
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9601 Posted 12 November 2020 - 02:57 PM
#9602 Posted 14 November 2020 - 06:22 AM
Will be starting an official WIP thread soon I guess.
#9603 Posted 14 November 2020 - 07:07 PM
Mikko's got to change the link on his website, however (if he wants to be up to date about it)
#9604 Posted 21 November 2020 - 02:59 AM
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:


I already moved on to new areas, but I don't want to spoil those just yet. ;)
#9605 Posted 21 November 2020 - 04:53 AM
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
#9606 Posted 22 November 2020 - 01:54 AM
#9607 Posted 22 November 2020 - 12:47 PM
#9609 Posted 23 November 2020 - 09:05 PM
#9610 Posted 24 November 2020 - 08:29 AM
#9611 Posted 24 November 2020 - 07:40 PM
https://www.dropbox....20test.mp4?dl=0
This post has been edited by Mark: 24 November 2020 - 07:44 PM
#9612 Posted 25 November 2020 - 02:11 AM
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
#9613 Posted 25 November 2020 - 03:47 AM
@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).
#9614 Posted 25 November 2020 - 09:55 AM
#9616 Posted 25 November 2020 - 11:04 PM
@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
#9617 Posted 26 November 2020 - 06:36 AM
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.)
This post has been edited by ToiletDuck64: 26 November 2020 - 06:51 AM
#9618 Posted 26 November 2020 - 06:46 AM
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: 26 November 2020 - 06:50 AM
#9619 Posted 26 November 2020 - 08:47 AM
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.
#9620 Posted 26 November 2020 - 09:59 AM
ToiletDuck64, on 26 November 2020 - 06:36 AM, said:
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!
#9621 Posted 26 November 2020 - 10:12 AM
My project of course is Duke Nukem Extinction, a 11 map TC with brand new everything...
-Tom
#9622 Posted 26 November 2020 - 12:13 PM
This post has been edited by ck3D: 26 November 2020 - 12:15 PM
#9623 Posted 29 November 2020 - 02:39 PM
#9624 Posted 02 December 2020 - 12:28 PM
all things are work in progress, the US soldier is an action figure right now, but will be replaced with a digitised actor.
This post has been edited by jimbob: 02 December 2020 - 12:31 PM
#9625 Posted 02 December 2020 - 01:36 PM
Or maybe they are already there and I can't see them. ;)
This post has been edited by Mark: 02 December 2020 - 01:39 PM
#9626 Posted 04 December 2020 - 11:40 AM
Mark, on 02 December 2020 - 01:36 PM, said:
Or maybe they are already there and I can't see them. ;)
they are behind the bunkers, some in front. the beach needs more detailing, ill post some pictures in a minute :)
#9627 Posted 04 December 2020 - 01:38 PM
#9628 Posted 06 December 2020 - 10:32 AM

#9629 Posted 08 December 2020 - 02:57 AM
Here's a screenshot of the map in its current state - the sectorwork is basically done, but the texturing is still in progress and nowhere close to being finished (so stuff all over the place has #182 as a placeholder texture).
I think some of you will probably recognize this.
This post has been edited by ToiletDuck64: 08 December 2020 - 03:00 AM
#9630 Posted 08 December 2020 - 08:18 PM
jimbob, on 02 December 2020 - 12:28 PM, said:
all things are work in progress, the US soldier is an action figure right now, but will be replaced with a digitised actor.
Man if you are making a ww2 mod, can I make anything for you? Totally cool if you want to do it on your own, but I have been working on some troops and stuff.
I've been working on some european style trees and stuff as well.
This post has been edited by 11bush: 08 December 2020 - 08:20 PM