What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#6541 Posted 26 April 2015 - 10:09 AM
19 hours on the timer. This one was very frustrating to make yet it seems to be pretty fun to play.
(well, we'll see about that soon enough)
This post has been edited by Mister Sinister: 26 April 2015 - 10:13 AM
#6542 Posted 28 April 2015 - 02:26 AM
Well, after almost 2 years after "bad release" of the notorious LORCH3 map, I decided to at least finish it, in some form. It will be finished not by me or ck3D (who also contribute to this project), but by another mapper, who's name I don't reveal until map will really be ready for release.
#6543 Posted 28 April 2015 - 12:37 PM
Sanek, on 28 April 2015 - 02:26 AM, said:
Well, after almost 2 years after "bad release" of the notorious LORCH3 map, I decided to at least finish it, in some form. It will be finished not by me or ck3D (who also contribute to this project), but by another mapper, who's name I don't reveal until map will really be ready for release.
Sorry, at night I saw not "3rd", but "3dr". Anyway it would be great if 3dr mapper finished it.
This post has been edited by Artem Nevinchany: 28 April 2015 - 11:56 PM
#6546 Posted 29 April 2015 - 07:22 AM
Artem Nevinchany, on 28 April 2015 - 12:37 PM, said:
Yeah, like PITCHFORD.
I think MetHy would be a good mapper for this, though.
#6547 Posted 29 April 2015 - 08:26 AM
#6548 Posted 29 April 2015 - 12:55 PM
Stock FX aside from TROR which was used for visual stuff
Could've looked so much better but I just wanted to try to replicate some fake spritescaler stuff in build mainly.
EDIT: Takes a while to start since it "sets up stuff" due to dirty hacks, might also require full screen since the draw distance goes pretty far away.
This post has been edited by oasiz: 29 April 2015 - 12:59 PM
#6549 Posted 29 April 2015 - 01:53 PM
oasiz, on 29 April 2015 - 12:55 PM, said:
Stock FX aside from TROR which was used for visual stuff
Could've looked so much better but I just wanted to try to replicate some fake spritescaler stuff in build mainly.
EDIT: Takes a while to start since it "sets up stuff" due to dirty hacks, might also require full screen since the draw distance goes pretty far away.
Neat would be very cool to see Duke with his Jetpack space harriering it up. It's almost as if Sega was still with us today! Would be cool to get that segmented dragony boss from Exhumed and throw him in there as a throw back to the dragon in Space Harrier.
This post has been edited by Jinroh: 29 April 2015 - 01:53 PM
#6550 Posted 29 April 2015 - 02:53 PM
This trick could be done without TROR but you'd need to stand on a platform to make it work better.
Adding more timed enemy spawns and timed pickups would have added in a bit.
Anyway, to those who might be curious, it's 3 areas (A B C). A area has a bunch of sprites (over 2.5k) stacked VERY thinly together since they will spread across
when they reach area B. A has a slow conveyor belt that moves them towards B where they speed up to 4k~ unit conveyor and spread nicely. This continues until they reach area C which is just an area where the used sprites go. Combined with some maskwall for some performance gains, separates A/B/C from each other.
Really simple trick and similar to what most train levels use already but this time with 100% sprite based geometry and SE turret thrown in just because.
Compared to usual train rides, this trick would give quite a bit of variation for a more "on-rails" ride that could last up to multiple minutes (meteorites in space?).
#6551 Posted 30 April 2015 - 09:44 AM
19 hours on the clock. This was very intense mapping.
This post has been edited by Mister Sinister: 30 April 2015 - 03:41 PM
#6555 Posted 03 May 2015 - 02:39 PM
You can also ignore the height dropping itself and just use this to slow down subway sectors.
Technically dropfloor just keeps deducting speed(extra?) until it reaches zero and then lowers/raises floor to set Z point.
Could do all sorts of weird stuff like forklifts that roam around and spawn smoke sprites when exploded & slow down.
This is just a quick & dirty proof of concept.
While you might think "wow! This works for cool slowdowns" it won't. It needs ST to function which eliminates a lot of the potential effect roster. :/
#6556 Posted 03 May 2015 - 09:56 PM
I take it you're going to make a post about it in your thread?
This post has been edited by Micky C: 03 May 2015 - 09:57 PM
#6557 Posted 04 May 2015 - 03:31 AM
I have no idea why the shooting stops but my theory is that it charges shots based on the locators it enters. Since things slow down, it never gets to shoot. Maybe some coder can answer that question more proper.
Could be that speed value gets used for RNG seeding as well, when it enters zero, it will just multiply by zero.
#6558 Posted 04 May 2015 - 12:07 PM
#6560 Posted 05 May 2015 - 07:44 AM
Sanek, on 04 May 2015 - 12:07 PM, said:
Check it out yourself... also skellington , not skeleton lol.
http://www.vonskelli...m/levelsOld.htm
To me one of the best in terms of architecture. But yeah, he doesn't seem to map for anything anymore. It's like he vanished. Hopefully nothing happened to him.
This post has been edited by DavoX: 05 May 2015 - 08:06 AM
#6561 Posted 05 May 2015 - 08:17 AM
DavoX, on 05 May 2015 - 07:44 AM, said:
http://www.vonskelli...m/levelsOld.htm
To me one of the best in terms of architecture. But yeah, he doesn't seem to map for anything anymore. It's like he vanished. Hopefully nothing happened to him.
That's unbelievable work. Hard to believe those screenshots are from the Mapster engine. Unreal!
I dug up some information on this guy and his other website. I managed to track him down to his active e-mail address. I'll reach out to him and see what he's up to.
This post has been edited by Paul B: 05 May 2015 - 08:27 AM
#6562 Posted 05 May 2015 - 08:26 AM
Paul B, on 05 May 2015 - 08:17 AM, said:
I see what you did there.
Yeah those are phenomenal, especially City Crackdown, those ceilings and arches are gorgeous.
#6563 Posted 05 May 2015 - 08:50 PM
I've reached out to him at certain times. He's still alive and doing ok, obviously he's not involved with the Duke community anymore. He's happy for people to make use of this stuff though. A few years back I added gameplay and polymer lights to one of the more standard and complete maps from City Crackdown Fragments. http://forums.duke4....post__p__110905 Perhaps the custom textures should be replaced so that it could be easier to play for everyone, and have it uploaded to some review sites.
#6564 Posted 06 May 2015 - 08:57 AM
#6565 Posted 08 May 2015 - 04:28 PM
"I recieved a mail from Davox the other day as well. And like I told him I am still alive and kicking although not active with Duke-related things. I started working as a level designer professionally 8 years ago and don't do so much gaming related on my free time since then - but busy with other projects... Although i am sometimes tempted to map for Duke again but i just dont have the time. Thanks again!"
- So there you have it, he is doing well and busy with life as we all know what that's like. I'm glad to hear he's doing well.
This post has been edited by Paul B: 08 May 2015 - 04:37 PM
#6566 Posted 08 May 2015 - 08:35 PM
More information will be available soon.
This post has been edited by gerolf: 08 May 2015 - 08:37 PM
#6567 Posted 10 May 2015 - 06:18 AM
Also I decided to improvise myself as a 3d modeler and I'm beginning with every objects needed, shaded of course.
A picture being better than too much lines... so let's show the first results (here are two of them, implemented in a city scene).
#6568 Posted 10 May 2015 - 07:49 AM
#6570 Posted 23 May 2015 - 12:55 AM
http://www.fatangus.nz/Maps.html
The original vanilla edition is there also, if you so wish to download it instead.