What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9001 Posted 20 October 2019 - 05:33 AM
#9002 Posted 23 October 2019 - 08:59 PM
Photonic, on 17 October 2019 - 07:25 PM, said:
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.
#9003 Posted 24 October 2019 - 03:32 PM
Jan Satcitananda, on 23 October 2019 - 08:59 PM, said:
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.
#9006 Posted 30 October 2019 - 01:31 AM
11bush, on 29 October 2019 - 08:37 PM, 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.
#9007 Posted 30 October 2019 - 04:35 AM
brullov, on 30 October 2019 - 01:31 AM, said:
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
#9008 Posted 02 November 2019 - 03:40 PM
This post has been edited by Paul B: 02 November 2019 - 03:51 PM
#9009 Posted 02 November 2019 - 03:57 PM
#9010 Posted 04 November 2019 - 08:51 AM
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).
#9011 Posted 10 November 2019 - 01:19 PM
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.
#9012 Posted 10 November 2019 - 09:09 PM
Map is looking cool Sanek, looking forward to playing a new level from you.
This post has been edited by ck3D: 10 November 2019 - 09:14 PM
#9013 Posted 13 November 2019 - 03:33 AM
#9014 Posted 13 November 2019 - 07:03 AM
Seb Luca, on 13 November 2019 - 03:33 AM, said:
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
#9015 Posted 13 November 2019 - 07:23 AM
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
#9017 Posted 23 November 2019 - 09:38 PM
This post has been edited by ck3D: 23 November 2019 - 09:39 PM
#9018 Posted 23 November 2019 - 09:59 PM
ck3D, on 23 November 2019 - 09:38 PM, said:
make maps for the AMC TC, then you'll have 5 years to work on them.
#9019 Posted 24 November 2019 - 01:42 AM
A new level is under construction. But I want to leave you the most complete surprise as to its subject matter
#9020 Posted 24 November 2019 - 08:27 AM
#9021 Posted 24 November 2019 - 09:05 AM
Mark, on 24 November 2019 - 08:27 AM, said:
Good idea, I admit. Thanx, Mark
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
#9022 Posted 24 November 2019 - 09:56 AM
#9023 Posted 24 November 2019 - 10:33 AM
Don't forget it's Christmas for The Killer too, man!
#9024 Posted 24 November 2019 - 12:29 PM
Seb Luca, on 24 November 2019 - 10:33 AM, said:
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.
#9026 Posted 24 November 2019 - 10:17 PM
#9027 Posted 25 November 2019 - 02:40 PM
#9028 Posted 25 November 2019 - 05:06 PM
Perro Seco, on 25 November 2019 - 02:40 PM, said:
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
#9029 Posted 03 December 2019 - 05:47 AM
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
#9030 Posted 05 December 2019 - 10:47 PM
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):
This post has been edited by ck3D: 05 December 2019 - 11:07 PM