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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   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?

Attachment 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 offline   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 offline   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 offline   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 online   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 offline   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 offline   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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User is offline   brullov 

  • BAZINGA!

#9016

Made Duke Nukem 2 Remastered characters today.

https://i.imgur.com/9oXgVV5.png
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User is offline   ck3D 

#9017

Been on a mapping spree, map I was mentioning earlier is now 1700+ sectors and 11100+ walls, it's definitely bigger than Poison Heart in size now. I'm seeing the limits closing in, but I think I'll have just enough resources to pull everything off the way I originally envisioned it, I basically just need to finish a rather ambitious underground section, add gameplay (might actually take ages) and I'm done. Would be cool to somehow maintain that pace for the 10 or so more maps I have in mind if I don't want the project to take three years, but most of those will be less ambitious and so far so good. No screenshots or it would be of the same kind as the ones posted earlier since I don't want to spoil much, and eventually I'd end up ruining every indoor location one by one, but I'm quite happy with it. Somehow I'm also kind of looking forward to messing around with the .cons, my goal being simplistic touches in ways that would respect the original game's essence and only add to it (hopefully).

This post has been edited by ck3D: 23 November 2019 - 09:39 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#9018

View Postck3D, on 23 November 2019 - 09:38 PM, said:

I don't want the project to take three years,

make maps for the AMC TC, then you'll have 5 years to work on them.
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User is offline   Seb Luca 

#9019


A new level is under construction. But I want to leave you the most complete surprise as to its subject matter :o

http://www.sebluca.com/LETUEUR/projet2/grand_sapin.png


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User is offline   Mark 

  • Honored Donor

#9020

Kill the evil Santa clone and retrieve all the toys for the kids.
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User is offline   Seb Luca 

#9021

View PostMark, on 24 November 2019 - 08:27 AM, said:

Kill the evil Santa clone and retrieve all the toys for the kids.

:lol: :lol: :lol: Good idea, I admit. Thanx, Mark :P

But I would be more the kind of guy imagining a scenario like : kill the children to reach Santa Claus, and raise him to ask for a ransom ;)

However, this is another story, here ... Patience : 33% done! :)



This post has been edited by Seb Luca: 24 November 2019 - 09:06 AM

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User is offline   Mark 

  • Honored Donor

#9022

My 2nd guess was fight your way to the town's Xmas tree and install the star on top.
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User is offline   Seb Luca 

#9023

The problem in this scenario is that it lacks dead and gratuitous violence :(
Don't forget it's Christmas for The Killer too, man! ;)
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User is offline   ck3D 

#9024

View PostSeb Luca, on 24 November 2019 - 10:33 AM, said:

The problem in this scenario is that it lacks dead and gratuitous violence :(
Don't forget it's Christmas for The Killer too, man! ;)


Our good homie asked for DNF for Christmas, he got it and is now going for revenge against the messenger.
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#9025

Just in time too
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User is offline   ck3D 

#9026

Ah well, one more won't hurt, it's barely suggestive too, and still heavily WIP.

https://i.imgur.com/zYqIeA4.png
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User is offline   Perro Seco 

#9027

Is that train a mobile sector? I ask because I like subways. :D
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User is offline   ck3D 

#9028

View PostPerro Seco, on 25 November 2019 - 02:40 PM, said:

Is that train a mobile sector? I ask because I like subways. :D


Technically I haven't implemented the effect yet, but it's supposed to be one eventually so I designed it so that I just need to tag the cars when I'm ready, yeah. I'm just not done with the track sector yet, I feel like I need to be 100% done with everything at street level before I know exactly what shape to give it and which points to connect to certain key sections of the city, and without a functional track sector I can't really test the train yet, but realistically it should work flawlessly as long as I don't get slapped in the face by engine limitations I'd be unaware of (subway system is the largest I've built in size and traverses quite a lot of ROR so I'm a bit paranoid, but people have always done that). How many walls I have left after I'm done with the city itself will determine how many trains I can throw in and whatnot, but I've already built two complete stations complete with shops, hallways etc. and am satisfied with how immersive they feel already, I hope you will enjoy them when this eventually comes out somehow.

This post has been edited by ck3D: 25 November 2019 - 05:10 PM

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User is offline   ck3D 

#9029

Map hit 2000 sectors last night (not sure I've ever done that, I usually hit the wall limit first, around the 1800 sectors mark), the basic design is 99.9% done (only needing minor clean-up touches at one of the dead ends) and what I'm stoked on is I have roughly 2000 walls left for nothing but luxury and detailing. Honestly I don't even know why seeing as I don't think I approached things too differently but my guess is I found the right balance of sector and sprite work for visuals. I'm in such a mapping spree, I need to watch how I handle my schedule or I'd be tempted to map in lieu of working (since I work from home). I hope I can retain the pace though and also can't wait to start experimenting with the .cons.

Would have posted screenshots last night but my Internet died on me; which means I'll just post better ones later. Kind of feel like sharing some Mapster habits I've been witnessing myself pick up recently in the game design thread at some point soon, too.

This post has been edited by ck3D: 03 December 2019 - 05:51 AM

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User is offline   ck3D 

#9030

Map design is complete with the exception of some minor tidbits, ambient sounds and whatnot, really just polishing. It's 2200 sectors and 16000 walls, will probably try and use the remaining resources to split some of the bigger, more open areas into smaller sectors to reduce lag, the level played completely smooth till the very second I finalized it with background sceneries (of course). It's not bad but I would still like a pretty slick framerate so as not to clash with the feel of the original game.

The occasional, accidental clipping bug teleporting the player from one layer of ROR to another has been fixed recently (much to the multiplayer fans' dismay), right? On the old version of Eduke32 I use I get it so much in this map, it feels almost broken in parts - subway section is the biggest culprit. Should be fine to anyone using an up-to-date version though, right? Or should I find some impossible workarounds?

Two recently built areas, might or might not get minor detail buffs and wee little fixes (for instance I just spotted a forgotten texture on the first screenshot):

https://i.imgur.com/hOJ5sp5.png

https://i.imgur.com/zjaYhI0.png

This post has been edited by ck3D: 05 December 2019 - 11:07 PM

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