What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9631 Posted 10 November 2020 - 07:53 AM
#9632 Posted 10 November 2020 - 07:49 PM
This post has been edited by ck3D: 10 November 2020 - 08:03 PM
#9633 Posted 10 November 2020 - 08:32 PM
#9635 Posted 11 November 2020 - 04:42 AM
And yes Mark player movement is key here, for those maps I'm really thinking flow first and then detail later, and only if it doesn't take away from the mood or distract from the real objectives (and still it's usually of the functional kind as it hints at, or unlocks, secrets). These days I'm super into lighting/shading, I wouldn't mind making maps that are a succession of empty rooms as long as it's all lit and shaded right and has the right gameplay dynamic (with vertical action, etc.). Whenever I get some space I can use I like throwing down funky stuff though, for instance that office has a cool-looking Xerox machine (you can kind of see it on those shots but not from up close). But space is the keyword, when you think about it level design is all about use of space and then the right cosmetics on top. Nowhere in the original episodes ever looked empty or dull yet they were restricted in terms of detail, for instance.
I miss seeing your screenshots or even better, playing your maps, brullov!
This post has been edited by ck3D: 11 November 2020 - 04:49 AM
#9636 Posted 11 November 2020 - 12:38 PM
ck3D, on 10 November 2020 - 07:49 PM, said:
Nice aesthetics!
#9637 Posted 11 November 2020 - 05:46 PM
An experiment with the weapon bob, and shifting the weapon sprite based on view pitch and whether you're jumping.
This post has been edited by Striker: 11 November 2020 - 05:47 PM
#9639 Posted 12 November 2020 - 10:44 AM
OpenMaw, on 12 November 2020 - 09:12 AM, said:
I can´t see them either. My antivirus keeps on blocking the URL of the image hoster.
#9640 Posted 12 November 2020 - 11:12 AM
Striker, on 11 November 2020 - 05:46 PM, said:
Good stuff! It looks like you are not using the 256 or 512 orientation flags to keep hud items on the left and right sides in widescreen. Is that intentional?
#9641 Posted 12 November 2020 - 01:46 PM
This post has been edited by Striker: 12 November 2020 - 01:46 PM
#9642 Posted 12 November 2020 - 01:48 PM
blizzart, on 12 November 2020 - 10:44 AM, said:
I dunno why it keeps happening. I'm going to guess it's just the fact the site isn't using HTTPS. I can't afford an SSL certificate, too expensive, and I can't use an image hosting service because the GIFs are too large (>9mb). Also, nobody told me what antivirus was doing this last time I asked, so please, tell me what antivirus this is that's doing this bullshit. Also, avoid Chrome, it also seems to have trouble, whereas Firefox draws them fine.
This post has been edited by Striker: 12 November 2020 - 02:21 PM
#9643 Posted 12 November 2020 - 02:21 PM
Striker, on 12 November 2020 - 01:48 PM, said:
I'm getting notifications from Avast; who's blocking stuff from shadowmavericks.com due to URL:Blacklist.
#9644 Posted 12 November 2020 - 02:57 PM
#9645 Posted 14 November 2020 - 06:22 AM
Will be starting an official WIP thread soon I guess.
#9646 Posted 14 November 2020 - 07:07 PM
Mikko's got to change the link on his website, however (if he wants to be up to date about it)
#9647 Posted 21 November 2020 - 02:59 AM
Speaking of which, I'm making good progress on The Kompleks and after that it will be a descent into the depths of the earth.
This is the same area I showed last time, but now it's pretty much finished:
I already moved on to new areas, but I don't want to spoil those just yet.
#9648 Posted 21 November 2020 - 04:53 AM
You ever realized how it's the second time you're 'ending' a series around something 'complex'? You're doing The Kompleks now and the last Red map (canonically) was Lonely Mountain Complex. (and now you're probably going to want to throw a reference to that in there, too)
This post has been edited by ck3D: 21 November 2020 - 04:55 AM
#9649 Posted 22 November 2020 - 01:54 AM
#9650 Posted 22 November 2020 - 12:47 PM
#9652 Posted 23 November 2020 - 09:05 PM
#9653 Posted 24 November 2020 - 08:29 AM
#9654 Posted 24 November 2020 - 07:40 PM
https://www.dropbox....20test.mp4?dl=0
This post has been edited by Mark: 24 November 2020 - 07:44 PM
#9655 Posted 25 November 2020 - 02:11 AM
The cutscene start at 7:21, i find that atmosphere great.
This post has been edited by The Battlelord: 25 November 2020 - 02:14 AM
#9656 Posted 25 November 2020 - 03:47 AM
@Merlijn, I especially dig the lighting and wall decals on these screens! Now using original set of textures and these triangular wall shadows (which I assume are made with pal 4 sprites) - what tile did you use there? Seems better aligned than most common triangular sprites (which Duke is criminally lacking).
#9657 Posted 25 November 2020 - 09:55 AM
#9659 Posted 25 November 2020 - 11:04 PM
@Mark : Is it Guybrush Threepwood ?
@11bush : the reflection on the wood looks very good ! °0°
@brullov : a little bit dark for a supermarket, in my opinion. But very nice work
This post has been edited by Seb Luca: 25 November 2020 - 11:08 PM
#9660 Posted 26 November 2020 - 06:36 AM
The trashed "VISITOR INFO" kiosk would've been in or near the room labeled "VISITORS' CENTER" on the 3d map in the lobby. The blue keycard room's viewscreen message would've said something about how it was already trashed when the urbexers found it.
The "DUKE ARCADE" kiosk would've been somewhere deeper inside the building (probably next to one of the computers in the teleporter system room; the urbexers who left the blue keycard room message wouldn't have gone anywhere near it); this kiosk would have ambient music so you'd be able to hear it before seeing it. This kiosk would've had games like "Duke Chess", "Dukeopardy!", and "Duke Bingo".
It's probably for the better that this didn't make it in; some of the details are just too small to see and I hadn't planned on that.
These kiosks might show up in a future map of mine, when I get to that point.
Also, I've been playing around with the sloped-sprite feature; I don't have anything that I'd classify as a proper map under construction yet, but I did manage to put together a segment that I can copy-paste to make hallways or whatever.
In the future, I'll probably be able to use this in a space-themed map somehow.
The main problem with this structure is that (even in 9275) it's possible to jump out through the sloped ceiling glass, even though the glass has blocking and hitscan enabled.
(Also...can anyone recommend a replacement for Imgur? They've turned to shit since I last used them.)
(edit: images are now attachments; something non-message-board-specific would be nice though.)
This post has been edited by ToiletDuck64: 26 November 2020 - 06:51 AM