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CBP Episode 'Duke Hard'  "One building, one map(per) per floor, small maps"

User is offline   ck3D 

#151

yeah at some point i was starting to think about similar options as well, ie. secluding monsters away from the gameplay area to instead put them in rooms in the other buildings and have them shoot at you from distance and stuff... then i eventually changed my mind because i thought it would ruin the consistency of the map pack... the way i see things, the point is that you are supposed to see the exact same outdoors scenery from floor to floor - any slight difference from map to map would ruin the essential logic behind the claustrophobic feel of the progression through the episode / building... and mind you i don't even think that having monsters shoot at you from the outside is nearly as wrong as allowing the player to exit - i still held myself back and expected that it was implied that others to do the same... but it is not my place to say anything about what others should make, nor what the final thing should look like, so whatever

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

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User is offline   MetHy 

#152

View Posttaivo30, on 03 February 2014 - 09:00 PM, said:

I think i will join as well. I might find time for an hour a day to build. Theme would be cinema/video store.


Nice :( added to the OP.

View Postck3D, on 04 February 2014 - 05:21 AM, said:

yeah at some point i was starting to think about similar options as well, ie. secluding monsters away from the gameplay area to instead put them in rooms in the other buildings and have them shoot at you from distance and stuff... then i eventually changed my mind because i thought it would ruin the consistency of the map pack... the way i see things, the point is that you are supposed to see the exact same outdoors scenery from floor to floor - any slight difference from map to map would ruin the essential logic behind the claustrophobic feel of the progression through the episode / building... and mind you i don't even think that having monsters shoot at you from the outside is nearly as wrong as allowing the player to exit - i still held myself back and expected that it was implied that others to do the same...


Mister Sinister used flying enemies that shoot at you from outside the window and fly in, he also
Spoiler
and I think both are pretty cool, but yeah, anything more that is too far off from the concept of the episode.

This post has been edited by MetHy: 04 February 2014 - 08:55 AM

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User is offline   Cage 

#153

Hey, I've made rooms with snipers in outside buildings too - the buildings are unchanged, only some windows are open. I think it won't be out of place or anything, if on the next map, the windows that player was supposedly shot at before are closed.
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User is offline   Daedolon 

  • Ancient Blood God

#154

In my map too, Duke has to venture outside on the ledge for a very small portion.
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User is offline   MetHy 

#155

Well that's cool, when I said "anything more than that" I meant like going inside another building. I did say in the rules of the OP it was alright

Quote

Make windows with enemies shooting from the other side. Have the player be on the edge of the building


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

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User is offline   MetHy 

#156

So, the thread has been going slow the past few days. Are you guys doing progress on your maps?

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.

Attached thumbnail(s)

  • Attached Image: duke0049.png


This post has been edited by MetHy: 07 February 2014 - 09:10 AM

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User is offline   taivo30 

#157

I guess i'm at 50%. Most of the design is done but no gameplay, effects, sounds yet.
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User is offline   MetHy 

#158

Wow, very impressive! You're a building machine.

This post has been edited by MetHy: 07 February 2014 - 10:06 AM

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User is online   Paul B 

#159

View PostMetHy, on 07 February 2014 - 09:10 AM, said:

So, the thread has been going slow the past few days. Are you guys doing progress on your maps?

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.

Attached thumbnail(s)

  • Attached Image: MyMiniMap.jpg


This post has been edited by Paul B: 08 February 2014 - 01:16 AM

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User is offline   Steambull 

#160

Just returned to my apartment, so I can work on it again today. 400 sectors done, and here's the shot:
Attached Image: capt0001.png

I like the security area in Paul B's shot. I'm sure we'd all like to see these shots from others.
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User is offline   Micky C 

  • Honored Donor

#161

As I've said all my attention and focus went into the gameplay itself. So this is probably the best looking room in my map; it's all downhill from here folks Posted Image

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  • Attached Image: untitled.png


This post has been edited by Micky C: 08 February 2014 - 01:04 AM

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User is offline   Cage 

#162

I'm kinda stuck unfortunately :/ The layout is finished though, what's left is the gameplay and maybe some extra details

Lol, thanks to this screenshot I've found two bugs :(

Attached thumbnail(s)

  • Attached Image: capt0019.png


This post has been edited by Cage: 08 February 2014 - 10:05 AM

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User is offline   MetHy 

#163

Very nice screenshot guys, this is motivating :(

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 :D

This post has been edited by MetHy: 08 February 2014 - 11:02 AM

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User is online   Paul B 

#164

View PostSteambull, 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

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User is online   Paul B 

#165

View PostMetHy, on 08 February 2014 - 11:01 AM, said:

Very nice screenshot guys, this is motivating :(

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 :D


Sorry to hear about your job situation, now if only you could get paid for mapping wouldn't that be sweet. =)
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User is offline   MetHy 

#166

Blah I need a rest anyway since the job was quite physical and I did plenty of extra hours, and anyway, before this week I've only had about 3 weeks of no work since early September including being paid for quite a lot of extra hours, as well the "end of contract bonuses" since there were several little contracts one after the other. So, I'm totally fine and should start working again on monday the 17th.

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.
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#167

Here is my crappy screenshot.

Attached thumbnail(s)

  • Attached Image: duke0007.png

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User is offline   MetHy 

#168

I think it looks good :(

In other news, Taivo's map is done. It's really good, took me 8 mins to beat.
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User is offline   Daedolon 

  • Ancient Blood God

#169

Looking at all these screens make me realize how differently I'm building all my levels. I guess it's not a bad thing but I didn't necessarily think about it earlier.

I'll post a screen when I have a better layer of polish on the map.
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User is offline   Steambull 

#170

View PostDaedolon, on 09 February 2014 - 09:26 AM, said:

Looking at all these screens make me realize how differently I'm building all my levels. I guess it's not a bad thing but I didn't necessarily think about it earlier.

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

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User is offline   MetHy 

#171

View PostDaedolon, on 09 February 2014 - 09:26 AM, said:

Looking at all these screens make me realize how differently I'm building all my levels. I guess it's not a bad thing but I didn't necessarily think about it earlier.


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. :(
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User is offline   Cage 

#172

How about just naming the building itself and then just naming CBP after it? Like for example "Nukem Tower", or something similar (but less lame :()
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User is offline   Micky C 

  • Honored Donor

#173

Whatever it is, you're right in that it could possibly be the largest CBP, so it needs to grab the player's attention. What about something like "MegaCBP; Tower of Terror(s)"
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User is offline   Jblade 

#174

I vote for 'Duke hard with a vengence' (or just Duke Hard)

This post has been edited by James: 09 February 2014 - 11:33 AM

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User is offline   MetHy 

#175

"Duke Hard" or "Duke Hard, Duke Harder" sounds pretty cool indeed. I'd rather avoid having "CBP" in the title, there will be enough saying it's a community episode anyway.
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User is offline   Steambull 

#176

There's one problem with 'Duke Hard' - people might think that we're trying to recreate the Die Hard / Nakatomi Plaza experience, while some of the levels will be more like space stations than floors in a skyscraper. It's still the best idea yet, and I'm not gonna go against it if it gets chosen.
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User is offline   Jblade 

#177

I wouldn't worry about that part, it takes place in a tower and it's a cool distinctive name (plus Die Hard is an 80s action film which brings the reference further to Duke)
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User is offline   Danukem 

  • Duke Plus Developer

#178

Just wanted to say that I dropped by the forum today after a long absence and this project looks awesome. :( Looking forward to playing it.
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User is offline   Daedolon 

  • Ancient Blood God

#179

View PostSteambull, on 09 February 2014 - 09:50 AM, said:

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 :(


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

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User is offline   MetHy 

#180

View PostSteambull, on 09 February 2014 - 09:50 AM, said:

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 :(


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

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