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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   Graphics 

#9991

Just finished creating a basic tutorial on creating Landscape Terrain. Here's a link if anyone wants to check it out.

https://www.moddb.co...ape-terrain-v01

PS : Would it be okay if I made the same tutorial on the eDuke forums as well?
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User is offline   Graphics 

#9992

Also forgot to mention... William Gee, your maps are awesome as always. Seb Luca, I love the lighting and the curved room with the slopes on the roof. That's very cool looking map you've got there.

This post has been edited by Graphics: 02 September 2021 - 02:57 PM

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User is offline   Seb Luca 

#9993

Thanks :) still GG for your island !

This post has been edited by Seb Luca: 03 September 2021 - 12:20 AM

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User is offline   Reaper_Man 

  • Once and Future King

#9994

Posted Image

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
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#9995

View Postck3D, on 02 September 2021 - 04:28 AM, said:

Wow you managed to top the uniqueness of the aesthetics of the first one... Somehow! Super into all your plays on reds and greens in your recent levels. This is looking fantastic, I'm so glad you're making Duke maps again.


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.

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#9996

some space ship halls
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User is offline   Graphics 

#9997

As I write this. I'm currently adding roads to the five buildings I've made for my landscape. My next update on the Landscape-Lago map is going to include these things. Once the city is ready. I'm texturing the landscape with more then just grass. I'd say the map is only 10% done.
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User is offline   Mark 

#9998

I needed a break from the game I'm helping with and my mind wandered into making this. :blink:
I couldn't find my best and posable Duke model from TeaMonster so I used an older static version.

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#9999

I've still been working on my map that's based on Wet-Dry World from Super Mario 64.
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).

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This post has been edited by ToiletDuck64: 06 September 2021 - 01:43 AM

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User is online   ck3D 

#10000

Graphics I'm happy to see you get progress on that map, you look pretty confident in the direction you're taking it now and so I'm looking forward to seeing what you'll be doing with gameplay in particular (and of course design). I'll be watching the evolution of it,

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

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User is offline   Graphics 

#10001

Thank you ck3D. I'm very confident with that map. As for game play... I'm going to give it lots of enemies and tasks that make you go from one corner of the map to the other. Can't give to much away. But I'm hoping it'll turn out good.

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.
Posted Image

Here's a shot from a different angle.
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And here's what it looks like from on top of one of the hills.
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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.
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#10002

Duke would need some super steroids to cross that length
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User is offline   Graphics 

#10003

To Truck Stop Santa Claus. You're right. The normal speed boosters (steroids) don't last the whole map. Maybe I should add teleporters?

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.
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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.
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User is offline   jimbob 

#10004

working on a 'coffee machine' in a lounge , im not very good a logo design :P

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User is online   ck3D 

#10005

View PostGraphics, on 09 September 2021 - 10:30 AM, said:

Maybe I should add teleporters?


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

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User is offline   Graphics 

#10006

To Jimbob. I like the texturing to your map. Your mod is coming along nicely.

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.
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User is online   ck3D 

#10007

Sounds great. By the way, not sure if you're aware of that but given the size your map is quickly growing to, I thought I'd dare bring it up - the engine can have problems rendering too much terrain at once, ultimately resulting in visual glitches where from certain (rare, specific) angles, sectors will sort of 'flash' through one another as if being rendered in the wrong order (see my three last screens in post #9514 on this page: https://forums.duke4.../page__st__9510 for a visual example, although not the most representative one). Right now your map is very organized and clean but if you keep expanding it and making it more complex, I'm a bit scared that you might start running into those issues sooner or later. I never really caught what exactly is causing them - but I naively assume it's an overflow in this or that calculation when distances and numbers are too extreme because, most of the time (but not every time), splitting this or that bigger sector or even simple long wall in the way of the viewpoint seems to diminish the problem (although even then, you have to find the right wall/sector). Playing with obstruction, e.g.. solid walls and masking the sights from the problematic angle also works, but isn't always what you want either. I'm so used to dealing with those 'surprises' at this point that now I can sort of feel them coming just looking at Build construction (which, ideally, allows me to approach the design accordingly), and here looks like it may be prone to happen so I'd rather warn you early before you potentially find out the hard way.

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

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User is offline   Graphics 

#10008

"I never really caught what exactly is causing them"
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

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User is online   ck3D 

#10009

Well yes, actually, that really should help a lot in the future. This whole time I thought I was playing by the rules already, by restricting my wall lengths to 16387 tops whenever possible, but I guess even that was undershooting how low one must go to avoid problems; I certainly didn't expect a limit as ferocious as this but I'm glad to hear the solution is so simple at least, thanks for sharing.

This post has been edited by ck3D: 09 September 2021 - 03:08 PM

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#10010

Yeah it almost like a small Duke Nukem open world game
I wonder how close you are to hitting some Build limits
Keep at it Graphics
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User is offline   Graphics 

#10011

To Ck3D. I'm glad it helps. If you have any issues in your maps. Give me a message on Discord or PM me here. I'll do what I can to help. They sound interesting.

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.
Posted Image
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The next update will have an expanded waterfront, boats and more infrastructure.
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#10012

I've just started working on lighting levels; I've made some basic adjustments to shade/visibility/etc. but still have a long way to go.
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.

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This post has been edited by ToiletDuck64: 10 September 2021 - 02:00 AM

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User is offline   jimbob 

#10013

View PostGraphics, on 09 September 2021 - 11:53 AM, said:

To Jimbob. I like the texturing to your map. Your mod is coming along nicely.

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 :D
[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

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User is offline   Graphics 

#10014

Thank you Jimbob. I'm working hard this map. I might even add a sky train. But it depends on how I feel about it. I should start working on basic houses next.

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.
Posted Image
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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

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User is online   ck3D 

#10015

Sloped sectors for the ocean edges is smart and makes sense too, no idea why I never saw that before. Singlehandedly makes 25 years of Duke 3D mapping looks like it was made by flat earthers in comparison.
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User is offline   Aleks 

#10016

View PostToiletDuck64, on 06 September 2021 - 01:42 AM, said:

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.

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!
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User is offline   Graphics 

#10017

Dear Ck3D. I know you're just kidding. But there are many good maps over the years that I've learned off of. So the reality is without them I wouldn't be here. Their work is not like the flat Earth design. Because 25 years of maps have lead up too this work. Though I stopped working on it until now. I've been at this design since roughly 2008 and there are post about it in my old account. The email is gone but the posts live on. I'm sure some people might remember the posts. So it's not like it's a new idea and honestly, a well programed bot could make terrain better then me. It's just not been done yet... Though if anyone wanted to work on one with my designs, that would be cool with me. Because it would save me a lot of time.

PS : Thank you to all the mapper's maps I've learned off of over the years.
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User is online   ck3D 

#10018

^ I mean yes people have always come up with creative designs in user maps, but I don't really recall seeing that particular trick used as extensively (by someone else at least) before and so it's still pretty neat. But I do commend your humility. Also I probably missed the screenshots or posts that you used to share with your old account, to be honest. But I do see people come up with great ideas and designs on here all the time.

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.

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This post has been edited by ck3D: 12 September 2021 - 07:57 PM

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#10019

Yeah there's a lot going on in there!
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User is online   ck3D 

#10020

View PostTruck Stop Santa Claus, on 13 September 2021 - 10:24 AM, said:

Yeah there's a lot going on in there!





This post has been edited by ck3D: 13 September 2021 - 01:58 PM

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