What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8883 Posted 07 June 2019 - 10:55 AM
With the floor grating that wide there are going to be a lot of broken ankles and dropped cellphones at the bottom.
#8884 Posted 07 June 2019 - 11:07 AM
This post has been edited by Ninety-Six: 07 June 2019 - 11:07 AM
#8885 Posted 07 June 2019 - 11:22 AM
By the way, will that train be a mobile sector? I ask because it looks like there's some spritework there, and if I remember correctly, the latest builds of EDuke32 also move sprites.
#8886 Posted 07 June 2019 - 12:26 PM
#8887 Posted 08 June 2019 - 12:10 AM
Perro Seco, on 07 June 2019 - 11:22 AM, said:
By the way, will that train be a mobile sector? I ask because it looks like there's some spritework there, and if I remember correctly, the latest builds of EDuke32 also move sprites.
Yep, it's a mobile sector, train moves
#8888 Posted 08 June 2019 - 01:40 AM
The stone Hub.
A cool trick with platform that are heat sensor sensitive
#8889 Posted 08 June 2019 - 04:26 AM
Zaxtor, on 08 June 2019 - 01:40 AM, said:
The stone Hub.
A cool trick with platform that are heat sensor sensitive
https://www.youtube....h?v=noWqCeReID4
With such a soundtrack, jumping on platforms has never felt so epic !
BTW I think I already saw that kind of trick in DukePlus and Imperium (the latter having made a more thorough exploitation of it) .... Maybe the new Oblivion will make an even more thorough exploitation of it ?
This post has been edited by TheDragonLiner: 08 June 2019 - 04:27 AM
#8890 Posted 08 June 2019 - 06:01 AM
TheDragonLiner, on 08 June 2019 - 04:26 AM, said:
BTW I think I already saw that kind of trick in DukePlus and Imperium (the latter having made a more thorough exploitation of it) .... Maybe the new Oblivion will make an even more thorough exploitation of it ?
probably
I love making tricks in the mod etc.
First time I made that was in Dark Temple, my second Polymer based usermap.
#8891 Posted 08 June 2019 - 02:41 PM
I’ve never been a big fan of tricky platforming, including having to press a button mid-jump like this. I’m sure some people are though.
#8892 Posted 08 June 2019 - 03:35 PM
#8893 Posted 08 June 2019 - 04:44 PM
brullov, on 08 June 2019 - 12:10 AM, said:
Awesome. Screenshot is looking really good. Mood is on point, normally I maybe would point out the absence of strong lighting but I'm sure it's supposed to be a dark place, and it's looking really gloomy right now. I'm loving your use of the textures, and trim work. Looking forward to playing this.
This post has been edited by ck3D: 08 June 2019 - 04:44 PM
#8894 Posted 08 June 2019 - 05:45 PM
Mark, on 08 June 2019 - 03:35 PM, said:
The map that barely has anything in it that I played around with years ago? Yep. The pads didn’t work.
#8895 Posted 08 June 2019 - 10:39 PM
Micky C, on 08 June 2019 - 02:41 PM, said:
I've never been a big fan of tricky platforming, including having to press a button mid-jump like this. I'm sure some people are though.
Personally I don't necessarily mind tricky platforming, as long as it kinda makes sense (for instance I didn't like finding them in the first part of the Akrozis in Trequonia because it wasn't credible to me as I had explained there) and it doesn't heavily requires the use of diagonals (either voluntarily or not). If there's a margin then it's okay, like in Zaxtor's AMC maps for instance.
However I agree that pressing switches in flight can be tedious sometimes. YET, fortunately, Zaxtor NEVER tried to put a switch to push in flight BETWEEN 2 platforms, now THAT would be trully horrible to pull off !
This post has been edited by TheDragonLiner: 08 June 2019 - 10:39 PM
#8896 Posted 09 June 2019 - 06:36 AM
especially over death pit.
Switch and platform I made we walk at tip of platform (dock or jump straight up to press)
never jump between and mid air pressing switch.
if is a non-death pit and is to open a secret to get strong weap then is more understandable.
PS night vision thing is easier.
You select to press enter in midair and you don't need to be in certain position to press it.
This post has been edited by Zaxtor: 09 June 2019 - 06:38 AM
#8897 Posted 12 June 2019 - 07:39 AM
brullov, on 07 June 2019 - 09:13 AM, said:
The architectural simplicity and clean texturing definitely help make this scene. Based on what's shown, my only issue is the monotonous lighting; a bright contrast coming off a single light source and/or have strong shadows cast if sector construction allows it could be enough to boost the atmosphere here immensely, perhaps to emphasis the lack of powered lights elsewhere or to draw the player's focus somewhere (whichever is suitable).
#8898 Posted 12 June 2019 - 07:46 AM
#8899 Posted 12 June 2019 - 07:59 AM
quakis, on 12 June 2019 - 07:39 AM, said:
Thanks for the advice. I've already reworked the lighting of this scene. Anyway, I am still trying to find my personal style of shading, which is somewhere between realistic and dark, monotone mood.
#8901 Posted 16 June 2019 - 11:55 AM
reminds me of some animated gif that were posted on facebook that does the 3d animated effect etc
#8902 Posted 16 June 2019 - 04:00 PM
#8903 Posted 16 June 2019 - 10:18 PM
One are held by chains (diagonal chains)
For E1L6
#8904 Posted 16 June 2019 - 10:35 PM
#8905 Posted 17 June 2019 - 10:41 AM
Zaxtor, on 16 June 2019 - 10:18 PM, said:
One are held by chains (diagonal chains)
For E1L6
Sloped transparent texture, how? Is it a ceiling or sprite? Some TROR stuff?
#8906 Posted 17 June 2019 - 11:29 AM
pmw, on 17 June 2019 - 10:41 AM, said:
Is a voxel, diagonal.
used Qubicle to tilt it and also for horizontal.
has invisible sprite so when you walk on the chain you go up diagonally (like a slope)
#8907 Posted 17 June 2019 - 02:01 PM
Fantastic mapping work guys! Both in terms of structure and texture work!
#8909 Posted 19 June 2019 - 09:42 PM
Zaxtor, on 16 June 2019 - 10:18 PM, said:
One are held by chains (diagonal chains)
For E1L6
God damn
It looks like Half Life 2
#8910 Posted 20 June 2019 - 06:41 PM
I needed a small project to start with and I chose the fusebox for the HRP that still uses a sprite. I thought all those boxes were models already. This is the one that has an intact and broken version with the 3 frame animated sparks. There are 2 more boxes and some pipes and wires to make. This is early WIP. It has a couple small but easy to fix mistakes so far but I'm so happy to finally be learning Blender I had to share it.