What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7812 Posted 14 May 2017 - 09:16 AM
This post has been edited by brullov: 14 May 2017 - 09:16 AM
#7813 Posted 14 May 2017 - 09:36 AM
@brullov - is this part of something that actually will be released? Looks good anyway.
#7814 Posted 14 May 2017 - 09:59 AM
Sanek, on 14 May 2017 - 09:36 AM, said:
@brullov - is this part of something that actually will be released? Looks good anyway.
Nope, just having fun. Thanks
#7815 Posted 15 May 2017 - 03:27 AM
Edit: oh, and thanks, Sanek!
This post has been edited by Maarten: 15 May 2017 - 03:28 AM
#7816 Posted 15 May 2017 - 08:11 AM
brullov, on 14 May 2017 - 09:59 AM, said:
That's a shame, as it's beautiful.
#7817 Posted 15 May 2017 - 10:22 AM
Maarten, on 15 May 2017 - 03:27 AM, said:
Tea Monster, on 15 May 2017 - 08:11 AM, said:
Thank you! Unfortunately I do not have free time right now.
#7818 Posted 15 May 2017 - 01:50 PM
But I wonder if duke has ever gone into a Favela hmm ... not that I remember (?)

Will take a couple of months to get finished however as I'm going to be out of home for a while.
#7819 Posted 15 May 2017 - 02:05 PM
#7820 Posted 15 May 2017 - 05:12 PM
Quote
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
#7823 Posted 16 May 2017 - 01:06 AM
#7824 Posted 16 May 2017 - 01:08 PM
Quote
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
#7825 Posted 17 May 2017 - 12:13 PM
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.
This post has been edited by Katrix Kytarix: 17 May 2017 - 12:14 PM
#7826 Posted 17 May 2017 - 04:47 PM
Dare I say it reminds me slightly of the Arsia Mons missions in the AMC TC
This post has been edited by Micky C: 17 May 2017 - 04:48 PM
#7827 Posted 17 May 2017 - 07:17 PM
Quote
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
#7828 Posted 17 May 2017 - 07:38 PM
*** UPDATED *** Making pretty good progress, Almost finished the map in a long weekend.
This post has been edited by Paul B: 11 June 2017 - 12:43 PM
#7829 Posted 17 May 2017 - 07:50 PM
Paul B, on 17 May 2017 - 07:38 PM, said:
24?
#7830 Posted 17 May 2017 - 08:21 PM
Trooper Dan, on 17 May 2017 - 07:50 PM, said:
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
#7831 Posted 18 May 2017 - 02:04 AM
Micky C, on 17 May 2017 - 04:47 PM, said:
Dare I say it reminds me slightly of the Arsia Mons missions in the AMC TC
Thanks
aglavic, on 17 May 2017 - 07:17 PM, said:
This post has been edited by Katrix Kytarix: 18 May 2017 - 02:09 AM
#7832 Posted 18 May 2017 - 04:04 AM
Paul B, on 17 May 2017 - 07:38 PM, said:
Mr Bean?
This post has been edited by Micky C: 18 May 2017 - 04:05 AM
#7833 Posted 18 May 2017 - 04:24 AM
#7834 Posted 18 May 2017 - 07:25 AM
Quote
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
#7835 Posted 18 May 2017 - 11:14 AM
This post has been edited by Nancsi: 18 May 2017 - 11:15 AM
#7836 Posted 18 May 2017 - 12:32 PM
aglavic, on 18 May 2017 - 07:25 AM, said:
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
#7837 Posted 18 May 2017 - 06:03 PM
Quote
Thanks
#7838 Posted 20 May 2017 - 08:47 PM
This post has been edited by Paul B: 20 May 2017 - 09:18 PM
#7839 Posted 20 May 2017 - 10:37 PM
Paul B, on 20 May 2017 - 08:47 PM, said:
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.

Help
Duke4.net
DNF #1
Duke 3D #1


