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[In progress] Cherenkov Station

#1

A powerless, abandoned space station with absolutely no detail yet.
Duke travels to the reactor core and restores lighting to the station, then escapes via shuttle.

Immediate successor of FOS Station.

In progress.

Playing with Episode Four textures for the first time.

Attached thumbnail(s)

  • Attached Image: cherenkov2.jpg
  • Attached Image: cherenkov1.jpg


This post has been edited by Supertanker: 05 November 2011 - 01:53 PM

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User is offline   zykov eddy 

#2

Looks nice. Any idea when you gonna finish this?

This post has been edited by zykov eddy: 05 November 2011 - 01:10 PM

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#3

View Postzykov eddy, on 05 November 2011 - 01:09 PM, said:

Looks nice. Any idea when you gonna finish this?


Probably will take several months...I work on it between classes.

Reactor hall:
Posted Image

This post has been edited by Supertanker: 05 November 2011 - 02:45 PM

4

User is offline   CruX 

#4

View PostSupertanker, on 05 November 2011 - 12:35 PM, said:

A powerless, abandoned space station with absolutely no detail yet.


The core design is looking good enough, it practically wouldn't even need detail.
0

User is offline   Mikko 

  • Honored Donor

#5

Nice to see the map back on track!
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#6

View PostMikko_Sandt, on 06 November 2011 - 05:37 AM, said:

Nice to see the map back on track!


It's nice to HAVE it back on track.

Looks like I'll mostly be mapping on weekends though...

Posted Image
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User is offline   Micky C 

  • Honored Donor

#7

This might sound a bit strange, but last night I had a dream that I was playing your map. To be honest, it didn't look that similar, but somehow I knew it was this map I was playing. I wish I remember it more, it had some interesting gameplay that I would have liked to map myself Posted Image
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#8

View PostMicky C, on 11 November 2011 - 05:02 PM, said:

This might sound a bit strange, but last night I had a dream that I was playing your map. To be honest, it didn't look that similar, but somehow I knew it was this map I was playing. I wish I remember it more, it had some interesting gameplay that I would have liked to map myself Posted Image


I've heard of stranger things :D

For your viewing pleasure:

Posted Image
Posted Image
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#9

Just finished a two-hour mapping spree; got to the point where I can start on the main "powered on" part of the station instead of the reactor complex. I realized that I made a mistake when designing the powered-down areas like in the first post: the lights are in odd positions and it makes shading a bit difficult when they're "on."

At 959/1024 sectors, 6667/8192 walls, and something like 800/4096 sprites. This is good because I estimate myself to be about a half to a third done. :D
1

User is offline   Loke 

#10

Keep up the great work.
0

User is offline   Mike Norvak 

  • Music Producer

#11

Those shots looks great. Looking forwards to it! :D
0

User is offline   Radar 

  • King of SOVL

#12

I hope this gets released. It looks wonderful!
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#13

Certainly does look good, parts of it remind me of Duke it out in DC - but better.
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#14

Thanks all :D

Hopefully I'll be able to work a bit more this weekend. I have some fun ideas for the living area that I've never tried before. I might as well go for broke and make it as awesome as possible, right?
2

User is offline   Paul B 

#15

Yea, definitely looking forward to playing this map when it's done! Great attention to design & detail! I'm not crazy about space maps but I really like the premise behind this map. It is very well thought out which will make this map a lot of fun to play.


It's amazing to see the creative advancements made to maps since the early years of Duke Nukem in 1996.

Keep up the good work!

This post has been edited by Paul B: 18 November 2011 - 02:39 PM

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#16

Thanks :D

Posted Image

I like "mechanical" space maps. High tech ones get boring after awhile.

Haven't tried making much crazy spritework before. I'm not a huge fan of it. I like nice clean sector work instead. No shading yet, or detail, but this area will get a lot as it's a sort of "hub."

Probably so will the station outside, which was FOS Station.

Old sector limits are officially broken now!

This post has been edited by Supertanker: 18 November 2011 - 03:49 PM

3

User is offline   Loke 

#17

Damn, that looks sweet. Nice texturing.
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#18

View towards the south:
Posted Image

View towards the north:
Posted Image

I don't really like the northern view because it feels empty, but I might leave it to give the player room to move around.
4

User is offline   Loke 

#19

I love that ceiling. I wouldn't worry about it being too empty since, as you said, it gives some breathing room for the player which is only good from a gameplay standpoint.
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User is offline   Mike Norvak 

  • Music Producer

#20

I love it!
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#21

I'm thinking that after I get a few more rooms done I should find some beta-testers for gameplay...

No new screenshots yet. Playing around with the final area and a few smaller rooms still.
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#22

View PostSupertanker, on 29 November 2011 - 12:02 PM, said:

I'm thinking that after I get a few more rooms done I should find some beta-testers for gameplay...

No new screenshots yet. Playing around with the final area and a few smaller rooms still.


Man I love lunar maps...my favorite. The atmosphere is one reason...the cold, lonlyness of space. If the map has beautiful scenery (like yours does), shadows caused by the moon in certain rooms because of huge skyroofs and such...add to this. The one thing I will ask...please do not forget ambient sound. To be specific I mean wind noise in some areas. In a space station this adds to the atmophere tremendously, but is often overlooked by mappers. Just a suggestion.
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#23

View PostBlue Lightning, on 22 December 2011 - 09:05 PM, said:

Man I love lunar maps...my favorite. The atmosphere is one reason...the cold, lonlyness of space. If the map has beautiful scenery (like yours does), shadows caused by the moon in certain rooms because of huge skyroofs and such...add to this. The one thing I will ask...please do not forget ambient sound. To be specific I mean wind noise in some areas. In a space station this adds to the atmophere tremendously, but is often overlooked by mappers. Just a suggestion.


Most everywhere has an ambient sound after the station is powered on :) Thanks for the suggestion--a lot of my early maps suffered from this.

I've got most areas done. There's three places left or so: Central Command, the Crew Quarters, and the final boss arena. I've never tried designing an arena so this may or may not go badly. :P We'll see.
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#24

View PostSupertanker, on 22 December 2011 - 10:07 PM, said:

Most everywhere has an ambient sound after the station is powered on :) Thanks for the suggestion--a lot of my early maps suffered from this.

I've got most areas done. There's three places left or so: Central Command, the Crew Quarters, and the final boss arena. I've never tried designing an arena so this may or may not go badly. :) We'll see.


Great! :P

I used to wonder what could cause "wind noise" in cetrain parts of a space station, but reasoned that it must be a draft from the ventilation system and vents that cause the sound.
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#25

In-progress Christmas screenshot. Probably won't post many more because I don't want to give away the whole map. :)

Posted Image

Needs a little spicing up still. And aliens. Soon-to-be dead aliens.

Last areas to be designed: crew quarters (started) and final area (started and looking worse than EDF Base).

Also, walls at over 10k! Yay!

This post has been edited by Supertanker: 24 December 2011 - 03:32 PM

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#26

What I absolutley love about the map screenies so far, is how there are large open spaces in the station, with large ground-to-ceiling windows and skyroofs. This kind of design really makes a lunar map in my humble opinion. It even looks like there are chances to take shortcuts to upper levels if one can figure out how, and stuff like that. The overall construction looks clean and I am really looking forward to playing the map.

I dont know how you feel about secret places. Could you 'hint" if they will exist? :)

This post has been edited by Blue Lightning: 24 December 2011 - 07:15 PM

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#27

I feel that secret places need to exist but I also feel that I am absolutely horrible at developing them. :>

The map is "done" geometry-wise. Now it's detail, bad guys, items, secrets (?), detail, and such. I'm very happy with how the crew quarter area turned out. I hate the final area. Did I say that yet? I dunno what I'm going to do about that except for experiment.
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#28

Now it's just about done period. Final area may or may not happen. I'm just looking for betatesters now.

Some stats:
1607 sectors
11257 walls
3290 sprites
555.9KB (my biggest map so far)
93 enemies
2 secret locations
0 llamas harmed

Happy New Year, all!

This post has been edited by Supertanker: 31 December 2011 - 04:28 PM

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User is offline   Danukem 

  • Duke Plus Developer

#29

View PostSupertanker, on 31 December 2011 - 04:24 PM, said:

Now it's just about done period. Final area may or may not happen. I'm just looking for betatesters now.

Some stats:
1607 sectors
11257 walls
3290 sprites
555.9KB (my biggest map so far)
93 enemies
2 secret locations
0 llamas harmed

Happy New Year, all!


Not having looked at it, I can't be sure but... it seems a little bit light on enemies considering the size of the level (unless it is a puzzle oriented level).
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#30

View PostDeeperThought, on 31 December 2011 - 04:38 PM, said:

Not having looked at it, I can't be sure but... it seems a little bit light on enemies considering the size of the level (unless it is a puzzle oriented level).


More of am ambiance-oriented level. If you look at the map in mapster32 when the level is released, you'll see why. :)
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