Aleks, on 09 October 2020 - 02:51 AM, said:
Wow, this looks really huge, larger than it felt from the screens you posted before, and really immersive :) And this might be stupid question, but are these yellow, red and blue lit buildings with skybox texture actually "block" sectors textured like this to give more "depth" to the parallaxed sky? https://forums.duke4.net/public/style_emoticons/default/ohmy.gif Took me a while to figure out what's going on there with all these palette and heights changed, now makes more sense - simple, but really effective trick!
Yeah it's the good ol' beta Stadium trick (IIRC from that screenshot), just last night while posting the screenshots it kind of hit me how similar the technique also is to how I used to build primitive buildings beyond the gameplay area in maps like Happy Hangover etc. except pitch black instead of full bright. I've used that look in every big city map in the episode so far (so in every map so far since all I've been working on is the city maps), if you ever go back and find some old screenshots you'll see it too, I never posted the areas where it looks the best though. What's cool is since they're just sectors, one can also make them interactive, destructible and whatnot. If you ever try it, remember to set the brightness of the texture at -128 (full bright) otherwise you'll get funny glitches from distance with the default visibility.
And yeah all the maps are pretty large and play with scale a lot, all 3 are by far my largest so far, about twice the size of Poison Heart minimum which is an aspect I'm rather stoked on, I always wanted to know how to make levels like this and now I guess I've developed the right habits when it comes to resource sparing/balancing or something since it's actually starting to kind of work. I appreciate you appreciating the atmosphere, mood is a big part of my vision.
Aleks, on 09 October 2020 - 02:51 AM, said:
Love the scaffolding too of course, but make sure they're "compatible" with new Eduke versions, e.g. if they aren't blocking player too tight or "skyrocketing" the player up like a ladder, as this happened to me sometimes with such stuff (again, if they serve some "platformer" purpose, but I'm quite sure I'd jump on them myself looking for secrets).
Ah shit yeah good point, that scaffolding is indeed supposed to play a certain role, I built it according to the base behavior of the game (each story being the exact height Duke can reach with a big jump), and the poles are blockable but just narrow enough for the player to venture through, hopefully it'll be alright. I'll be heavily testing the episode in the latest versions pre-release anyway but thanks for the reminder about this potential concern, I should keep it in mind while mapping too. This particular segment is not especially meant to be challenging though so it's not much of a problem to me if the player can somehow cheat their way up.
Aleks, on 09 October 2020 - 02:51 AM, said:
The general ambience is really awesome on the street photos. Destructible building looks quite complex 2D design-wise, waiting for more "intel" on these.
Thanks a lot, yeah the destructible building is actually one cheap fucker, the inside is somewhat complex but technically the facade is going to be the only part actually crumbling down with the effect, lol.