Blast Radius WIP/discussion thread "while it's brewing"
#181 Posted 28 May 2021 - 05:45 AM
Those gigantic trees are also intriguing - I assume you made them that big on purpose so now I wonder what's the story behind that.
#182 Posted 28 May 2021 - 06:00 AM
This post has been edited by ck3D: 28 May 2021 - 06:03 AM
#183 Posted 28 May 2021 - 06:10 AM
#184 Posted 28 May 2021 - 06:23 AM
This post has been edited by ck3D: 28 May 2021 - 06:25 AM
#185 Posted 28 May 2021 - 08:29 AM
It's one of the reasons I love these old engines so much. As technology has moved forward, it's ironically left behind some things that would take far more effort to replicate nowadays than it would with them.
also two years already what
This post has been edited by Ninety-Six: 28 May 2021 - 08:29 AM
#186 Posted 28 May 2021 - 09:10 AM
And yeah two years is pretty insane, I hate being stuck on projects for a while too (although quality takes time, otherwise you're downright wasting your time creating at all) but I'm starting to see the light at the end of the tunnel here and that's really satisfying, of course I still have a lot of work on a few more maps and the coding and possible enemy art (still wouldn't be against some help there by the way, part of me would like to figure it out by myself but someone willing to hear my ideas for a few enemy variants in the style of the original game to help out would save lots of time, for the most part it's relatively basic edits, but I'm also not that tempted to delegate like I was just saying, I might actually enjoy getting to it myself later) but the global picture is starting to form. It's funny how the first year was basically map 1 and 2 and then the start of map 3 and then year two the pace just took off and now I'm basically wrapping up map 8, with the last two maps having been done in just over one month and most every map always topping the former as my largest. Can't say I'm certain exactly what's going on but I'll take it. Two years is the time I used to spend working on just one map, in an era that wasn't so long ago.
I'm sure that out of people, you won't regret the wait though, especially from reading about your completionist tendencies. I'm also including this type of player at the core of my demographic, in addition to classic FPS/Duke 3D enthusiasts who can take the shift in scale, Dukematch players and speedrunners.
This post has been edited by ck3D: 28 May 2021 - 11:24 AM
#187 Posted 28 May 2021 - 09:16 AM
ck3D, on 28 May 2021 - 09:10 AM, said:
I was sold the moment you said you were going for a vanilla-like gameplay style, but I just got more and more sold as the project progressed.
I'd be really curious to see how this works in a speedrunning session. Maybe it'll be the push I need to give it a try, myself.
#188 Posted 28 May 2021 - 11:40 AM
This post has been edited by ck3D: 28 May 2021 - 11:43 AM
#189 Posted 30 May 2021 - 06:00 PM
Showing off a bit more skin and player perspective from both ground level and accessible rooftops and cliffs. Technically there isn't that much work left for me on this map, basically I just need more forest as well as at least one, maybe two areas but those plans happen to be bound to be quite wall-heavy and so I hope I'll be able to keep up without needing to adjust too much, that's where most of the brainpower will need to be going I can already tell.
This post has been edited by ck3D: 30 May 2021 - 06:03 PM
#190 Posted 04 June 2021 - 08:54 AM
This post has been edited by ck3D: 04 June 2021 - 09:12 AM
#191 Posted 04 June 2021 - 09:12 AM
#192 Posted 04 June 2021 - 09:26 AM
Ninety-Six, on 04 June 2021 - 09:12 AM, said:
You really know how to pick your words, I'd say complete is right and makes sense since the purple lava tone (if that's what you're referring to by alien elements!) is the exact opposite to the tint of the sky on the color wheel, fully tying together the spectrum:
And that's also why green slime doesn't look as good here, it's redundant with the rest of the tones and thus blends into the landscape instead of sticking out to help structure it. Now some sections of the map do have green slime, but it fits the purpose and thematics there - the player is going to want to do everything but explore that part anyway (not that they're going to want to explore the purple lava for too long either).
Perhaps the purple lava also stands out due to the rest of the tile set being mostly 1.3d art.
This post has been edited by ck3D: 04 June 2021 - 09:28 AM
#193 Posted 04 June 2021 - 10:50 AM
ck3D, on 04 June 2021 - 09:26 AM, said:
That's certainly part of it.
Actually that might be the whole of it; looking at those underwater screens again, the tint turns some other stuff into purple as well, mixing with the green.
#194 Posted 04 June 2021 - 04:19 PM
For the record I progressed even further on the map tonight and added perhaps 100 sectors. I'm totally not doing what I was saying I'd do by tackling the last area I really want first, makes more sense, it's definitely more exciting to make than more sector trees and I think with this approach I might actually be able to get some precious resources back by enclosing the gameplay area just a few 'grid squares' tighter around the mountain if needs be, eliminating some dead zone as to get a few cliffs worth of investment back. Anyway, would be cool to wrap this map up sometime next week and then move onto the next. At this point I don't have *that* many more levels planned, fueling my hopes for a release before (or around) 2022 unless work happens to pick up (not going to lie now, would also be kind of cool if it did).
This post has been edited by ck3D: 04 June 2021 - 04:47 PM
#195 Posted 06 June 2021 - 05:37 AM
#196 Posted 06 June 2021 - 01:33 PM
This post has been edited by Maarten: 06 June 2021 - 01:34 PM
#197 Posted 07 June 2021 - 03:20 AM
This post has been edited by The Watchtower: 07 June 2021 - 03:21 AM
#198 Posted 07 June 2021 - 04:10 AM
The Watchtower: thanks, elevator thing is an actual elevator platform though, just in its top position on every screenshot here, not directly the side of the building that would be textured like that (I realize that might not be obvious from the angles I've shown). I like marking operable elevators with actual elevator textures, be it this one or one of the alternative ones - I find that it makes the purpose of the sector more obvious and less out of place once activated than if it were textured differently (see the hidden elevator to that secret place in the E1L1 cinema lobby next to the registers). Also here I think it's important for the progression that the player actually realizes the function of that platform, solving the little puzzle linked to bringing it down is a central theme to that segment and so the idea is to actually make the player want the eyesore to disappear, subconsciously (and they are rewarded in all kinds of way once they do). I'm curious, in such a context what would you suggest?
This post has been edited by ck3D: 07 June 2021 - 04:33 AM
#199 Posted 07 June 2021 - 09:39 PM
What's cool is the episode is really starting to come together now, as this map makes for the last missing link in between all the other ones designed so far, basically meaning that technically (even if I haven't implemented most of gameplay yet, most monsters, items etc.) the first eight levels of the episode are just about ready to be played in what their eventual succession will be (although not the order I designed them in). I know for sure that I only want three more or maybe four. Seeing as the past few maps all only took three weeks per map on average (although I wouldn't count on my ability to keep up with that pace), end of the mapping frenzy might come even sooner than anticipated, and that's when I'll be more seriously looking into gameplay/enemy art/coding.
This post has been edited by ck3D: 07 June 2021 - 09:45 PM
#200 Posted 07 June 2021 - 10:35 PM
This post has been edited by Ninety-Six: 07 June 2021 - 10:36 PM
#201 Posted 08 June 2021 - 03:04 AM
#202 Posted 08 June 2021 - 05:44 AM
@Ninety-Six if you have any doubts or questions you would like me to answer, feel free to shoot anytime! I really appreciate your constant interest (and the one of the few people who keep following and checking this thread), it really fuels me up as part of the experience in addition to contributing to the eventual shape of this project.
This post has been edited by ck3D: 08 June 2021 - 05:48 AM
#203 Posted 08 June 2021 - 07:11 PM
Again all screens are taken from ground level (no jetpack) and accessible areas, just high places sometimes. Area on screen 5 & 6 as well as its general surroundings and the section of the level that follows it, I had a lot of fun trying to build somewhat classic style (cliffs in the upper left corner of screen 5 still need wall shading). Screen 7 shows a patchwork of fully zoomed-out automap (way too big to fit the screen at all) and screen 8 is the usual in-editor shot as the map stands now.
This post has been edited by ck3D: 08 June 2021 - 07:28 PM
#204 Posted 08 June 2021 - 08:39 PM
Overthinking something unimportant? Absolutely. Curious anyway? Of course!
#205 Posted 08 June 2021 - 09:27 PM
#206 Posted 09 June 2021 - 01:51 AM
#207 Posted 09 June 2021 - 04:37 AM
Ninety-Six, on 08 June 2021 - 08:39 PM, said:
Overthinking something unimportant? Absolutely. Curious anyway? Of course!
You're absolutely not overthinking something unimportant in the context of this project and I'd encourage you to keep trying and guess, either publicly or for yourself depending on your preference. I'd address your question directly, but in reality your answer lies within the map itself and so perhaps I shouldn't spoil that to you or anyone just yet, as it should be a lot cooler when the realization directly hits you when playing. Arguably a lot about this map in particular has to do with realizing where exactly you are (so thematically, but also geographically within the level's structure). But it actually makes a lot of sense that you'd ask yourself the question and as that's one of the desired effects here, I'm very happy to see it!
Mike Norvak, on 08 June 2021 - 09:27 PM, said:
Thank you, working on this map definitely felt like I was doing something close to as larger-than-life in terms of scale as what authors like William or Numan have done (a few times that was actually rather disorientating to work on), here and there I was also taking some clues from Robert Travis with Anslem/Aztec and also Billy Boy (just without all the crazy Build tricks). In fact hilariously enough, just after I completed the map and posted those screens I looked up playthrough videos of Imperium again (I wanted to refresh my memories of the level design in there) and Numan's map (level 3) hit super close to home to the point where I legitimately pondered if what I had just spent the last three weeks on wasn't too similar - so I'd say in terms of feel, Numan's Imperium map may be the closest thing out there there is. How did that guy drop the community eventually anyway? Just left without a word? I wish he had kept mapping, he was actually getting really good, always better with every new piece of his. But his departure happened during one of my hiatuses.
Gameplay - I reckon this will be the map where the player will have to explore and think about ways to progress the most. The level is divided into three main zones (start, core, ending) and traversing those will be completely straightforward in theory but also require covering distances and thinking of ways to outdo your natural surroundings. Item stashes will reward secondary exploration, and while I intend on being meticulous on monster selection and placement on every level this one will require particular care with as few hitscan enemies as possible, which might add to the feeling of wilderness.
Aleks, on 09 June 2021 - 01:51 AM, said:
Maps will be maps! Interesting observation though, I'd say there's something to think about there. Thank you Aleks!
This post has been edited by ck3D: 09 June 2021 - 05:12 AM
#208 Posted 09 June 2021 - 07:03 AM
I also love how the big trees become the 'skyscrapers' here, dwarving the actual human buildings and dominating the landscape.
Interesting comparison with Numans Imperium map, I hadn't thought of it yet but I can see the resemblance now. Numan actually left the community during the development of Imperium.
Me and Maarten had to step in to finish the map, but that doesn't take away from his great work (the alien tower and the surrounding landscape are of course all him).
I don't know why exactly he left, just ran out of inspiration for mapping I guess. He moved on to other games,
I think he was into skyrim at some point. Maarten and I have some occasional contact with him, but that's more about music and not about Duke.
This post has been edited by Merlijn: 09 June 2021 - 07:05 AM
#209 Posted 09 June 2021 - 07:18 AM
#210 Posted 09 June 2021 - 04:27 PM
This post has been edited by ck3D: 09 June 2021 - 04:31 PM