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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is online   ck3D 

#10951

It's just Duke can only fit within a certain cubic space before getting squished, roughly the same idea why in normal gameplay small vents kill non-shrunk Duke except pushback against walls can also do something similar (e.g.. slide doors can be horizontal crushers). In this case it was I have some stairs that go down at varying angles and in some places the sector capacity (because of all the weird angular turns) was just pixel wide enough to squish. And so I rescaled the entire rocket, but that doesn't automatically adjust some of the other calculations like the ones I mentioned (texturing, sloping) and so I had to go back and fix it all up to ratio a second time. Was worth it anyway since now it still feels as cramped and claustrophobic as I wanted and just is more practical to navigate. Typical undershot. Just shouldn't have done things out of order but it is a good example of the stuff that slows mappers down and, while with time you learn to tame then prevent or even subvert a lot of it, there always is the next unexpected turn (in my case, literally).

This post has been edited by ck3D: 06 January 2026 - 06:12 AM

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User is online   ck3D 

#10952

Small update on rocket:

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User is offline   taivo30 

#10953

Made a sloped sprite bridge but don't know if I should modify the side barrier thingies. Cause obviously glitches will be very noticeable. Might change to a sector coming from the ceiling instead

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User is online   ck3D 

#10954

Nice spritework. Sector ceiling probably is the best idea, and then maybe you can use the double parallax trick around the sector if you want to make part of the top of it see-through, I used to use this trick quite a bit before I learned TROR and still find applications for it occasionally:



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

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User is online   ck3D 

#10955

Update on rocket:

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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

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User is offline   Aleks 

#10956

I hope this one fares better than the one in Launch Facility...
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User is online   ck3D 

#10957

View PostAleks, on 11 January 2026 - 08:16 AM, said:

I hope this one fares better than the one in Launch Facility...


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

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User is offline   Puke Fukem 

#10958

Half way done according to the Mapster wall limit, but my city still lacks many building interiors and outdoor city exteriors/details. It's really amazing how fast walls are consumed. :o If all goes well release could be in a month, perhaps Valentine's Day. :wub:

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User is online   ck3D 

#10959

Structurally speaking I am done with this map too now, it is traversable. Only needs a sector skybox I want to make somewhere, some extra detail/lighting/wiring, gameplay and secrets if/when I can afford them. But it also won't be out in quite a bit.

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Added 'Abondend Aircraft field' [sic]:

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This post has been edited by ck3D: 13 January 2026 - 01:32 PM

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User is online   ck3D 

#10960

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Started adding foes + inside sprite house.
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User is offline   Aleks 

#10961

This might be a spoiler, but ck3D's new map is really
Spoiler
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User is offline   Puke Fukem 

#10962

It looks like ck3D is working on at least 2 maps? I thought you started one in mid December but this one now looks different if you compare screenshots of 2D mode ?

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...

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User is online   ck3D 

#10963

Spoiler

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User is online   ck3D 

#10964

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Started new map again today, 4000 walls.
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User is online   ck3D 

#10965

20 hours later, obviously still WIP:

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User is online   ck3D 

#10966

If curious to see it stacked. Still need to refine textures, detail, shade, etc., will change quite a bit by final:

Now onto scavenging spare walls and hopefully making more stacks.

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This post has been edited by ck3D: 18 January 2026 - 04:56 AM

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User is offline   quakis 

#10967

I love those ad billboards, they're simple enough but have a very appealing look along that building's edge.
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User is online   ck3D 

#10968

Glad you like them - level is going to do fun things with lights (and also the McCutcheon index). 'Blast anything bright!'

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.

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This post has been edited by ck3D: 19 January 2026 - 12:52 PM

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User is online   ck3D 

#10969

Added ''''skybox''''. Now just needs a few more monsters and so I can put that one aside for a little while too and keep moving on.

Only just realized now some of my texturing got off alignment when I made the street sectors lower, of course.

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This post has been edited by ck3D: 20 January 2026 - 07:26 AM

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User is offline   Paul B 

#10970

View Postck3D, on 17 January 2026 - 01:20 PM, said:

20 hours later, obviously still WIP:

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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

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User is online   ck3D 

#10971

I appreciate the recognition of the effort, thanks! It really is encouraging. Posting screenshots also is an efficient way that my brain processes the latest stages of a map and thus the next best idea to make and add depending.

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.

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This post has been edited by ck3D: 21 January 2026 - 01:36 PM

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User is online   ck3D 

#10972

TROR full pipe loop (prototype, just put it together and map is still changing, so please for now ignore the bad layout and technicalities), I thought it would be funny to use to make something 2D:

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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

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User is offline   Aleks 

#10973

I've been away for a week, meanwhile ck3d made 3 (or 4? I've lost the count) maps... I'm slowly starting to suspect you hire an army of minion "staff writers" (or in this case "staff mappers") and just give them your general ideas and refinements :P
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User is online   ck3D 

#10974

You are onto something but it is the other way around, it is someone else's script I am following. On this very page of this thread, I actually have placed two precise hints at what it is I'm doing (or trying to do), but good luck finding out if you don't already know.
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User is offline   Aleks 

#10975

View Postck3D, on 23 January 2026 - 05:53 PM, said:

You are onto something but it is the other way around, it is someone else's script I am following. On this very page of this thread, I actually have placed two precise hints at what it is I'm doing (or trying to do), but good luck finding out if you don't already know.

It's Duke Nukem V, isn't it? :D

Quote

Duke Nukem V

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;
}



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User is offline   Puke Fukem 

#10976

"COME ON IN!" xD

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ck3d dukes 24/7, he is the only one who can dispatch Chuck Norris in mapping lol
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User is online   ck3D 

#10977

Aleks: Bingo. Nice. Except I had to mess up the exact map succession a tiny bit since I just kept hitting the wall limit early and so some places that I think were meant to be subsections in the original plan are now split into their own map and/or the other way around, but that is all for the better flow wise. It also won't be called Duke Nukem V since I am sure that would infringe copyright in some capacity and even then I don't really want to argue about it. On the menu is no new code besides episode order .con edit, and emphasis on TROR-based layout which I never actually meant to be a thing but it turns out is what I'm into experimenting with these days. I got literally soul sucked into working on it as I was hoping to have it done by late January but now I am only about 50% in, that seems unlikely to meet in any capacity so I'm just going to take my time. I have some other mapping work to refine for a different project that is long overdue too and I feel like a selfish asshole for neglecting.

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

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User is offline   Puke Fukem 

#10978

Well I'm trying, interiors don't look special, nor do exteriors. So don't expect eye candy everywhere, I usually try to make the best of a visual/wall-usage-ratio not wasting too many walls whenever building anything. Eye candy is nice, but it often reduces performance and players won't stay forever to look at something, so I believe there's absolutely no need to make something really unique-looking. :P Still got like 6000 walls left now at this point but still have so much to do, many buildings still have zero interiors and I think I even have to omit some areas because I would need more walls then. Also performance is going down in some areas already, which sucks since it's a Polymer map. I guess this is due to transparent walls, exotic tiles with many details and not dynamic lighting or similar as one would expect, right?

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User is online   ck3D 

#10979

I mean yeah you were mentioning having no inspiration for interiors or sounded like you dreaded to do them hence why I was asking, like I was saying I am familiar with the feeling (cinemas, bars and toilets are a challenge to keep fresh for the hundredth time) but there are tricks around that type of block. For instance that the game is a Duke Nukem game where everything can blow up and be over the top is a huge help since a whole city block can be just collapsing rubble and so turn into open space upon trigger, instead of having to be a rigid maze in a part of a map where you might not want that. I can only be of so much help if you are working with Polymer though, I am not qualified with it (can't even run it), but I understand it basically does its own thing compared to the classic and Polymost renderers and so odd behaviors are to be expected with it.

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.

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This post has been edited by ck3D: 25 January 2026 - 05:04 PM

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User is offline   Puke Fukem 

#10980

Yeah making interior sucks big time, I rather make room layouts although I have no problem when it comes to designing your 100th restroom area lol

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. :P I just don't mind to look for a setting, feels like cheating. BTW did you ever notice that switching weapons is much faster in eduke than other ports? :P #cheating When I play with Raze weapons are switched much slower and more realistically IMHO. Polymer isn't perfect as well, having performance issues due to sprites/lighting and what not. Also sprites often have visible ugly black lines around them. But it's the only mode that display lighting like fire, explosion reflection lighting on walls or firing freeze/shrinker/expander ammo properly, and maybe even too properly since it's also a source of performance issues. Polymer lighting running at 50% of current power should suffice and greatly boost performance if lighting is too excessive like in a super detailed animated light strip club or similar? :P
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