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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   Zaxtor 

#7810

It worked, thx.
1

User is offline   Maarten 

#7811

Spacy Oddity...

Attached thumbnail(s)

  • Attached Image: Space4.jpg

10

User is offline   brullov 

  • Senior Artist at TGK

#7812

~ 1 hour of work
Posted Image

This post has been edited by brullov: 14 May 2017 - 09:16 AM

17

User is offline   Sanek 

#7813

@Maarten - awesome job! reminds me of WGSpace 1 somehow. :(

@brullov - is this part of something that actually will be released? Looks good anyway.
0

User is offline   brullov 

  • Senior Artist at TGK

#7814

View PostSanek, on 14 May 2017 - 09:36 AM, said:

@Maarten - awesome job! reminds me of WGSpace 1 somehow. :(

@brullov - is this part of something that actually will be released? Looks good anyway.



Nope, just having fun. Thanks Posted Image
0

User is offline   Maarten 

#7815

Looking cool Brullov, I would play it if you make a whole map of it, heh :(

Edit: oh, and thanks, Sanek! :) Right now 1200+ walls...going steady :(

This post has been edited by Maarten: 15 May 2017 - 03:28 AM

0

User is offline   Tea Monster 

  • Polymancer

#7816

View Postbrullov, on 14 May 2017 - 09:59 AM, said:

Nope, just having fun. Thanks Posted Image


That's a shame, as it's beautiful.
0

User is offline   brullov 

  • Senior Artist at TGK

#7817

View PostMaarten, on 15 May 2017 - 03:27 AM, said:

Looking cool Brullov, I would play it if you make a whole map of it, heh :(


View PostTea Monster, on 15 May 2017 - 08:11 AM, said:

That's a shame, as it's beautiful.



Thank you! Unfortunately I do not have free time right now.
0

User is offline   aglavic 

#7818

Next in ADG series :(

But I wonder if duke has ever gone into a Favela hmm ... not that I remember (?)

Posted Image

Will take a couple of months to get finished however as I'm going to be out of home for a while. :(
34

User is offline   Mike Norvak 

  • Music Producer

#7819

Is really cool to see latin-like locations in a Duke map, I think almost every city depicted looks like a random european/american city.
2

User is offline   aglavic 

#7820

Quote

Is really cool to see latin-like locations in a Duke map, I think almost every city depicted looks like a random european/american city.

Agree! Altough Adg06 was based in Buenos Aires, it still has that classic Duke city feeling. I was in Rio de Janeiro last year and one day went through the rocinha favela. Was a really good experience talking about the tour, and as for Duke, I remembered it after releasing my last map and thought it'd be a nice thing to recreate in a new level as it'd probably give some fresh air to user maps
Anyway just around half of the map will actually happen inside the favela :( Unlike Adg06 I have this one planned from the beginning haha. This map will be really about some places I've visited in Rio past year (but with the favela in a main position)
1

User is offline   Tea Monster 

  • Polymancer

#7821

Nice to see an urban area that isn't American/European!
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#7822

That's badass.

Also, big fan Glavic.
0

User is offline   Micky C 

  • Honored Donor

#7823

Everyone's focusing on the favela but I think those mountains in the background also look really good.
1

User is offline   aglavic 

#7824

Quote

Everyone's focusing on the favela but I think those mountains in the background also look really good.

Rio de janeiro has some really interesting geography! Some other places of the map will have a special focus on it, more than the favela :(

Posted Image
5

User is offline   juvenite 

#7825

Mainly as a practice, I'm editing Red Light District, making it a space-themed level.
I'm still a newbie when it comes to mapping so it's probably looking amateurish... Well, we all start from somewhere
I appreciate feedback and suggestions.

Attached thumbnail(s)

  • Attached Image: capt0007.png


This post has been edited by Katrix Kytarix: 17 May 2017 - 12:14 PM

13

User is offline   Micky C 

  • Honored Donor

#7826

I think it looks pretty fresh, nice job.

Dare I say it reminds me slightly of the Arsia Mons missions in the AMC TC Posted Image

This post has been edited by Micky C: 17 May 2017 - 04:48 PM

1

User is offline   aglavic 

#7827

Quote

Mainly as a practice, I'm editing Red Light District, making it a space-themed level.
I'm still a newbie when it comes to mapping so it's probably looking amateurish... Well, we all start from somewhere
I appreciate feedback and suggestions.

Hey that's a nice idea :( nice look of a futuristic city. I'd suggest you to use some more aggressive shading, i'm sure it will improve the atmosphere a lot
2

User is offline   Paul B 

#7828

The last few months i've been binge watching a TV series. Can you guess which one?

*** UPDATED *** Making pretty good progress, Almost finished the map in a long weekend.

Attached thumbnail(s)

  • Attached Image: CTUDN1.png
  • Attached Image: CTUDN2.png
  • Attached Image: CTUDN3.png
  • Attached Image: CTUDN4.png
  • Attached Image: CTUDN5.png
  • Attached Image: CTUDN6.png
  • Attached Image: CTUDN7.png
  • Attached Image: CTUDN8.png


This post has been edited by Paul B: 11 June 2017 - 12:43 PM

8

User is offline   Danukem 

  • Duke Plus Developer

#7829

View PostPaul B, on 17 May 2017 - 07:38 PM, said:

The last few months i've been binge watching a TV series. Can you guess which one?


24?
1

User is offline   Paul B 

#7830

View PostTrooper Dan, on 17 May 2017 - 07:50 PM, said:

24?

Well that didn't take ya very long. I'm going to try and map out the LA CTU head quarters in an Eduke map just cause you know I'm great at killing frame rate.

This post has been edited by Paul B: 17 May 2017 - 08:23 PM

0

User is offline   juvenite 

#7831

 Micky C, on 17 May 2017 - 04:47 PM, said:

I think it looks pretty fresh, nice job.

Dare I say it reminds me slightly of the Arsia Mons missions in the AMC TC Posted Image

Thanks Posted Image

 aglavic, on 17 May 2017 - 07:17 PM, said:

Hey that's a nice idea :( nice look of a futuristic city. I'd suggest you to use some more aggressive shading, i'm sure it will improve the atmosphere a lot

Attached Image: capt0011.png like this? I darkened the shadows, if that's what you meant Posted Image

This post has been edited by Katrix Kytarix: 18 May 2017 - 02:09 AM

2

User is offline   Micky C 

  • Honored Donor

#7832

If you're going to make it that dark, add some lamps around the place.

 Paul B, on 17 May 2017 - 07:38 PM, said:

The last few months i've been binge watching a TV series. Can you guess which one?



Mr Bean?

This post has been edited by Micky C: 18 May 2017 - 04:05 AM

0

User is offline   juvenite 

#7833

Hm, then I think I'll brighten it up a bit. I want most (if not all) lighting to be natural in outdoor areas (if that's even a good idea).
0

User is offline   aglavic 

#7834

Quote

like this? I darkened the shadows, if that's what you meant

With aggressive shading I mean more difference between bright and dark parts, for example in your last screenshot I'd try making the background wall (the one with the posters) bright to give contrast with the other sides
0

User is offline   NNC 

#7835

Rio de Janeiro is one of the many famous locations that was a missed opportunity in World Tour. You should try some E5 textures and enemies for it, and we should have that as an inofficial E5L9. The screen looked marvellous!

This post has been edited by Nancsi: 18 May 2017 - 11:15 AM

0

User is offline   juvenite 

#7836

 aglavic, on 18 May 2017 - 07:25 AM, said:

With aggressive shading I mean more difference between bright and dark parts, for example in your last screenshot I'd try making the background wall (the one with the posters) bright to give contrast with the other sides


I could make it a bit brighter, it's just that not much light is supposed to hit that wall, because of the direction of the lighting I chose to that area.
Maybe I could use the posters as an 'excuse', as I'm working on them to look like holograms projected from the sector's floor, so naturally the walls would also be brighter.

But anyway, I understand what you're saying, I'll try doing that, although darker environments are something that I personally find appealing.

This post has been edited by Katrix Kytarix: 18 May 2017 - 04:17 PM

0

User is offline   aglavic 

#7837

Quote

Rio de Janeiro is one of the many famous locations that was a missed opportunity in World Tour. You should try some E5 textures and enemies for it, and we should have that as an inofficial E5L9. The screen looked marvellous!

Thanks :( But anyway i'm not using new textures or anything else. Just classic duke as always :(
1

User is offline   Paul B 

#7838

I've been sinking quite a bit of time into this 24 Tv Series CTU level. Of course the more I add the faster my frame rate drops. I'm curious if anyone knows what renders faster, a sector with about 16 vertexes used for shading or a single sprite object used as a replacement to shade? From what I can tell there doesn't appear to be much difference.

This post has been edited by Paul B: 20 May 2017 - 09:18 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#7839

View PostPaul B, on 20 May 2017 - 08:47 PM, said:

I've been sinking quite a bit of time into this 24 Tv Series CTU level. Of course the more I add the faster my frame rate drops. I'm curious if anyone knows what renders faster, a sector with about 16 vertexes used for shading or a single sprite object used as a replacement to shade? From what I can tell there doesn't appear to be much difference.


I've been told that polymer fps drops when there are lots of red sector lines in view. I would guess that a single sprite would be less of a hit on performance than 16 walls, other things being equal. With a sprite, I would worry about visual glitches and how it will look when there are lit projectiles passing over it and such.

I would also worry that if you are getting a noticeable drop in framerate before you have added monsters etc., then the finished map could be unplayable.
0

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