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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

#6541

3/5 finished.

Posted Image

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

2

User is offline   Sanek 

#6542

LORCH3 WILL BE FINISHED BY 3RD MAPPER

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.
0

User is offline   brullov 

  • Senior Artist at TGK

#6543

View PostSanek, on 28 April 2015 - 02:26 AM, said:

LORCH3 WILL BE FINISHED BY 3RD MAPPER

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

0

User is online   Lunick 

#6544

MetHy?
0

User is offline   MetHy 

#6545

Yes?

wat
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#6546

View PostArtem Nevinchany, on 28 April 2015 - 12:37 PM, said:

Sorry, at night I saw not "3rd", but "3dr". Anyway it would be great if 3dr mapper finished it.


Yeah, like PITCHFORD.
I think MetHy would be a good mapper for this, though.

0

User is offline   MetHy 

#6547

I'm sorry but it's not me. I haven't opened Mapster since I was working on my SW map which I think was last summer.
0

User is offline   oasiz 

  • Dr. Effector

#6548

Stupid build ideas #897123


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

4

User is offline   Jinroh 

#6549

View Postoasiz, on 29 April 2015 - 12:55 PM, said:

Stupid build ideas #897123


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. :D It's almost as if Sega was still with us today! :D 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

0

User is offline   oasiz 

  • Dr. Effector

#6550

A lot could be done with custom code and some art. Duke art isn't really meant for perspective fake stuff unlike outrun/harrier/afterburner etc.. :D
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?).
0

#6551

4/5 finished.

Posted Image

19 hours on the clock. This was very intense mapping.

This post has been edited by Mister Sinister: 30 April 2015 - 03:41 PM

4

User is offline   Gambini 

#6552

That colors combo never gets old. Great work!
1

User is offline   Hendricks266 

  • Weaponized Autism

  #6553

Posted Image
10

User is offline   brullov 

  • Senior Artist at TGK

#6554

Played Death Drive and here we go. New map today or tomorrow.

Posted Image
2

User is offline   oasiz 

  • Dr. Effector

#6555




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. :/
14

User is offline   Micky C 

  • Honored Donor

#6556

That's awesome, especially that it stops firing.

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

0

User is offline   oasiz 

  • Dr. Effector

#6557

Yeah, I'll make a post in buildporno. I have a few other use cases in my mind that I want to mess around with and release an example map with more use cases.
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.
1

User is offline   Sanek 

#6558

Is Mike Von Skeleton still here? I heard he's a good mapper, but what maps does he made?
0

User is offline   Micky C 

  • Honored Donor

#6559

He doesn't map anymore.
0

User is offline   DavoX 

  • Honored Donor

#6560

View PostSanek, on 04 May 2015 - 12:07 PM, said:

Is Mike Von Skeleton still here? I heard he's a good mapper, but what maps does he made?



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

1

User is offline   Paul B 

#6561

View PostDavoX, on 05 May 2015 - 07:44 AM, 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.




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

0

User is offline   Jinroh 

#6562

View PostPaul B, on 05 May 2015 - 08:17 AM, said:

Unreal!


I see what you did there. :D

Yeah those are phenomenal, especially City Crackdown, those ceilings and arches are gorgeous.
0

User is offline   Micky C 

  • Honored Donor

#6563

The stuff in the photos under the Grins of Divinity heading has been used in the final mission of the AMC TC. We'll probably end up using bits of City Crackdown Fragments as

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.
0

User is offline   DavoX 

  • Honored Donor

#6564

Good to know he's ok. I'll try your polymer version when I get home. How could I've missed it?
0

User is offline   Paul B 

#6565

I've heard back from Mike Von Skeleton and I thought i'd share his reply, he said:

"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

1

User is offline   gibfrag 

  • Honored Donor

#6566

I've been a fan of Duke since I can remember, and a member of the community for a little over 5 years now, but have released nothing other than some sprite edits. So... Within the year, I plan on finishing an episode for Duke, It'll be formatted like the shareware episode (4 regular levels, a boss level, a secret level, and 2 deathmatch levels). It will be very vanilla like (in fact it may even work on the original DOS game) in terms of level design, and it'll have it's own story, midi tracks, etc. but the graphics and sounds will most likely remain untouched (except for maybe some costume textures that work with the storyline).

More information will be available soon.

This post has been edited by gerolf: 08 May 2015 - 08:37 PM

1

User is offline   David B. 

#6567

I'm still working on & off on a mod project and it's taking shape slowly...

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).

Attached thumbnail(s)

  • Attached Image: 1st_models.jpg

10

User is offline   Gambini 

#6568

I like that it blends with the scheme. I think it´s very important that models dont stand out as part of other wolrd and instead blend with the environment, like yours. For a few seconds I thought it was crazy spritework.
1

User is offline   OpenMaw 

  • Judge Mental

#6569

Attached Image: DNFDUKENEW3l.png
3

#6570

Just released the polymer optimized edition of my 5 map episode, Duke Nukem 3D: Operation Blitzkrieg. I created my own website, which I just uploaded today, so I can finally make it publicly available!

http://www.fatangus.nz/Maps.html


The original vanilla edition is there also, if you so wish to download it instead.
0

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