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

User is online   Mike Norvak 

  • Music Producer

#9001

Attached Image: Sample&HorrorBackS.jpg
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#9002

View PostPhotonic, on 17 October 2019 - 07:25 PM, said:

As of now this is just me asking for feedback about my palette, I think I've finally settled on something. I'm going for a NES meets DOS style of over saturated colors. The four 8 color ramps above the fullbrights will probably change, any opinions on the RGB&Brown ramps?

palette.png

Resembling palettes I did back in 2004 a bit. You probably won't need 28 shades of gray, while you are having only 12 colors per ramp. It may look weird when it comes to lighting and transparency effects. Also be cautious with saturation, maybe dilute them with more neutral hues to keep the palette balanced. Overall, the choice of colors can be anything as long as they meet your visual style. I'm not wild about the screenshots though, as they tend to have too much space occupied by the same hue leaving most of your colors unused.
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User is online   Photonic 

#9003

View PostJan Satcitananda, on 23 October 2019 - 08:59 PM, said:

Resembling palettes I did back in 2004 a bit. You probably won't need 28 shades of gray, while you are having only 12 colors per ramp. It may look weird when it comes to lighting and transparency effects. Also be cautious with saturation, maybe dilute them with more neutral hues to keep the palette balanced. Overall, the choice of colors can be anything as long as they meet your visual style. I'm not wild about the screenshots though, as they tend to have too much space occupied by the same hue leaving most of your colors unused.


Thanks for this, I knew there was something off with the greyscale shading, going to drop it down to 16 shades and try. As for the screenshots they are just the first few sectors i scribbled down to test some art in, no one should be too wild about that mess.
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User is offline   Mark 

  • Honored Donor

#9004

We weren't. :lol:
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User is offline   11bush 

#9005

Here is where I'm at with my Vietnam stuff.


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User is online   brullov 

  • BAZINGA!

#9006

View Post11bush, on 29 October 2019 - 08:37 PM, said:

Here is where I'm at with my Vietnam stuff.

https://www.youtube....h?v=PHY8Rp4Bdlc


Looks promising. But it reminds a lot of existing NAM and Vietdoom. It's not bad, but why not to make it more original? Human history has a lot of wars. Like Afghanistan war in 80s.
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User is offline   11bush 

#9007

View Postbrullov, on 30 October 2019 - 01:31 AM, said:

Looks promising. But it reminds a lot of existing NAM and Vietdoom. It's not bad, but why not to make it more original? Human history has a lot of wars. Like Afghanistan war in 80s.


For sure, I want to make it duke in NAM with a combination of alien and human enemies, as well as new duke voice overs. I'm not sure what the rules are but I would like to update the maps and have the setting take place in the old platoon mod as kind of an alternate reality thing, where duke gets transported back in time.

This post has been edited by 11bush: 30 October 2019 - 04:45 AM

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User is offline   Paul B 

#9008

Hopefully something I'll be able to release in 2020. I'm going to try hard to focus on the game play element. This could take me a while, the entire level design is about 80 percent complete. Also based on a real life location, one building definitely to scale within a few inches. This level will probably kill frame rate in Polymer, I'm hoping the revised Polymost can suffice, to spare framerate.

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This post has been edited by Paul B: 02 November 2019 - 03:51 PM

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User is offline   Seb Luca 

#9009

Nice job, very picky. Congratulations for this urban universe full of mysteries :)
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User is online   ck3D 

#9010

The TROR master is back, nice. I'm super into the process of re-interpreting real-life locations in games so out of curiosity I Google searched that one sign and instantly got the address of that building so I could check it out online and compare the reality with your design choices, so cool. I think there was a thread on here somewhere where people were discussing exactly that, as well as posting comparison screenshots and photos. I was investigating a bit on the city of Tampere, Finland and TamDuke just the other day for that same reason too. Good luck with your project.

Also I've resumed work on the 'episode' I was alluding to earlier, after a few months of sitting on that map I started a while back, that grew up to 700+ sectors in a few weeks' time only for me to then stop touching anything games for a bit. After two nights of work, map is up to 1000 sectors now and the general layout I've been envisioning is only starting to come together. In terms of size and scape it's starting to resemble Poison Heart a lot, which sounds ambitious for a level that's part of an episode but now I intend it to be the only map in it sharing that style, both visual and gameplay-wise. Doesn't mean that I intend the other levels to be minimalistic though. Too early to post a screenshot yet as the map is so spread out I'm working on different sections individually and as a result the general picture isn't presentable yet, but those will come. I'm planning on about ten maps, but if just one grows enough to take me months then I wonder where that'll take me. Will try to fight against the urge of releasing every level individually as it gets done as well, which isn't something I'm used to. For now, code name of the project is Blast Radius (hopefully that's not been taken).
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User is offline   Sanek 

#9011

@ck3D glad to hear that you work on something!


As for my map...I'm still working on it. Have to admit that the progress slowed considerably over the last month, but I'll make it eventually.
Attached Image: duke0017.png
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User is online   ck3D 

#9012

Thanks, yeah I've been having some unreasonable mindless fun with the editor again. Getting some satisfying progress done on the first map, can't spoil much but here are two WIP rooms, the top one I just started building today, the bottom one is older, both subject to change.

Map is looking cool Sanek, looking forward to playing a new level from you.

https://i.imgur.com/WIQ1n14.png

https://i.imgur.com/Z9eGPoK.png

This post has been edited by ck3D: 10 November 2019 - 09:14 PM

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User is offline   Seb Luca 

#9013

I like the second a lot; good mixture of textures and dosage of shadows ;)
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User is online   ck3D 

#9014

View PostSeb Luca, on 13 November 2019 - 03:33 AM, said:

I like the second a lot; good mixture of textures and dosage of shadows ;)


Thanks man, I'm definitely finding myself going more in-depth as far as exploring color theory and experimental shading techniques as my mapping progresses. I like the idea of treating maps like audiovisual experiences and drawing parallels with paintings, and those would be the subtle touches and nuances that help pinpoint exactly the overall picture one is going for as a creator. As a rather obsessive personality in general, for a level to carry the exact atmosphere I want to convey with it I will most frequently micromanage and try and optimize every resource; those screenshots don't really show much but I've generally been trying to take full advantage of the possibilities of basic gradient lighting/shading, literally every wall that coincidentally happens to be split with vertices for design's sake has different shade values assigned to its sections even if they are adjacent sometimes by just one unit, which includes the vertical axis meaning that the top of the buildings are shaded differently from the bottom which is closer to the street lights. Nothing revolutionary but little tweaks I barely see people bother with that I think have the potential to enhance the original look of the game by adding a whole new dimension to the familiar set of assets. Poison Heart kind of had that to a lesser extent, here I'm finding myself finding a lot of enjoyment in trying to push that aspect on my own scale. Hopefully I'll manage to make it all look like I actually envision it (and given my limited amount of time that's only bound to get even more limited soon enough, I'm not claiming I will). If I can pull through with this episode project, I like the idea of it just bathing in what I perceive as the original strengths of the game - the design, the interconnectivity, the interactivity, the secret places, the environments, the layouts - and honoring that tradition by merely just inflating that very dimension thanks to the 'new' eDuke32 limits, instead of breaking away from it. Going to be a good personal challenge, I always wanted to make a legit full episode of quality maps just by myself but really always failed.

This post has been edited by ck3D: 13 November 2019 - 07:05 AM

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User is offline   Seb Luca 

#9015

I share this point of view: light is a touch that can make a big difference. With, a simple decor can gain credibility; without, a finely crafted decor can be bland in comparison to its true potential.
Personally, I'm having fun with the polymer, whether by simple yellow lights (which often offer good results), or sometimes more colorful :)

Do not be discouraged: your work seems good to me ;) Good luck !



This post has been edited by Seb Luca: 13 November 2019 - 07:24 AM

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