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

User is offline   MetHy 

#6931

View PostCruX, on 02 January 2016 - 05:54 PM, said:

*img*

a random grainy-ass mapster shot because I feel like being all retarded and avant-garde or whatever.


This looks pretty good but it looks cramped, and low on the height. Or perhaps the pigcop sprite is too big, which would give the feeling of the rest being small?

View PostMerlijn, on 10 January 2016 - 05:04 AM, said:

Working on some city stuff:

*img*


I like those balconies.
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#6932

View PostMetHy, on 11 January 2016 - 03:20 AM, said:

This looks pretty good but it looks cramped, and low on the height. Or perhaps the pigcop sprite is too big, which would give the feeling of the rest being small?


I kind of assumed this style was common for pretty much all modern Duke maps nowadays.
0

User is offline   Daedolon 

  • Ancient Blood God

#6933

Naw.
0

User is offline   Mark 

#6934

Hmm... Where have I seen this rooftop before? It looks familiar but slightly decayed.

Attached thumbnail(s)

  • Attached Image: capt0003.jpg

9

User is offline   pmw 

#6935

I'm not sure is anyone interested of this, but still, I think I haven't seen anyone done this before.
This is like, a "making of" video. I actually recorded timelapse video every time I made my latest map. So I actually captured pretty much ~every second of mapping. Well, there are some bugs here and there,but mainly, there's pretty much everything. And....some clips are better when played with slowmotion...

But, maybe someone get some ideas or something of this:

https://www.youtube....c4cVie0X8Rcqgne
4

User is online   Danukem 

  • Duke Plus Developer

#6936

That's really impressive. I remember DavoX did something similar some years back.
0

User is offline   Mark 

#6937

Cool, but it goes a little too fast. In other ones I've seen you can more easily see the adjusting of size and panning of walls and sprites.
0

User is offline   Zaxtor 

#6938

Working on the boss slayer.
Most bosses in my mod has slayers (a temporarily addon) that inflict double, triple or even quadruple the damage a normal shot does to the boss.
1

User is offline   Zaxtor 

#6939

Added another addon for weapon 7a
Is a pretty interesting addon.
0

User is offline   Rhaisher 

#6940

View Postpmw, on 16 January 2016 - 07:24 PM, said:

I'm not sure is anyone interested of this, but still, I think I haven't seen anyone done this before.
This is like, a "making of" video. I actually recorded timelapse video every time I made my latest map. So I actually captured pretty much ~every second of mapping. Well, there are some bugs here and there,but mainly, there's pretty much everything. And....some clips are better when played with slowmotion...

But, maybe someone get some ideas or something of this:

https://www.youtube....c4cVie0X8Rcqgne


How did you 'measure' the height of the ceiling inside that sector covered by many doors in the first video? By the number of 'PagUp's/'PagDown's? :dukeaffirmative:
Being a novice mapper I enjoyed it quite a lot. :)
0

User is offline   blizzart 

#6941

View PostRhaisher, on 23 January 2016 - 03:37 AM, said:

How did you 'measure' the height of the ceiling inside that sector covered by many doors in the first video? By the number of 'PagUp's/'PagDown's? :dukeaffirmative:
Being a novice mapper I enjoyed it quite a lot. :)


While moving a ceiling/floor up or down, Mapster always shows you the height of that sector you are working on (CeilingZ or FloorZ).

Attached Image: ceilinigZ.jpg
Attached Image: floorZ.jpg
1

User is offline   CruX 

#6942

View PostMetHy, on 11 January 2016 - 03:20 AM, said:

This looks pretty good but it looks cramped, and low on the height. Or perhaps the pigcop sprite is too big, which would give the feeling of the rest being small?


Nah, I wouldn't really say it's cramped but it also isn't meant to be really expansive anyway. Here's an in-game shot for comparison

Posted Image

I'm a bit particular about having believable scaling, so in some rooms there's going to be a lot of overhead clearance, and in others, not so much.

Also, with the building in the below shot complete, I'm officially done with half of this map now.

Posted Image
3

User is offline   ck3D 

#6943

View Postpmw, on 16 January 2016 - 07:24 PM, said:

I'm not sure is anyone interested of this, but still, I think I haven't seen anyone done this before.
This is like, a "making of" video. I actually recorded timelapse video every time I made my latest map. So I actually captured pretty much ~every second of mapping. Well, there are some bugs here and there,but mainly, there's pretty much everything. And....some clips are better when played with slowmotion...

But, maybe someone get some ideas or something of this:

https://www.youtube....c4cVie0X8Rcqgne


looking really nice. skimming through them made me feel like mapping again and also playing your mod (would be about time I'd find some time for that ; I've just been too busy for Duke altogether recently). I like the bits I caught with the photos of the corresponding real-life locations you were looking up for inspiration, not sure if you really meant to show them or if they just somehow ended up in the mix on the timeline or w/e. but that was pretty cool to get a glimpse of what you were trying to recreate.

CruX's screenshots look cool as well.

This post has been edited by ck3D: 23 January 2016 - 03:11 PM

0

User is offline   Zaxtor 

#6944

Finished level 8 of my mod and going to test it.
2

User is offline   pmw 

#6945

View PostRhaisher, on 23 January 2016 - 03:37 AM, said:

How did you 'measure' the height of the ceiling inside that sector covered by many doors in the first video? By the number of 'PagUp's/'PagDown's? :dukeaffirmative:
Being a novice mapper I enjoyed it quite a lot. :)


Yeah like said, mapster remember the heigh of the old sector. So just make your first *main sector* as high as it should be. And then start to do more sectores inside it. And I look a lot heightz of sectors, and manually put em to the same level.. Well, my working methods are not probably the best ones.....



View PostCruX, on 23 January 2016 - 11:32 AM, said:

Nah, I wouldn't really say it's cramped but it also isn't meant to be really expansive anyway. Here's an in-game shot for comparison

I'm a bit particular about having believable scaling, so in some rooms there's going to be a lot of overhead clearance, and in others, not so much.

Also, with the building in the below shot complete, I'm officially done with half of this map now.



I really like screenshots of CruX's map. Looks enough old school to me. I'm gonna play it when it's done.


View Postck3D, on 23 January 2016 - 03:10 PM, said:

looking really nice. skimming through them made me feel like mapping again and also playing your mod (would be about time I'd find some time for that ; I've just been too busy for Duke altogether recently). I like the bits I caught with the photos of the corresponding real-life locations you were looking up for inspiration, not sure if you really meant to show them or if they just somehow ended up in the mix on the timeline or w/e. but that was pretty cool to get a glimpse of what you were trying to recreate.


Nice reply. And I kept those photos there for the reason. Because that map is based on real life location. It is pretty much ~99% correct compared to real life location. So I used a lot of photos / videos while making the map.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #6946

http://wiki.eduke32....onsole_commands

Now with default values and tooltips for symbolic tokens.
3

User is offline   Mark 

#6947

I've been waiting a long time for that. Thanks.
0

#6948

Posted Image

This level is kinda messy.
7

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6949

ROR glitch on the left?
0

#6950

No, those are floor sprites.
1

User is offline   Zaxtor 

#6951

Last level of my mod.
Spent hours and hours making the mothership's warpcore.
Was very hard because area with warpcore has 3 floors (TROR) (in the interior of the ship)
Also the effect when we dump the warpcore. Similar of Oblivion but a lot more complicated.

And done the math to make the core's height match the ship's warcore shaft going through 3 floors.
2

User is offline   Minigunner 

#6952

Did an edit to the original Grabbag to match the title theme. Loop point is in the metadata because I don't know how to do loop points in an OGG.

This post has been edited by Minigunner: 14 May 2017 - 02:17 PM

1

#6953

Posted Image
5

User is offline   neoacix 

#6954

Started working on my map again and hell, there's still a lot to do.
But I'm looking forward to get it finished this year.
0

User is offline   Merlijn 

#6955

More city stuff (wip). Progress is going fast, currently at 250 kb or something.

This is based off the type of appartment buildings you see a lot around here in Dutch cities.
And of course moar sprite balconies. :dukeaffirmative:

Attached Image: duke0002.png
6

User is offline   Daedolon 

  • Ancient Blood God

#6956

Those plants seem pretty large and bright, but I like it.
0

User is offline   Kyanos 

#6957

Posted Image
Posted Image
Posted Image
6

User is offline   LkMax 

#6958

Deck 16 1.3D

This post has been edited by LkMax: 12 February 2016 - 01:37 PM

3

User is offline   Kyanos 

#6959

Posted Image

I combined some of my favorite weapons into a little Deathmatch TC, it also has a few new arena style power ups that replace some inventory items, like double damage. It runs on EDuke32-oldmp.
0

User is online   Lunick 

#6960

I like the multiplayer maps you make, Drek :dukeaffirmative:
0

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