Blast Radius WIP/discussion thread "while it's brewing"
#1 Posted 17 November 2020 - 03:42 AM
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2019:
April 15th - original announcement: https://forums.duke4...post__p__319835
Nov 11th - 'map 1' screenshots: https://forums.duke4...post__p__332570
Nov 25th - 'map 1' screenshot: https://forums.duke4...post__p__333101
Dec 6th - 'map 1' screenshots: https://forums.duke4...post__p__333467
Dec 14th - 'map 1' 2D scale comparison screenshot with Poison Heart: https://forums.duke4...post__p__333818
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2020:
March 25th - 'map 2' screenshots: https://forums.duke4...post__p__339896
March 28th - 'map 1' & 'map 2' screenshots: https://forums.duke4...post__p__340016
April 3rd - 'map 2' screenshots: https://forums.duke4...post__p__340411
April 10th - 'map 2' screenshot: https://forums.duke4...post__p__340788
May 11th - 'map 2' screenshot: https://forums.duke4...post__p__342083
May 22nd - 'map 2' 2D screenshot: https://forums.duke4...post__p__342477
June 17th - 'map 3' screenshot: https://forums.duke4...post__p__343871
June 17th - 'map 3' screenshots: https://forums.duke4...post__p__343926
July 6th - 'map 3' screenshots: https://forums.duke4...post__p__344974
August 3rd - 'map 3' screenshots: https://forums.duke4...post__p__346556
August 16th - 'map 3' screenshots: https://forums.duke4...post__p__347069
September 2nd - 'map 3' screenshot: https://forums.duke4...post__p__348319
September 6th - 'map 3' screenshots: https://forums.duke4...post__p__348605
September 19th - 'map 3' screenshots: https://forums.duke4...post__p__349273
October 2nd - 'map 3' screenshots: https://forums.duke4...post__p__349865
October 5th - 'map 3' screenshots: https://forums.duke4...post__p__350041
October 9th - 'map 3' screenshots: https://forums.duke4...post__p__350320
October 12th - 'map 3' screenshots: https://forums.duke4...post__p__350540
October 14th - 'map 3' screenshots: https://forums.duke4...post__p__350698
October 23rd - 'map 3' screenshots: https://forums.duke4...post__p__351325
October 29th - 'map 3' 2D screenshots: https://forums.duke4...post__p__351644
Nov 6th - 'map 4' screenshots: https://forums.duke4...post__p__352067
Nov 11th - 'map 4' screenshots: https://forums.duke4...post__p__352303
Nov 14th - Blast Radius in Upcoming Maps on MSDN + first 'official' screenshot: https://forums.duke4...post__p__352499
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Map 3 new screenshots (really the 'official' ones I sent to Mikko):
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Quick FAQ:
Q: WTF?
A: Mostly maps, most likely with a few anecdotal .con changes for some 'new' variations on the classic enemies (all compatible with the base game is the modus operandi though). Limit-enhancing port such as eDuke32 needed as the maps break the classic sector/wall/sprite limits, but they won't make use of the 'new' map format brought by the latest eDuke builds (the one that allows texture rotation, sloped sprites etc.) which hopefully will ensure optimal compatibility with other limit-enhancing ports. No new art (for now; undecided as one of my ideas might end up needing some). 'New' music (under the form of a curated selection of 'found' MIDI's). Multiplayer also supported (port dependent I guess, but will reflect in the level design).
Q: City-themed ep? How many levels/how much content?
A: I wanted to start with the city maps so so far it's all I've been making but I don't intend the whole episode to be city-themed, I just wanted to get those out of the way first. I want a lot of maps in total (counting a few 'transition' maps), scale of the levels so far varies from average ('map 4') to sprawling ('map 1' & '3' especially), but I want the big ones to be exceptional and serve as turns in the storyline. Current progress is at 3 maps and a half which I'd estimate should translate to around three hours minimum of gameplay (so far).
Side note: 'map 1', '2', '3' etc. are personal code names that describe nothing but my personal sequencing in the process of making the maps. The designations aren't representative of the final level order in the episode.
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So yeah, guess I'll live here now.
This post has been edited by ck3D: 17 November 2020 - 05:27 AM
#2 Posted 22 November 2020 - 05:27 PM
This post has been edited by ck3D: 22 November 2020 - 06:04 PM
#3 Posted 22 November 2020 - 10:28 PM
#4 Posted 23 November 2020 - 02:44 AM
BTW, just noticed this - happy birthday, man! You sure did treat us with some neat (eye)candy for this occasion!
This post has been edited by Aleks: 23 November 2020 - 03:05 AM
#5 Posted 23 November 2020 - 09:19 AM
Oh and happy birthday!
#6 Posted 24 November 2020 - 05:07 AM
slacker1, on 22 November 2020 - 10:28 PM, said:
Thanks a lot, I hope you will like the final product. I can see the L.A. Rumble tone now that you've called it! I'm taking a lot of design cues from the original levels (without necessarily sticking to the 'traditional' aesthetics), some of them are conscious and direct references (for instance this particular map has a few nods to E1L1), and I guess the rest is just bound to happen. I always liked the spacious look of most hallways with stairs in the original campaigns and old add-ons and user maps in general, that's what I had on my mind here, but of course L.A. Rumble is one of my favorite levels so I'm not surprised the influence can be felt (although here the only technical similarity would be the brown carpet, IIRC).
Aleks, on 23 November 2020 - 02:44 AM, said:
BTW, just noticed this - happy birthday, man! You sure did treat us with some neat (eye)candy for this occasion!
Thanks Aleks! Quite a lot of the structure of the map is on a diagonal axis, yes. My original intention with this map was to have it feel like some kind of spiritual successor to E1L1 (since it's supposed to be the opening map in BR), at first I didn't think I would succeed but honestly going through what I've built so far I'm actually really satisfied with the vibe it gives off. Room from screen 4 is new, if you're talking about that one time I mentioned pillars casting shadows to you as well as my little 'trick' to add depth to the effect then that's another different part of the level. In comparison this scene is technically a lot more basic and mostly relies on some simple but bold visual choices, but I'm happy with it and it should play well (hopefully). Building with the red balkonies (balconies from the Balkans?) was one of the first bits I built for this level alongside the carwash, the overhang structure was a (humble) bitch to get just right and looking at the screenshots again I'm tempted to keep tweaking it a bit now. And yeah about the pirate ship texture, I think it might work all the better that 80% of the rest of the level uses non-Atomic textures, so when an Atomic texture is used extensively in one segment then said segment seems to tend to stand out in terms of character a lot more.
Merlijn, on 23 November 2020 - 09:19 AM, said:
Oh and happy birthday!
Thank you!
And thank you for the birthday wishes. I turned 33 yesterday and considered posting 33 screenshots for the occasion... For half a second before I changed my mind, ha.
This post has been edited by ck3D: 24 November 2020 - 09:04 AM
#7 Posted 25 November 2020 - 08:37 AM
Map is still groeing and in the 1100 sectors or so right now (just bypassed the OG limits), wrapping it up should be pretty quick, I'd say the design is done at 75, 80%.
This post has been edited by ck3D: 25 November 2020 - 08:45 AM
#8 Posted 25 November 2020 - 09:00 AM
#9 Posted 25 November 2020 - 10:52 AM
Ninety-Six, on 25 November 2020 - 09:00 AM, said:
It's nothing crazy, but
This post has been edited by ck3D: 25 November 2020 - 10:58 AM
#10 Posted 25 November 2020 - 11:41 AM
I can kinda see it now, though, having seen the screenshots again. Though it's definitely a lot more colorful.
#11 Posted 25 November 2020 - 08:14 PM
Probably some of the last shots of this one I'm showing as it's all starting to become representative of the final thing now. Spoiling some stuff I made today, far left side (and back) of screen 1 is unreachable and so is the POV on screen 3 (up to the fence; playable area is on the other side), space is still exploitable via security cameras though, which I'm using that way quite a lot. Handful of things in screen 3 I'm aware are still a bit off (floor textures around the pillars, brightness of the red car, ceiling texture over the red car, etc.).
This post has been edited by ck3D: 25 November 2020 - 09:22 PM
#12 Posted 26 November 2020 - 12:18 AM
ck3D, on 25 November 2020 - 08:14 PM, said:
Probably some of the last shots of this one I'm showing as it's all starting to become representative of the final thing now. Spoiling some stuff I made today, far left side (and back) of screen 1 is unreachable and so is the POV on screen 3 (up to the fence; playable area is on the other side), space is still exploitable via security cameras though, which I'm using that way quite a lot. Handful of things in screen 3 I'm aware are still a bit off (floor textures around the pillars, brightness of the red car, ceiling texture over the red car, etc.).
Love that last screenshot CK, really can't wait for the final version of your maps!
#13 Posted 28 November 2020 - 06:13 AM
pavigna, on 26 November 2020 - 12:18 AM, said:
Thank you, honestly can't wait to have them out too but it's a long road ahead. I hope you'll be around for the release and get to enjoy it. I'm still in this for at least a year, being very optimistic, although making map 4 in just one month gives me hope.
Side note for those who care but the aforementioned map 4 is almost done (it's in the 1500 sectors/13000 walls range), the 'final little area' I wanted to add somehow turned three times the size I had envisioned it which at first I thought wasn't looking good to end a level on but then I managed to tweak the space to connect it to different places in cool ways and also include a certain number of secret areas for the player to optionally gear up for the next map last minute at, and now I think it works really well. Also built some more L.A. landmarks and random cute little detail that I won't spoil but I think look cool and add so much depth. I think one more mapping session should suffice to close this one, all I need to throw in is some minor detail here and there and also the shadows for all the fucking cars (there must be like 50 of them, wall count is going to eat shit).
This post has been edited by ck3D: 28 November 2020 - 06:17 AM
#14 Posted 28 November 2020 - 06:26 AM
ck3D, on 28 November 2020 - 06:13 AM, said:
Side note for those who care but the aforementioned map 4 is almost done (it's in the 1500 sectors/13000 walls range), the 'final little area' I wanted to add somehow turned three times the size I had envisioned it which at first I thought wasn't looking good to end a level on but then I managed to tweak the space to connect it to different places in cool ways and also include a certain number of secret areas for the player to optionally gear up for the next map last minute at, and now I think it works really well. Also built some more L.A. landmarks and random cute little detail that I won't spoil but I think look cool and add so much depth. I think one more mapping session should suffice to close this one, all I need to throw in is some minor detail here and there and also the shadows for all the fucking cars (there must be like 50 of them, wall count is going to eat shit).
I find it really interesting that you add cars to your dukemaps. In the original game the streets were absolutely completely empty, with little to no detail, then there was the birth, with like a car, a bus, and a van. Still, i'll probably be around when they release, cause it's gonna take me a long time too to get my tC to a finished state.
#15 Posted 28 November 2020 - 07:08 AM
This post has been edited by ck3D: 28 November 2020 - 07:10 AM
#16 Posted 28 November 2020 - 07:14 PM
'Final' full visibility shots to kiss this one goodbye for now (area in screens 3 and 4 is new and of course hiding the detail I think is cool):
Celebratory 2D screenshot, if Wet Dry World in Mario 64 functioned like a brain (or so they say), this one kind of looks like a heart:
Honestly I'm happy I got this one done so quick and I think I succeeded at my goal which was to make a spiritual successor to Hollywood Holocaust in terms of feel without being a copy of Hollywood Holocaust, in fact it might be my favorite map in the pack so far despite being the smallest one by far.
Now I can't wait to start map 5 which will most likely be another city map (I think the last one on my list though), however that'll have to wait a few weeks (for real this time) as I have some side projects to focus on right now. I'm not even going to start it just yet, or else I'll again get sucked into the vortex to an arguably unreasonable degree barely a dozen of sectors in.
This post has been edited by ck3D: 28 November 2020 - 08:11 PM
#17 Posted 28 November 2020 - 11:37 PM
Just wondering, are the full visibility shots just to show us the architecture or is it going to look like this in the final game?
I personally think it looks a bit too bright, especially in contrast with the skybox. Full visibilty makes sense if it's in the middle of the day but these maps are taking place in night time.
Perhaps you could play around with visibility settings to see which one works best.
If it was only for screenshot purposes, you can ignore everything I just said.
EDIT: the 2d map is shaped like a heart, that's really cool!
This post has been edited by Merlijn: 28 November 2020 - 11:42 PM
#18 Posted 29 November 2020 - 06:45 AM
All the maps actually still have the default (lack of) visibility for now, but I do bump it up for the 'final' screenshots I'm showing because I intend to have it mostly all the way up in the final thing(s) indeed. Probably not to the extreme though, the nuances will vary from map to map, when for the screenshots I've just been using the max value with no real subtlety. General thinking is those levels use a lot of space, so the player needs to see that available space, otherwise there's a fundamental, practical contradiction.
The downside I've observed when experimenting with pushing visibility to the max is the map looks amazing then yeah but it does flatten out a lot of the shading; walls that actually have different shade values start looking like they have the exact same brightness from up close (big personal pet peeve), and stuff kind of starts blending in together. It all looks different from map to map depending on which tones they use, too; for instance I kind of like map 4 like this because of all the red tones popping out, on the other hand map 3 looks a lot uglier with the blue and the general saturation brings the mood down quite a lot, and I don't want to sacrifice it completely like that.
So for now, all the maps are still in their 'original' form and their visibility will be altered with more individual care when the time comes to put everything together. I'll try to find the happiest medium possible respectively.
In general, large scale maps with the default visibility look painful to navigate when Duke can only see ten meters ahead and occasionally gets hit by enemies he can't see, which is something that's actually hindered a lot of my releases in the past, back when I didn't know you could alter that setting, AC2, AC3, Siebenpolis all look ten times better and are a lot more practical to play when modified to be given full vis, versus how they are in their released state. Thinking about it, the default visibility fog is really that harsh because it was meant to boost the performance on 486's and Pentiums, so I'm thinking it's partly outdated to keep in general. It's gotta be raised, but authors also need to be wise with it.
The subject is one particularly decisive aspect I'm totally open to more input on, by the way. In general I want to hear the concerns.
This post has been edited by ck3D: 29 November 2020 - 07:10 AM
#19 Posted 29 November 2020 - 12:45 PM
I've used settings like 241 and 242 in Shaky Grounds, but mostly for the background scenery (gameplay area is full 240 vis).
#20 Posted 29 November 2020 - 01:13 PM
This post has been edited by ck3D: 29 November 2020 - 01:21 PM
#21 Posted 03 December 2020 - 01:16 PM
And yeah I guess I'm the imbecile who just started map 5. Still not sure if that start is going to be a keeper but I think so, it's a bit different from what I'm used to designing but I think I see what I like, and honestly the adventure into the unknown is the whole fun. Should be part city-themed, but not just that. Still Earthly. Progress might also be relatively slow as I'm currently busy with other things, I'm quite tempted to divide my time between several maps right now too because there's a whole variety of different shit I can't wait to build on equal terms. Will only update progress in sig when I myself have a better clue of in which order I'm doing things.
This post has been edited by ck3D: 03 December 2020 - 01:23 PM
#22 Posted 03 December 2020 - 01:24 PM
ck3D, on 03 December 2020 - 01:16 PM, said:
You can also hold the sprite with the Left Mouse Button and if you press O while doing that, the sprite will take the same angle as the wall but will not be moved.
#23 Posted 05 December 2020 - 06:59 PM
This post has been edited by ck3D: 05 December 2020 - 07:03 PM
#24 Posted 06 December 2020 - 01:00 AM
Even though the screenshot doesn't show too much, it's already looking like an interesting area. Especially that colloseum-like structure in the background!
#25 Posted 06 December 2020 - 05:59 AM
And yeah not going to lie, I've been enjoying the 200-sector sprees here and there myself, I even had one 620 one recently which felt amazing (personal record!) but also really relied on lots of copy-pasting of certain segments. Map 2 I also started by just drawing the 2D structure of one of the plazas for a couple of hours, not even touching 3D mode and I got to like 300 sectors real quick - and then I hit Enter for the first time and had to compose with what suddenly looked like a big newboard.map with tons of options yet texture 0 and flat ground everywhere (honestly though, I like doing that).
This post has been edited by ck3D: 06 December 2020 - 08:04 AM
#26 Posted 06 December 2020 - 08:38 AM
#27 Posted 06 December 2020 - 04:47 PM
#28 Posted 07 December 2020 - 07:22 PM
This post has been edited by ck3D: 07 December 2020 - 07:23 PM
#29 Posted 08 December 2020 - 01:57 AM
#30 Posted 08 December 2020 - 04:08 AM
The Watchtower, on 08 December 2020 - 01:57 AM, said:
It's a joke. In my case I always liked ck3D style, even though some of his maps are sometimes a bit difficult (Anarchy City X, Poison Heart) or too dark (Anorak City). This new episode is looking great and I think these futuristic-looking cities fit very well into Duke 3D.
Also, very appreciated to see maps designed for the classic renderer too. Most mappers, especially new ones, don't care about it, even if there are no reasons to play their maps using Polymost or Polymer.