What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9721 Posted 16 January 2021 - 05:45 AM
As for the screens not showing much: the building actually turns out to be pretty intricate, with 2 levels stacked on top of each other (so fans of sector-over-sector should be pretty happy ) and a pretty complicated floor plan. Meanwhile, there's the flashing sky and the thunderstorm raging outside the building. It has a really apocalyptic feel to it, but that's hard to capture with a screenshot. So for now, you'll just have to take my word for it.
This post has been edited by Merlijn: 16 January 2021 - 05:46 AM
#9722 Posted 18 January 2021 - 01:16 PM
This post has been edited by Maarten: 18 January 2021 - 01:19 PM
#9724 Posted 19 January 2021 - 07:24 PM
#9725 Posted 20 January 2021 - 03:59 AM
Telee's shots in particular remind me I also want an airport and airplane map(s) in my own project, topping the strength of those aesthetics is going to be tough though, loving the detail and texturing. Maybe some stronger wall shading and contrast around all the angles would help complete the look. Ceiling lights in the last shot could also look a bit less flat and/or cast shadows above them for some variety on the ceiling and extra depth, otherwise I'm a fan.
This post has been edited by ck3D: 20 January 2021 - 06:52 AM
#9726 Posted 20 January 2021 - 06:38 AM
#9727 Posted 20 January 2021 - 06:49 AM
Shading I always recommend is a good habit to pick up on the go, also working with increments in powers of 3 from adjacent wall/floor to adjacent wall/floor from my personal experience is what I find looks best, don't hesitate to try and go for stark contrast here and there when you experiment and you'll most likely be amazed yourself at the extra depth it directly gives to one's own piece. Also for stuff like floor/ceiling shadows, remember you can always use a flat sprite with pal 4 (or a very dark shade value and/or noshade if your parent sector uses light/palette effects), usually the same one used for the actual object in the first place, for a resource-efficient way of making them.
This post has been edited by ck3D: 20 January 2021 - 06:58 AM
#9728 Posted 20 January 2021 - 08:12 AM
Haven't heard of Letiste, I'll have to check that one out. Gotta remind myself to take a break from the mapping once in a while to try out some user maps, especially the latest stuff being put out by the community - I've missed a lot over the years.
#9729 Posted 20 January 2021 - 08:21 AM
The WIP shots of yours looks very good, so welcome back!
#9730 Posted 20 January 2021 - 08:47 AM
Telee, on 20 January 2021 - 08:12 AM, said:
Haven't heard of Letiste, I'll have to check that one out. Gotta remind myself to take a break from the mapping once in a while to try out some user maps, especially the latest stuff being put out by the community - I've missed a lot over the years.
Letiste is a 1999 user map by Peter Kucera: https://dnr.duke4.ne...ps/Letiste.html so it also dates from way back. Also I remember back when the Skycity maps came out like yesterday, it's crazy to think it's been twelve years but you're right. I remember especially liking the first and third of those maps and to this day wish the author had kept going, they were onto something with that style.
I'm also with you on that I don't play user maps as much as I should, to the point of feeling guilty of not completely recognizing people's efforts at times, it's just so tempting to create and map instead all the while still appreciating the new releases from afar. I've been getting this idea that part of the community is getting less interested in actually experiencing user maps first hand now than in appreciating new releases like fine art pieces; it's funny how 'passive' YouTube views of video playthroughs kind of compete with download counters these days. It's as though the engine is so antiquated now (and I don't mean that any pejoratively, 'old' if you will), everything new pertaining to it will also function as a cultural curiosity in addition to playable content.
This post has been edited by ck3D: 20 January 2021 - 09:23 AM
#9731 Posted 20 January 2021 - 09:09 AM
#9732 Posted 20 January 2021 - 01:18 PM
@Telee, I especially dig the first screenshot from the airplane interior, it looks so massive! And thinking of how much walls were used there already gives me a headache. Love the use of shapes and textures on the chair, also cool idea how the seatbelts and armrests were created.
I've finally decided on a title of my new map and created a ModDB page for it to directly post updates. I'm planning weekly progress updates with some screens, since it's pretty close to completion already. Posting 2 new not too revealing screenshots here as well, these are relatively new areas, which were created during the last 2-3 weeks (2nd screen is something I've created today in fact).
This post has been edited by Aleks: 20 January 2021 - 01:18 PM
#9733 Posted 20 January 2021 - 04:47 PM
Sanek, on 20 January 2021 - 08:21 AM, said:
The WIP shots of yours looks very good, so welcome back!
Thanks! Yes, that was me, from back when I was in high school probably lol.
Love the design on those light fixtures Aleks. Those other screens on ModDB look great as well. How did you pull off that reflective floor?
#9734 Posted 21 January 2021 - 03:57 AM
Telee, on 20 January 2021 - 04:47 PM, said:
Thanks! The reflective floor is just made with semi-transparent sprites on the "floor surface" and manually recreating the entire reversed room upside down below the level of these sprites (also using bottom-swap on all wall textures so they can be correctly mirrored). It's one of the first rooms I created in the map, it was done back in 2008 or so actually
#9735 Posted 21 January 2021 - 12:45 PM
I believe it appeared in Nuclear Winter for the first time.
#9736 Posted 21 January 2021 - 01:56 PM
Funny that Nuclear Winter used it since the level design in that expansion wasn't great, that's pretty innovative.
#9737 Posted 22 January 2021 - 02:17 AM
Aleks, on 21 January 2021 - 03:57 AM, said:
There’s a mapster script that automatically turns sectors upside down. You can then join it to the original with TROR for the reflection effect.
#9738 Posted 22 January 2021 - 09:02 AM
Micky C, on 22 January 2021 - 02:17 AM, said:
I suspected that but it's cool to hear a confirmation as sooner or later I'm going to tackle doing something like this on a rather big scale. Not that inverting values 'manually' especially sounds bad to me though given what I have in mind after all. I'm guessing that script only inverts sectors and not the height coordinates of spritework? If everything reacted to the mirroring, that would be the ultimate way.
Aleks looking forward to your map as you know, loving the mini in-game universe.
This post has been edited by ck3D: 22 January 2021 - 09:03 AM
#9739 Posted 24 January 2021 - 11:27 AM
heres a few WIP shots.
#9740 Posted 27 January 2021 - 03:27 AM
#9741 Posted 27 January 2021 - 04:02 PM
Aleks, on 27 January 2021 - 03:27 AM, said:
Klingon_door.png
Probably I'm missing something but how this can possibly be made just with regular sectors? really impressive!
#9742 Posted 27 January 2021 - 05:10 PM
Mike Norvak, on 27 January 2021 - 04:02 PM, said:
Thanks! The part of the door that's above the ground is made from masked wall between invisible parallaxed ceiling and floor, which are inside another sector with parallaxed ceiling and floor to be invisible. Then the floor and ceiling is covered with a sprite, so the parallaxed stuff can't be seen. Also the "inner" masked walls had to be made pal 4, to create the impression that the "teeth" is full inside (if it wasn't a moving slide door sector that cannot transport sprites, the floor/ceiling could be also masked with sloped sprites), as the "negative" masked wall sector is hollow inside.
#9743 Posted 28 January 2021 - 08:25 AM
I remember Alejandro's military madness having a similar effect for a 3d swing door, but this is taking it to another level.
#9744 Posted 28 January 2021 - 08:36 AM
@jimbob style is really sweet, especially in screens 3 and 4. Screen 1 has a root sprite that appears to be floating in mid air, just reporting in case you didn't catch that.
#9745 Posted 28 January 2021 - 11:21 AM
ck3D, on 28 January 2021 - 08:36 AM, said:
@jimbob style is really sweet, especially in screens 3 and 4. Screen 1 has a root sprite that appears to be floating in mid air, just reporting in case you didn't catch that.
thanks, yeah, i noticed it and fixed it already
#9746 Posted 28 January 2021 - 01:09 PM
Merlijn, on 28 January 2021 - 08:25 AM, said:
I remember Alejandro's military madness having a similar effect for a 3d swing door, but this is taking it to another level.
Thanks! Yeah, Alejandro also did the same trick in HydroStation (which was earlier than MM IIRC) - although looking back at it, doesn't seem like the best way, as instead of regular swing doors, the "floating" swing door could have been created with ST30 and SE0/SE1 which moves sprites and a spritework (and this way, it could be "closed" from top and bottom instead of relying on blackness). Slide doors unfortunately don't move sprites, and 2-way trains require some minimal distance (~4096 units) to work properly.
#9747 Posted 02 February 2021 - 09:42 AM
@ Aleks: that door trick looks amazing
Meanwhile, inspiration keeps coming to me. I think it's save to say at least 50% is finished. I actually made the whole "basic gameplay locations". The map will have more nature as well this time around
Don't wanna show too much yet, but here is a WIP shot of a cave section:
#9748 Posted 02 February 2021 - 01:07 PM
#9749 Posted 03 February 2021 - 03:17 PM
Now, I am trying this again -- another fucking awful BETA IS BETTA mod that'll never get anywhere.
This new mod of mine is called Duke Nukem 3D:Metal Future. Metal Future was DN1's working title according to Wikipedia. Please take this bit of info with a grain of salt, as Joe Siegler says that DN1's original title was Heavy Metal, and didn't mention anything about the Metal Future name.
We, Duke4 users know how these mods go -- reusin' Cage's shit*, maybe using some of the official asset pieces that were posted in Duke4's Discord, zero effort, some beta-esque (non-official) assets taken from wherever without proper credit (trust me, I know. Yeah I'm fucking looking at you Timmyboy1980.), barely anything unique, the list goes on.
But for this project, I'm trying my best to do things...erm, right. Instead of trying to make some unappealing garbage, I'm trying to make something that looks "decent", has interesting and unique ideas, has some story slapped on that the players will probably ignore, etc.
This mod is set in an alternate reality Los Angeles in the year 1998, where Earth is unified under one government with the City of Angels as the capital (as gross as that may sound).
Somewhere in darkest corner of the Milky Way, the queen of an unknown hostile race is having her troops construct a DNA bomb that will eradicate all life on Earth, while leaving
all of the planet's buildings intact -- allowing them to come in and build a new colony.
However, they have already suffered a major setback -- when the alien army's high officials (Suran Korando, Ignatius Baranar, Carnon Hendor, and Mileena Sanura) heard about this plan, they immediately rushed over to Earth's capital building, the Central Office. There, they told the president every, single, thing they heard about the project. The president (Darnell Geraldson) responded by calling the only man who could stop the plan in its tracks...Duke Nukem.
This story is not...that great. It's something.
Development's been going since November 2020, and I'm not sure how it's going to end...it'll probably fail yet again because I'm a lazy twat.
Here are some shots you'll probably hate:
*Okay I'll admit this: I'm using Cage's assets, just because they look cool.
This post has been edited by Slap McBald: 03 February 2021 - 03:18 PM
#9750 Posted 03 February 2021 - 05:56 PM
Don't call yourself a lazy twat in advance, too - making a mod by yourself (even though you're partly reusing assets here, I know) is hard enough on yourself as a person that you don't need to do that. So far it's looking all good and thus it's pretty obvious to me that you can totally do it (unless at some point you yourself choose to give up, which would be fine too). Just keep it up, and maybe remember to respect your own workflow by doing things as you feel like doing them, never before - that's typically how one starts feeling imaginary pressure and burning out for, in reality, no reason.
This post has been edited by ck3D: 03 February 2021 - 05:59 PM