
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9121 Posted 25 February 2020 - 11:29 AM
He's not done. At the moment, they are just personal sculpting projects. I think the HRP is dead at the moment anyway.
Still a lot of form finding to do and the shoulder pads are just placeholders.
This post has been edited by Tea Monster: 25 February 2020 - 11:29 AM
#9122 Posted 25 February 2020 - 05:28 PM
"Ahhh, much better!" Reworked the fat rolls and general body shape. Getting closer now.
#9123 Posted 25 February 2020 - 07:20 PM
Tea Monster, on 25 February 2020 - 05:28 PM, said:
"Ahhh, much better!" Reworked the fat rolls and general body shape. Getting closer now.
Are you still sculpting with Zbrush?
#9125 Posted 27 February 2020 - 04:47 AM
#9126 Posted 27 February 2020 - 06:26 AM

Shrink, Damn You! Shrink!

What Are You? Some Bottom-Feeding Scum-Sucking Algae- Wait, the slimers are based on protozoans, and protozoans eat algae. and my slimer is blue so it doesn't make sense anymore. WTF.

Duke's Gonna Nukem!

The Shadowy Beast is watching...

THE IMPOSTOR.

aw man, he dead now.
#9127 Posted 27 February 2020 - 11:15 AM
https://i.ibb.co/zr4FtNy/lisa-casual4.pnghttps://i.ibb.co/j9C2T8N/lisa-casual.pnghttps://i.ibb.co/f1j8N8c/lisa-casual2.png https://i.ibb.co/hdLRz1N/lisa-casual3.png
https://i.ibb.co/qJvbQsR/lisa-dead4.pnghttps://i.ibb.co/GQqK0s5/lisa-dead.png https://i.ibb.co/ygKjKrF/lisa-dead2.png https://i.ibb.co/4fswftW/lisa-dead3.png
https://i.ibb.co/wMsWMhw/lisa-dirt4.pnghttps://i.ibb.co/0qQ9QXt/lisa-dirt.png https://i.ibb.co/dfb0GDz/lisa-dirt2.png https://i.ibb.co/34yZS6R/lisa-dirt3.png
#9128 Posted 27 February 2020 - 11:30 AM
#9129 Posted 11 March 2020 - 03:24 PM
I will be releasing the best thing to happen to the Duke3D multiplayer scene since Kali in about 96 hours (7PM est Sunday)
I'd like to thank Radar for outing m*ltd*wn and inspiring me to finally release this to the Duke community.
#9130 Posted 14 March 2020 - 08:16 AM
( no my face and neck are not dirty, its the fault of the program interpreting my low quality pics) ;)
This post has been edited by Mark: 14 March 2020 - 08:22 AM
#9132 Posted 15 March 2020 - 03:31 PM
Making a thread. I was delayed in a grocery store line up.
Threads up.
https://forums.duke4...c/11082-fusion/
Tell me what you think. The port is only a small part of it, the URL launching is the game changer.
This post has been edited by Photonic: 15 March 2020 - 03:43 PM
#9133 Posted 17 March 2020 - 02:37 PM
https://i.imgur.com/0gCez7d.gif
https://i.imgur.com/A0Vmfke.gif
https://i.imgur.com/ZuquCTn.gif
#9135 Posted 18 March 2020 - 12:59 AM
#9136 Posted 18 March 2020 - 06:53 PM
All mechanical bits are placeholders.
#9137 Posted 20 March 2020 - 01:37 AM
Just looking at these pics I knew that I'll never make maps for it, since you guys are so freakin' good.
I'm trying to make IF map right now, but chances that I'll actually finish it are slim, since I just can't get hold of the new tileset. Oasiz kinda offered his help with some CON stuff, but if the results will be sub-par I'll just end up wasthing his time. But we'll see...
I'm also thinking about making the sequel to Dark Station/Dark Seed in some foreseeable future...
#9138 Posted 21 March 2020 - 04:40 PM
#9139 Posted 21 March 2020 - 07:13 PM

Final level of Blood And Ice! A lot of dead aliens here, but you're not the one who killed them. Who did all of this? Well, you'll find out very soon.
(text was made using deluxe paint. wow!)
#9140 Posted 21 March 2020 - 10:20 PM
Sanek, on 20 March 2020 - 01:37 AM, said:
Just looking at these pics I knew that I'll never make maps for it, since you guys are so freakin' good.
I'm trying to make IF map right now, but chances that I'll actually finish it are slim, since I just can't get hold of the new tileset. Oasiz kinda offered his help with some CON stuff, but if the results will be sub-par I'll just end up wasthing his time. But we'll see...
I'm also thinking about making the sequel to Dark Station/Dark Seed in some foreseeable future...
Don't worry too much, I'll gladly help ;)
If you need some ideas on how to work with the tileset, you can ask me as well.
FYI: You don't need CON coding, pretty much all you see in fury are mostly map effects. Even qoth is 95% map effects and 5% code, you can do almost endless variations on that actually (i.e. have new areas open up each wave, previous close down)
#9141 Posted 23 March 2020 - 01:03 AM
Would love to post screenshots but just like the first level, I don't want to spoil much and in the current state of the map, showing a location out of context would either show too much or too little. Maybe once I've made some more generic, but clean-looking indoor sceneries or something.
This post has been edited by ck3D: 23 March 2020 - 01:06 AM
#9142 Posted 24 March 2020 - 04:39 PM
edit - also in-editor shots due to laziness; for those who might be reading this and not know, the pink on that floor texture shows up as black in game
This post has been edited by ck3D: 24 March 2020 - 04:45 PM
#9143 Posted 27 March 2020 - 07:46 AM
ck3D, on 24 March 2020 - 04:39 PM, said:
Well, even when not showing much, it's nice to seee ur active & the shots looks nice ;)
----
Speed at bulding got a bit slower last weeks (busy days @ work) but still there is progress :lol:
1100 sectors, 9000 walls.
This post has been edited by Maarten: 27 March 2020 - 07:46 AM
#9144 Posted 27 March 2020 - 12:43 PM
I also picked up mapping for Shaky Grounds again, got inspired by the amazing backdrops in Doom Eternal. Can you tell? ;)

#9145 Posted 27 March 2020 - 03:25 PM
Merlijn this is awesome. I really, really like all those sceneries of destruction you build. In general I really like how you've been treating the scale of your maps, ever since Clear The Coast I'd say.
Just broke the 1000 sector barrier on map 2 (also the ones of 7500 walls and 2000 sprites, for those who like to keep count - I know I kind of do because the ratio of wall/sector/sprite per mapper is never the same). I'm super happy with how it's turning out and my vision for it is only getting more accurate, from now on I can tell it's going to be another huge level, but with a layout and general mechanics that work very differently from the first one that I'm really starting to pinpoint now. Also got a lot of semi-annoying terrain work done and now I can focus on filling the boxes in, with a clear idea of how it should work eventually.
I'll celebrate by sharing a bit more, which I will later either regret or use as motivation to go at it even harder. Although to be honest, I've been super on it over the past couple of days. Schedule is convenient right now, hope it stays that way a fair bit. Everything is still WIP,
1/ One of the most recent indoor areas I built in map 2 (side note: this is the chronological order I'm building them, but not their eventual place in the episode). The fallen shelf detail behind that wall (you can't see it that well from that angle) was fun to make. Ceiling is too flat for my tastes and will probably get retouched,
2/ 3/ 4/ 5/ Part of a destruction scene I just built tonight, with electrified water that flashes light, buzzes and fucks Duke up. On 4 you can see a good example of the 'vertical gradient lighting' technique I've been having fun using here and there in my last couple of maps, I think it has the potential to add a lot to the atmosphere in certain settings.
EDIT - yay, just spotted non-shaded walls on screen 2
6/ Another destruction scale, same WIP rooftop I showed last time, just with slightly more perspective to give a better sense of the scale. And this is a super tiny portion of the level.
7/ This one is from the starting area of map 1 (the one that's complete) with visibility turned down, and most spoilers out of the way. Sky texture is bogus as fuck but for some reason I still like it so far like I have for months, maybe it'll stay eventually, maybe not. That street is definitely less than 5% of the area of the map.
This post has been edited by ck3D: 27 March 2020 - 04:38 PM
#9146 Posted 27 March 2020 - 03:43 PM
Seriously guys, it's great that such maps being developed right now, can't wait to play it! I was kinda worried when my recent maps was the only map released so far in 2020, almost 3 months ago. But seeing your WIP, I'd say that it'll definitely worth the wait.
@ck3d Hmm, looks like you're about to make a semi-sequel to endotheworld map, isn't it? Even if it's part of the episode. Also, the last screenshot instantly reminded me of your old map called Filler.
#9147 Posted 27 March 2020 - 03:59 PM
About the last shot looking like Filler, wow that's smart, I can see it now. But I'm not too surprised as it's my least favorite segment of the level (also the first one I designed), for it's the messiest texturing-wise when the rest feels cleaner and bigger. Its distinct look works in the context of how it's just an isolated portion of the map, though (and one that marks quite the contrast with the following one). Small uptown block vs., well, you'll see if I don't die before I complete this!
This post has been edited by ck3D: 27 March 2020 - 04:03 PM
#9148 Posted 28 March 2020 - 03:05 AM
Quote
Thanks man! Ever since The Imperium my maps have been become more large scaled and 'epic'. One of the side effects of working with William Gee and Dan I reckon. ;)
The new Shaky Grounds will continue the scale of the last 2. Last one was mostly indoors, this one will reshift the focus to large and unique looking outdoor environments.
(PS: if you like my large scale stuff, you'll certainly like the map I made for the new DN:AA episode. :lol: )
Really curious about your new work, from the looks of it you continue to evolve and try new stuff which is great.
This post has been edited by Merlijn: 28 March 2020 - 03:07 AM
#9149 Posted 28 March 2020 - 04:03 AM
Thanks for your appreciation, honestly to me it feels like all my past maps were pretty much warm-up maps at this stage, like every single one was a necessary step for me to better understand this or that mechanic be it in literal design or gameplay. Since Poison Heart I finally feel like I can churn out levels that are representative of my vision enough that I now feel comfortable tackling an episode but since that's a chronophagous enterprise, I essentially treat it as a project of a lifetime type of thing. It's still rooted in my essence, but I'm always trying to complete the picture, yeah (and I feel like I've gotten to a stage where I can feel free to try and move the pieces around as opposed to sweating it over technicalities, which wasn't always the case at all and only makes mapping now even more fulfilling).
What I'm basically trying to do here is take all the elements I think made Duke great for me: the open environments, the interconnected 2D layouts, possibilities of the 2.5D engine, pop culture references and visual storytelling, and basically update them to the 2020 scale of possibilities, all the while remaining true to the original game/assets (I'm still debating how much custom content to add with my own self so hard, but I have plenty of ideas in that department too). It's a very thin line I feel responsible if not downright stupid for even trying to walk, especially right now!
Is there a particularly popular thread dedicated to posting mapping tips on here? I've started writing down some of my personal quirks I've developed that I'd like to share sometime.
This post has been edited by ck3D: 28 March 2020 - 04:08 AM
#9150 Posted 28 March 2020 - 10:21 AM
Hollaback Duke (defiatron), on 21 March 2020 - 07:13 PM, said:

Final level of Blood And Ice! A lot of dead aliens here, but you're not the one who killed them. Who did all of this? Well, you'll find out very soon.
(text was made using deluxe paint. wow!)

ck3D, on 27 March 2020 - 03:25 PM, said:
I don't know if I like the sky or not, but that's a very original use of texture and palette!