What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10951 Posted 06 January 2026 - 05:54 AM
This post has been edited by ck3D: 06 January 2026 - 06:12 AM
#10953 Posted 09 January 2026 - 10:19 AM
#10954 Posted 09 January 2026 - 04:30 PM
Video by High Treason, yours would essentially be the same set-up but upside down. The one general downside of that trick is it tends to encourage blocking walls in order to prevent the player from clipping, but applied to a ceiling (not floor) that may not be much of a problem. (Probably just shouldn't be in jumping reach.)
Trick is a fun one to combine with slopes, moving/rising floors, maskwalls, etc. Works in classic and Polymost, Polymer breaks it.
This post has been edited by ck3D: 09 January 2026 - 04:40 PM
#10955 Posted 11 January 2026 - 06:49 AM

Added an extra module/area below, so now the structure comprises 13 TROR stacks total. Setting up all of the lighting is a bit tedious, but almost done now.
This post has been edited by ck3D: 11 January 2026 - 07:17 AM
#10956 Posted 11 January 2026 - 08:16 AM
#10957 Posted 11 January 2026 - 03:18 PM
Aleks, on 11 January 2026 - 08:16 AM, said:
I do want the whole thing to do a thing (and have been rigging it accordingly), but it would hit the limit of walls that can shift in one map if it moved in any way, this one.
This post has been edited by ck3D: 11 January 2026 - 03:18 PM
#10958 Posted 13 January 2026 - 12:36 PM
#10959 Posted 13 January 2026 - 12:45 PM

Added 'Abondend Aircraft field' [sic]:


This post has been edited by ck3D: 13 January 2026 - 01:32 PM
#10961 Posted 15 January 2026 - 11:34 AM
#10962 Posted 15 January 2026 - 12:55 PM
I think I need more time to finish mine, being afraid I will run out of walls more or less quickly. But here's a finished outdoor exterior shop from the city, just completely lacks interior and all...
#10966 Posted 18 January 2026 - 03:01 AM
Now onto scavenging spare walls and hopefully making more stacks.


This post has been edited by ck3D: 18 January 2026 - 04:56 AM
#10967 Posted 18 January 2026 - 03:12 PM
#10968 Posted 19 January 2026 - 12:51 PM
It's fully assembled now and I've started adding gameplay. Basically it's in the same state as the former two now, just missing a few encounters and detail like skyboxes. Next one that is lined up should feel fresh to make too.



This post has been edited by ck3D: 19 January 2026 - 12:52 PM
#10969 Posted 20 January 2026 - 07:08 AM
Only just realized now some of my texturing got off alignment when I made the street sectors lower, of course.



This post has been edited by ck3D: 20 January 2026 - 07:26 AM
#10970 Posted 20 January 2026 - 09:04 AM
ck3D, on 17 January 2026 - 01:20 PM, said:


The way you are stepping us through the construction of your latest map is remarkable how you've built it. Thanks for sharing and once again, looking forward to another release from you.
This post has been edited by Paul B: 20 January 2026 - 09:06 AM
#10971 Posted 21 January 2026 - 12:13 PM
New map (fourth one) started today, 1000+ sectors 5200+ walls. Still W.I.P. with detail, shading etc. but some structure already. Again already spotting mistakes, oops.






This post has been edited by ck3D: 21 January 2026 - 01:36 PM
#10972 Posted 22 January 2026 - 04:52 PM

I'm going to keep refining it. Map is around 2200 sectors now.
edit - welp it's not just a simple loop anymore now.
This post has been edited by ck3D: 22 January 2026 - 06:28 PM
#10973 Posted 23 January 2026 - 03:55 PM
#10974 Posted 23 January 2026 - 05:53 PM
#10975 Posted 24 January 2026 - 10:45 AM
ck3D, on 23 January 2026 - 05:53 PM, said:
It's Duke Nukem V, isn't it?
Quote
Layout:
Settings:
Suburbs
Duke inflitrating neighborhoods inf. by aliens
Death Valley:
Sorta like a western. Bull-skulls half buried in the sand
Military compound: Aliens take over nuke-missle silo, duke
must destroy.
Abondend Aircraft field
Vegas:
Blast anything bright! Alien lights camoflauged.
Alien Drug factory. The Blue Liquid
Mountainal Cave:
Interior cave battles.
Jungle:
Trees, canopee, animals, a mysterious hole in the earth with
gas seaping thru.
Penetencury:
Good use of spotlights:
Mental ward:
People whom have claimed to be slowly changing into an
alien species
Inventory:
Wood,
Metal,
Torch,
Rope,
Plastique,
Cloth,
Wiring,
Glue,
Cigars,
Food,
Duck Tape,
Nails,
Piping,
Petrol,
Uranium,
Gold,
Prism,
Power Cell,
Hand spikes (Limited usage, they become dull)
Oxygent (Oxygen mixed with stimulant)
Player Skills:
R-Left,R-Right,Foward,Back
Strafe, Jump, Double Flip Jump for distance
Help, Escape
Fire/Use
Use Menu
After a brief resbit, Duke decides to get back to work.
Cmdr: "Duke, we've got a lot of scared people down there.
Some reports even claim that people are already
slowly changing into aliens."
Duke: "No problem, my speciality is in croud control."
Cmdr: "Croud control, my ass! Remember that incident
during the war? You created nuthin' but death and
destruction."
Duke: "Not destruction, justice."
Cmdr: "I'll take no responsibility for your actions. Your on
your own! Behave your self, damnit! You got that,
soldger?"
Duke: "I've always been on my own... Face it, it's ass kickin' time,
SIR!"
Cmdr: "Get outta here...!"
(Duke gives the Cmdr a hard stair, then cocks his weapon and
walks out of the room)
Cmdr: In a wisper: "Good luck, my friend."
(Cut to a scene where aliens are injecting genetic material
into an unconcious subject)
Programming: ( the functions I need )
Images: Polys
Actors:
Multi-Object sections for change (head,arms,legs,torsoe,all change)
Facial expressions. Pal lookup per poly?
struct imagetype
{
int *itable; // AngX,AngY,AngZ,Xoff,Yoff,Zoff;
int *idata;
struct imagetype *prev, *next;
}
#10976 Posted 24 January 2026 - 10:57 AM

ck3d dukes 24/7, he is the only one who can dispatch Chuck Norris in mapping lol
#10977 Posted 24 January 2026 - 11:00 AM
Honestly I am not sure who exactly wrote that script either. Because of the typos seems like Broussard or Replogle, but couldn't be Miller or Blum?
Shop-N-Bag looks cool! How inspired for interiors are you yet since you were mentioning that being a bit of a wall. I know interiors can be a very specific type of pain in the ass.
This post has been edited by ck3D: 24 January 2026 - 02:30 PM
#10978 Posted 24 January 2026 - 12:09 PM
#10979 Posted 25 January 2026 - 04:59 PM
This room still might change but I am posting a screenshot because it took forever not to make, but to break and then understand how to fix (not helped by how all of the sectors are set up to later be made dynamic), basically I had been overambitious to the point of running out of TROR bunches (sector count also was in the 3100's, wall count strangely enough still fine) and had to simplify/remake an awful lot from disconnected TROR layers inside and outside the central structure which had to be the most hardcore exercise possible (also considering the original fine sector geo), but now that I've overcome it feels so satisfying. '''Mindless''' (pfft) map backups at every stage saving the day again.
This post has been edited by ck3D: 25 January 2026 - 05:04 PM
#10980 Posted 26 January 2026 - 10:36 AM
Polymer is cool, I now always use it to play. Sometimes have to reduce lighting to tweak performance though, if it's too extreme with FPS drops I switch to Polymost or classic. Polymost/classic is sometimes too dark and I have noticed some sprites like switches are missing in my current map, but maybe that could be fixed by placing them elsewhere temporarily and replacing them back to their original spot or somehow else, I just don't care as long as Polymer works. Also FOV or whatever it is, is different and feels awful in Polymost/classic.

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