What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9991 Posted 02 September 2021 - 12:23 PM
https://www.moddb.co...ape-terrain-v01
PS : Would it be okay if I made the same tutorial on the eDuke forums as well?
#9992 Posted 02 September 2021 - 02:56 PM
This post has been edited by Graphics: 02 September 2021 - 02:57 PM
#9993 Posted 03 September 2021 - 12:18 AM
This post has been edited by Seb Luca: 03 September 2021 - 12:20 AM
#9994 Posted 04 September 2021 - 06:02 PM
Enjoy this terrible gif of AWOL's current progress, which you can click for a much better gameplay video (don't forget to turn on the sound!) since I can't figure out a way to embed a gfycat link directly
#9995 Posted 05 September 2021 - 02:44 AM
ck3D, on 02 September 2021 - 04:28 AM, said:
Thanks, I have learnt from a number of mistakes I made with the first WGFang, and they were made very early on that I could never fix, also from some of the critiques, like msdn.
In fact after making this level I went back and played the first WGFang and was very disappointed in it. lol! So yeah this new level does add alot more for atmosphere shading/vision and lack of bugs. + more appropriate art and sounds.
#9997 Posted 05 September 2021 - 03:13 PM
#9998 Posted 05 September 2021 - 04:11 PM
I couldn't find my best and posable Duke model from TeaMonster so I used an older static version.
#9999 Posted 06 September 2021 - 01:42 AM
Screen #1 is an overview of the map so far. (I "love" how each building in the downtown area looks like a clusterfuck of points in this view.)
Screen #2 shows the "downtown" area, still under construction and not yet textured. Most of the progress there has been on the building interiors (which basically didn't exist in Super Mario 64), but there are already additional details outside the buildings (extra trees and such).
Screens #3 and #4 show a building interior that I'm still working on; this particular building has a kindasorta art-gallery-type area on the "ground" floor. (I was going to have more complicated "sculptures", but I decided not to because (1) I initially wasn't sure what map resources (sectors/walls/sprites) I'd have left, and (2) I was already finding out the hard way that tight, awkward geometry (especially when underwater) can cause the game to eat shit in different ways, depending on whether it's made of sectorwork and/or spritework. (For example, while testing the map, I was already experiencing situations where the game would yeet Duke into a different part of the map and/or crush him to death.) I'm classifying these issues as engine bugs because they can happen even when the geometry is technically correct.
Screens #5 and #6 show the "uptown" area.
Also, I haven't even started on lighting (so everything is basically still fullbright) or populating the map with enemies/items (except for a few important things).
This post has been edited by ToiletDuck64: 06 September 2021 - 01:43 AM
#10000 Posted 07 September 2021 - 09:51 AM
ToiletDuck64 so you're even going for building interiors, wow I didn't expect that but that makes sense in retrospect. Level is looking more and more recognizable from those screenshots, I don't know how many (how few?) people on here have never played Super Mario 64 but for those who are not familiar then it's one of the most trippy and bizarre levels in the game with a very unique disjointed layout and interesting gameplay mechanics (no wonder why it's become a meme). Really curious as to how well that will translate into Build-verse, good luck.
This post has been edited by ck3D: 07 September 2021 - 10:01 AM
#10001 Posted 07 September 2021 - 03:42 PM
Just an update on Duke Field. I put all the buildings into one area and when I get some time I'm going to make small houses for another area. I'm also probably keeping one corner clear as if it was a recreational park and adding a small see through water lake.
Here's a shot from a different angle.
And here's what it looks like from on top of one of the hills.
But right now. I'm working on that community map that William Gee started. I had to start over because I wasn't aware of where to start. I'm hoping it'll be good. I want to leave a good impression.
#10003 Posted 09 September 2021 - 10:30 AM
Here's an update on the map. I added texturing, a little more infrastructure and made one area a desert and the other into an artic.
I had made both areas with different textures because if you look close. You can tell I copied the terrain from one side of the map. I'm going to use buildings and roads to hide the rest of the copied terrain.
#10004 Posted 09 September 2021 - 11:23 AM
#10005 Posted 09 September 2021 - 11:38 AM
Graphics, on 09 September 2021 - 10:30 AM, said:
If I may suggest then I'd recommend water currents (using the conveyor belt effect) as a potential way of getting around the map quicker, given the nature of it. I don't mind teleporters myself, but the general consensus seems to be that they're a bit cheap, not that that should stop you though. Could be water streams from the glaciers melting down too.
This post has been edited by ck3D: 09 September 2021 - 11:39 AM
#10006 Posted 09 September 2021 - 11:53 AM
To Ck3D. After doing the math and thinking it over. I'm turning that terrain into a big island. I'm going to add a boat that goes around the map.
#10007 Posted 09 September 2021 - 12:34 PM
Looking at your screens again, on the second one I'm surprised the city from distance isn't clipping in and out of existence already, that seems to be around the glitch-free limit from my experience. I suspect for now it's looking intact because there is no player space behind it yet, but I would expect it to start glitching if you ever expanded the level even further back (fingers crossed that it doesn't or that you can easily keep it under control at least).
This post has been edited by ck3D: 09 September 2021 - 12:46 PM
#10008 Posted 09 September 2021 - 02:25 PM
Your walls are to long. I spoke about this on Discord and it'll be in my tutorial. I resolved this a while ago. I would try to keep the walls to a limit of about 10241 on huge maps otherwise you'll start seeing glitches from a distance. I hope this helps you in your map projects.
This post has been edited by Graphics: 09 September 2021 - 02:38 PM
#10009 Posted 09 September 2021 - 03:07 PM
This post has been edited by ck3D: 09 September 2021 - 03:08 PM
#10010 Posted 09 September 2021 - 04:44 PM
I wonder how close you are to hitting some Build limits
Keep at it Graphics
#10011 Posted 10 September 2021 - 12:20 AM
To Truck Stop Santa Claus. I'm at about 75% on my limits and I could probably create a lot more. The limits get smaller with each building or road. Plus I can gain more sectors by sector hunting the map. A trick I've picked up.
Here's an update to the map I'm working on. I just turned the landscape into one big island.
The next update will have an expanded waterfront, boats and more infrastructure.
#10012 Posted 10 September 2021 - 01:48 AM
Here are some screenshots of camera views that are accessible in various places in the map.
(By the way, the camera view in screen #3 was inspired by the little cutscene you get in Super Mario 64 when you see a close-up of the cannon door opening. That hole exists in the map and Duke has to go there eventually, but instead of a cannon it contains something else entirely.
I've put in some additional viewscreen messages as well; this map has a lot more viewscreen message text than Chillin' did.
This post has been edited by ToiletDuck64: 10 September 2021 - 02:00 AM
#10013 Posted 10 September 2021 - 06:03 AM
Graphics, on 09 September 2021 - 11:53 AM, said:
To Ck3D. After doing the math and thinking it over. I'm turning that terrain into a big island. I'm going to add a boat that goes around the map.
thanks man, im really digging that open world duke style reminds me of early GTA
[edit] seems like i hve one major hurdle to tackle and i can release episode 1. so im aiming for october. just a few small cosmetic things ( the quick kick seems to be rendered over the weapon instead of under, didnt do this in earlier versions so i have to look into that ) some voice recordings and final polishing.
This post has been edited by jimbob: 10 September 2021 - 07:06 AM
#10014 Posted 11 September 2021 - 10:49 PM
ToiletDuck64. Your map is coming along nicely. I'm starting to see it very well and your use of TROR to remake this level is very impressive. Keep it up.
Here's an update on this now island I'm working on. I made the waterfront bigger, edited the infrastructure, added some turrets and a boat... A raft to be exact.
There is a download link on this website's Discord page under Level Design. If anyone wants to look at the map first hand and check out it's development.
This post has been edited by Graphics: 11 September 2021 - 10:57 PM
#10015 Posted 12 September 2021 - 07:00 AM
#10016 Posted 12 September 2021 - 08:18 AM
ToiletDuck64, on 06 September 2021 - 01:42 AM, said:
These screens look really cool and exotic, I've just remembered it was you showing some wicked ideas for a "Duke Bingo" thing few months ago - I do hope some of these would be implemented in this map, I suppose they would fit the gallery (well there's already the tile #0) and judging by the screens you posted back then, there's been lots of great ideas which would be a shame to go to waste. Good luck on this map!
#10017 Posted 12 September 2021 - 05:49 PM
PS : Thank you to all the mapper's maps I've learned off of over the years.
#10018 Posted 12 September 2021 - 07:55 PM
Here's an update on the Project: A.W.O.L. map. Big changes in aesthetics from the previous screenshots and yet a lot is still bound to differ in the final version and so again, posterity. Been loving those textures though.
This post has been edited by ck3D: 12 September 2021 - 07:57 PM
#10020 Posted 13 September 2021 - 01:57 PM
Truck Stop Santa Claus, on 13 September 2021 - 10:24 AM, said:
This post has been edited by ck3D: 13 September 2021 - 01:58 PM