AMC TC needs new mappers "Want to help?"
#1 Posted 29 December 2013 - 01:46 AM
While we could finish it without the help, it would speed things along AND help the quality alot in the end.
#2 Posted 29 December 2013 - 03:55 AM
Any map, themed map or finishing unfinished map?
#3 Posted 29 December 2013 - 05:42 AM
#4 Posted 29 December 2013 - 06:38 AM
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Any map, themed map or finishing unfinished map?
Finishing maps mostly, although if someone has a good idea for a new one that wouldn't be a problem. I'm looking for people who have some experience they're familiar with since newer mappers might be a bit overwhelmed with the texture choices and stuff
#5 Posted 29 December 2013 - 07:54 AM
James, on 29 December 2013 - 01:46 AM, said:
i'm disqualified
James, on 29 December 2013 - 01:46 AM, said:
define "get along"
shouldn't you take me to dinner and a movie before we swap spit?
James, on 29 December 2013 - 01:46 AM, said:
joking aside, i don't map anymore, but i could give you my abandoned castle/palace level that's about 1/3 to 1/2 done and maybe you could use it for something
#6 Posted 29 December 2013 - 08:30 AM
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If you don't feel like you'll finish it than sure, I'd be honored to take a look and see if we can find a home for it
This post has been edited by James: 29 December 2013 - 08:30 AM
#7 Posted 29 December 2013 - 09:55 AM
sent to your email account that you have listed at CGS
with all the sprite construction in the main chamber, i don't think it'll be 8-bit compatible. too many visual clipping issues
hopefully something is usable
if not, it might be mildly interesting to look at
do what you want with it
i don't need credit and i release any claim to the work or "intellectual property" to you
#8 Posted 29 December 2013 - 10:27 AM
#9 Posted 29 December 2013 - 03:44 PM
Alternatively a new mapper could create a new map from scratch; either for episode 2 or if it's not finished by then, episode 3. The AMC TC is extremely fun to map for, with its huge texture set (including the original Duke 3D textures if that's all you're comfortable with) you can much more accurately create what you have in mind, and it's absolutely brimming with cool and interesting effects of which even the most fundamental can really soup up atmosphere or gameplay allowing you to do what you only dreamed were possible in Duke.
The new map route would probably be the one to take if you're 'relatively' new to mapping.
I'd suggest if you are even slightly curious about the TC and mapping for it, come have a look what we've got, maybe play around with something, and if you decide you don't want to help or make a map (or even if you change your mind after half finishing a map), then that's ok. Basically if you feel you may be interested, don't miss out due to some small hesitation or fear that you'd have to commit, we won't hold a grudge but I think it's likely that you'd like what you'll see.
#10 Posted 31 December 2013 - 08:36 AM
If you are still in the need of mappers for Episode 3 and I have enough experience by then, I'll be more than happy to help. Until then, keep up the good work!
#11 Posted 31 December 2013 - 03:29 PM
RhaiNukem, on 31 December 2013 - 08:36 AM, said:
Yep, that's definitely the way to do it
You've probably seen this before as it's the commonly recommended guide for beginners (but I still use it as a reference myself somewhat regularly): http://infosuite.duke4.net/index.php
However here's a separate guide I wrote myself explaining some lesser known features of the engine and certain techniques that allow you to build maps much faster than you would otherwise. I hope it helps; https://docs.google....dit?usp=sharing
#12 Posted 31 December 2013 - 08:24 PM
Plain Simple Garek, on 31 December 2013 - 03:29 PM, said:
That guide could use some formatting imho, anyway is really nice to have a guide like that. Is all the undocumented stuff from EDuke recent changes there?
I could bet I have missed half of those, I don't even remember how to align wall textures to the left...
#13 Posted 31 December 2013 - 09:17 PM
Now although this is Duke4.net, let's not get too far off topic. To get things back on track I've whipped up an image here; just reminding mappers out there that after they finish a map (and if it's the sort of thing they care about), they can have their very own character in the TC with their favorite weapons and one liners. One of my WIP maps at the moment is based on a real life location in my city, and I have to say playing through that and hearing my voice is a very surreal experience.
The question mark here is you
#14 Posted 01 January 2014 - 12:59 PM
#15 Posted 01 January 2014 - 01:52 PM
#16 Posted 14 January 2014 - 11:14 AM
P.S. I played AMC TC whole summer, lol
This post has been edited by Artem Nevinchany: 14 January 2014 - 11:15 AM
#17 Posted 22 March 2014 - 03:18 AM
#18 Posted 22 March 2014 - 06:16 AM
have old very detailed work that could be worked into a brutalist style of cyberpunk distopia
This post has been edited by Stabs: 22 March 2014 - 06:18 AM
#19 Posted 28 March 2014 - 08:45 AM
Like I did the fire level and ice level at same time.
So what type of level should I work for AMC TC?
#20 Posted 28 March 2014 - 08:50 AM
#21 Posted 28 March 2014 - 08:55 AM
A base level in a jungle sounds nice.
TROR are ok in the mod?
Mod uses 8 bit based textures.
As for the monsters I can use these cultists etc?
Since they were pretty invasive in many levels,
And tell me other things incase I need to know.
#22 Posted 28 March 2014 - 12:06 PM
This post has been edited by James: 28 March 2014 - 12:07 PM
#23 Posted 28 March 2014 - 12:11 PM
James, on 28 March 2014 - 12:06 PM, said:
Ok. btw do you have skype or anything like that?
Would be a lot easier
#24 Posted 30 March 2014 - 04:05 AM
#25 Posted 30 March 2014 - 06:09 PM
textures goes almost 1.5 times more than my mod Trequonia.
I'm in the mid Tileart40s
While this mod will hit the 76 with my set of texture for the Jungle Base im workin on for AMC TC.
Also the DEF of AMC TC
Has soo many sounds.
Now the level im working on
Also The little cabin will be pretty detailed the inside.
#26 Posted 11 April 2014 - 12:38 PM
Just 2 questions:
1.) can I make use of TROR and
2.) where do I get the episode 2 development build, Micky mentioned above?
EDIT:
And if I want to make own textures, is there any tutorial out there on how I convert Hires-textures to 8bit with the correct palette in Photoshop?
I´ve never worked with 8bit sprites and textures (just mapped with existing stuff) so I´m a little bit clueless. What will be the max. resolution of a texture/sprite?
This post has been edited by blizzart: 11 April 2014 - 12:45 PM
#27 Posted 11 April 2014 - 12:50 PM
#28 Posted 11 April 2014 - 12:58 PM
James, on 11 April 2014 - 12:50 PM, said:
Yeah, I totally forgot that Zaxtor was on the team from the start
So I will use the current textures. But as mentioned above, I don´t know where this will lead to. Maybe I finish a map or it will be only some rooms which could be used in other maps... who knows.
But if I want to contribute with some textures, as long it is appreciated , are there any tutorials out there? I really never made any custom 8bit stuff so far.
#29 Posted 11 April 2014 - 01:09 PM
#30 Posted 11 April 2014 - 01:26 PM
James, on 11 April 2014 - 01:09 PM, said:
I haven´t noticed that. Sounds very good in my opinion.
So I will start with something next week.