
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9752 Posted 03 March 2021 - 01:09 PM
@Aleks: Thanks! Hehe IC where you're coming from when mention Shaky Grounds..part 2 had same ground texture etc. IC you've quite some inspiration as well! Nice :)
@Sanek: haha well..this tractor just came into my mind.. It wasn't even planned haha. I love creating "weird" stuff to keep things fresh for myself :)
@Jimbob & Loke: going really well I see! Everyone seems to be inspired by making special stuff!
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Meanwhile, have mapped a lot previous week. Lots of sprites for a effect & finished a lot of the gameplay. About 3100 walls left, it's save to say the map is 85% done since the main thing that has to be done is polishing locations and finishing design. Also, this time around I'm experimenting a little more with shadows (something I barely do). No promise on release date yet ;)
This post has been edited by Maarten: 03 March 2021 - 01:12 PM
#9753 Posted 03 March 2021 - 01:14 PM
This post has been edited by quakis: 03 March 2021 - 01:14 PM
#9754 Posted 03 March 2021 - 01:26 PM
This post has been edited by ck3D: 03 March 2021 - 01:29 PM
#9755 Posted 03 March 2021 - 01:36 PM
ck3D: thanks, I will fix it! I actually made this part just a hour ago haha.
Also, like as always, I'm going to write/record music for this project. Thinking about less electronic, more piano this time around..maybe a bit like E1L4 but more powerfull :) Oh well, I always end up louder anyway :P
#9756 Posted 03 March 2021 - 03:54 PM
And yeah, I've been having quite a steady progress lately, despite hardly finding as much time to map as I'd like. In fact, the main outline of the map is completed and just few areas need some extra detailing. My biggest concern right now is dealing with the resources, as I've got like 240 walls left now and I'm at like 14,6k sprites for some reason - honestly I've no idea how this number got so crazy, but it's the point where I should be careful with it and can't go crazy with spriteworks anymore. I must admit here that a few weeks ago, I've added like 1500 sprites to the map during a single day :o
Here's a little screenshot of a gantry I made a few weeks ago - it can be operated, i.e. can move forward and lift/lower.

This post has been edited by Aleks: 03 March 2021 - 03:56 PM
#9757 Posted 04 March 2021 - 10:58 AM
Aleks, on 03 March 2021 - 03:54 PM, said:
week5_01.png
That's a interesting thing you say. Maybe it is, but my style for most part got a lot more "clean" & less busy compared to Another Big Base Attacked. AAP1 outside location was getting framerate problems on older machines, so I was kind of forced to not use a lot of details. The inside locations (and my map Spacetronic) has same kind of style as this shot (at least to me haha). Still, I do take your comment as a compliment btw :)
Nice screenshot btw! And wow...sounds promising about the use of sprites (hope it's not a corrupt thing haha).
This post has been edited by Maarten: 04 March 2021 - 11:00 AM
#9758 Posted 06 March 2021 - 10:21 AM
Maarten, on 03 March 2021 - 01:09 PM, said:
Just noticed this - FYI Reginukem isn't a mod, they're a Brazilian mapper from the mid 2000's who really had a knack for unique vehicles in their city maps, here are some screenshots off MSDN and Arrovfnukem that aren't representative of their best work but sort of show the style I mean. Occasionally they sort of look like they were put together using LEGO blocks, but every once in a while there are particularly smart ideas and some instances that look really cool. Their levels can be a bit hard to track down because there are quite a lot of them and yet not the same ones are reviewed from website to website or so it seems and so you have to look a bit all over the place to find them all.
This post has been edited by ck3D: 06 March 2021 - 10:23 AM
#9759 Posted 08 March 2021 - 12:35 PM
Here's a few more shots of SG4, progress is going nice and steady (I'll never be as fast as ck3d though ;) ).
1. Some more sector based shading, this is a storage room for instruments and equipment in The Kompleks.
2. The underground slime river from a different angle
3. What's behind that corner??



#9760 Posted 08 March 2021 - 12:42 PM
And about speed don't worry about it, I'm paying the price for devoting so much time to mapping a few months back right now with tons of work to deal with that's slowly been picking up, haha. Duke PC has been off for too long which sucks because I have maps to work on, check out, play and beta test.
This post has been edited by ck3D: 08 March 2021 - 12:43 PM
#9761 Posted 09 March 2021 - 11:08 AM
#9762 Posted 11 March 2021 - 05:44 AM
27 walls short of the limit here, so now it's just mostly "cutting is shipping". Not much had to be cut really, but I did reduce some details here and there to have enough walls for everything. There's still some areas and rooms that need some polishing, like aligning textures and adding shadows. Hopefully I'll get it ready for testing next week. Here's a little screen with some play with lights and shadows:

#9763 Posted 11 March 2021 - 09:36 AM
I have no idea why I find that funny. Looks good, though.
#9765 Posted 14 March 2021 - 12:46 AM
Aleks, on 11 March 2021 - 05:44 AM, said:
27 walls short of the limit here, so now it's just mostly "cutting is shipping". Not much had to be cut really, but I did reduce some details here and there to have enough walls for everything. There's still some areas and rooms that need some polishing, like aligning textures and adding shadows. Hopefully I'll get it ready for testing next week. Here's a little screen with some play with lights and shadows:
Thanks Aleks! The shadows aren't that resource hungry, they're basically 3 or 4 layers of triangle shaped sectors. It doesn't eat that much walls.
The Kompleks and everything surrounding the slime river are 100% done now and I still got about 6000 walls left. Should be more than enough for the final areas.
Great to hear you're almost done with your map, shot looks good as always! And looks like it's going to be less 'cramped' than your previous maps. :)
#9766 Posted 14 March 2021 - 07:08 AM
This post has been edited by jimbob: 14 March 2021 - 07:10 AM
#9767 Posted 20 March 2021 - 08:20 AM
im considering expending my team to work on episode 2, 3 and more, its beginning to become too much for just one guy :P
#9768 Posted 25 March 2021 - 04:27 AM
BTW, thanks, Merlijn! Well, there's still some more tiny areas, as you can see on the screenshot, but most of the combat will be limited to the wider areas ;)
This post has been edited by Aleks: 25 March 2021 - 04:30 AM
#9769 Posted 25 March 2021 - 06:47 AM
might aswell post a few build screencaps
#9770 Posted 02 April 2021 - 02:32 AM
I finally made some progress. God damn it, that map set was supposed to be one in June!