Blast Radius WIP/discussion thread "while it's brewing"
#121 Posted 02 February 2021 - 11:09 PM
#122 Posted 03 February 2021 - 12:55 AM
This post has been edited by ck3D: 03 February 2021 - 01:10 AM
#123 Posted 03 February 2021 - 05:48 AM
If I were to nitpick on something, then maybe some of the terrain geometries are drawn too sharp, but that's understandable due to limited walls - one thing I'd do here probably is reduce the "sharpness" of the pointy parts, like that grass part near the pier in 1st shot - nature generally prefers forms with less "peaks".
Great work, good luck with the final touches on this one!
#124 Posted 03 February 2021 - 09:31 AM
Quote
Just putting this in spoiler tags in case other people want to guess as well.
#125 Posted 03 February 2021 - 09:48 AM
And yeah automap doesn't do the scale 'justice', probably because of Duke's sprite being so big in that shot too (I was probably using the jetpack or standing on something), but it's OK, I meant to convey a general idea and am counting on how players will only get the full experience once they're actually in anyway. But if you're trying to get an estimate, a good reference is looking at the size of the few buses and cars that already are in there I guess; especially the cars almost look like little dots. Editor 2D screenshot should be more interesting for this one, if only to show how I built the ocean in big blocks on a grid - which I recently realized is the optimal way to approach this type of design for encircling the map if you don't want to struggle with big, potentially buggy sectors and later additions to those areas. Makes it super easy to touch up the ocean area too as you can then easily expand it by adding more blocks or moving them around.
@Merlijn thanks! And yeah, you guessed just right. Episode isn't directly related to that one map thematically, but this train is a big nod and I guess literally underground reference to it, I'm basically remaking that part most people seemed to like at the time but with a twist. I shamelessly copied the train here because it's still more or less exactly how I would have rebuilt it; I want a few more alterations though, like I was saying earlier this room is bound to change quite a bit in the end. I'm glad you're into the color theme and what's funny is I realize in retrospect that those big scale urban demolition scenes resemble SG quite a bit (although here you're cleaning up the aftermath vs. in the middle of the main destruction as it happens, which is less ambitious and maybe more arcade-ish vs. scripted). I really want to make something different that's not a city next - six solid urban maps in the set should be more than enough, and although so far that's all I've got, my true vision for the final product bears a bit more variety than that.
Also one last thing I don't think I ever mentioned, but I also want to optimize the whole episode for potential speedrunning in addition to the original layer of gameplay.
This post has been edited by ck3D: 03 February 2021 - 12:25 PM
#126 Posted 07 February 2021 - 06:32 PM
PS. also encountered a funny glitch (remember I'm using an old build) where a sprite I had never inserted in the map suddenly appeared in between saves and would act as a vertical masked wall forming a tower of seemingly infinite iterations of itself and only ever visible from some very rare angles. Checking out its properties, it turned out to have crazy extreme coordinates, in the 5 million range. I deleted it in 3D mode which took away the entire tower at once and never encountered something similar again after that.
This post has been edited by ck3D: 07 February 2021 - 06:40 PM
#127 Posted 13 February 2021 - 02:08 AM
Lovely shots - the episode will have enough variation as well. Maybe it's already been said, but this stays "vanilla Duke"?
I do agree about visibility thing & night sky, but I'm sure this will be okay WID.
The red sky looks refreshing.
#128 Posted 13 February 2021 - 03:10 AM
And yes this stays vanilla Duke and is primarily developed with classic everything in mind. I would like some specific new monsters, too, but for those I'll need to learn how to mess around with new art and get better at coding - which shouldn't be an issue, I just need to do it. That department is just not the main focus right now (it's slowly becoming a bigger one though, now that a lot of the architecture is in place it's tempting to see how the full picture would work out). I'm trying to stay rather authentic to the base game's strengths anyway, including interesting layouts for Dukematch.
This post has been edited by ck3D: 13 February 2021 - 03:11 AM
#129 Posted 13 February 2021 - 09:14 PM
This post has been edited by ck3D: 13 February 2021 - 09:16 PM
#130 Posted 18 March 2021 - 03:29 PM
#131 Posted 20 March 2021 - 05:25 AM
#132 Posted 21 April 2021 - 05:10 PM
This post has been edited by ck3D: 21 April 2021 - 05:13 PM
#133 Posted 23 April 2021 - 02:13 PM
This post has been edited by ck3D: 23 April 2021 - 02:14 PM
#134 Posted 25 April 2021 - 10:19 PM
ck3D, on 23 April 2021 - 02:13 PM, said:
Wow. just wow. your attention to detail is always great, especially noticeable in that beautiful lighting effect. really adds a lot to the scene, almost gives it a bit of an eerie vibe imo... Love it.
#135 Posted 26 April 2021 - 03:02 AM
pavigna, on 25 April 2021 - 10:19 PM, said:
Thanks for the kind words, out of the whole pack this map is the first one I intend to mostly take place indoors and so I'm having a lot of fun thinking of ways to utilize the space despite being restricted on every axis, as it's one of those ones where I've drawn the boundaries of the playable area first (which is a fixed structure) and now I'm just filling it in. I now realize I had sort of missed that feeling of being confined somewhere whilst working on the other maps, where the scale is so big indoor action can only consist in so much, here I'm enjoying designing funny hallways for once and navigating the player a different manner. If you remember that one time I gave you some basic tips on how to build a space level, here I'm basically applying exactly those except it's not a space map.
Shots are actually a very simple scene in terms of technical detail but I'm glad you can appreciate it nonetheless, little things with contrast oftentimes hit harder than elaborate sprite constructions and I've been working on simplifying and refining my style. Mappers used to commonly associate 'detail' with clutter but that's really not what it is. I've also been super into sloped lighting recently, nothing extravagant but it's so tempting to just throw diagonals everywhere. Areas in the map I'm planning to have color coded for progression (different colors corresponding to each key door color and green for health stashes), but it's indeed really cool to play with tones and see how they can alter the feel of technically the same scenery just under a different light. Colors have subconscious meanings, keeping them in mind in level design is one big fundamental.
Also when it comes to shapes, little things matter, for instance since those shots I've updated the square bottom of those lit up sectors in the first image with a rounded shape (to parallel the circular source of light off screen in the back - makes sense, yet I had forgotten to do it) and somehow it adds a lot of depth to the room with essentially nothing, just because then those shapes now echo the ones of the machinery and it especially works and looks coherent that they are perfectly aligned with it (hence the importance of always keeping an eye on the correct values on the grid).
This post has been edited by ck3D: 26 April 2021 - 03:12 AM
#136 Posted 27 April 2021 - 02:47 AM
#137 Posted 27 April 2021 - 09:36 AM
Aleks, on 27 April 2021 - 02:47 AM, said:
Thanks Aleks, blue tint on the snacks machine is exactly what you described with a tiny wall extending from part of the machine at the bottom, classic shenanigans really. But one could also achieve a similar-looking effect (with slightly different results) by using sprites and I'm sure in many other ways.
I remember your post on the LameDuke specific blue tint/palette, by the way and just the other day working on this map I found out a way to replicate it by accident. I was making windows with a double panel of glass (using the unbreakable/white tile) and noticed after a couple of overlays, the blue on the other side was starting to look exactly like that. So if you ever want a wall that color, you could always draw a few thin layers of extra walls in front of it, and add as many masked walls with the pure white texture and right level of transparency as you would wish and it should really work. I'm actually tempted to try that somewhere in this map actually.
This post has been edited by ck3D: 27 April 2021 - 09:37 AM
#138 Posted 27 April 2021 - 11:24 AM
ck3D, on 27 April 2021 - 09:36 AM, said:
I was also experimenting with different "palette mixes" some months ago and main issue was, they look completely different under classic and polymost. I was mostly aiming to get more purple tiles by setting 2 transparent sprites, red and blue palled respectively - it worked well in Polymost, but in Classic it was kinda brownish. Also tried to create LameDuke cyan, but that didn't really work well, was just either blueish or greenish as there's no real colour bar that would be close to it.
#139 Posted 30 April 2021 - 01:34 PM
#140 Posted 01 May 2021 - 04:00 PM
Seb Luca, on 30 April 2021 - 01:34 PM, said:
Merci Seb, I especially appreciate the appreciation for the composition in general coming from a fellow visual artist!
Mapping sessions have been a bit rare but are a thing again and so progress is slow but steady. Map 7 is currently nearing 900 sectors and 4600 walls, here are a few screenshots that don't show much:
Room #1 from the previous screenshots (slightly) updated, for comparison purposes:
People liked this scenery so here's a bit more of it the other angle was concealing, regardless of whether or not I spoil it that one mirror in the back will drive you crazy (I forget it's there in my test plays myself):
And in general I'm pretty happy to see all my confined shenanigans starting to come together as planned, with interconnections in the layout and level-specific little events, puzzles and sequences progressively emerging. The first two screens are from a segment in the level where the player needs to figure out ways to cycle through rooms to be unlocked one by one, simple but fun for what it is (some detail is missing from the first screen, but you can notice how there's one focal point for each eye). Third one is some random destruction from later in the level after that triangle of rooms has been opened up. Hopefully this level will be especially good for Dukematch (all the while being fun in SP).
This post has been edited by ck3D: 01 May 2021 - 04:08 PM
#141 Posted 02 May 2021 - 11:55 AM
1320 sectors, 6900 walls, ???? fullbrights.
This post has been edited by ck3D: 02 May 2021 - 02:54 PM
#142 Posted 07 May 2021 - 03:10 PM
Here are some new areas, all caught in game mid-Cycler cycle (so far the level has 200+, I've been having fun) so the lighting/shading everywhere isn't fixed. Screen 4 (with one misaligned texture I just noticed) is just to show my funny idea of using the K from that neon NUKEM (same tile as the one over the doorway) as a light source on the ceiling for a spinning light effect, not sure if I've seen that done before, maybe I have and just can't recall. Also yes that P on screen 1 blinks.
This post has been edited by ck3D: 07 May 2021 - 03:14 PM
#143 Posted 08 May 2021 - 04:32 PM
One more abstract screenshot of mostly palettes (red stripe on that wall on the left side is more than likely to be replaced with different trimming as soon as the next mapping session), was tough to take a screenshot there without spoiling much:
This post has been edited by ck3D: 08 May 2021 - 04:35 PM
#144 Posted 09 May 2021 - 11:40 PM
Nice to see you're still very active with mapping on this project
#145 Posted 10 May 2021 - 01:59 AM
This post has been edited by ck3D: 10 May 2021 - 02:00 AM
#146 Posted 10 May 2021 - 05:50 PM
Wee bit of a new section:
#147 Posted 10 May 2021 - 06:49 PM
#148 Posted 11 May 2021 - 01:35 AM
If you ever give mapping a try like I remember we were bringing up before, I'd recommend making very basic structures (rooms with simple square stuff inside, etc.) and then playing with the lighting in there with colored light sources and walls, and drawing some long shadows, all of which is easy to make and most often a matter of a few key presses. Start simple for as long as you need to grasp the basic no-no's of sector construction, as lighting on the ground relies on its own sector (which comes quick, basically don't draw lines from the wrong places or in the wrong order) and I'm willing to bet you'd be amazed at your own results, and then consequently fall into addiction.
This post has been edited by ck3D: 11 May 2021 - 01:36 AM
#149 Posted 11 May 2021 - 01:41 AM
#150 Posted 11 May 2021 - 02:49 AM
EDIT:
Ninety-Six, on 11 May 2021 - 01:41 AM, said:
<blatant self promotion> I think you're gonna really like my maps </blatant self promotion>
This post has been edited by Aleks: 11 May 2021 - 02:51 AM