which was probably meant to kill you instead
Note that this is silent and harmless against the player, I'd place it in some area that masks it's weird behavior and don't allow much in Z changes for the player.
This is pretty much complete opposite from what it was meant to do so I doubt that anyone has really tried it this way instead.
This post has been edited by oasiz: 20 February 2015 - 10:22 AM
#6483 Posted 20 February 2015 - 11:32 AM
We need more people like oasiz in the community.
For the love of God, please put your ideas in a good use! I'd love to play a map filled with cool, fresh tricks.
For the love of God, please put your ideas in a good use! I'd love to play a map filled with cool, fresh tricks.
#6484 Posted 20 February 2015 - 11:36 AM
Mblackwell, on 19 February 2015 - 04:03 PM, said:
To me, it seems that Duke is arranged around the basic idea of a 64x64 tile (in EditArt) so that would make sense.
Note that Duke is 40x82.
(edit: And then scaled down I believe to xrepeat/yrepeat 40x40... or about 25x52)
Note that Duke is 40x82.
(edit: And then scaled down I believe to xrepeat/yrepeat 40x40... or about 25x52)
It's 36 x 42. Which would make him 1.44m tall.
#6486 Posted 20 February 2015 - 05:34 PM
If you want the world of build effects to come alive and have seemingly endless possibilities in stock form ... map for sw
#6487 Posted 21 February 2015 - 12:08 AM
Micky C, on 20 February 2015 - 05:30 PM, said:
That's pretty cool! Can you switch it off again?
Nope, no control. Just a simple SE31 door that closes in front of it, as it's silent, you won't even really notice this happening.
Also one big limitation: It will try to seek the closest locator to the player, meaning that any 2way trains need to be tucked REALLY far away and a locator needs to be placed where you want it to stay, that is if you have any other locators on the same map.
Would still work pretty well in some isolated map, part of something bigger.
Robman, on 20 February 2015 - 05:34 PM, said:
If you want the world of build effects to come alive and have seemingly endless possibilities in stock form ... map for sw
Maybe some day..
#6493 Posted 22 February 2015 - 12:04 PM
Mister Sinister, on 21 February 2015 - 04:16 PM, said:
Don't ask me, ask Alien H. Blum.
The name kinda reminds me of that guy Allen Blum who was a lead level designer at 3DR. But the dude you mentioned is clearly from another universe. Or maybe Cuba...
#6494 Posted 22 February 2015 - 12:20 PM
Oh, I'm sorry, I tend to confuse him with that alien bum who lives nearby my house.
#6496 Posted 22 February 2015 - 02:24 PM
[quote name='Fox' timestamp='1424640373' post='218228'] [img]http://i.imgur.com/atF0gsb.png[/img] [/quote]
So you're working on nothing?
Edit: Guess not... The image did not show in the post or the quote until after I posted it in code tags. Come to think of it, Imgur hasn't worked for me the past couple of days.
This post has been edited by High Treason: 22 February 2015 - 02:25 PM
#6497 Posted 22 February 2015 - 04:25 PM
Fox, on 22 February 2015 - 01:26 PM, said:
Wow, what engine was that created with?!?! Irregardless, they should've hired you for DNF!!
#6500 Posted 26 February 2015 - 11:02 AM
Still very WIP stuff, slight spoilers if you want to wait out for slum noir 2.
Working on getting some more advanced train ride, let's see where this leads to.
Some of the sounds are just placeholders.
No custom CON was used.
Working on getting some more advanced train ride, let's see where this leads to.
Some of the sounds are just placeholders.
No custom CON was used.
#6501 Posted 26 February 2015 - 02:05 PM
Hey the effect looks nice, but more polished look will be good
This post has been edited by Sanek: 26 February 2015 - 02:07 PM
#6502 Posted 26 February 2015 - 09:05 PM
Thanks, it is just a prototype for the train effects themselves and mostly the intro. End result will be something more complicated.
In case it was missed: "going up" a slope, TV screen with audio and varying speeds (xvel stab).
In case it was missed: "going up" a slope, TV screen with audio and varying speeds (xvel stab).
#6503 Posted 26 February 2015 - 10:12 PM
What do you mean going up a slope?
It does have a bit of a half-life vibe.
It does have a bit of a half-life vibe.
#6504 Posted 26 February 2015 - 10:35 PM
There is some uphill climb after getting out of that tunnel. Easy to miss since the monitor kinda distracts. Bit easier to spot in-game
#6505 Posted 27 February 2015 - 12:15 AM
Aww, you used the same benches as my level's train ride does Love the slow ride and the monitor stuff!
#6506 Posted 02 March 2015 - 08:43 PM
Micky C, on 26 February 2015 - 10:12 PM, said:
What do you mean going up a slope?
I remember having a non-working train effect with slopes in an old map that went downwards instead of totally forwards, the problem was that the adjacent sectors still kept its position on the y-axis, so the result was a mess
#6507 Posted 04 March 2015 - 12:18 PM
Well it has been a while since contributing anything. So I thought I'd share an extremely early version of a map I am working on. My previous map of the church is on hold while the structure is practically finished the game play was never really there. So until I get a better idea of what I want to do that project is on the back burner. Here I would like to share a very early version of a big map that I will be releasing once its done. Even though I have a long way to go I thought i'd share what I have so far.
#6509 Posted 06 March 2015 - 08:19 AM
Duke Nukem 64 theme in Bossa Nova
Attached File(s)
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Duke Nukem 64 theme in Bossa Nova.mp3 (1.46MB)
Number of downloads: 180
#6510 Posted 06 March 2015 - 05:01 PM
Later WIP on the train..
I can just say that teleports and 2way trains don't mix.
Anyway, I'll just leave the rest until the actual map is done.
Still unfinished.
I can just say that teleports and 2way trains don't mix.
Anyway, I'll just leave the rest until the actual map is done.
Still unfinished.