Duke Nukem: The Man of Valor. "7 part mission."
#32 Posted 30 January 2012 - 04:47 AM
rasmus thorup, on 30 January 2012 - 04:44 AM, said:
The outdoor area is very dark, yes.
The backround is black because it is pretty far away, but when you get closer, you can see it.
I just wanted to show how big this map is.
#33 Posted 30 January 2012 - 04:51 AM
#34 Posted 30 January 2012 - 05:05 AM
So everyone can deside by himself how dark the level should be.
This post has been edited by Mia Max: 30 January 2012 - 05:05 AM
#35 Posted 30 January 2012 - 05:14 AM
#36 Posted 30 January 2012 - 05:17 AM
rasmus thorup, on 30 January 2012 - 05:14 AM, said:
You are talking about the visibility, this can also be changed in mapster so you don't need the cons.
#37 Posted 30 January 2012 - 05:25 AM
setuserdef[THISACTOR].const_visibility 0
With this you can see as far as you like. Ambient light can't do that. How?
#38 Posted 30 January 2012 - 05:44 AM
In 3D mode press ; + v
Using this method over yours would mean a map could contain dark areas as well as high viewing distance ones.
#39 Posted 30 January 2012 - 07:39 AM
Supertanker, on 29 January 2012 - 11:06 PM, said:
Here is what a near exact half-hour of Supertanker-style mapping is like. It's harder than I thought. Enjoy. (Reminds me a lot of my early maps.)
http://supertanker.duke4.net/L1_hi.map
Ha ha it took me 48 seconds to finish it. Nice one!
EDIT:
Mia Max, on 30 January 2012 - 04:27 AM, said:
It's gonna be huuuge
Sweet! This reminds me an unfinished coast I was making for dukeplus some time ago. Maybe you can use it insome part of your map?
(That thing lying in the sand is supossed to be a dead whale)
If you are interested send me a PM
This post has been edited by Norvak: 30 January 2012 - 07:56 AM
#40 Posted 30 January 2012 - 07:57 AM
#41 Posted 30 January 2012 - 08:05 AM
Norvak, on 30 January 2012 - 07:39 AM, said:
Supertanker said:
Here is what a near exact half-hour of Supertanker-style mapping is like
Yea... time is relative to your understanding and abilities in Mapster. 30 minutes mapping for one person is not exactly an accurate comparison to what someone else can do. It is not about how fast you can make something. It is about how well you can make it. Obviously in these quotes above these are examples from experienced mappers who have been at mapster a while and know all the ins and the outs. This type of speed mapping doesn't happen right out of the gate and I'm sure if you ask these guys how long they have been mapping they will say more than a couple of years. Plus... most of the time when people make something look good they are merely experts at using the copy/paste methods for duplicating the same crap over and repeating it. My suggestion for making a new map would be start small. Focus on design and detail and go from there. Placing a sprite on a wall isn't exactly detail either it has to fit and look good and have a purpose. Anyone can place a sprite on a wall in mapster with next to no effort its about how you use it and showcase it. If you start a project that is too big it will get discouraging and frustrating. Take it one step at a time. I'm sure when you talk to any map designer no one really plans on making a super large map it just kinda evolves depending on their imagination and what they want to include. You can make a two room map fun if it is done right. If you enjoy larger maps then try this... Design the map with the intentions of expanding to it. Make the map initially small then tie in more areas later.
Good luck, I'm curious to see what you come out with next.
#42 Posted 30 January 2012 - 09:46 AM
Gambini, on 30 January 2012 - 07:57 AM, said:
No, you have spoiled your own joke right now
BTW What a coincidence, isn't?
This post has been edited by Norvak: 30 January 2012 - 09:58 AM
#43 Posted 30 January 2012 - 11:04 AM
Cody, on 30 January 2012 - 05:44 AM, said:
In 3D mode press ; + v
Using this method over yours would mean a map could contain dark areas as well as high viewing distance ones.
Sorry but is it "sector visibility" i change with that? If it is. Then, is 0 the lowest number? Numbers higher than that makes the sector darker right? If all this is right then i have to say that a sector visiblity at 0 isn't 100% visible.
This is with sector visibility 0.
This is with sector visibility 0 and setuserdef[THISACTOR].const_visibility 0
So please tell me if you are talking about something other than sector visibility.
This post has been edited by rasmus thorup: 30 January 2012 - 11:17 AM
#44 Posted 30 January 2012 - 12:50 PM
rasmus thorup, on 30 January 2012 - 11:04 AM, said:
This is with sector visibility 0.
This is with sector visibility 0 and setuserdef[THISACTOR].const_visibility 0
So please tell me if you are talking about something other than sector visibility.
butting in. The bottom image visibility can be accomplished with setting the visibility to 240, in mapster as per Cody wrote ( '+V and type in 240, all in 3D mode). The setting becomes darker from 0 - 239. At 240 you have maximum visibility. Try it.
#46 Posted 30 January 2012 - 05:00 PM
#47 Posted 30 January 2012 - 05:07 PM
Never Forgotten, on 30 January 2012 - 05:00 PM, said:
I take it you intended to attach a picture to your post?
#48 Posted 30 January 2012 - 05:12 PM
This post has been edited by Arwu: 30 January 2012 - 05:16 PM
#49 Posted 30 January 2012 - 05:16 PM
Hank, on 30 January 2012 - 12:50 PM, said:
Exactly what I was trying to say originally, thanks.
#50 Posted 31 January 2012 - 04:51 PM
Micky C, on 30 January 2012 - 05:07 PM, said:
Yeah, it didn't work.
#51 Posted 31 January 2012 - 05:24 PM
it is simple. Maybe You want to attach image from disk ? or link to image is not right ?
#52 Posted 03 February 2012 - 10:11 AM
Mikko_Sandt, on 28 January 2012 - 05:49 PM, said:
For comparison's sake, it usually takes months to finish just one map.
I don't mean to put you down or anything, we've all been there, but that's exactly why you shouldn't publish your first work.
you are being very rude.. and i dont care how good you are.. .. i think the guy was decent to answer your post.
i thank him for making maps and sharing with us for free he used so much time on it...
i will publish my 1 map anywhere and anyhow i want... do you think i really care if you are a genius? .. mokko...
#53 Posted 03 February 2012 - 11:18 AM
minidueknukem, on 03 February 2012 - 10:11 AM, said:
But that's just the thing: he didn't.
#54 Posted 03 February 2012 - 12:01 PM
minidueknukem, on 03 February 2012 - 10:11 AM, said:
The only one being rude according to our standards was the topic starter. (Hint: he wasn't downvoted because of his map's quality...)
minidueknukem, on 03 February 2012 - 10:11 AM, said:
Why not. But if you go public you'll have to deal with the public's opinion, too.
minidueknukem, on 03 February 2012 - 10:11 AM, said:
I don't care as well, but given his own map site, his post count, and his reputation, don't you think he might have a point worth thinking about?
#55 Posted 03 February 2012 - 03:05 PM
#56 Posted 03 February 2012 - 03:56 PM
s.b.Newsom, on 03 February 2012 - 03:05 PM, said:
Exactly! It's like, don't judge me, I judge mine and you must agree or else.
#57 Posted 03 February 2012 - 04:45 PM
s.b.Newsom, on 03 February 2012 - 03:05 PM, said:
Ha, ha ha.... you make me laugh. Only the "pros" at building think it's a POS, aparentlly since they can build really good maps, they think anyone else's maps are just some bullshit that makes turtles look exciting.
#58 Posted 03 February 2012 - 05:04 PM
s.b.Newsom, on 03 February 2012 - 03:05 PM, said:
While you make a valid point. I don´t totally agree with it. Experienced people is worth being listened when they make constructive criticism. Even if it is your first work they´re talking about, some people are going to throw it down just because they, deep inside, are jealous about your lack of prejudices in a matter they´re obsessed, ergo detailing, lighting or whatever... There are people that make good stuff the first time. And there are experienced people that is going to despise anything coming from a noob, whatever its quality is.
This has nothing to do with this particular case where Mikko was being constructive and this guy´s first work isn´t good according to what people says. But when the moment of releasing my first project (for another game than duke) comes, i won´t let pros destroy it because I have critical eye and i know it is not bad. Let haters shove their destructive opinions up their arse, for big their experience is.
EDIT: Never forgotten posted while i was writting. I didn´t bear his comment into consideration.
This post has been edited by Gambini: 03 February 2012 - 05:06 PM
#59 Posted 03 February 2012 - 05:50 PM
(sorry for bad english)
#60 Posted 03 February 2012 - 05:57 PM
Gambini, on 03 February 2012 - 05:04 PM, said:
This has nothing to do with this particular case where Mikko was being constructive and this guy´s first work isn´t good according to what people says. But when the moment of releasing my first project (for another game than duke) comes, i won´t let pros destroy it because I have critical eye and i know it is not bad. Let haters shove their destructive opinions up their arse, for big their experience is.
EDIT: Never forgotten posted while i was writting. I didn´t bear his comment into consideration.
You don't need to be a pro to have a keen eye on a particular piece/product. Before i started working, the first thing people noticed was my ability to understand what is good, what is bad, what can be fixed and how to take criticism. Then again, my old professor ripped my work apart so I learned a lot over the course of many years.
Anyways, I think we can agree this guy can't take anything, except maybe a stick up his ass.
This post has been edited by s.b.Newsom: 03 February 2012 - 05:58 PM