pavigna, on 20 October 2020 - 10:24 AM, said:
ooh, developement is quite far behind. I'm almost done with the cutscenes, the playermodel is done and a few of the maps are done. i'd say i'm a tenth of the way to completion, and i'm working on this by myself so it's gonna take some time. if you wanna volunteer and help make alien ship themed maps for the second episode then the final release date would probably shorten by a few months. I still don't know how to build an alien ship layout and i still have lots of other maps to make. About doors, most of them are exactly as you described, they are one ultrasmall build unit cube away from the doorway, and when i playtested i didnt notice any clipping. Then again i posted the map as a demo to know of these kinds of things. Thanks for the tips, too.
Cool, thanks for the info, looking forward to seeing everything materialize, I'll keep an eye out for it. I appreciate the offer about contributing, but I'm busy with my own project too amongst other things, and all my Duke time is going towards that, but hopefully someone else will take you up on that. About the doors, yeah it's usually better to have them not too close to the doorway, a few extra Build units of distance don't make much of a cosmetic difference in 3D mode and then you get extra safety in the leeway to ensure it doesn't clip. Sometimes the clips will only be apparent from certain angles, but you can almost always see whether or not a tiny part of the sector is out of bounds on the automap.
If you want to make maps with a theme so foreign you don't know where to start, you'd probably be better off making one-off/'demo' levels in that theme first as well as studying what other people have done with it (including in, but not limited to the base game) a bit more.
https://msdn.duke4.net/hot.php is a great OG repository for user maps (amongst a few others that exist) where you can sort the content by theme by clicking on the header, if you're not familiar (
http://www.scent-88....apbase/maps.php is another great resource but you can filter maps by everything but theme IIRC).
^ slacker1: classic swinging door pivot point problem where it's too close to the edge of the door sector so when the door is triggered the SE 'slips off' the sector and messes things up. Probably should be moved further inside diagonally by a mere couple of units. Swinging doors take a bit of trial and error at first to locate where the 'sweet spot' is in the distances for perfect construction but once one has fucked up a few times till they eventually found it, then they're usually good forever.