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

User is online   ck3D 

#241

^ Thank you Nukem1994x I appreciate that and hope you will enjoy it!

Progress on map 10 has been insanely quick and so you guys get a screenshot early after all. May or may not be the only one I post of this one, I just want to show the general vibe (so yeah aerial shot, but you'll be able to fly around), piece is still heavily WIP as a whole. Current progress is about 1600 sectors/12500 walls.

As addicting as working on this one is, I really should do my TROR homework and craft my TROR CBP part as not to hold up that other project. I want to try and find the luxury of a full day to devote to that sometime this week, so that I can quickly pass the map on.

Also been putting together the .cons, and playing the maps in the intended order although there is only very minimal gameplay to most of them right now already feels so satisfying, I'm kind of dying for when the time comes to populate the levels.

Attached thumbnail(s)

  • Attached Image: map10-4.png


This post has been edited by ck3D: 06 July 2021 - 12:39 PM

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User is offline   Nukem1994x 

#242

^ No problem, ck3D. It's looking great so far! I'll definitely be around for the day it's released so i'm happy to wait. :) I recently replayed some of your previous maps a week ago that's DNF (Bottles to the Ground), Filler and the Anarchy maps. Love those!

This post has been edited by Nukem1994x: 06 July 2021 - 08:44 PM

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User is online   ck3D 

#243

^ Wow, you went through quite the catalogue of oldies right there! Out of those, Bottles is the only one I can still sort of back design-wise, all the others didn't age so well; to be honest, it's hard for me these days to understand what exactly it is that some people still like about them, or did in the first place, as past their cute little charm (I guess), at the core they're still beginner mapper material, complete with a bunch of elementary flaws - especially gameplay-wise. On the other hand, the ten maps I've been making for Blast Radius so far are probably my ten best maps, so you may be in for an actual treat here. Side note, but I've been meaning to try and remake the Anarchy City series - well, the corresponding real-life locations - in a different style sometime, when I'm done with my current projects, and so perhaps you'll enjoy that too when the time comes. Again, I appreciate the interest!

I just spent most of the night working further on the .con code and debugging/implementing new monsters and variants, which is funny because originally I just wanted to fix a basic mistake before going to sleep but then I got sucked into the experimentation process and then the next time I blinked it was morning, but I got satisfying results in the end and now I'm even more eager to implement all the gameplay throughout. I can really see/remember how toying with the .cons can become addicting now, the learning curve is smooth and the options are aplenty even if like me you're not that good or ambitious with it.

This post has been edited by ck3D: 07 July 2021 - 12:41 AM

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User is offline   Merlijn 

#244

Your speed continues to astound me! I'm glad you changed things up and added a space map as well. The new aerial shot looks cool as well.
Good luck, can't wait to play it :)
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User is online   ck3D 

#245

Thank you Merlijn! Yeah, space map was always in the cards, and there is bound to be more extraterrestrial action included in the pack, too, if things keep going according to plan. About the speed, it's really just a workflow thing because I'm actually far from mapping 24/7 (although I have been spending a lot more time in Build than usual since Covid), so it's the sum of a bunch of habits towards optimization and even then I'm mostly working with outdated Mapsters (to better watch general compatibility) with a lot of the newer features absent, so I figure anyone teaching themselves similar patterns can achieve even faster results with the modern tools. To be honest, it's actually a bit scary at times pumping out a 16000 wall map within a week or two, constantly keeps me questioning whether or not I'm rushing things but no I don't think so, it just feels like I know what I'm supposed to be doing and so it just comes out.

Map 10 is actually nearing completion right now at 2112 sectors, 15873 walls and 4231 sprites. Whole of the gameplay area is enclosed and I basically just need to fill in one of the corners of the map with the last few structures, and then add some minor sprite detail to a few particular areas that I've been leaving empty so far since they weren't exactly a priority. Wall limit is stinkingly closing in but I still have a good buffer of resources I could potentially recycle and so the pressure is minimal. Here are two more shots, including a misaligned texture or two that will make my OCD itch till the next mapping session now that I've seen them, and a collapsing building I somehow captured with very poor timing. I don't know if you guys can read what I'm trying to do here with the color codes of the buildings (although there's a hint on the second screen that may make it more apparent).

Attached thumbnail(s)

  • Attached Image: map10-6.png
  • Attached Image: map10-9.png


This post has been edited by ck3D: 09 July 2021 - 05:49 PM

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User is online   ck3D 

#246

Been neck-deep in work lately but I've managed to sort of complete map 10 by putting in an hour of mapping here and there. Here's what's probably the last batch of screenshots for it. Wall limit has been a particular bitch since the last update, I've had to keep going back and finding more old sectors to join and wall splits to delete but I managed to make do, and now the progression is fully designed from the start to the end. As a whole the map feels super open, almost empty in parts which leads me to think some sections here and there might require a few quick tweaks later but otherwise I don't think all the void space really bothers me, I have plans for how to use it. I want some last-minute slopes at the top of those cliffs too and this kind of stuff. Color is the main theme here and as such the tones are especially strong. Automap was once again too big to fit on just one screen, but this time I grabbed several that I then hastily pasted together.

I'll probably be way busier with other life stuff for the next few weeks/months and so my general progress on this might remain slow, I don't think I'll be starting map 11 and 12 (the last ones) for a bit. Not to mention that summer is finally here and even my Duke PC doesn't exactly enjoy working in the heat. I'll be posting updates once I do resume work on this though.

Attached thumbnail(s)

  • Attached Image: map10-auto.png
  • Attached Image: map10-11.png
  • Attached Image: map10-10.png
  • Attached Image: map10-7.png


This post has been edited by ck3D: 24 July 2021 - 11:19 AM

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User is offline   Ninety-Six 

#247

There's a lot of that really nice (and underused, imo) red+grey/black palette in this one, I see.
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User is online   ck3D 

#248

Yeah, especially the lava texture adds a lot by tying the map together or so I find; a bit similarly to how the purple lava sold the nature map, except the impression is different because the orange tones suggest something warmer (as opposed to toxic/alien). To be honest, one particular texture I started using super late in this map only to then be surprised by how well it worked is the rocky moon tile - I really didn't see it coming how what's typically E2 art could complement the look of an earthly city, but here I find it really works. In fact, at one point I almost wished I had more walls left that I could use it on as to expand on the principle - but I'm also satisfied with how it's just one specific corner of the map as things now stand - gives the player one extra, definite focal point, and makes that particular region even more of a recognizable destination. I'll just need to slope the skies and whatnot during the last pass on that map so that in the final product those walls look a lot less stupid.

This post has been edited by ck3D: 24 July 2021 - 02:46 PM

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User is offline   Dynamo128 

#249

How is everything proceeding, good sir? :)
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User is online   ck3D 

#250

View PostDynamo128, on 01 October 2021 - 12:23 PM, said:

How is everything proceeding, good sir? :)


Thanks for checking in. Like I announced on ModDB (I think I even replied to your comment there, although late so you might have missed it), since I completed map 10 I had to take a break from Duke due to work picking up again for the first time since Covid, and also for inspiration's sake (I kind of painted myself into the corner of having to come up with a delicate ending); and then, every Mapster minute I could possibly find over the past month has been going towards finalizing a level for Project A.W.O.L. I already posted some screenshots in What Are You Working On For Duke? but here are some fresh ones below. I am adding the last touches to the level as we speak (mostly last minute gameplay-related stuff); over time that project evolved into a Polymost only project which is a mode I can't even run, so there is a lot of stuff (skybox, 3D models) not on display here and just as much that I had to set up blind, working with black squares (with some help from Mark). The design is very much in the open Blast Radius style, except adapted to the different gameplay with enhanced AI pathfinding and even a new great custom enemy just for the level by Reaper_Man. So while different from Duke, game should come out soon and that map could count as a viable appetizer. It's not as big as some of the Blast Radius ones, but close and so far my biggest ever in terms of file size (1.2 Mb and counting). Level has had a crazy history overall. I might share a chronology of all the different phases it went through in a ModDB article later.

I did start another map for Blast Radius, but never got to get really far due to lack of time. The good news is, I may have found a sprite artist to handle the custom enemies I always had in mind, so the encounters throughout the episode just might suddenly become a lot more interesting, and the release date get a shortcut. More on that when there is. And as soon as I can focus again, I'm diving back into whatever little is left to do in the mapping department. Hoping that comes soon, not going to lie, personal situation has been stressing me out lately and I could use the luxury to just kick it.

Attached thumbnail(s)

  • Attached Image: _awol1.png
  • Attached Image: _awol3.png
  • Attached Image: _awol4.png
  • Attached Image: _awol5.png
  • Attached Image: _awol7.png


This post has been edited by ck3D: 01 October 2021 - 08:51 PM

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User is offline   NNC 

#251

I dunno. It looks too similar to your previous levels featured in this thread without having a unique look. I guess sprawling urban levels with countless sandbox buildings everywhere can get old after a while. I liked when you went onto the space, because it more felt like a progression in the episode. I still find your "colosseum" level with all the archaic buildings to be the best one from these screenshots.
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User is online   ck3D 

#252

I mean, Project A.W.O.L. is its own game and my map is the only one in that open world style in the set, so it kind of does fit in there. Something to be noted about that game is that so far, every one of its levels is different from one another in its construction and it's the coherence of the .art and new features that ties the whole together in a way that somehow makes it work (for those who can run it - unlike me). The way the new features, A.I. and pathfinding options operate turns the experience into something way different from base Duke 3D and so if you ever play it, you may find yourself enjoying it on a different level than if it were the same settings as a Duke 3D map with vanilla gameplay and rather shite A.I.. The map looks sprawling too but that's really an invitation for exploration in barely a disguise: the mandatory progression itself is as straightforward as possible with the goal being to traverse the map in a straight line from north to south with elementary objectives west and east to stop to solve on the way (where one naturally flows into the next on the lateral axis), then events happen that structurally alter the terrain as well as trigger the last battle, as the player has to get back to the start. Everything else is either an alternate route that will allow for quicker completion by granting skipping most of the map but also only the weaker weapons, or clear optional caches for the completionists to fight a lot more enemies and stock up on arsenal. It's also a three-way battle going on the whole time with a lot of staged encounters and surprise touchplates, waves of respawns etc. that really should keep things pretty fresh.

But I don't think the same map would exactly work for Duke 3D or at least not in the context of Blast Radius, as that one already has quite a few large maps in that style (although not all of them are), adding anymore would be redundant (and I'm saying this all the while being tempted to keep adding more, but I know those will be better as one-offs as to not dilute the quality of the product). I actually had that impression the whole time whilst working on map 10, to this day I'm not 100% sure to include it (or it might need some reworking), at the end of the day I think I managed to make it exciting by turning its progression and layout into something different but now I know for sure that the pack shouldn't use any more. Or perhaps as the secret map (which is bound to take that kind of form, but maybe I'll put a spin on it).

The way I think right now, the development of Blast Radius has happened in phases. First phase was maps 1-3 (well technically -2.5), first wall in terms of inspiration, then I guess I actually saw the project starting to form which resulted in the explosive phase of maps 3 (2.5)-10. Except that one was so heavy, I can use the current break (if the A.W.O.L. map counts as a break; it doesn't feel like one) to look at what formed, assimilate and ponder the material and possibly reevaluate my plans for the final product. Like I was saying earlier, all those new maps took the lore places I myself didn't expect and now I need to think because I don't want to let the player down with a cheesy ending. I can't wait to be back to working on the rest of the maps, though.

And the sprite artist joining in is good news if we can go through with it. Dude has good style and gets Build engine aesthetics, so I'm sure he will be of great help with materializing those ideas of enemy variants that I have in a fashion that feels in line with the traditional game.

This post has been edited by ck3D: 03 October 2021 - 07:26 PM

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User is offline   NNC 

#253

Not sure if I understood your description here, but with those altering terrains should we expect something like Warzone from Andras Piroska with more details? It was a really interesting concept that never really took off in the community as a mapping norm. FBSP3 was also quite like that.

The new art is definitely a good news and looking forward to it. I have a weird reputation here as someone who only likes vanilla content, but that's not true. I think it's almost impossible to make good new levels without additional art to them. Even if we criticise the atomic art for being too funky, they were needed for the extra episode to look good. Besides, I'm wondering now if there were any maps in the game without at least 5 level-specific textures/sprites/effects. Probably some secret maps like Spin Cycle and Lunatic Fringe, but those featured a unique gimmick.

This post has been edited by The Watchtower: 03 October 2021 - 11:16 PM

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User is online   ck3D 

#254

No I know you're on board with new exclusive .art contributing to the professional look of content and I agree with that. If I'm getting anything out of working on A.W.O.L. (but I also remember sensing something very similar while partaking in a WGRealms mapping contest Will organized on AMC way back in the day, although I never finished my piece for it; KuFFi did and released Kutworld: https://msdn.duke4.net/hotkutworld.php), it's that working with an alternative texture set is actually really fun and can really help clean up visuals. I'm not sure how well you understood that those latest screenshots are from a map for a different game. I haven't been using new .art for decors in Blast Radius partly as an artistic direction, partly as a personal challenge but I think the new enemies singlehandedly will suffice to bring that touch, well hopefully, we'll see. Besides Blast Radius though, for instance I would love trying my hand at making a map using the Lameduke or Zero Hour tile set.

My description was the one of the progression in the A.W.O.L. map in particular, this one has a big section of it that evolves in real time after you trigger the last scripted sequence but besides that one big scale one-off it doesn't have a remarkable amount of destruction. The action as a whole will be cinematic though or at least that's the intent. I believe more of that level and how it plays should be shown soon. The maps in Blast Radius though have a lot of destruction in them in general. If a path can be blown up to open up the space and connect different rooms together for alternate routes or easy backtracking then you better believe you'll get to blow it up. I absolute adore Warzone and I'm definitely trying to convey this kind of oppressive/under attack vibe in general, occasionally involving terrain interaction (destructible buildings, collapsable structures, earthquakes etc.). In fact so far the episode 'ends' on quite the destruction sequence, lol - you'll know it when you see it.

I've been super into the idea of exploiting space in general and that includes heavy ROR use, vertical action and making sure most everywhere you can see in the level is accessible, even if that's by the means of some cheap secret elevator platform trick - you're shooting pixel aliens, who cares.

This post has been edited by ck3D: 03 October 2021 - 11:57 PM

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User is offline   NNC 

#255

I might try AWOL one day for the reference. :)

Damn, I'm so behind myelf with user made content, probably the lack of time does it.
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User is online   ck3D 

#256

Oh I wouldn't beat myself up over that if I were you, I've been in a similar situation for a while. Wouldn't say it's a lack of time per se but mostly of focus for gaming, I guess that's being an adult in general but reduced attention spans are also a thing. It's been frustrating not getting to directly play so many releases from throughout the past few years for me thus far; but I've also been mostly 'consuming' those in video form for some reason, I guess because that's just more practical in between work tasks. In a way I think that's a modern form of appreciating a user map as what it is as an art piece vs. an interactive experience which I find rather fascinating since maps are primarily designed to directly be played and yet I'm witnessing what appears to be some kind of shift in between medium types, the phenomenon very much fascinates me.

On Blast Radius-related news - in fact the A.W.O.L. map I've been posting shots of is very likely to be repurposed into a BR map after all. Since it wasn't designed with Duke 3D gameplay in mind in the first place, I reckon the experience will feel a bit one-offish all the while working with the general theme and settings throughout the episode and so I'll probably just make it a secret map. Had to start a brand new map for A.W.O.L. (that I'm pretty stoked on so far and uses a mechanic that I think is cooler than 'stupidly' open world), because that game essentially progressed to a point where it started struggling handling a map that size (mostly due to using models and running more stuff under the trunk than classic Duke 3D). A few places here and there from the old one I will repurpose in that new map instead (mostly indoors), but I suspect most of the established general architecture and design I've been showing will really be going towards BR. So in a way, one could say BR is 11 maps strong now, although modding that 11th map into Duke will take some extra work, still progress.

This post has been edited by ck3D: 23 October 2021 - 04:00 AM

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User is online   ck3D 

#257

Just thought I would drop some news regarding this with the beginning of the year since this was announced for 2022, I reckon that date is still valid although the project hasn't really budged since I started working on Project A.W.O.L., but that's nearing the end of its process which will allow a lot more focus on finalization soon - despite some new side responsibilities I earned myself lately. Jay/Metalagent who has been doing some fantastic work on A.W.O.L. should then also be available to help out with new enemy art as I get however little is left of the mapping out of the way. I've been toying around with the start of a few potential final/secret maps but rather passively as I'm still reflecting over how to really wrap up the narrative. Things are still on track and slowly waking up, they just haven't had their coffee yet.

Here's a large image where the most curious can have some fun making out some stuff, including side views of the maps.

Attached Image: i_like_irfanview.png

edit - welp, https://www.moddb.co...-title-user-map

This post has been edited by ck3D: 03 January 2022 - 09:59 PM

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User is offline   Ninety-Six 

#258

Guess you've decided to keep the name after all, eh?
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User is online   ck3D 

#259

Ah yeah, name is staying - never really meant to switch it up. I think Sanek once said it sucked, to which I must have replied 'maybe', but that always was the whole extent of all doubt there that I can remember at least. Currently I don't think the project could possibly have a more fitting title.

This post has been edited by ck3D: 04 January 2022 - 10:06 AM

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User is online   ck3D 

#260

One of the maps is growing so maybe this is the start of something and we back? I don't know, will depend on whether or not my ideas work. Theoretically they should, but also Build, so...

And yeah I know, fire in space and all - I'm still working on all this, two sessions in, mucho temporary.

Attached thumbnail(s)

  • Attached Image: BRNEW1.png
  • Attached Image: BRNEW2.png

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User is offline   Ninety-Six 

#261

Chunks of the impact zone that were blasted into orbit?
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User is online   ck3D 

#262

Good catch!
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User is offline   Ninety-Six 

#263

Metal.
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User is offline   Merlijn 

#264

That's an awesome idea, reminds me of one of the Doom Eternal levels (where you blow a giant hole in Mars). Gonna be a very varied episode from the looks of it.
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User is offline   Aleks 

#265

Hah, just watched "Don't Look Up" a couple days ago and that's exactly the same vibe! Love the screens and idea. Remember to make a lot of these chunks randomly spin around, would be cool to navigate through something like that!
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User is online   ck3D 

#266

View PostAleks, on 08 January 2022 - 10:14 AM, said:

Hah, just watched "Don't Look Up" a couple days ago and that's exactly the same vibe! Love the screens and idea. Remember to make a lot of these chunks randomly spin around, would be cool to navigate through something like that!


They already do spin, there's a lot going on by now in general that I won't spoil but I'm having fun refining; map currently feels a bit like making a Star Fox 64 level in Build and I'm rather curious to see if that can be made any exciting. I'm close to hitting the original (DOS) Build limits on this one already, but that's easy since there is quite the amount of copy pasting from other maps. What's going to be interesting is keeping refining the mechanics, and then implementing the transition to what comes next. Just coded in some new turrets real quick too.

Merlijn - thanks! I'm going to look that up, you just made me curious.

This post has been edited by ck3D: 08 January 2022 - 12:30 PM

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User is offline   Merlijn 

#267

In case you want to check it out, the map is called 'Mars core'. In the video below it's from 15:40 and onwards. May even give you some ideas!


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User is online   ck3D 

#268

@Merlijn thanks for the link, wow Doom Eternal looks insane - I'm so out of the loop on most everything past 1997, basically. I had seen footage before but only looked that deep into it. There's actually stuff going on in this particular level that really parallels some elements I've designed for the past few Blast Radius maps unknowingly, now that's funny. I'm still undecided whether I want any kind of platforming or mostly a fancy two-way train ride in this map here, I'm still thinking about where exactly to take it; I do have lots of ideas, it's just always a bit of a gamble experimenting with which combinations of effects do or do not work, and then work adjusting things practically gameplay-wise. Either way, how Mars Core plays reminds me a lot of JMW-SP2 for Duke 3D: https://msdn.duke4.net/hotjmwsp2.php

And here are some more shots. In motion, that bit of automap looks like a different game.

Attached Image: BRBLAST5.pngAttached Image: BRBLAST1.png

Attached Image: BRBLAST3.png

This post has been edited by ck3D: 09 January 2022 - 07:55 PM

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User is offline   pavigna 

#269

Looks very cool CK, can't wait to see this finished too, definitely an interesting look.
2

User is offline   NNC 

#270

This is starting to look very interesting.
1

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