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Blast Radius WIP/discussion thread  "while it's brewing"

#211

Cool! I really love the first screenshot on moddb! Nice atmosphere! Ive followed.
1

User is offline   Ninety-Six 

#212

View Postck3D, on 09 June 2021 - 04:37 AM, said:

I'd encourage you to keep trying and guess


Alright then. Feel free to confirm or deny at your discrection, then.

The first immediate thought, given the absolutely massive trees, would be a city located near a redwood forest, perhaps the Redwood Forest. It is coastal, as evidenced by one of the other maps, but it's hard to pin down where along that quite distanced strip this could be. The furthest south it goes is still quite north of Los Angeles, but at the same time Duke geography has never been very accurate. And that's assuming these trees are redwoods. They could be something else entirely; they don't quite resemble redwoods in any way other than sheer size and how high the leaves start. But that could also be attributed to the limitations of the Build engine, so there's always going to be room for interpretation in anything made with walls and not sprites.
2

User is online   ck3D 

#213

Well, you're not *that* far off, at all. Just a bit too far up North! The trees in the map aren't exactly meant to resemble any real-life tree species in particular, by the way. Like you're saying, they're their own species of Build trees, while designing them I was thinking as though structuring the composition of a painting mostly and thought in terms of feel rather than articulate aesthetics as far as they're concerned. But your post was a good opportunity for me to look up Redwood. I actually have a few friends from over there and had never taken the time to research the place before, I feel kind of bad. It's another inspiring environment for sure!

Since people are into trees (... yeah), here are two bonus screenshots I took two weeks ago in case people would ever want to see the process of how they were designed. From the rough shapes I'm sure you can guess how much my little grid thing helped structure the basic ensemble, a lot.

Spoiler


I also just started two (!) maps last night, including either the last or penultimate level of the episode (I have yet to decide whether or not I want an elaborate two-chapter ending, or should I say my workflow will) which is finally the space map, already in the 1600 walls, and also another one that time will tell us whether or not it ends up amounting to something which is a city map. Going to be interesting to see whether or not I'm successful at bouncing back and forth in between both depending on inspiration.

This post has been edited by ck3D: 10 June 2021 - 12:31 PM

2

User is online   ck3D 

#214

For those wondering I kept up with the space map, it's now in the 600 sectors and 4000 walls and growing. Probably not going to show many screenshots of that one because I've already been showing a lot and so here I can use the extra mystique for what it's worth, but it's going really well and I'm stoked on it. Slowing down on the updates on purpose, but the flow is still there.

Random curiosity but was it a Duke DC map (I want to say one of the last ones) that incorporated a radioactive trefoil/Nuke logo in its layout? Because I just did that but I also feel like I've already seen something similar somewhere (and for some reason DC comes to mind).

This post has been edited by ck3D: 13 June 2021 - 12:05 PM

1

User is offline   Aleks 

#215

View Postck3D, on 13 June 2021 - 12:02 PM, said:

Random curiosity but was it a Duke DC map (I want to say one of the last ones) that incorporated a radioactive trefoil/Nuke logo in its layout? Because I just did that but I also feel like I've already seen something similar somewhere (and for some reason DC comes to mind).


Yeah, it was DC final level - Nuke Proof, I remember that thing as well!
1

User is online   ck3D 

#216

Thanks, I could have sworn it was Nuke Proof as well but for some reason my (weak) research had failed me, going to check it out again, hoping that what I ended up making isn't too similar!

Also just submitted version 1.1 (only so slightly revised) of the grid technique tutorial thing as a ModDB article, it's awaiting authorization right now, should be made public soon for those who care. Would be cool if that actually got even more people into mapping.

This post has been edited by ck3D: 13 June 2021 - 01:34 PM

2

User is offline   Dynamo128 

#217

I can only add to the enthusiasm everyone has already shown, these maps look truly outstanding and I really look forward to playing them :) Excellent job!
1

User is online   ck3D 

#218

View PostDynamo128, on 15 June 2021 - 03:44 AM, said:

I can only add to the enthusiasm everyone has already shown, these maps look truly outstanding and I really look forward to playing them :) Excellent job!


Thank you very much, hearing about everyone's interest really fuels me up to work on this and so that actually means a lot (and that the project will also come out faster, I'm sure; without all the good feedback and encouragement the workflow probably wouldn't have been the same). The investment of time this represents I'm having a blast (no pun intended) conceding, but can also come with a lot of existential doubt, so without an audience's moral support I'd probably be doing whole other things. So I'm glad to hear you're that much into the maps and looking forward to hearing about your eventual experience in them!

On other news, 1.1 version of the tutorial (gosh, that's become an actual thing) is up on ModDB: https://www.moddb.co...pping-technique and progress on map 9 just keeps on giving, been loving how abstract one can get with the space theme and experimenting with effects I normally neglect. I have established for good that this will be the penultimate level in the set, after which I only need to design the last map (not sure I'll be showing a lot of this one either), possibly one more as a transition in between two particular levels earlier in the set that maybe could use it, and then I'm still a bit torn in between either one or two secret maps.

This post has been edited by ck3D: 15 June 2021 - 04:13 AM

1

User is online   ck3D 

#219

Map 9 is groeing fast enough that I can reasonably post some shots. Mostly random rooms and hallways - only so much of the bigger scale stuff besides maybe screens 5 and 7. Neon sign on screen 4 is supposed to read "aerotrain", but I'm realizing right now from this screenshot that as things currently stand, in-game seems to read more like 'afrotrain' (which I'll correct but honestly I'd take that too). Just now spotted a little lighting mistake on the first screenshot too. Most everything is caught mid Cycler or random light effect round by the way.

Finally the last two shots are a reference I couldn't resist spoiling (hopefully it's obvious enough, although some key detail appears not to be showing in-game because I must have made a doo-doo with the palette on a few sprites, easy fix), I'm actually quite stoked on that piece because it's not just static design and the player actually gets to manipulate the ship in a few ways that took a bit of work to set up (nothing groundbreaking at all, but I think looks cool).

Attached thumbnail(s)

  • Attached Image: map9-1.png
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  • Attached Image: map9-6.png
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  • Attached Image: map9-51.png
  • Attached Image: map9-52.png


This post has been edited by ck3D: 17 June 2021 - 04:02 PM

7

User is offline   Seb Luca 

#220

Ingenious use of turret sprites :lol:
1

User is offline   Ninety-Six 

#221

View Postck3D, on 17 June 2021 - 03:49 PM, said:

in-game seems to read more like 'afrotrain'


Honestly it sounds like one of those parody brand-names you'd see in really any of the official games. I kinda like it more than the real name, to be honest.
1

User is online   ck3D 

#222

Thanks guys, the turret sprites I always kind of like repurposing like this, already have quite a few times before in (old) released maps but I think I remember a few other people doing it way earlier than I, I want to say Devastator and Taivo, Pascal in Roch 8 as well if I'm not mistaken? But in reality I'm certain the first to do it was some suburban twelve-year-old from Randomplace back in 1996 on his dad's computer, maybe even by accident when trying to place an actual turret. For those who didn't get the reference, the ship is the Bean-With-Bacon Megarocket from Commander Keen by the way.

There are quite a few parody brand names and signs here and there scattered throughout the entire episode that are bound to have you chuckle a few times if you're into that stuff. Some of the humor actually dictates minor parts of the design but I try to keep it subtle and not obnoxious. I might actually fix the lettering here eventually though - or find a better alternative, maybe that's a sign - no pun intended - because I like even my nonsense to try and be coherent if that makes sense (peep sentence game).

Map is nearing 1000 sectors now. Already forgot how many walls, it's only been five minutes.

Side note but looking to get into my daily space vibe, I ran into this person's videos:

Spoiler


Now their versions of E1L1 and E1L2 (as seen on their channel) look pretty faithful to what's been known and seen from the actual betas (at least in terms of layout and general principle), but those two versions of Spacesport [sic] and Incubator perplexed me, a lot of them look like actual original design from the author and not necessarily based on either the released level nor on screenshots? Kudos if that's the case because the layouts look great.

This post has been edited by ck3D: 18 June 2021 - 07:28 PM

2

User is offline   Ninety-Six 

#223

View Postck3D, on 18 June 2021 - 06:52 PM, said:

Thanks guys, the turret sprites I always kind of like repurposing like this, already have quite a few times before in (old) released maps but I think I remember a few other people doing it way earlier than I, I want to say Devastator and Taivo, Pascal in Roch 8 as well if I'm not mistaken? But in reality I'm certain the first to do it was some suburban twelve-year-old from Randomplace back in 1996 on his dad's computer, maybe even by accident when trying to place an actual turret. For those who didn't get the reference, the ship is the Bean-With-Bacon Megarocket from Commander Keen by the way.

There are quite a few parody brand names and signs here and there scattered throughout the entire episode that are bound to have you chuckle a few times if you're into that stuff. Some of the humor actually dictates minor parts of the design but I try to keep it subtle and not obnoxious. I might actually fix the lettering here eventually though - or find a better alternative, maybe that's a sign - no pun intended - because I like even my nonsense to try and be coherent if that makes sense (peep sentence game).


Spoiler

0

User is online   ck3D 

#224

Progress on map 9 keeps on giving, current stats are 1143 sectors, 7080 walls and 2344 sprites. A priori doesn't seem like the kind of map I will have to defend against the wall count either; the two third of the progression are already established (counting in key cards at least, I know I've placed two of them and I'm trying to respect the three-locks-per-map unspoken rule - with just one deliberate exception in the set). But then again this whole week I've been getting new ideas for this level that I feel like I really shouldn't bail on implementing, and so I suspect it will spontaneously grow larger than even I currently expect it to (I always find it fascinating when you can let the work just shape itself and live its own life).

Here are three humble pedestrian shots (the last two being of the same location, actually) just because.

Attached thumbnail(s)

  • Attached Image: map091.png
  • Attached Image: map092.png
  • Attached Image: map093.png

5

User is online   ck3D 

#225

Map 9 status is now 1461 sectors, 8878 walls and 3398 sprites. Amongst a bunch of fun little features I've added a little space 'subway' shuttle the player can board and ride around part of the map (screens 3 and 4), it operates on a different height compared to the two-way (afro)trains which in-game looks pretty dope, the co-existence of both adds some vertical depth to the reading of the environment and while the parallaxed sky tricks to simulate the elevation of the shuttle can only be a bit basic, it's never supposed to be seen from any weird-looking angle (unless the player wants to break things and cheat their way out of bounds into the space sectors) and so the illusion works.

Outside perimeter of the station is still as alpha as it gets with most textures just thrown there and zero work on the structure yet so please do not mind it too much. Screens 1, 2 and 5 are some random new new, mostly finalized but still being worked on. Other than that, I'd say I'm definitely good with 75% of the level.

Attached thumbnail(s)

  • Attached Image: MAP9011.png
  • Attached Image: MAP9022.png
  • Attached Image: MAP9033.png
  • Attached Image: MAP9044.png
  • Attached Image: MAP9055.png


This post has been edited by ck3D: 23 June 2021 - 10:08 PM

3

User is offline   Aleks 

#226

Love these screenshots, such a colorful depicting of space a'la early Sci-Fi movies, but yet rooted so much within Duke and E2 aesthetics (which are also heavily inspired by Sci-Fi of course, so it's kind of entangled). Especially this first screenshot looks basically like engineering/warp drive section of Enterprise in Star Trek: The Next Generation. I know you haven't watched Star Trek, not sure if you looked for pictures online or it's just a coincidence, but the resemblance is striking and it's awesome either way!



1

User is online   ck3D 

#227

Thank you Aleks, that's actually an interesting remark, indeed I never really watched Star Trek or really a lot of sci-fi stuff but I can definitely see similarities to this kind of aesthetics, here it's a complete coincidence though. Basic inspiration for the level is synthesizing the coolest parts of Lunar Apocalypse within just one space map by restyling my favorite gimmicks and effects from that episode here and there, just within the context of one structure, also peeking into Duke Nukem 1 & 2 territory when it comes to vibes (even been peeking at concept art) and that generation of video games in general, hence the Commander Keen reference. And of course LameDuke/your average Duke 3D beta phantasm. Either way glad to hear you're into the first screen in particular, that location actually plays a notable/funny role in how the map plays. Also it's not especially obvious from that angle, but the section past the rainbowish lights is a hallway that's SOS extending over the normally visible left and right sides of the machine, and so some classic Build 'impossible geometry' stuff.

This post has been edited by ck3D: 24 June 2021 - 07:32 AM

1

User is online   ck3D 

#228

Boy this one is fun to work on. A few more pages from my incoming interactive book Blast Radius: Swimming Through Space & Various Other Funkadelics. 1519 sectors / 9215 walls / 3719 sprites, pretty much done with the ship (indoors that is, outdoors still ain't shit), but now I think I want some moon surface. Hmm...

Attached thumbnail(s)

  • Attached Image: map0901.png
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  • Attached Image: map0904.png


This post has been edited by ck3D: 24 June 2021 - 09:14 PM

3

User is offline   Ninety-Six 

#229

This is the most colorful space station I think I've ever seen.

Also, is that a custom sky texture or is that a clever application of the Earth image and the starry night background?
1

User is online   ck3D 

#230

View PostNinety-Six, on 24 June 2021 - 08:29 PM, said:

This is the most colorful space station I think I've ever seen.

Also, is that a custom sky texture or is that a clever application of the Earth image and the starry night background?


Nicely observed, yeah your second guess is right. As for now, like I was saying, outdoors/station perimeter area mostly looks like what it currently does because I just haven't really touched it yet, and yet I kind of need visual markers for where all the rooms are as I keep working on the layout (to spot the windows, locate the SOS etc.), so there's no guarantee that all the colors there will stay, knowing me in the end most of them might, in fact some are bound to, but I want more structure, less flat walls, less redundancy, a bit finer detail (all the while not ruining the vibe - thin line, but at the end of the day I'll always favor the vibe). So those parts are bound to evolve a lot, on the other hand everything indoors is fixated, that's really where all the care was put for now and so the aesthetics there are representative of what you'll be getting.

It's just pretty cool in general playing with the third dimension for depth (I mean, Duke '3D'), for instance for my moon surface (if I ever go there) I'm considering building an actual sector-based quadrant of a small moon with a base on there that you could actually see out of the windows, and then from down there you could look up and see the ships. I'll try tackling that soon but can't promise I'll manage to pull it off (to be fair the level is already quite complex as it is, too - but it could use that extra thematic layer).

For new .art, if any then I only want new enemy .art, but that really hasn't been my concern yet at all past the conceptual stage (in favor of the mapping), although I've spent a few hours here and there on .con code scribbling basic enemy variants that I haven't even tested yet. For now it's a prison of sectors, walls and sprites.

This post has been edited by ck3D: 24 June 2021 - 10:09 PM

2

User is offline   Aleks 

#231

I have no idea how you put that damn Earth in there really, but it looks great - kinda like making "new textures" by trimming and stretching, but taken a level up to the parallaxed skies. The idea about sector moon with space station and ship sounds neat as well, although should be quite tricky to pull off. Nice use of pal 6 on that 3rd shot, again this structure in particular reminds me something straight out of Star Trek (and with the strong colours, more like the original 1960's series - my favourite one). Oh and the water texture on space windows - damn, almost makes me wanna jump in them thinking I would end up in space sectors tagged 2 for water imitating the space void a'la some old user maps (Warp Ship 255 comes to mind for pulling that pretty damn well).
2

User is offline   Ninety-Six 

#232

View PostAleks, on 25 June 2021 - 01:56 AM, said:

I have no idea how you put that damn Earth in there really, but it looks great - kinda like making "new textures" by trimming and stretching, but taken a level up to the parallaxed skies.


Honestly, I've always been surprised about how rarely the starry night is used for space maps, as you'd think it'd be more common.

View PostAleks, on 25 June 2021 - 01:56 AM, said:

damn, almost makes me wanna jump in them thinking I would end up in space sectors tagged 2 for water imitating the space void a'la some old user maps (Warp Ship 255 comes to mind for pulling that pretty damn well).


The Lost Episodes of Duke had a whole episode around the idea, IIRC. It's always neat when it shows up. Makes me wish 3DR kept the space suit in the game as I can imagine so much being done with it in user maps.
1

User is online   ck3D 

#233

View PostAleks, on 25 June 2021 - 01:56 AM, said:

Oh and the water texture on space windows - damn, almost makes me wanna jump in them thinking I would end up in space sectors tagged 2 for water imitating the space void a'la some old user maps (Warp Ship 255 comes to mind for pulling that pretty damn well).


Yeah that's the general idea, you can actually go and swim in there here, the 'tunnel' is underwater sectors and one way of connecting two ships. I was always a big fan of the spacesuit idea and even considered coding it back in for Blast Radius, but I'm also into simplification and not letting myself distracted by just about any idea, and figured why go such a length when I can easily simulate that stuff with water just like those old user maps occasionally did, really the idea was never bad at all, it's just its presentation often sucked. I just find it much better to acknowledge the water segment as an actual water segment, not just something to pass off as 'fake space' with bubble effects and scuba gear sounds killing all the potential pseudo-credibility and immersion in the egg. Also I was thinking on blocking the walls at first but thinking about it upon reading your post, I think it might actually be cooler if I don't and so the player has to deal with the dangerous possibility of escaping the funny magnetics holding the set-up together, falling off into space and dying. Heck, I might even orientate the gameplay in that part that way somehow.

About the moon, in theory I can see ways I could make it work the way I envision it (also with the grid technique thing it would be super easy to start by cloning in the basic structure of the mountain from map 8), now how convincing it ends up looking and feeling in-game is what will make or break the idea though eventually. But that's the next thing I'm trying to tackle I think. Space theme really is great to go wild with even bigger scale than city/nature and general abstractions, and playing with basic Build quirks, I'm surprised with the number of effects I've found myself spontaneously having lots of fun adding in this one, when again I'm not especially an 'effect mapper' fundamentally. And so so far, moon surface or not, the map already has tons of trippy shit mayne.

Bout dat screenshot with pal 6, color theme here and in most places really is directly inspired by Duke Nukum/Duke Nukem II; sometimes I feel like Duke 3D in itself had such strong, franchise-defining aesthetics as a game it's easy to forget Duke aesthetics (and lore) were already a thing before Duke 3D. When it's Duke 3D you're mapping for, for efficiency, usually you only want to get away from the tone of that game in particular so much as it's tried and true but I always think it's kind of cool to tie things in or at least drop subtle references to the former games here and there, those games had their own franchise-defining tone too and it feels good to recognize where theirs and their successor's can meet.

Posted Image

But since you don't want that stuff to be obnoxious and get in the way of the direct player experience, it has to be very tiny hints via the little things. For instance here the colors of the machine reference the platforms in Duke Nukum (that they lifted from another game too, didn't they?), it's not especially meant to be explicit as such, but it's there, your brain registers it and does the math on a subconscious level and at the end of the day all those little clues add up. Earth in the distance is another one of those things too.

If I go through with the moon base idea, I'm quite tempted to make it very Duke Nukem II-inspired in particular, as a kid I always thought the environments and backgrounds in that game were really fucking cool, and looking back on them they didn't age bad at all, in fact besides indie devs you rarely see anyone do shit as creatively nuts anymore since it's a world of competition and no one will take risks if their wage is at stake.

This post has been edited by ck3D: 25 June 2021 - 07:53 AM

3

User is online   ck3D 

#234

Map 9 is pretty much a wrap, I finished implementing the general progression/keycards last night and right now I'm just fine-tuning stuff. No moon surface, I gave that a try but the editor didn't like the giant sectors and kept giving me weird stuff, plus in retrospect changing the tone of the level like that can be either a good or bad thing and in the case of this one, I think it's better if the player feels confined within one big structure throughout their whole experience. I want an alien map anyway and so I will repurpose my ideas there.

As I keep finalizing stuff, I can show some bits. First two screens show an effect I came up with (not sure if people have done stuff like this before, but I'm sure that yes and back in 1996...), big column at the center of the room simulates a downwards energy flow by very rapidly going through three states, solid colors, parallaxed space sky (might have to click/zoom in on screen 2 to see it) and complete transparence (revealing what's behind in the room) like a kaleidoscope. This is achieved by combining a couple of pistons containing one another with different settings for the skies and speed values. My own instance is merely decorative, I'm not sure there is anything practical to be made out of the idea but I keep playing with that room. Last screen shows (subtle) advancement of the exteriors and also I added that Tron bullshit around the subway track which looks cool until viewed from the wrong angle and the column of parallaxed sky surrounding the subway clips it, so I'm not sure it will stay (shame because it adds a lot to that section). Maybe I'll repurpose it somewhere else (but then the subway ride would lose some of its charm), maybe I'll just think for a minute and find basic workarounds to make sure the scene can't be seen from the wrong angles, I don't know.

Not that much left to touch on this map either way, mostly minor detail, I should be able to call it done and move onto the next one soon.

Attached thumbnail(s)

  • Attached Image: map9l1.png
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  • Attached Image: map9l3.png


This post has been edited by ck3D: 27 June 2021 - 02:01 PM

5

User is offline   Maarten 

#235

Since the little spare time I had was going to finishing my map, I just see alle these screens just now.

You really have a unique style going on here (especially the use of colours) and I'm loving it & the structures you're making! (Y)
Seems this episode is going to get varied which is a good thing!
1

User is offline   NNC 

#236

I think the map uses way too much colours, which can unsettle the player badly and it doesn't give the map a distinct sense of place other than being a random base with too much colours. I have seen minor issues of this in your previous shots (I already mentioned it once IMHO), but formidable urban grandness and great sense of place somewhat banished this issue overall. A moonbase however is a different beast to handle, it punishes "mistakes" like this very hard. I like the progression though, this means it's not just LA story, but something more related to episode 1.

This post has been edited by The Watchtower: 27 June 2021 - 02:21 PM

1

User is online   ck3D 

#237

Thank you Maarten, cool to hear you're into it!

The Watchtower thank you for your useful comment, it's helping me pinpoint my gripe with the exteriors in particular exactly. I can see your general point, honestly I think the interiors are doing alright, to me it successfully feels like every area retains its own distinct identity and then the general style and the reoccurrence of a select few textures and patterns ties them all together as part of an ensemble, things don't feel off to me at all there when going through the whole level (and they are also generally darker and more contrasted in-game than on fixated screenshots that freeze up all the dynamic lighting). On the other hand, the exteriors are much more of a patchwork, and as soon as you exit the station in one of those two-way trains it sort of does feel a bit like you're in another level (or in a slightly more sophisticated-looking 1996 user map) and that's not exactly good and bothers me too. I think two sections there really are at fault, namely that green wing with the Tron subway bullshit (clashes with the red theme on the left, in a way that I like though) and also the back of the station as seen on the fourth screen in my post from June 25th. To be honest, the only reason why I don't consider the map done yet is I'm still working on cleaning up this exact issue, I already have a few ideas of how I should do it and stuff to experiment with there, but you're giving me a good hint. I might try focusing on red vs. green contrast exclusively for the exteriors (whereas the interiors have a lot more blue and yellow with all those fullbright lines) and see where that leads me (would also correlate with conveying the mental representations of rust/blood and alien).

One thing worth mentioning is how general structure turned out to be a bit more complicated to work out for me here due to the abstract aspect of space levels (which should have been obvious in retrospect but hindsight is 20/20). As in I was really looking forward to going nuts with certain looks and tricks, space levels are just a good opportunity (a good excuse?) for that but at the end of the day you still have to wrap things up within the confines of one credible-looking ensemble (or not if you choose to go full abstract, but then space theme might not be the best choice), and so that reality naturally ended up catching up with me and I had to move huge chunks of the level around a few times to make sure it respected some kind of intelligent planning (there again, the grid method really saved the day). At the end of the day, I still think I managed to come up with some cool stuff in terms of layout fuckery, I'm especially happy how at the two third of the level there is a section (and miniboss encounter) that you can approach from two different ways that completely change how the level plays for a few minutes (you traverse completely different environments) until it all ties up again - that's not that special but it works well and came up kind of spontaneously as well.

Another funny thing is, every other map so far, whenever they were done I could tell they were done, even if a few still lack minor detail I'll throw in last minute. But now I found out that on a space map it's a lot harder knowing where to stop (thankfully I think I kind of do), because since the theme is surrealistic it's very tempting to never stop retouching stuff as your vision evolves.

Edit a few hours later: I just edited the exteriors a fair bit. Retextured some stuff that looked too out of place, solved my issue with the subway clipping through the Tron thing and figured out the direction that right wing should take, which is orientated around that Tron thing. Parallaxed skies + grid technique allow me to basically shape that line in most every way I want really easily and so I'm trying to articulate it around the design of that zone, seems to be working so far when it comes to defining its personality.

Also been having a lot to fun (?) studying what exactly occasionally could be causing those infamous sector rendering glitches in the case of large scale maps, and so far my observation is that only indirectly seems to have to do with sector size, what really seems to trip the editor out appears to be wall length. My guess is somewhere in its code, while processing whether or not to render a sector, the engine must add up the length of every wall forming it and my naive guess is working with high individual values there (not necessarily extreme ones) is more likely to cause some sort of overflow once distance comes into play and mess up the rendering HOM style. I'm supposing this as recently, I managed to solve a lot of those glitches whenever they would occur by just adding a few splits to some of the longer walls in the player's line of sight from the problematic angles (just in case that idea might come in handy to someone else).

At this point I'm considering map 9 done. All the little cosmetic touch-ups I need to add are on the same level as the ones the other levels will also need during the last pass, so might as well move on anyway. Working on the rest will allow me to gain perspective on this particular piece too. Here's automap:

Attached Image: map9automap.png

This post has been edited by ck3D: 28 June 2021 - 12:24 AM

2

User is online   ck3D 

#238

Turned out to have a hard time sitting on map 9 calling it complete without succumbing to the itch of finalizing one aspect of the design, so here are the final WIP shots for it, now I think I can classify it as done until the final pass and move on. Pushed the Tron look by playing around with the shape of the 'forcefields' enclosing the parts of the station the player can only navigate by train. The colors aren't static and blink with different levels of opacity on each side. During the final pass I might alter the colors so that the effect looks even better and maybe a bit less obtrusive, also thinking of doubling up the forcefields with the same shapes just with neon green as well for a 3D look (although the red theme sort of corresponds to the red keycard section, so it may end up looking best alone) and various fun little touch-ups when general fine-tuning time comes. This is my attempt at giving more of a specific identity to the place without necessarily falling back on cutting down on the colorful style. I also tried making the green identity of that one wing on screens 1 and 2 a bit stronger. Right now map is in the 1750+ sectors which is reassuringly reasonable after all.

Soon, the start of map 10 (!) and then after that one just two more to go, including the secret level.

Attached thumbnail(s)

  • Attached Image: 9final1.png
  • Attached Image: 9final3.png
  • Attached Image: 9final4.png

4

User is online   ck3D 

#239

As the mapping process for this project is getting significantly closer to completion, I think I feel like laying off the frequent updates in this thread for a bit. While I may not bump it nearly as much in the near future (or at least post too many screenshots), please rest assured that progress is going well and steady. In fact I just started map 10 yesterday and it's already at 900 sectors/7500 walls, so even going too fast to really update sig, although I'll keep trying to do that regularly. Map 10 is another rather addicting one to work on and so should be the last two maps after that, so I suspect they shouldn't take too long to build. Somehow I managed to make map 8 and 9 within just one month, if I can keep up that rhythm then I guess it should be doable to be done with the basic level design by fall which would be great.

This post has been edited by ck3D: 01 July 2021 - 05:04 PM

1

User is offline   Nukem1994x 

#240

I'll look forward to playing this when it's released :) Looking good!
1

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