What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10261 Posted 28 March 2022 - 01:42 PM
This post has been edited by jimbob: 28 March 2022 - 01:45 PM
#10262 Posted 31 March 2022 - 08:01 AM
#10263 Posted 31 March 2022 - 10:09 PM
#10265 Posted 10 April 2022 - 11:09 AM
The map that I worked on last time is in a limbo right now - I didn't touched it since late 2020 (since I was busy with my gamedev activities), but I showed the build to one very respectable mapper and I hope he'll do something with this map someday.
I started doing a little project, which is (once again in my case) relies on a gimmick of some sort. I'd like to create a set of small maps (talk E2L11/Lunatic Fringe in terms of size) that all will have the same idea.
I think i'm done with big projects, maps like Winterfall and such. I know that making the episode is harder than making a good map, but with size like this, it won't be nearly as hard as making one detailed map.
With my current business shut down and uncertain future, diving into a dream world probably won't be right. But i've been a part of this dream world we call mapping for the last 18 years, and I still want to be a part of it.
Anyway, here's the shots. Despite the small size, it won't be heavily detailed like modern hot maps. I don't want to make everthing ultra-detailed just for the sake of it.
Some might call it n00bish compared to what I've done, but I'd say it have the bare minimum of what I want to see in a map myself, and it's a perfect match for my ideas. I don't know If i'm actually going to finish all this, but at least I have fun doing it.
#10266 Posted 10 April 2022 - 12:30 PM
#10267 Posted 11 April 2022 - 06:38 PM
Okay, here's map #2, called "Assaullt on Memorial".
I didn't want to do this, but it turns out into a sort of "map per day" challenge for me. Obviously, some polishing and minor additions will take place later, but making almost the entire map in one day and going to the next one is a fun expierence, so I'll do it like this while I have interest.
The level itself is a small memorial area dedicated to Duke, that have small museum-like pieces of each of the original episodes. There's also a spectators seats and some terrain here and there, which is less inspired. The seats give a cool intro, when you don't have weapons and have to take cover.
I wanted to have a space-themed pack first but I decided to make one Earth-bound map for a plot purposes.
I won't work on new maps everyday, but when I have enough time to dedicate the good half of it on mapping.
#10268 Posted 12 April 2022 - 06:06 AM
This post has been edited by jimbob: 12 April 2022 - 06:07 AM
#10269 Posted 12 April 2022 - 06:37 AM
I like your screens and am definitely looking forward to what you're working on, as ck3D mentioned, it looks very clean and classic, Duke museum also looks interesting. There's been plenty of episodes which managed to successfully merge space and city themes (e.g. God of War), so don't really see a problem there. Always great to see people coming back to mapping, and again I agree with ck3D that it's good that you're doing it as an entertainment/pleasure activity for yourself and not try to compete or something, that's the way to go!
#10270 Posted 13 April 2022 - 03:37 PM
#10271 Posted 13 April 2022 - 05:02 PM
@dandouglas love the aesthetics! looks like it's going one of the most unsual (in terms of design) maps in a long while!
About my episode, I made a third map already! It's a moon-themed map with some wood on it, so I called it "Woodsteroid".
It's three maps in 6 days, wow (3 days if counting only actual days of mapping).
Sure, the maps is not that great, it's more of arenas than the actual levels with sprawling layout and exporation, but I really amazed that I managed to make something that looks adequate in such a short time. The first map is something that can be done in a couple of minutes, but maps 2 and 3 looks like more considerable efforts in my opinion.
One of the reasons that allows me make maps faster is a symmetrical layout. It's a very efficent way to fill map with content, but also lazy and boring (on the other hand, I think it makes sense in arena-type maps). It seems like i'm falling into a pattern here, but I'll try to make more unique layouts in the future maps.
Anyway, here's the screenshots:
#10273 Posted 14 April 2022 - 06:17 AM
I was going to show what I was working on but it seems it took me an hour or so to realize I had been working on the crashmap version of my map instead of the current one. I should have deleted that crashmap so this didn't happen. Now I have nothing to show. I have to remake the new changes in the current map. DUH...
This post has been edited by Mark: 14 April 2022 - 06:23 AM
#10274 Posted 14 April 2022 - 10:25 AM
Mark, on 14 April 2022 - 06:17 AM, said:
I was going to show what I was working on but it seems it took me an hour or so to realize I had been working on the crashmap version of my map instead of the current one. I should have deleted that crashmap so this didn't happen. Now I have nothing to show. I have to remake the new changes in the current map. DUH...
What's a crashmap?
#10275 Posted 14 April 2022 - 10:39 AM
#10276 Posted 14 April 2022 - 12:03 PM
Mark, on 14 April 2022 - 06:17 AM, said:
Original intro picture:
#10277 Posted 14 April 2022 - 12:21 PM
Mark, on 14 April 2022 - 10:39 AM, said:
I tried to +1 but I missed. Sorry.
#10279 Posted 14 April 2022 - 08:07 PM
brullov, on 14 April 2022 - 05:13 AM, said:
Fantastic!
#10281 Posted 15 April 2022 - 05:53 AM
Sanek, on 13 April 2022 - 05:02 PM, said:
Nice usage of long shadows! Good luck with your project.
#10282 Posted 15 April 2022 - 10:39 AM
Merlijn, on 15 April 2022 - 05:53 AM, said:
Thanks man.
I talked about symmetry in my last post. I tried to make a new with asymmetrical layout and
I also noticed another pattern in my maps, which is making sandbox type of levels. I make a square, cut it into 6 smaller squares and basically build whatever I want on each of these. It produced nice reuslts so far.
So what I learned today?
Symmetry is good if you're making arenas.
Don't make it unlinear for the sake of unlinear
Just go with the flow.
#10283 Posted 15 April 2022 - 03:10 PM
#10284 Posted 17 April 2022 - 06:25 PM
This one turned out worse than the previous maps. Enemies don't behave like intented, everything is too big and there's way more "symmetry" i was talking about than in any other maps i've made for the episode.
It's the second base-themed map, and it's tough to make space maps that don't look like each other. Next time i'll make more alien-y/non-human enviroments, or at least outdoor maps like the previous two maps.
I spent all Sunday making this map, but I seriously consider throwing it away and make a new one from scratch, because it feels like such a letdown after the previous map. If I don't come up with a better replacement, it'll be the worst part of the episode.
Oh, and just mentioning - I'm planning to make 8 maps.
Screenshots from the map itself:
#10285 Posted 18 April 2022 - 07:37 AM
It's not so bad, as long as other maps will be better.
Tuned up the gameplay a bit. Still worse than the previous level, but at least it's more playable than in the initial version of the map.
This post has been edited by Sanek: 18 April 2022 - 07:38 AM
#10286 Posted 18 April 2022 - 07:59 AM
hell, curently im revisiting the first maps i made for the mod to get things ready for the release of Ep1
#10287 Posted 20 April 2022 - 09:24 AM
It went so much better, faster than the previous map, but in retrospective that previous map doesn't look as bad as I thought.
I made this map because I wanted to have a map that'll have action on slopes and this orange sky.
#10289 Posted 24 April 2022 - 06:10 PM
Visually, I like the results, but it also have more copy-n-pasted areas than any other map in the episode. A real low point, this other map I was worried about actually turned our rather cool.
I have two more maps to go, but I have to take a week-long break unfortuantely, since i'll be away from my computer.
#10290 Posted 24 April 2022 - 11:36 PM
If you're worried about the copy-paste effect, I like to try throwing a curveball at those particular spots so that it contrasts from other similar elements such as drastically changing sector heights or shape, introducing a unique decorative landmark or gameplay element (exploding wall) or simply changing how lighting looks in the area.