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What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#931 Posted 06 February 2010 - 09:01 AM
I wouldn't recommend a lot of rolling hills, but you could really pep up your typical outdoor area with some real looking rocks and some sand that actually has a bit of a curve to it.
Can you imagine how a base level would look with ammo lockers, tech-pillars and 'real' vehicles and crates.
#932 Posted 06 February 2010 - 09:38 AM
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EDIT: I hit the wrong key when I went to take the shot and changed the music track instead, heh (Thats why the song title is up the top)
This post has been edited by The Commander: 06 February 2010 - 09:52 AM
#933 Posted 06 February 2010 - 09:41 AM
Thats looking good
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#934 Posted 06 February 2010 - 09:49 AM
BrOiler1985, on Feb 7 2010, 06:41 AM, said:
Thats looking good
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Thanks, that Ore Truck model isn't staged either it really did give me $700
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EDIT: What it looks like in Mapster32
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This post has been edited by The Commander: 06 February 2010 - 09:55 AM
#935 Posted 06 February 2010 - 02:05 PM
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#936 Posted 06 February 2010 - 02:37 PM
The only example i have (of which i´ve posted screenshots in the past):
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This post has been edited by Gambini: 06 February 2010 - 02:38 PM
#937 Posted 06 February 2010 - 03:57 PM
Several features are designed for dukematch such as secret hiding places/passages/weapon staches. Some of these are hidden by sprites which are deliberately stretched weirdly to stand out. There's also a button that does nothing to progress the player through the game, but I've got plans for it later on...
This is nowhere near finished. It's quite small (maybe 5 minutes of gameplay?) and there are minor issues with it to do with textures and weapon/monster placement that I'll be working on, as well as adding more features/details to the second half of the map. I won't be able to work on it for a really long time but I'd like to know what people think, and yes I'm aware that some things are out of place like columns in a park and a random water area next to an office, you'll just have to suspend your disbelief. I'm open to criticism but remember it's my first map so don't be too harsh
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Here's a really old video for anyone with 3.5 minutes to spare: http://s734.photobucket.com/albums/ww345/c...ilestonebig.flv Apart from the polymer lights, the first 70% of the level is identical, but I've worked on the rest of it since then. There are also photos floating around this thread.
Attached File(s)
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FUNZONE.zip (146.43K)
Number of downloads: 732
This post has been edited by Micky C: 06 February 2010 - 03:58 PM
#938 Posted 06 February 2010 - 09:20 PM
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The quality of the pics is less than perfect because I had to compress them more than usual to fit in the amount of space I have left on the forum here.
This post has been edited by Marked: 25 February 2010 - 06:33 PM
#939 Posted 06 February 2010 - 09:40 PM
Marked, on Feb 7 2010, 06:20 PM, said:
There is a thing called ImageShack.
#940 Posted 07 February 2010 - 02:39 AM
#941 Posted 07 February 2010 - 03:03 AM
He may as well of just released the map by the sounds of it.
#942 Posted 07 February 2010 - 04:47 AM
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This post has been edited by Marked: 07 February 2010 - 04:57 AM
#943 Posted 07 February 2010 - 05:03 AM
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In any case the shots look pretty cool but you seem to be using sprites as buildings (one sprite = one huge greek temple for example).. I doubt it'll look that good.
#944 Posted 07 February 2010 - 05:18 AM
#945 Posted 07 February 2010 - 06:58 AM
EDIT: Here's the Doom version of the map as it stands, just so you know what I'm looking to convert to Duke:
http://www.mediafire.com/?zy2ydnwdtze
The snapshots are at the 3DR forums, in case you were browsing. This map was inspired by two things: Gotcha Map 20 from Doom II, and Q3A's Q3DM2 map, yet keeping to the high-tech theme that Knee-Deep in the Dead had.
This post has been edited by WedgeBob: 07 February 2010 - 08:36 AM
#946 Posted 07 February 2010 - 12:01 PM
#948 Posted 08 February 2010 - 10:27 PM
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If I ever work on this properly, I'd make darker looking graphics (Post apocalyptic mushroom kingdom?) and have metal versions of classic Mario music, hopefully a better model file as well. Color change switches him to Luigi or Wario at the moment - which was kind of an accident
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#951 Posted 09 February 2010 - 12:21 AM
High Treason, on Feb 8 2010, 11:27 PM, said:
Do you have any idea what you just said? If you handle that kind of idea correctly, you could have something more stupendously twisted and awesome than Bioshock's Rapture.
#952 Posted 09 February 2010 - 12:35 AM
This post has been edited by The Commander: 09 February 2010 - 12:36 AM
#953 Posted 09 February 2010 - 12:48 AM
#954 Posted 09 February 2010 - 12:51 AM
#955 Posted 09 February 2010 - 12:51 AM
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#956 Posted 09 February 2010 - 12:54 AM
#957 Posted 09 February 2010 - 12:54 AM
Spiker, on Feb 9 2010, 09:51 PM, said:
Then what would you recommend?
https://edukeredalert.svn.sourceforge.net/s.../RA_data/Music/
#959 Posted 09 February 2010 - 01:23 AM
#960 Posted 09 February 2010 - 01:33 AM
Easily the best song in the whole series
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