What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9122 Posted 11 February 2020 - 11:29 PM
Maarten, on 03 February 2020 - 01:32 PM, said:
In that case: woah! Nice to see you're still active!
I'm on holiday now, but after that I will check out what you've been working on etc.
Yo yeah that's me - every time I've 'decided' to be inactive I've spontaneously become active again and vice versa. I've since given up and just go with the flow. Trying to find some spare time to continue working on an episode these days, wish I had more to actually play the maps people put out.
Again, looking forward to your map, I'm curious. Best of luck widdit!
#9123 Posted 13 February 2020 - 08:22 PM
A 'Reception' Room or something, i don't know. with the corpse of Commander Shluan, The commander of ice army's beta team. brutally murdered by the blood army's leader (Who is yet to be revealed.)
If anyone's really interested in this project, i'll (probably) make a separate thread.
#9125 Posted 15 February 2020 - 11:47 PM
def13391, on 13 February 2020 - 08:22 PM, said:
A 'Reception' Room or something, i don't know. with the corpse of Commander Shluan, The commander of ice army's beta team. brutally murdered by the blood army's leader (Who is yet to be revealed.)
duke0000.png
If anyone's really interested in this project, i'll (probably) make a separate thread.
Honestly, I think this room doesn't look as polished as the previous ones you posted, I think it would work better with proper texture alignment (bottom of the console) and lighting/shading (everything looks like it has the default value). In comparison, your other screenshots shared a 'minimalistic' style that worked in their favor and made them look appealing; here it looks like you'd have to spend just a bit more time on that room to make it consistent with the rest. That's just my impression and something I'm trying to bring to your attention if you're unaware. To me it really doesn't matter how 'basic' the design of a map is, but misaligned textures and default lighting are beginner mistakes that take little time, and are fun, to learn to do away with, and from experience a lot of players (who will give your mod a try eventually) also feel that way.
#9126 Posted 16 February 2020 - 08:45 AM
ck3D, on 15 February 2020 - 11:47 PM, said:
"Minimalistic"
You sure about that?
And about the console's 'misaligned' textures, i made it like that on purpose. i just thought it looked kinda cool.
the default lighting was a design choice for the room as well. the map the picture was taken in is just a modification of lameduke's L1.
#9127 Posted 16 February 2020 - 07:08 PM
Random examples of maps that are not minimalistic: https://msdn.duke4.n...apocollapse.php / https://msdn.duke4.n...tpissedtime.php / https://msdn.duke4.net/hotadg06.php
Random examples of more minimalistic maps (kind of vulgarizing the word here; more comparable to the original game style as far as aesthetics) that play amazing regardless: https://msdn.duke4.net/hotdukemeal.php / https://msdn.duke4.net/hotplaza.php
I get the uniform lighting being a design choice, but since by posting you ask for feedback I'm telling you I don't think it's a very good one, unless you're going for a deliberate retro / bland look on purpose that's the go-to design choice for everybody who won't think of an actual design choice, as thousands of poor quality user maps from 1996 can attest. If you want your room to look like that, fine, the choice is on you, but if you don't, I'm sure you could get some finer results.
By misaligned textures on the console I'm just bothered by those walls where the squares don't meet, yeah. Technically speaking, it's misaligned, but of course you're free to experiment with misaligning stuff on purpose (most mappers actually do it a lot and get interesting results from that).
Are you new to mapping? You sound insecure for some reason, like I was saying I think the first two shots were interesting, I'm only trying to help here by giving feedback like you should expect from people when you show them stuff.
This post has been edited by ck3D: 16 February 2020 - 07:15 PM
#9128 Posted 16 February 2020 - 09:14 PM
#9129 Posted 17 February 2020 - 06:29 AM
-------
My map has almost reached the 800 sectors & 6400 walls. Twice as big since my first screenie here This place is based on Woudrichem, a Dutch town. Still heavily WIP!!
#9130 Posted 17 February 2020 - 09:05 AM
def13391, on 13 February 2020 - 08:22 PM, said:
A 'Reception' Room or something, i don't know. with the corpse of Commander Shluan, The commander of ice army's beta team. brutally murdered by the blood army's leader (Who is yet to be revealed.)
duke0000.png
If anyone's really interested in this project, i'll (probably) make a separate thread.
That's INDEEED the Alpha/Beta Commander.
You own the full sheet or it's just taken from a very hard to find unpublished screenshot?
#9131 Posted 17 February 2020 - 09:59 AM
def13391, on 16 February 2020 - 08:45 AM, said:
You sure about that?
duke0004.png
And about the console's 'misaligned' textures, i made it like that on purpose. i just thought it looked kinda cool.
the default lighting was a design choice for the room as well. the map the picture was taken in is just a modification of lameduke's L1.
can you release a complete picture of that LA skybox?
#9132 Posted 17 February 2020 - 11:46 AM
Fantinaikos, on 17 February 2020 - 09:05 AM, said:
#9133 Posted 17 February 2020 - 12:18 PM
Fantinaikos, on 17 February 2020 - 09:05 AM, said:
You own the full sheet or it's just taken from a very hard to find unpublished screenshot?
got em from here https://duke3dmaps.t...otype%20content
#9134 Posted 17 February 2020 - 12:23 PM
jet_nick, on 17 February 2020 - 09:59 AM, said:
Yeah, here you go.
Source photo if anyone's interested.
update:move all discussion of blood and ice to here https://forums.duke4...dblood-and-ice/
This post has been edited by def13391: 17 February 2020 - 03:00 PM
#9135 Posted 17 February 2020 - 05:52 PM
High Treason, on 16 February 2020 - 09:14 PM, said:
Ignoring ck3d aka MRCK on level design would be a big mistake in my opinion.
#9136 Posted 17 February 2020 - 07:17 PM
Jimmy, on 17 February 2020 - 05:52 PM, said:
It was only today when i realized he was talking about the squares on the console. i thought he was talking about the blue line at the bottom of the texture. now i understand.
#9137 Posted 17 February 2020 - 08:12 PM
Maarten, on 17 February 2020 - 06:29 AM, said:
that's pretty sick
#9138 Posted 17 February 2020 - 08:16 PM
#9139 Posted 17 February 2020 - 10:20 PM
Forge, on 17 February 2020 - 08:12 PM, said:
Thanks, Forge! Woudrichem is a Dutch town surrounded by water & dikes.
There also will be a huge tower which you can reach.
That's enough info for now haha. I`ll surely keep you all up to date! The inspiration is quite crazy for my standards.
#9140 Posted 17 February 2020 - 11:56 PM
def13391, on 17 February 2020 - 07:17 PM, said:
Yeah no that looks good, and in general you're on the right track with the sector/construction work on the ceiling as well (a lot of people's 'first maps' - sometimes for years - have flat ceilings despite the amount of detail present everywhere else and that can look off, in general the aspect of vertical space in this game is easy to overlook and underutilize).
I didn't mean to be 'that guy' slapping you with the reality of what other people have done / are doing for this game and whatnot, for some reason (go figure) I assumed you weren't new to mapping or posting work and were used to the kind of honest feedback given around these parts. Like Jimmy said though, literally every mapper/modder does go through that reality check at least once, and that's essentially how one grows and breaks out of the shell of their sole perspective. I think it's just good to accept new possibilities and different takes, it's more options to consider and doesn't mean you have to change what you're doing. The beauty of the community isn't to display how hard one might or might not be a hard worker, it's accepting that there's always more people working harder on completely different stuff anyway so styles shouldn't be judged (although obvious practical 'mistakes' should be at the very least pointed out in case the author wouldn't be aware), just compared and discussed in order to better fine-tune one's understanding of what makes a level/mod good and what results in the opposite. I do understand that detaching yourself from your art enough that you're confident openly discussing and criticizing it yourself can be one tough step for the unprepared, though.
If you ever feel like experimenting with the lighting in that room still, assuming you want a very bright room but don't want to sacrifice a potentially more exacerbated 3D look (which you don't have to push either, but always helps make levels look less 'flat' and is generally fun to play around with), you should try giving adjacent walls that follow different angles a slightly lower (or higher, depending on the proximity of the light source) shade value, if you try bumping the walls you want brighter past a certain positive value it will look like it's no longer being affected anymore in 3D mode at first glance but with the game's default visibility settings, they will still stand out a bit more than the rest of the room from a distance. Basic idea is that seeing the image of, say, a cube with every of its face being a slightly different brightness would be more recognizable/easier to read by the human brain than the same shape filled in with the exact same color. That's if you're going for an ounce of pseudo-realism though as I could totally see and get doing something a bit more retro and abstract (especially if you're incorporating LameDuke elements). I'm aware that your entire ceiling looks like it's the light source, but technically you can still fine-tune the look of that room without sacrificing that impression all the while increasing its 'depth' if you ever feel so inclined.
Also those responses shouldn't feel overwhelming either, they're only so long and detailed because people on here are as passionate about the game's intricacies and curious to exchange about them as you are.
Maarten, love both that shot and the comparison thing - I have a thing for real-life inspired environments that still retain the grandness of their scale upon being 'in-game'd' which is actually tough to achieve and it looks like you've broken that personal limiter there (although you're no stranger to grand maps, European city-styled will be interesting), I'm looking forward to your map even more now!
This post has been edited by ck3D: 18 February 2020 - 12:02 AM
#9141 Posted 18 February 2020 - 12:39 AM
def13391, on 17 February 2020 - 12:23 PM, said:
citysky_89.png
citysky_90.png
citysky_91.png
citysky_92.png
citysky_93.png
Source photo if anyone's interested.
la skyline.jpg
update:move all discussion of blood and ice to here https://forums.duke4...dblood-and-ice/
Thank you
#9144 Posted 21 February 2020 - 04:30 PM
Crawling
Floating
Suicide?
It is totatally possible separate every frame to create a sprite sheet, in the end i did the same for the discarded crawling animation of the final version Commander.
#9145 Posted 21 February 2020 - 04:36 PM
I'm trying to recreate it based on the beta videos.
This post has been edited by Perro Seco: 21 February 2020 - 04:40 PM
#9146 Posted 21 February 2020 - 04:47 PM
This post has been edited by Sangman: 21 February 2020 - 04:48 PM
#9147 Posted 22 February 2020 - 06:29 AM
@Fantinaikos: nice work!!
----
Have been mapping since 5-1-20 (10 days OFF b/c of holiday) en just reached 900 sectors & 7400 walls.
This has to be my most quick start of mapping yet...
So...here is screen 3! Same location taken from the otherside. Keep in mind there is some WIP stuff in here!
#9149 Posted 23 February 2020 - 06:23 AM
Fantinaikos, on 17 February 2020 - 09:05 AM, said:
That must have been so much fun to make - and all in glorious 90's CG!!
This post has been edited by Tea Monster: 23 February 2020 - 06:24 AM
#9150 Posted 23 February 2020 - 11:08 AM
Tea Monster, on 22 February 2020 - 05:22 PM, said:
Loving it. I wish Polymer was not broken to Hell because getting a set of classic recreations that don't look like lumpy cartoons, or next-gen interpretations would be awesome. Proper remakes with full materials support.
Tea Monster, on 23 February 2020 - 06:23 AM, said:
I'm a sucker for old CGI. Like, I know the old Blood cinematics are looked down upon, but those and the Duke 3D ones just have such a... A stop-motion esque charm to them. That low res gritty look... It's like watching Classic Doctor Who and seeing the sets wobble, or that the tank they're obviously using is a toy from the store. I don't care, it looks great!
Interesting thing about the fat commander to me is that prototype version looks rather human in the face. He reminds me of the Chaingunners from Doom with that bald head adn those jowels.