What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#811 Posted 03 January 2010 - 09:56 AM
I still have Warz from back in the day... It was awesome then... could use an update now?
#812 Posted 03 January 2010 - 10:08 AM
The good thing about my DukeMatch arenas, tho, is that even if you're not exclusively downloading and playing the map for online multiplayer, I do throw in that boss creature so those who need the practice could go one-on-one with the boss monster. I just wasn't the kind of Dukematch mapper that wanted to be a scrooge for the single player. That most recent map was a pure example of that. I usually make it either a four or eight-player Dukematch along with a single-player option of going 1-on-1 with a boss. That should've been made standard for Duke 3D mapping for those types of maps, imo. If you're gonna have a DukeMatch map, may as well not shut out the single player completely. That's the way I see it.
This post has been edited by WedgeBob: 03 January 2010 - 11:16 AM
#813 Posted 03 January 2010 - 12:24 PM
heres a map thats designed for the ship. it takes a minute to reach the other buildings. i know it's dark but i wanted to show you how long it is.
im working on designs that will use my mapping open areas. and make long nerrow maps that have alot of turns to block the veiw (for FPS) but seems like one long map for flying or driveing in.
ALSO: i got to reach the draw limit (in software). to see it you have you have to make a long nerrow map (like this one) with lots of secters. It'll just stop showing secters past that point. it seems software mode has a spite limit and draw limit... i wonder if that could be done with the real 3d GFXs?
LATE EDIT: Its a glich i found, but mite be a useful one.
This post has been edited by NerdZilla: 03 January 2010 - 06:57 PM
#814 Posted 05 January 2010 - 07:20 PM
Also I done pretty nice gas station map:
Please tell me if you guys would do different on those shots.
#815 Posted 06 January 2010 - 02:52 AM
pmw, on Jan 6 2010, 04:20 AM, said:
Looks very good. It could use more shading.
#817 Posted 06 January 2010 - 04:39 PM
#818 Posted 08 January 2010 - 04:14 PM
just testing out some new landscape designs. heres some bata shots. would anyone like a copy of the bata?
This post has been edited by NerdZilla: 08 January 2010 - 04:15 PM
#820 Posted 09 January 2010 - 06:07 AM
And now that have have a good list of parts that can be used. i'll be release a map called BuildingBlocks so that others can do there own. but i'll have to write out how to build with it. but it's simple, think LAGO.
This post has been edited by NerdZilla: 09 January 2010 - 06:09 AM
#821 Posted 09 January 2010 - 06:13 AM
NerdZilla, on Jan 9 2010, 09:07 AM, said:
duke0003.jpg
And now that have have a good list of parts that can be used. i'll be release a map called BuildingBlocks so that others can do there own. but i'll have to write out how to build with it. but it's simple, think LAGO.
Yeah, that's what I'm talking about... Use as little sector work as you can, and use blocked sprites for doing things like pillars, bridges, ledges, etc... It's almost like the Unreal engine, same thing...use static meshes wherever you can, and minimize the use of BSP. It'll really cut down on bottlenecking the framerate doing that...
#822 Posted 09 January 2010 - 07:31 AM
Heres the map with only duke tiles. Please remeber to have Nothing in Tiles014. EA: move that file.
This post has been edited by NerdZilla: 09 January 2010 - 07:31 AM
#823 Posted 09 January 2010 - 09:58 AM
#825 Posted 09 January 2010 - 05:44 PM
The Fighting Citys, this map has to have the record. It's ment for a team matchs. Protect your city that looks like theres. From those Nukem invaders that look like you.
This post has been edited by NerdZilla: 09 January 2010 - 06:12 PM
#826 Posted 09 January 2010 - 06:21 PM
#827 Posted 09 January 2010 - 08:08 PM
DeeperThought, on Jan 9 2010, 06:21 PM, said:
Nope, its just a Map that is blank for any mapper to place there own battle. It'll run under any mod that way. And people can place spwan sites where thay want... What I mite need is a space jump from one tower to the other. And spots you can clime up the buildings from.
I'm the kind of guy who designs the map. I understand all aspects of it... I'm not good at the other stuff. So I wellcome people who are willing to help me.
#828 Posted 09 January 2010 - 10:05 PM
TFC.rar (82.8K)
Number of downloads: 825
What do you think about it?
#830 Posted 09 January 2010 - 10:44 PM
CraigFatman, on Jan 9 2010, 10:05 PM, said:
tfc.png
TFC.rar
What do you think about it?
i like it, it looks good. i can't see it getting any bigger with the extra use of walls. but i was'nt planning on makeing it any bigger anyways.
and yes, i made that map to share. those secters are apart of how the map was generated. I usely export the clean map out. but i fineshed this without care for time. to be honest it was just made in a day. its the building blocks that take time to make.
in a team effert i think we could produse some mager maps and mods.
#831 Posted 10 January 2010 - 01:31 AM
DanM, on Jan 9 2010, 10:22 PM, said:
hold the ALT key. then hit the plus key.
#832 Posted 10 January 2010 - 06:49 AM
#833 Posted 10 January 2010 - 07:19 AM
DanM, on Jan 10 2010, 09:22 AM, said:
I don't like that distance fog because it gives an unrealistic look to maps. Those cities are just a kilometer apart, so everything should be clearly visible. Killing alias artifacts isn't so necessary because screen resolutions are high enough nowadays.
WedgeBob, on Jan 10 2010, 05:49 PM, said:
I didn't hear anything about High Octane... Can you provide some links related to it?
This post has been edited by CraigFatman: 10 January 2010 - 07:22 AM
#834 Posted 10 January 2010 - 09:42 AM
CraigFatman, on Jan 10 2010, 07:19 AM, said:
well thats a matter of the look your going for. i wanted it to show size of the map without it seeming like its just another mapper trick. so i pick night time as duke is good for it (exp for the mussle flash).
also: i remeber when i was going aross the contory in the bus. and first thing you'll see are lit windows of the buildings behind the mountens (if there are). and as you get closer everything become easyer to see... that map has a city across the way and it dose just that when you goto it. id say thats realistic.
PS: im not trying to give a hard time. i was also trying to make a game.com designed for that map. that mussle flash is a head ake. ive never seen a flash so BIG it would light up a whole iland.
#835 Posted 10 January 2010 - 10:26 AM
NerdZilla, on Jan 10 2010, 09:42 AM, said:
also: i remeber when i was going aross the contory in the bus. and first thing you'll see are lit windows of the buildings behind the mountens (if there are). and as you get closer everything become easyer to see... that map has a city across the way and it dose just that when you goto it. id say thats realistic.
PS: im not trying to give a hard time. i was also trying to make a game.com designed for that map. that mussle flash is a head ake. ive never seen a flash so BIG it would light up a whole iland.
My frame rate drops down to 10 when looking over the city, and that's using vanilla Duke with no HRP. I know I need to upgrade my computer, but that's ridiculous. My computer is bad, but it's not THAT bad. I have 2.0Ghz pentium dual core and a GeForce 8500GT video card.
Scaling it down to half size doubled the frame rate. Maybe the best way to play a "big" map like this is to scale everything down, including the player's size and speed.
#836 Posted 10 January 2010 - 11:22 AM
CraigFatman, on Jan 10 2010, 10:19 AM, said:
I didn't hear anything about High Octane... Can you provide some links related to it?
That's what I'm looking for... It's been a 1998 map, and it was one of the good ones that I didn't post online back in those days, but I had it on a floppy disk, which was placed on a CD-ROM. Trying to find that CD-ROM's gonna be a bear. I hardly ever labeled any of my CDs that I transferred floppies to, so that'll only make it that much more difficult. That's all right, I'll probably wing it now. Gonna have to resketch the thing. What I did 12 years ago may probably look too dated, anyway.
This was a map that took place inside a nuclear storage facility, and you had revenge on the Cyclops Emperor in the middle of the warehouse, and it also doubled as a 4-person DukeMatch on top of that. It was a nice map, but...I think it could be more updated.
This post has been edited by WedgeBob: 10 January 2010 - 11:28 AM
#837 Posted 10 January 2010 - 12:22 PM
NerdZilla, on Jan 10 2010, 08:42 PM, said:
Some things may turn up illusory. Night scenes have quite wide dynamic range, far wider than overcast day ones; but the computer monitor can't display city lights at their native brightness levels as their colors clip to white. The windows and lights are much brighter than surrounding constuctions, and the simpliest way to make them look bright is to darken the surrounding objects. Sector visibility feature helps make this preserving comfortable brightness of nearby things. Modern games use HDR rendering, older ones employ simplified lighting, like the distance "fog". A possible way to obtain better shaded scenes is making photographs of similar places and matching ingame visuals to them.
DeeperThought, on Jan 10 2010, 09:26 PM, said:
The best way is to play in software mode, unless we need hi-tiles or models. I have the same fps in polymost, and shading problems secondly.
This post has been edited by CraigFatman: 10 January 2010 - 12:24 PM
#838 Posted 10 January 2010 - 12:22 PM
DeeperThought, on Jan 10 2010, 10:26 AM, said:
Scaling it down to half size doubled the frame rate. Maybe the best way to play a "big" map like this is to scale everything down, including the player's size and speed.
I'm glad you see what im talking about. This is also a reason i keep it as simple as i could. And it's grate you understand.
In polymor the FPS is better because the 3d has a draw distance the guy behind DTA showed me. And even tho my simple labtops 500hrz video card cant run lighting (evil ATI glich). The style of 3d uses a draw distance that gives a grate FPS. Also software mode would be a good thing to check out. But a draw distance is a must as I plan on going even bigger.
one idea : a Game.con with a new kind of masking tile that deactavates when you get close. it would also keep the maps to the mod.
This post has been edited by NerdZilla: 10 January 2010 - 12:23 PM
#839 Posted 10 January 2010 - 12:41 PM
CraigFatman, on Jan 10 2010, 12:22 PM, said:
Id have to agree. Also your point about the lighting. I mite be remebering it with the buses lights in mind? After all I did'nt walk here.
But dont forget geometric fog is in every video game now a days. It's just duke3d does'nt have that meny options...
PS: here are the options in duke 3d... dark, darker, darkest... good luck mappers.
This post has been edited by NerdZilla: 10 January 2010 - 01:59 PM
#840 Posted 10 January 2010 - 01:58 PM
DeeperThought, on Jan 10 2010, 10:26 AM, said:
I had my best FPS when the map was 1/10 size. could there be a way to make it play 1/10 size?. I'm thinking if you pulled that off that would make my masking tile idea just needess... i look forword to seeing your resalts.