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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   Striker 

  • Auramancer

#9601

Ugh, Avast. Submitted a false positive report to them. There's no reason my site should be blacklisted. I'm going to guess it's because it once had a link to meltdown that's since been removed.
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User is offline   ck3D 

#9602

Blast Radius in MSDN's Upcoming Maps section along with a new screenshot of map 3 (of a familiar place if you've been following this thread), the first real one with no visibility hue like intended eventually though, so what I personally consider the first official one: https://msdn.duke4.net/previews.php

Will be starting an official WIP thread soon I guess.
5

User is online   Sanek 

#9603

@ck3D it's about time! I wonder how many new pages we'll have here once you'll do that.

Mikko's got to change the link on his website, however (if he wants to be up to date about it)
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User is offline   Merlijn 

#9604

Nice, I'm probably going to submit the Shaky Grounds episode to Mikko's upcoming map section as well. It's nice to breathe some new life into that. :)

Speaking of which, I'm making good progress on The Kompleks and after that it will be a descent into the depths of the earth.
This is the same area I showed last time, but now it's pretty much finished:

Attached Image: duke0130.png
Attached Image: duke0131.png

I already moved on to new areas, but I don't want to spoil those just yet. ;)
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User is offline   ck3D 

#9605

Cool stuff Merlijn, especially digging all the trim work for the walls, girdles, windows etc. on the second screenshot. Great to here you're still actively mapping and stuff is coming together!

You ever realized how it's the second time you're 'ending' a series around something 'complex'? You're doing The Kompleks now and the last Red map (canonically) was Lonely Mountain Complex. (and now you're probably going to want to throw a reference to that in there, too)

This post has been edited by ck3D: 21 November 2020 - 04:55 AM

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User is offline   Merlijn 

#9606

Thanks ck3d! I honestly didn't make that connection, now I'll surely throw in a reference to the Lonely Mountain Complex. :D
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User is offline   Mark 

#9607

Once again because I get bored with a project and get distracted with another, I decided to give a facelift to the old Plunder mod. Probably will get 60% finished and move on to something else. ( ICD syndrome ) :lol: Doesn't matter, its fun to do. I'm using models made for WGR 2 and Quest Town by me and Drek.

Attached thumbnail(s)

  • Attached Image: plunder remake.jpg

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User is offline   Mark 

#9608

...and with shadows.

Attached thumbnail(s)

  • Attached Image: plunder remake2.jpg

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User is offline   11bush 

#9609

I started working on an M-14 rifle, I always have trouble getting wood textures looking right in the duke palette so I wanted to practice a bit.

Attached thumbnail(s)

  • Attached Image: m14dukepal.png

4

User is offline   11bush 

#9610

I added some hands, and touched it up a bit.

Attached thumbnail(s)

  • Attached Image: newm14nofree.png

4

User is offline   Mark 

#9611

I was messing around with sector based waves and floating objects. The link is to a short 5MB mp4 video demonstration. Be sure to click down in the lower right corner to make it full screen.
https://www.dropbox....20test.mp4?dl=0

Attached thumbnail(s)

  • Attached Image: waves test2.jpg


This post has been edited by Mark: 24 November 2020 - 07:44 PM

5

#9612

I've always tought about a sea based map with a strong storm and thunderbolts in the background during a final fight, something like this:





The cutscene start at 7:21, i find that atmosphere great.

This post has been edited by The Battlelord: 25 November 2020 - 02:14 AM

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User is offline   Aleks 

#9613

@Mark, it looks awesome, very cool combination of moving water texture with the effect itself (+smooth connections between wave sectors), and nice details with those floating little objects!

@Merlijn, I especially dig the lighting and wall decals on these screens! Now using original set of textures and these triangular wall shadows (which I assume are made with pal 4 sprites) - what tile did you use there? Seems better aligned than most common triangular sprites (which Duke is criminally lacking).
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User is offline   Mark 

#9614

I also created a photo-realistic animated ocean model in Blender but it doesn't match the lower quality texture set of this particular project. The above sector created one is a better match.
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User is offline   brullov 

  • BAZINGA!

#9615

https://i.imgur.com/7uMakve.png
8

User is offline   Seb Luca 

#9616

@Merlijn : Superb! Great attention to detail °0°

@Mark : Is it Guybrush Threepwood ? :D

@11bush : the reflection on the wood looks very good ! °0°

@brullov : a little bit dark for a supermarket, in my opinion. But very nice work :)



This post has been edited by Seb Luca: 25 November 2020 - 11:08 PM

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#9617

When making Chillin' I had ideas for a couple of other kiosks that could've been included, but I ended up omitting them because I was worried about map resources (walls and such).
The trashed "VISITOR INFO" kiosk would've been in or near the room labeled "VISITORS' CENTER" on the 3d map in the lobby. The blue keycard room's viewscreen message would've said something about how it was already trashed when the urbexers found it.
The "DUKE ARCADE" kiosk would've been somewhere deeper inside the building (probably next to one of the computers in the teleporter system room; the urbexers who left the blue keycard room message wouldn't have gone anywhere near it); this kiosk would have ambient music so you'd be able to hear it before seeing it. This kiosk would've had games like "Duke Chess", "Dukeopardy!", and "Duke Bingo".
It's probably for the better that this didn't make it in; some of the details are just too small to see and I hadn't planned on that.
These kiosks might show up in a future map of mine, when I get to that point.

Also, I've been playing around with the sloped-sprite feature; I don't have anything that I'd classify as a proper map under construction yet, but I did manage to put together a segment that I can copy-paste to make hallways or whatever.
In the future, I'll probably be able to use this in a space-themed map somehow.
The main problem with this structure is that (even in 9275) it's possible to jump out through the sloped ceiling glass, even though the glass has blocking and hitscan enabled.

(Also...can anyone recommend a replacement for Imgur? They've turned to shit since I last used them.)

(edit: images are now attachments; something non-message-board-specific would be nice though.)

Attached thumbnail(s)

  • Attached Image: kiosks_left_out_1.png
  • Attached Image: kiosks_left_out_2.png
  • Attached Image: kiosk_duke_chess.png
  • Attached Image: kiosk_dukeopardy.png
  • Attached Image: kiosk_duke_bingo.png
  • Attached Image: singlesegment.png
  • Attached Image: multisegment.png


This post has been edited by ToiletDuck64: Yesterday, 06:51 AM

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User is offline   ck3D 

#9618

Holy crap, those visuals for the 'games' are onto some next level of cool. I especially love the humor in the Duke Bingo, in addition of the execution being really nice (just vehicles in maps can serve a purpose and not be random in my opinion, they're actually great for constructing cover for the player and manipulating the general space). Can't wait to try Chillin', looks like a very interesting piece.

About image hosting, I've personally became quite fond of the hosting service on those very forums for posting screenshots (just use 'full editor' instead of quick reply).

This post has been edited by ck3D: Yesterday, 06:50 AM

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User is offline   Aleks 

#9619

Wow, ToiletDuck64, these Duke Arcade games look so cool, it's too bad you haven't used them in the map after all, but don't give up on that idea! Personally I'd play a map just entirely made out of these cool gimmicks like that which would keep me busy and entertained while exploring and maybe just a few monsters thrown in for "tradition" (in fact I was talking about that with ck3D yesterday). Also humour in Duke Bingo and Duke Jeopardy is awesome - should have also thrown a little tongue-twister in Duke Jeopardy that SNL version of Sean Connery would read as something sexual. Also I'd love to see the puzzles with Battlelord and wall crack TBH (I remember a 1996 prison map "Escape from Alcatraz" I think which had a puzzle of spawning a commander then luring him to blow a crack for you). Such creative stuff, great work, man!

As for sloped tunnel, I'm glad there's someone else beside me putting sloped sprites to use, it looks cool! As for the clipping issue, I've noticed it also with regular blocked sprites sometimes, but sloped ones seem to be most prone to it indeed. I'd suggest unblocking as much of the inside sprite architecture inside the tunnel to make sure Duke doesn't stand on any of these sprites (which would make it even easier to clip him through the roof) and also maybe build an "outer tunnel" around this one with large flat sprites with invisibility bit on ('+I) and blocked to somehow mitigate the clipping issue.

@Brullov, great design! I'd also suggest making the room a bit brighter (or maybe changing the visibility altogether) since there's a lot of lights. Love how you worked the ceiling detail and structure there, also as a civil engineer I'm always happy to see exposed structural stuff in Duke maps. Texturing is superb too, very suggestive look of older supermarket store - one thing I'd like to mention here in particular are the shielded/reinforced corners of the pillars, funnily enough like 2 days ago when going home from work I've noticed similar detail in a structure near my apartment and instantly imagined it in a Duke map with the textures I'd use, cause it fits so much with Duke's detail style.
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User is offline   zykov eddy 

#9620

View PostToiletDuck64, on 26 November 2020 - 06:36 AM, said:

When making Chillin' I had ideas for a couple of other kiosks that could've been included, but I ended up omitting them because I was worried about map resources (walls and such).
The trashed "VISITOR INFO" kiosk would've been in or near the room labeled "VISITORS' CENTER" on the 3d map in the lobby. The blue keycard room's viewscreen message would've said something about how it was already trashed when the urbexers found it.
The "DUKE ARCADE" kiosk would've been somewhere deeper inside the building (probably next to one of the computers in the teleporter system room; the urbexers who left the blue keycard room message wouldn't have gone anywhere near it); this kiosk would have ambient music so you'd be able to hear it before seeing it. This kiosk would've had games like "Duke Chess", "Dukeopardy!", and "Duke Bingo".
It's probably for the better that this didn't make it in; some of the details are just too small to see and I hadn't planned on that.
These kiosks might show up in a future map of mine, when I get to that point.

Also, I've been playing around with the sloped-sprite feature; I don't have anything that I'd classify as a proper map under construction yet, but I did manage to put together a segment that I can copy-paste to make hallways or whatever.
In the future, I'll probably be able to use this in a space-themed map somehow.
The main problem with this structure is that (even in 9275) it's possible to jump out through the sloped ceiling glass, even though the glass has blocking and hitscan enabled.

(Also...can anyone recommend a replacement for Imgur? They've turned to shit since I last used them.)

(edit: images are now attachments; something non-message-board-specific would be nice though.)


That Duke Bingo screen has more effort put into it than most Duke3d user maps.

You are a truly talented mapper!
1

User is offline   pavigna 

#9621

Figured i could post here. How do i get my map in the upcoming maps page of MSDN? i wrote him an email 2 weeks ago but got no response... I had sent him the maps and screenshots.

My project of course is Duke Nukem Extinction, a 11 map TC with brand new everything...


-Tom
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User is offline   ck3D 

#9622

^ Mikko is notoriously busy so he usually takes a while to update MSDN and reply to Duke-related email. I'd recommend sending him screenshots and a blurb about the project you wrote yourself to help his reaction time (that's quicker than having him go through the individual maps and come up with a caption of his own). He's the best though, so just give it time, your stuff is in good hands.

This post has been edited by ck3D: Yesterday, 12:15 PM

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