
[In progress] Cherenkov Station
#1 Posted 05 November 2011 - 12:35 PM
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.
This post has been edited by Supertanker: 05 November 2011 - 01:53 PM
#2 Posted 05 November 2011 - 01:09 PM
This post has been edited by zykov eddy: 05 November 2011 - 01:10 PM
#3 Posted 05 November 2011 - 02:44 PM
zykov eddy, on 05 November 2011 - 01:09 PM, said:
Probably will take several months...I work on it between classes.
Reactor hall:

This post has been edited by Supertanker: 05 November 2011 - 02:45 PM
#4 Posted 05 November 2011 - 05:39 PM
Supertanker, on 05 November 2011 - 12:35 PM, said:
The core design is looking good enough, it practically wouldn't even need detail.
#6 Posted 06 November 2011 - 08:19 PM
Mikko_Sandt, on 06 November 2011 - 05:37 AM, said:
It's nice to HAVE it back on track.
Looks like I'll mostly be mapping on weekends though...

#7 Posted 11 November 2011 - 05:02 PM

#8 Posted 11 November 2011 - 05:52 PM
Micky C, on 11 November 2011 - 05:02 PM, said:

I've heard of stranger things

For your viewing pleasure:


#9 Posted 11 November 2011 - 10:19 PM
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.

#13 Posted 16 November 2011 - 12:50 PM
#14 Posted 16 November 2011 - 06:06 PM

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?
#15 Posted 18 November 2011 - 02:32 PM
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
#16 Posted 18 November 2011 - 03:46 PM


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
#18 Posted 20 November 2011 - 12:10 PM

View towards the north:

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.
#19 Posted 20 November 2011 - 12:40 PM
#21 Posted 29 November 2011 - 12:02 PM
No new screenshots yet. Playing around with the final area and a few smaller rooms still.
#22 Posted 22 December 2011 - 09:05 PM
Supertanker, on 29 November 2011 - 12:02 PM, said:
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.
#23 Posted 22 December 2011 - 10:07 PM
Blue Lightning, on 22 December 2011 - 09:05 PM, said:
Most everywhere has an ambient sound after the station is powered on

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.

#24 Posted 23 December 2011 - 08:52 AM
Supertanker, on 22 December 2011 - 10:07 PM, said:

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.

Great!

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.
#25 Posted 24 December 2011 - 03:26 PM


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
#26 Posted 24 December 2011 - 07:12 PM
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
#27 Posted 27 December 2011 - 07:50 PM
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.
#28 Posted 31 December 2011 - 04:24 PM
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
#29 Posted 31 December 2011 - 04:38 PM
Supertanker, on 31 December 2011 - 04:24 PM, said:
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).
#30 Posted 31 December 2011 - 04:54 PM
DeeperThought, on 31 December 2011 - 04:38 PM, said:
More of am ambiance-oriented level. If you look at the map in mapster32 when the level is released, you'll see why.
