New map: Baserape WIP... "Mapping log and help me, if you can. ;)"
#32 Posted 07 October 2013 - 10:13 AM
Without HRP and DukePlus, this map simply won't work and I will not make an "old oldschool" version of it.
Btw... today I just added a car workshop which looks quite oldschool and I like it!
This post has been edited by dpax: 07 October 2013 - 07:20 PM
#33 Posted 07 October 2013 - 11:17 PM
I love open world maps too, all my maps i made as a kid were all about 5 fps on ye olde 486 DX4100mhz.
I have a fond memory of an old custom map i played called house.map, 15 yrs ago, i mention it because it too had good attention to detail.
Lookin forward to your map.
This post has been edited by ox-skull: 07 October 2013 - 11:23 PM
#34 Posted 08 October 2013 - 12:52 PM
Glad to hear I'm not the only one that likes such a map.
And yeah, good old times... I once build a map which covered the whole grid in build...
It was a big city with some external things like jumping out of a plane and stuff like this...
But it got corrupted and I wasn't able to fix it...
Gladly mapster isn't this buggy anymore.
#35 Posted 14 October 2013 - 02:25 PM
I tell you!
It's rooms like that:
Nothing very special you may think.
But putting somthing special in this room, which is not visible by the first look...
That's it.
And this is realy tooks a lot of testing and stuff, even while the ceiling isn't there...
Just imaging... every second room has quite the same amount of detail and you want to put something special in it .... and you build a map where every building and every room is accessable....
Well... I don't hope this is taking forever...
This post has been edited by dpax: 14 October 2013 - 02:27 PM
#36 Posted 15 October 2013 - 03:57 AM
#37 Posted 15 October 2013 - 06:09 AM
Btw, in the last screenshot I'd add a little bit of trimming in the door sector (the floor texture specifically). Also be sure to avoid cramped areas especially when there's combat involved; there's nothing more annoying than constantly bumping into sprites when you're trying to avoid all forms of shit flying your way.
#38 Posted 16 October 2013 - 10:05 AM
leilei, on 15 October 2013 - 03:57 AM, said:
As you can see on the missing ceiling, this room isn't complete, also is the rest of the map.
And the sprites in this room are there for good reason.
Also I have to use sprites for some walls, poles, tables and such stuff to avoid hitting the wall limit before the map is done.
Loke, on 15 October 2013 - 06:09 AM, said:
Thanks for your advices, I'll will polish up everything once I've got all the rooms I want to have in this map.
It's just a question of how much walls I got left then.
I realy would like to add more details as door cases, but again, they will increase the wall count and I have to watch this issue.
#39 Posted 16 October 2013 - 10:38 AM
#40 Posted 17 October 2013 - 05:34 AM
#41 Posted 26 October 2013 - 01:34 AM
Here you go then, and yeah, that's in the map!
But in the meantime, I'll try to come close to something which I only can describe as the "Gambini" style.
Considering that he worked over 3 years on his "It lives" map...
Well, I guess this realease could take some time...
#42 Posted 26 October 2013 - 01:59 AM
dpax, on 26 October 2013 - 01:34 AM, said:
Yeah but he wasn't actually working on it a lot of the time, it was mostly just sitting on his hard drive gathering dusk.
Probably only spent 6 months on it altogether.
#43 Posted 26 October 2013 - 02:23 AM
Micky C, on 26 October 2013 - 01:59 AM, said:
Yeah but he wasn't actually working on it a lot of the time, it was mostly just sitting on his hard drive gathering dusk.
Probably only spent 6 months on it altogether.
Yeah, but sitting a half year day by day for a duke3d map to get the best out of it...
I realy admire his work!
And to make it real good, you just have to get away from the map to gather new inspiration, ideas and stuff.
So much details, su much stuff... things I didn't even thought of to be in a duke map.
He uses textures and sprites in a way...
This man is a god for me!
The maps he brought... They'r just the best I saw so far in my opinion and I learned a lot from it.
Well, for me, I'm now on a point where I just keep on buildings things, I want to have in the map basically.
No details an stuff, because I worked on this map the last 2 month day by day and I'm out of motivation for details.
I'll build the basic structures and then, I guess, I'lll make a break to reconsider everything and fill it up with details when I'm refreshed with inspiration and motivation...
This post has been edited by dpax: 26 October 2013 - 02:24 AM
#44 Posted 26 October 2013 - 02:29 AM
The problem is I've pretty much put nothing out there entirely self made for about 3 years so people don't really know how good I am currently
#45 Posted 26 October 2013 - 02:37 AM
And ... well I guess you never released a map as "Micky C's armpit".
Im quite new here... so... who are you and what r your maps?
I never looked at this thread this deep, because otherwhise I'll never get something done. ^^
This post has been edited by dpax: 26 October 2013 - 02:38 AM
#46 Posted 26 October 2013 - 02:41 AM
dpax, on 26 October 2013 - 01:34 AM, said:
Pfff, that's nothing. Merlijn spent 7 years on his Red 1 remake.
#47 Posted 26 October 2013 - 02:47 AM
Loke, on 26 October 2013 - 02:41 AM, said:
Ah, realy, that's no span of time for me.
I want to get this map done this year, period!
.... and maybe I'll make some updates later.
#48 Posted 26 October 2013 - 03:02 AM
I've only released two crap/below average maps around 2009/10, 3 collab projects which were decent, and a few mini maps when there was a mini map phase a year or so ago. These days I'm caught up in big multi-year TCs where my work won't see the light of day for ages.
Although my DNF map ought to be released in a week or two and I'll try to get 2 other projects out the door by the end of this year. I can give a more comprehensive list if you're interested.
Perhaps when I'll have free time I'll set up a thread where mappers can post up lists of their work and some of their favourite screenshots and after a week or so people can vote on the best one. Maybe we should ban Gambini...
#49 Posted 26 October 2013 - 03:27 AM
Micky C, on 26 October 2013 - 03:02 AM, said:
Hahaha!
I guess it'll be better for the competition. ^^
But hey, I realy honor the work of every mapper and I realy think such a thread would be great if someone with the right knowlegde would maintain it.
Also your projects sounds realy interessting to me!
DNF maps... and thought this game is dead allready.
Polymer lightning is something realy new to me.
I just keep mixing some point lights and standard shades in my map.... a few spot lights here and there... that's all.
But I'm basically focusing on the map it self and exciting things you could make...
Especially I want to melt down all the benefits of Polymer, Dukeplus and edukes TROR in one big map.
And if I succeed with this, maybe my map would have a good rank in the list.
#50 Posted 26 October 2013 - 04:08 AM
dpax, on 26 October 2013 - 03:27 AM, said:
MickyC meant his map for DNF 2013 mod for Eduke32, havent you heard about it? Check it out immediately if not, you are missing greatest event in Duke community of this year.
#51 Posted 26 October 2013 - 04:19 AM
#53 Posted 26 October 2013 - 04:46 AM
dpax, on 26 October 2013 - 03:27 AM, said:
In addition to the DNF mod that t800 mentioned, other big TCs that I'm involved with that you should DEFINITELY play if you haven't already are:
WGRealms 2: Siege Breaker. A game where Duke is sent to a mystical realms to fight demons. Kind of plays like a mixture of Doom, Duke 3D, Quake, Hexen, Heretic, and a bit of Unreal. Has large, surreal levels with great medieval/mystical atmosphere. Good layouts, scenery and gameplay which generally involves killing lots of things with interesting weapons, but has many other things like treasure chests, power rods, soul doors, and the almighty POW feature! Starts off a bit slow but after you reach halfway through the first level there's never a dull moment. http://www.moddb.com/games/wgrealms-2
The AMC TC. Set in a world where Duke is dead and it's up to a bunch of new characters (based on veteran Duke mappers, with their actual voices in-game) to join together and protect the earth from new threats. Minor role playing elements like multiple playable characters, and purchasable upgrades. Has a lot of weapons, and a lot of enemy variety. The levels are huge, and each level is high quality and has a distinct style and feel. Levels range from large EDF complexes, to abandoned haunted bases on the moons of jupiter, to the wild west, to old english snowy towns, and to hell itself. Lots of new special features such as derivable vehicles. http://www.moddb.com/games/the-amc-tc
I also have a small-medium map in the works for Zykov Eddy's Quake TC.
Note that none of my work is currently in these downloads, and while one might say I'm posting about them as advertising to my own future work, the truth is the other way around: I joined these projects because they're so awesome in the first place. So PLEASE do try them out when you have time and tell me what you think
Mark., on 26 October 2013 - 04:19 AM, said:
Never released anything? Maybe. Best mapper? Well...
Nah what I've seen of some of your work is quite impressive Mark. However since Lunick has never released anything, he could potentially be a better mapper than any of us!
Actually on second thought, quakis is clearly the best mapper who doesn't release anything. Can't believe I forgot about him for a moment...
This post has been edited by Micky C's armpit: 26 October 2013 - 04:47 AM
#54 Posted 26 October 2013 - 04:46 AM
1. Don't abuse my thread. ;P
THIS IS NOT A VOTE LIST HERE! :DDD
2.Mark is definetly the best mapper that never released anything... besides me.^^ haha
3. Micky C changed his name... hey,,,, that's unfair!
I'm not familiar with users changing their names... hmpf....
4. of course I know the DNF mod and IT'S GREAT GOD DAMN!!!
5. Micky, your banned out of the list also... go and sit down next to Gambini. :DD
6. this is not a list, it's just a repsonse
7. screw you and open up another thread for this!
edit:
8. Micky ... stop teasing me like that... CAUSE I WANT TO PLAY THAT SH§$$%&%/ !!!!
Oh damn... I have no time to play.... I have to map a map..... but maybe... hmmmmm...... *downloading WGR2*
This post has been edited by dpax: 26 October 2013 - 05:03 AM
#55 Posted 26 October 2013 - 05:24 AM
#56 Posted 26 October 2013 - 05:40 AM
I realy liked this discussion, but anyone should open a "royal mappers choice award" or some kind of thread.
So... *poke* *poke* *poke*
This post has been edited by dpax: 26 October 2013 - 05:41 AM
#57 Posted 12 November 2013 - 03:22 PM
Progress on this map is slowing down, but I'm adding things day by day.
First realease should be in early 2014.
#58 Posted 16 December 2013 - 01:51 PM
I've worked hard on the map the last week to put some real nice stuff into action.
Especialy the ending and the last part of the map is something im quite satisfied with.
But, I looked at some other quality maps out there and recognized, I'm not quite finished yet.
Around 80 % of the maps geometry is done, but texturing, lightning and details are to low in most parts for my oppinion now.
I guess I have to polish a lot, once geometry is done.
This map should get a highscore and while it has a lot of realy good things in it, it lacks a lot of styling on the other side.
I realy hope I'll get this finished before my motivation brokes apart.
#60 Posted 18 December 2013 - 07:53 AM
I was thinking about to ask you and some people in the forum to beta test my map, once it's ... beta. ^^
Requirements are a latest version of eduke32 (64 bit build is highly recommended), latest HRP, Dukeplus and a badass PC to have some playable FPS.
Let me know if you like to test my map before it's released to public.