What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#61 Posted 26 June 2009 - 01:28 PM
#62 Posted 27 June 2009 - 08:08 AM
#63 Posted 27 June 2009 - 08:31 AM
DanM, on Jun 27 2009, 09:08 AM, said:
unknown.jpg
with polymer it looks really kick ass.
#67 Posted 28 June 2009 - 12:26 AM
#68 Posted 28 June 2009 - 07:56 AM
Sangman, on Jun 22 2009, 03:23 PM, said:
I tried to make my map so realistic as I could, check out this picture.
It's the same place, Tampere Finland.
And I'll try some other sky textures and so on, but thanks anyway.
Mikko_Sandt, on Jun 27 2009, 12:28 AM, said:
I hate games where you can just run through everything and win the game. Like, you don't need to search anything, there are no pointless places. Only one way to go from X to Y.
I like to make maps where are thousands of pointless places. If you don't like it, don't play it.
This is the point of my own Episode, almost every map got so many places which you don't need to go, but you can.
What building/wall is darker than another?
This post has been edited by pmw: 28 June 2009 - 07:58 AM
#70 Posted 28 June 2009 - 11:05 AM
This post has been edited by XThX2: 28 June 2009 - 11:05 AM
#72 Posted 28 June 2009 - 12:58 PM
XThX2, on Jun 28 2009, 08:05 PM, said:
a new one!
#73 Posted 28 June 2009 - 03:39 PM
#74 Posted 28 June 2009 - 03:57 PM
#75 Posted 28 June 2009 - 04:32 PM
TX, on Jun 29 2009, 11:57 AM, said:
Is there an option to disable that undo/redo system as I am still trying to get used to the Unreal style mapping im forced to use with that undo/redo system.
#77 Posted 28 June 2009 - 04:51 PM
This post has been edited by Captain Awesome: 28 June 2009 - 04:51 PM
#78 Posted 28 June 2009 - 04:57 PM
#79 Posted 28 June 2009 - 06:13 PM
Captain Awesome, on Jun 28 2009, 09:51 PM, said:
Yeah, i also find it annoying, the old way was better IMO
This post has been edited by Gambini: 28 June 2009 - 06:13 PM
#80 Posted 29 June 2009 - 09:04 AM
#81 Posted 29 June 2009 - 01:10 PM
DanM, on Jun 27 2009, 06:08 PM, said:
unknown.jpg
Awesome!
#82 Posted 29 June 2009 - 01:31 PM
There are already 16357/16384 walls and about 100 enemies in this map. There's not much to do for me anymore.
#83 Posted 29 June 2009 - 06:53 PM
Mia Max, on Jun 29 2009, 02:31 PM, said:
The only thing left to do is wait a few years until everyone has a computer that can handle your map with Polymer! Nah, just kidding, it looks great in Polymost as well (I haven't seen it lately though -- I'm sure it looks even better now).
#84 Posted 30 June 2009 - 04:55 AM
Did you have a lot of performance issues while testing my map?
#85 Posted 01 July 2009 - 07:52 AM
A theatre complex called "Infamous Players" and a pool facility called "Infamous Pool and Aquarium"
Unfortunately I'm really close to the maximum wall count in the Theatre map so I've either got to start cutting out some really cool shit or hope that TerminX, JonoF, or anyone else with more brains than me decides to dig into the code and double the current wall count. If they do that I promise I'll finish these maps.
Feel free to start a petition...!
Ghost
This post has been edited by Ghostwar: 01 July 2009 - 10:11 AM
#86 Posted 01 July 2009 - 08:33 AM
#87 Posted 01 July 2009 - 09:56 AM
#88 Posted 01 July 2009 - 10:21 AM
Both maps were built with the original game engine and build editor quite a number of years ago. When I came across Eduke and the HRP pack about a year ago I decided to revisit these maps and optimize them with the high resoluton textures. With the exception of a few custom textures I made, pretty much all the textures in these maps are the HRP version of the original artwork.