Blast Radius WIP/discussion thread "while it's brewing"
#241 Posted 06 July 2021 - 12:31 PM
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.
This post has been edited by ck3D: 06 July 2021 - 12:39 PM
#242 Posted 06 July 2021 - 07:45 PM
This post has been edited by Nukem1994x: 06 July 2021 - 08:44 PM
#243 Posted 07 July 2021 - 12:39 AM
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
#244 Posted 07 July 2021 - 07:57 AM
Good luck, can't wait to play it
#245 Posted 09 July 2021 - 05:45 PM
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).
This post has been edited by ck3D: 09 July 2021 - 05:49 PM
#246 Posted 24 July 2021 - 11:16 AM
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.
This post has been edited by ck3D: 24 July 2021 - 11:19 AM
#247 Posted 24 July 2021 - 11:42 AM
#248 Posted 24 July 2021 - 02:37 PM
This post has been edited by ck3D: 24 July 2021 - 02:46 PM
#250 Posted 01 October 2021 - 08:35 PM
Dynamo128, on 01 October 2021 - 12:23 PM, said:
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.
This post has been edited by ck3D: 01 October 2021 - 08:51 PM
#251 Posted 03 October 2021 - 04:10 PM
#252 Posted 03 October 2021 - 07:23 PM
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
#253 Posted 03 October 2021 - 11:15 PM
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
#254 Posted 03 October 2021 - 11:46 PM
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
#255 Posted 04 October 2021 - 03:19 AM
Damn, I'm so behind myelf with user made content, probably the lack of time does it.
#256 Posted 23 October 2021 - 04:00 AM
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
#257 Posted 03 January 2022 - 08:03 PM
Here's a large image where the most curious can have some fun making out some stuff, including side views of the maps.
edit - welp, https://www.moddb.co...-title-user-map
This post has been edited by ck3D: 03 January 2022 - 09:59 PM
#259 Posted 04 January 2022 - 10:05 AM
This post has been edited by ck3D: 04 January 2022 - 10:06 AM
#260 Posted 07 January 2022 - 06:19 PM
And yeah I know, fire in space and all - I'm still working on all this, two sessions in, mucho temporary.
#264 Posted 08 January 2022 - 03:40 AM
#265 Posted 08 January 2022 - 10:14 AM
#266 Posted 08 January 2022 - 12:30 PM
Aleks, on 08 January 2022 - 10:14 AM, said:
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
#267 Posted 09 January 2022 - 02:54 AM
#268 Posted 09 January 2022 - 07:35 PM
And here are some more shots. In motion, that bit of automap looks like a different game.
This post has been edited by ck3D: 09 January 2022 - 07:55 PM