
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9421 Posted 18 August 2020 - 11:49 AM
#9422 Posted 18 August 2020 - 07:26 PM
There's a joke in there somewhere. :)
#9423 Posted 19 August 2020 - 08:30 AM
Tea Monster, on 11 February 2020 - 06:15 PM, said:
Just practising some sculpting this evening.
This is just roughing out shapes at this point.
I know It's been a while ago, but I'm a simple woman. I see Octabrain, I upvote.
This post has been edited by Katrix Kytarix: 19 August 2020 - 08:33 AM
#9424 Posted 19 August 2020 - 02:43 PM
Katrix Kytarix, on 19 August 2020 - 08:30 AM, said:
Thank you!
I've been working on a few reproductions of the original Chuck Jones models.
#9425 Posted 20 August 2020 - 05:16 AM
#9428 Posted 20 August 2020 - 12:36 PM
#9430 Posted 23 August 2020 - 08:47 AM
The map will released on the 27th of August.
Here's a final screenshot:

#9431 Posted 23 August 2020 - 12:09 PM
Last week I started playing with sloped sprites. It's probably my favourite new feature in Mapster since... Enhancing the sector/wall/sprite limits :o I remember how much I wanted this thing 15 years ago, would kill for it! Here's a shot of the level I'm currently working on. A lot of decorative sprites like plants etc. and some shading are still missing, but I like the look of this area. The map is very open, so it's difficult for me to make a nice screen of something not too revealing, but still showing something...
https://imgurl.me/images/2020/08/24/duke0013a9cd7de105f8770e.th.png
This post has been edited by Aleks: 23 August 2020 - 12:09 PM
#9432 Posted 23 August 2020 - 01:30 PM
Ninety-Six, on 16 August 2020 - 02:36 AM, said:
It's because that movie is an absolute mess. The atmosphere is the only thing about it that's coherent. There's like 7 different cuts of the movie which should tell you right there they really didn't know what to make. Ridley Scott is greatly overrated because of how great Alien turned out. He's very hit-or-miss.
Sanek, on 16 August 2020 - 03:32 AM, said:
2121 A.D. was awesome for the time and really pushed some limits here and there. Total classic.
#9433 Posted 24 August 2020 - 08:18 AM
Jimmy, on 23 August 2020 - 01:30 PM, said:
Thanks, Jimmy!
Quote
I'm on the completely other ide here - I loved "Blade Runner" not only for its great atmosphere and ambience, but also for the plot. I've seen 2 different renditions of the movie, and the changes were rather cosmetic, both slightly more or less hinting about Decker being a replicant. It has a slow pace, especially by today's standards, though, which might be why it's not so appealing to people now (speaking of slowa pace, there's still much more going on than in "2001 Space Odyssey" or "Stalker"...). Loved the Villeneuve sequel too with its grand visuals as well, especially considering where the plot took to. In general, the aesthetics of both these films work very well in Duke maps.
And of course the Roy Batty speech is one of the most beautiful scenes in any movie!
On the other hand, I'm not that much a fan of Alien series. First movie was very good (mostly also because of atmosphere), but the pace in the end also went to a very slow tempo in the end (to the point I almost fell asleep last time I watched it). 2nd was OK too, 3rd was a complete disaster, "Resurrection" was great because of the visuals (and how they actually inspired E4 in Duke), didn't really care much about the newer ones, I think I only watched "Prometheus".
#9434 Posted 24 August 2020 - 10:19 AM
Aleks, that's some sweet spritework!
I concur that 2121 A.D is a real classic. I don't think I've played it since its original release, but I can still remember how it looks and many of the features.
That's how much impact it had haha.
#9435 Posted 24 August 2020 - 02:50 PM
This post has been edited by Mark: 24 August 2020 - 02:53 PM
#9437 Posted 31 August 2020 - 11:39 AM
Merlijn, on 24 August 2020 - 10:19 AM, said:
Thanks, Merlijn! Another great use I found for the sloped sprites is for overlapping horizontal sprites (like the diagonal decks on previous screen) - the "visible" part of deck is sloped just the tiniest bit (8 units) "up" to always appear above the other sprite and prevent visual glitches (overlapped sprites flashing).
Some more screens - the map is going really good now, currently the resources are at 1171/10817/5293. I was aiming for a clear sunset setting, with quite long shadows on the outside. There are still some unfinished parts visible, but before I move for further landscaping and planning the natural "borders" of the map, adding plants and extra topography elements, I want to make the interiors of that large building visible on 1st screen which is planned as a 3-floor SOS. This is also why there's just "temporary" random building texture there right now. Detailed architecture will have to wait on how the exact windows positions turn out from the inside. After that, I will have to see how many resources are left for landscaping.
Been playing with sloped sprites as well - I figured that since I'm using new art files for these maps anyway, I can just trim some textures to fit the needs of creating proper sloped spritework. I'm especially happy on how the speedboat's prow turned out, it was quite a hassle to properly align and trim the sprites there...
https://imgurl.me/images/2020/09/01/duke00166831d72141d974ca.th.png https://imgurl.me/images/2020/09/01/duke0018ec6ff31d5117b96e.th.png https://imgurl.me/images/2020/09/01/duke0019c8627b01536fe938.th.png https://imgurl.me/images/2020/09/01/duke00202d9d4b64ec8e3441.th.png https://imgurl.me/images/2020/09/01/duke0021be25b9b863b54b59.th.png
#9438 Posted 01 September 2020 - 03:26 AM
I got some WIP too.
https://sun1-97.userapi.com/DT2NGyI8RmRxtb5tsEojQ8XrnIC1oqRFiHXCCg/2yUC5EXFGLw.jpg
#9439 Posted 01 September 2020 - 09:29 AM
Mister Sinister, on 01 September 2020 - 03:26 AM, said:
Thanks, but having played some maps from Gambini or Quakis recently, I guess you can get more detailed :)
And nice screen, that's some textures you don't see very often (I almost forgot that door texture existed). I'd suggest adding some ambient gradient lighting around that fire pot in the corner.
#9440 Posted 01 September 2020 - 10:21 AM
Use the following command line to use it:
"-g DN3DAE_16_9_Aspect_Ratio_NAM_Weapons'_Sprites_Fixes.zip"
It also contains widescreen version of hands for Сlaymore Mine (taken from Duke Nukem 3D widescreen tiles)
Attached File(s)
-
DN3DAE_16_9_Aspect_Ratio_NAM_Weapons'_Sprites_Fixes.zip (6.57K)
Number of downloads: 13
#9441 Posted 01 September 2020 - 04:21 PM
Been making some progress on map 3 and it's just about to reach 1000 sectors. Been mostly taking a break from the spread out cityscapes (although those grew too), and focusing on more indoor areas instead. Here's a random arcade room, still in need of some detail and working lights:
This post has been edited by ck3D: 01 September 2020 - 04:21 PM
#9442 Posted 02 September 2020 - 05:46 AM
#9443 Posted 02 September 2020 - 06:40 AM
This post has been edited by ck3D: 02 September 2020 - 06:42 AM
#9444 Posted 02 September 2020 - 12:52 PM
I assume they must be multiplayer textures, which is sadly something I've never had opportunity to play.
#9445 Posted 02 September 2020 - 01:09 PM
Use the following command line to use it:
"-g DN3DAE_16_9_Aspect_Ratio_WW2GI_Weapons'_Sprites_Fixes.zip"
It also contains widescreen version of hands for TNT (taken from Duke Nukem 3D widescreen tiles)
Attached File(s)
-
DN3DAE_16_9_Aspect_Ratio_WW2GI_Weapons'_Sprites_Fixes.zip (8.58K)
Number of downloads: 13
#9446 Posted 02 September 2020 - 01:15 PM
OVERLORD, on 01 September 2020 - 10:21 AM, said:
Use the following command line to use it:
"-g DN3DAE_16_9_Aspect_Ratio_NAM_Weapons'_Sprites_Fixes.zip"
It also contains widescreen version of hands for Сlaymore Mine (taken from Duke Nukem 3D widescreen tiles)
Made a little amendment. Here is the latest version.
Attached File(s)
-
DN3DAE_16_9_Aspect_Ratio_NAM_Weapons'_Sprites_Fixes.zip (6.57K)
Number of downloads: 9
This post has been edited by OVERLORD: 02 September 2020 - 01:16 PM
#9447 Posted 02 September 2020 - 01:21 PM
Ninety-Six, on 02 September 2020 - 12:52 PM, said:
I assume they must be multiplayer textures, which is sadly something I've never had opportunity to play.
Yup, all vanilla (honestly always satisfying when people aren't sure, ha); if I'm ever using new art for this project it'll probably be for new monsters only - and even that I'm not sure, I might just end up manipulating the existing ones (for that I have quite a few ideas). Metropolitan Mayhem was all vanilla textures too, and about the nature of this particular image you're right, the base game has a few multiplayer-intended tiles that are tucked away from the single player campaign and commonly overlooked by user mappers. Actually it's because the green team/brown team textures exist as they are that I had to make both 'teams' in that Metropolitan Mayhem boss fight you're thinking of green and brown respectively with pal 7 and 8 (otherwise I'd have picked different palettes).
This post has been edited by ck3D: 02 September 2020 - 01:24 PM
#9448 Posted 02 September 2020 - 03:35 PM
#9449 Posted 02 September 2020 - 03:58 PM
OVERLORD, on 02 September 2020 - 01:09 PM, said:
The seams of where the original tile ends and your extensions begin stand out.
OVERLORD, on 02 September 2020 - 01:15 PM, said:
This one is looking better. The camo patterns are still a bit different in your extensions compared to the original tile.
Something that may help you with both is to delete the boxes where the numbers go and fill in the gaps with what the background should look like. This may give you a better idea of how to extend them out.
#9450 Posted 03 September 2020 - 12:07 AM
This was my first experience and it was quite a tricky thing to do.
The reason I have 2 empty grooves on both sides of WW2GI Widescreen HUD is because I wanted to make a perception that it is stamped, like a metal nameplate. That was complicated to get a proper look of that texture, lots of cropping and editing.
As for NAM, both sides actually have a texture from NAM itself, it is a resized and edited background rectangle from "Choose your skill level" sign.
It looks to me as if nobody has done widescreen bars for those two games.