CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#151 Posted 04 February 2014 - 05:21 AM
MetHy : i haven't decided on a theme yet, just building rooms as i go so far... to be fair i have only added a small hallway outside Cage's first room so far so i still have the option to make up my mind about what i want to make... i have several ideas to choose from, i just need to take the time to put more thought into the way i organize them
This post has been edited by ck3D: 04 February 2014 - 05:23 AM
#152 Posted 04 February 2014 - 07:05 AM
taivo30, on 03 February 2014 - 09:00 PM, said:
Nice added to the OP.
ck3D, on 04 February 2014 - 05:21 AM, said:
Mister Sinister used flying enemies that shoot at you from outside the window and fly in, he also
This post has been edited by MetHy: 04 February 2014 - 08:55 AM
#153 Posted 04 February 2014 - 07:30 AM
#154 Posted 04 February 2014 - 08:12 AM
#155 Posted 04 February 2014 - 08:57 AM
Quote
Edit : Just popping in to say that I'm having fun building working on my floor. I work on it around 1h/day (that's the max I can do really) so progress is slow but steady. In terms of visuals it's gonna be your modern style city stuff, kinda like the indoors in our map Galbadia (something which I thought I'd never do again, but turns out I'm having tons of fun doing it).
The more I build and the more I get little ideas to add some "cool", some "fun" and some "funny" into the map, to its design and to its gameplay. That's fundamental for it not to end up stale, especially considering I'm going for the "modern style indoor city stuff" visuals which we've seen tons of times now.
This post has been edited by MetHy: 04 February 2014 - 12:16 PM
#156 Posted 07 February 2014 - 09:10 AM
I think perhaps we could all post ONE screenshot of our floor, it will keep people motivated to continue working and finish their maps! (just be sure to post it by uploading it with your post and not through another image uploading website so that only members can see it for now)
Here is the entrance of the building, with the mailboxes, and you can get a glimpse of the building manager's office I'm creating as well. Keep in mind it's all work in progress and shading, detailing, will be improved.
This post has been edited by MetHy: 07 February 2014 - 09:10 AM
#157 Posted 07 February 2014 - 10:01 AM
#158 Posted 07 February 2014 - 10:06 AM
This post has been edited by MetHy: 07 February 2014 - 10:06 AM
#159 Posted 07 February 2014 - 11:34 AM
MetHy, on 07 February 2014 - 09:10 AM, said:
I think perhaps we could all post ONE screenshot of our floor, it will keep people motivated to continue working and finish their maps! (just be sure to post it by uploading it with your post and not through another image uploading website so that only members can see it for now)
Here is the entrance of the building, with the mailboxes, and you can get a glimpse of the building manager's office I'm creating as well. Keep in mind it's all work in progress and shading, detailing, will be improved.
Hi Methy,
I'm sure its quiet here because we are all hard at work, working on our part of the map. I'm about 55 percent done now. Slow but steady progress being made.
This post has been edited by Paul B: 08 February 2014 - 01:16 AM
#160 Posted 08 February 2014 - 12:39 AM
I like the security area in Paul B's shot. I'm sure we'd all like to see these shots from others.
#161 Posted 08 February 2014 - 01:03 AM
This post has been edited by Micky C: 08 February 2014 - 01:04 AM
#162 Posted 08 February 2014 - 10:05 AM
Lol, thanks to this screenshot I've found two bugs
This post has been edited by Cage: 08 February 2014 - 10:05 AM
#163 Posted 08 February 2014 - 11:01 AM
Good news everyone, I'm unemployed again, well, at least for 8 days starting tomorrow. So... it's going to be mapping time every day starting tomorrow
This post has been edited by MetHy: 08 February 2014 - 11:02 AM
#164 Posted 08 February 2014 - 11:15 AM
Steambull, on 08 February 2014 - 12:39 AM, said:
I like the security area in Paul B's shot. I'm sure we'd all like to see these shots from others.
Thanks Steambull. I'm really looking forward to playing your map as well. You've got some awesome detail and angles in that screen shot of yours. Looks amazing!
This post has been edited by Paul B: 08 February 2014 - 11:17 AM
#165 Posted 08 February 2014 - 11:17 AM
MetHy, on 08 February 2014 - 11:01 AM, said:
Good news everyone, I'm unemployed again, well, at least for 8 days starting tomorrow. So... it's going to be mapping time every day starting tomorrow
Sorry to hear about your job situation, now if only you could get paid for mapping wouldn't that be sweet. =)
#166 Posted 08 February 2014 - 11:24 AM
Sorry for the off topic, but it was just to say I should have finally more time to make good progress (perhaps even finish) my map.
#168 Posted 09 February 2014 - 07:49 AM
In other news, Taivo's map is done. It's really good, took me 8 mins to beat.
#169 Posted 09 February 2014 - 09:26 AM
I'll post a screen when I have a better layer of polish on the map.
#170 Posted 09 February 2014 - 09:50 AM
Daedolon, on 09 February 2014 - 09:26 AM, said:
I'll post a screen when I have a better layer of polish on the map.
Come to think of it, I don't think I ever saw anything Duke related by you... I guess you've been making maps for mods only? I rarely played mods or TC's.
EDIT: I vaguely remember something called "The Red Threat" and an autumn coloured nature screenshot... Not sure if that was you, though. That must've been like 9 years ago anyway
This post has been edited by Steambull: 09 February 2014 - 09:54 AM
#171 Posted 09 February 2014 - 10:06 AM
Daedolon, on 09 February 2014 - 09:26 AM, said:
That's what gonna make the episode interesting, we're going to have almost 20 solid maps from almost as many mappers and the whole thing will still be coherent. I think we can call this episode the biggest community mapping project ever done for Duke3D (Doom on the other hand have TONS of 32maps megawads with plenty of mappers, but they also have more mappers).
Speaking of names btw, anybody has an idea for the name of the episode ? Community Building Massacre? No, that sucks sorry.
#172 Posted 09 February 2014 - 10:50 AM
#173 Posted 09 February 2014 - 10:55 AM
#174 Posted 09 February 2014 - 11:33 AM
This post has been edited by James: 09 February 2014 - 11:33 AM
#175 Posted 09 February 2014 - 12:12 PM
#176 Posted 09 February 2014 - 12:22 PM
#177 Posted 09 February 2014 - 01:01 PM
#178 Posted 09 February 2014 - 01:53 PM
#179 Posted 09 February 2014 - 03:46 PM
Steambull, on 09 February 2014 - 09:50 AM, said:
EDIT: I vaguely remember something called "The Red Threat" and an autumn coloured nature screenshot... Not sure if that was you, though. That must've been like 9 years ago anyway
Haha, Red Threat (not Thread, that was an episode by someone else) is indeed a project I started in 2001 (as "Urban Wars, how lame is that? not to be confused with Urban Assault, either, heh) and worked on it until 2004 or so until the other guy left. The mod had all the code done for the weapons and enemies, pretty much all of the art in as well but no levels, which is why it ended up dying (like half of the other mods at that time).
If you ever played Zombie Crisis, two of the maps in that were done by myself, but other than that, there's literally no maps in circulation that I have personally made.
But yeah, I'm working on some more specific mods that don't rely on classic Duke maps, which is the main reason nobody has seen any map releases from me.
This post has been edited by Daedolon: 09 February 2014 - 03:53 PM
#180 Posted 10 February 2014 - 01:13 AM
Steambull, on 09 February 2014 - 09:50 AM, said:
EDIT: I vaguely remember something called "The Red Threat" and an autumn coloured nature screenshot... Not sure if that was you, though. That must've been like 9 years ago anyway
I've seen some in-the-works DN3D maps by Daedolon and I can tell you they look great. It's like classic style sort of, but really clean and really solid.
This post has been edited by MetHy: 10 February 2014 - 01:13 AM