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

User is offline   Forge 

  • Speaker of the Outhouse

#511

View PostHigh Treason, on 08 April 2014 - 08:30 AM, said:

I write garbage when I am tired.

you must be tired alot :)

This post has been edited by Forge: 08 April 2014 - 08:59 AM

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User is offline   MetHy 

#512

Steambull's map is done :)
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User is offline   Forge 

  • Speaker of the Outhouse

#513

figure out how to make your conveyor trick work the way you want, or did you abandon it?
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User is offline   Paul B 

#514

View PostForge, on 09 April 2014 - 05:13 PM, said:

figure out how to make your conveyor trick work the way you want, or did you abandon it?


I wouldn't mind seeing your implementation Forge.
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User is offline   MetHy 

#515

I gave up on that idea, it wouldn't have been as good as what I had in mind so I'd rather ditch it all together.

This post has been edited by MetHy: 10 April 2014 - 01:40 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#516

didn't do any further experiments. thought that if you could get a child sector that blocked the belt, then moved completely out of the way (bridge, swinging door, whatever), you could get something to work.
too bad.
sounds like you had a nice rube goldberg machine concept going until you hit that road block.

This post has been edited by Forge: 10 April 2014 - 04:11 AM

1

User is offline   Steambull 

#517

So, right now it seems that 14 levels are certain (I'm counting MetHy's, Daedolon's and Mikko's maps as certain). I feel that from the rest we may expect 1 or 2 maps since there haven't been many reports from them. Most people who haven't reported anything in a long time are probably not aware of the deadline, either. I don't want to act like a sergeant major here, but I think it'd be important to know - at least whether Davox finalizes the boss map before the deadline or not, because then MetHy has to come up with one in a hurry, and he's already making more maps than the rest.
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User is offline   Jblade 

#518

I don't mind making the rooftop boss fight if DavoX doesn't have time to finish it.
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User is offline   MetHy 

#519

DavoX knows about the deadline so his map should get there.
I'm sure Dukebot will get his map finished.
I'm hoping Cage can finish his map the screenshot he posted looked really good; even if it's not as big and long as the others map.
Don't know about Norvak, I hope his map makes it in even if the map isn't as big and long as the others, too, as a TV network theme would be nice.
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User is offline   Dukebot 

#520

View PostMetHy, on 14 April 2014 - 02:35 AM, said:

.
I'm sure Dukebot will get his map finished.


Yeah, right now I've done about 60% of the map. Tonight if I have time I'll post some sceens of my work until now.

Edit: Some screens of the map (I won't show too much because I don't want to spoiler....)

http://imageshack.co...3/4954/bqdn.png
http://imageshack.co...2/8973/rmq9.png
http://imageshack.co...5/6031/c6c4.png
http://imageshack.co...0/9325/sm9f.png

This post has been edited by Dukebot: 14 April 2014 - 09:27 AM

3

User is offline   Micky C 

  • Honored Donor

#521

It looks ok, good to see a bit of shadows and spritework in there. If there's any concern with it, it's that the choice of the simple, white texture for walls and ceilings looks a bit dull and bland. There's nothing strictly wrong with it, but adding some trimming to those walls, or changing the ceiling and wall textures to something with built-in patterns or trimming would make the scene look fuller. Of course I understand you're trying to go for a white-walled building and given the limited texture set in Duke there's only so much one can do.
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User is offline   Forge 

  • Speaker of the Outhouse

#522

or you can just make it the way you want to so the project has an additional FINISHED map. Then you can process through the constructive criticism afterwards and make adjustments at MetHy's suggestion if there's time.
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User is offline   Micky C 

  • Honored Donor

#523

Yeah that's a valid point. If everyone always listened to everyone else, there'd be no originality in maps.
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User is offline   Dukebot 

#524

I was thinking on that. It's true that the all while walls don't look so cool but I got inspired a little bit in a real place. I am thinking of doing some modifications, but first I want to finish my map and if there is time, I will try to improve it.
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User is offline   Forge 

  • Speaker of the Outhouse

#525

View PostMicky C, on 14 April 2014 - 07:57 PM, said:

Yeah that's a valid point. If everyone always listened to everyone else, there'd be no originality in maps.

i completely agree with your assessment of the screenshots, just not the timing

This post has been edited by Forge: 15 April 2014 - 05:55 AM

1

User is offline   Paul B 

#526

I'd like to know from Mikko Sandt what constitutes 99% done in a Duke map? lol

This post has been edited by Paul B: 15 April 2014 - 06:15 AM

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User is offline   MetHy 

#527

I put 99%. The map is done but it was missing a secret and a couple of very minor fixes.
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User is offline   Paul B 

#528

View PostMetHy, on 15 April 2014 - 06:18 AM, said:

I put 99%. The map is done but it was missing a secret and a couple of very minor fixes.


Wow I can't believe how fast Mikko Sandt is at making maps, that's crazy fast. But leave it to Mikko to cut corners =P haha Just jokes

This post has been edited by Paul B: 15 April 2014 - 07:47 AM

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User is offline   MetHy 

#529

Just found out a small trick to avoid getting crushed by slide doors (like those of the template). I guess it's not REALLY a problem though since slide doors can't autoclose; but in case a player wants to commit suicide with a door or in case of accident I found a way to preven that : simply make the walls of door blockable with B and they will push the player instead of cruching him.
1

User is offline   MetHy 

#530

Hey, I'm finishing up the last small room of my first floor map and I'd like to use an effect I saw in a map except I can't think of how it was done nor think of the name of the map.

Basically I want a round valve and when you press use on it it turns (while also activating something else). I saw that into a factory map.
Any idea?
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User is offline   Micky C 

  • Honored Donor

#531

Invisible switches.
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User is offline   Daedolon 

  • Ancient Blood God

#532

Wouldn't that require tror?
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User is offline   MetHy 

#533

.... what?! I obviously mean, how does one make a sprite rotate 180 to 360° like that. The only "rotating" sectors I know are those that rotate endlessly and I can't think of any type of door that rotates like that no matter the angle.
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User is offline   Daedolon 

  • Ancient Blood God

#534

Oh you're talking about sprites, I thought you wanted a sector valve handle.
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User is offline   Forge 

  • Speaker of the Outhouse

#535

sounds like something Gambini or Alejandro G might have used

probably a rotating-rise sector (without using the rise option) ST30 with small gpspeed increments and an invisible multi-switch

edit - i posted while you were posting. i thought you were taking about sector based rotation, not rotating a vertically wall aligned sprite
edit 2 -if you're trying to rotate a horizontal floor aligned sprite then the method i mentioned would work (just don't use "R" on the top of the "valve" so it appears static while the sprite spins)

This post has been edited by Forge: 16 April 2014 - 08:40 AM

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User is offline   MetHy 

#536

I'm pretty sure it was a round sprite, like 418 or 912, but it got rotated to at least 180° and I can't think of how to do that no matter how much i browse through the list of effects.... wait, I think I got it, nevermind, probably works with this :

http://infosuite.duk...age=ae_rotate_b

edit : and nah it wasn't a gambini or alejandro map; well perhaps they used it but it was not by them and i'm sure it was older than that (even though they probably thought they created the effect if they used it :) )

This post has been edited by MetHy: 16 April 2014 - 08:35 AM

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#537

may have been BillyBoy's Valves map? But those weren't floor-aligned. I can think of a few ways to do it with wall aligned sprites using elevators, but otherwise nah, except perhaps reverse engineering the E1L2 video store's door effect.
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User is offline   MetHy 

#538

Got it to work with SE30 thanks
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User is offline   neoacix 

#539

I'm realy sorry for it, but I can't finish my map till deadline.

My job is eating me up.
So much to do, so little time...

Looking forward to this project and your great maps!
Keep up the good work!

Greets
neoacix
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User is offline   MetHy 

#540

Okay, no hard feelings.

My first floor map is pretty much done :) Only a few minor tweaks will remain.

Still hoping on feedback from Cage and Norvak!

This post has been edited by MetHy: 18 April 2014 - 05:37 AM

0

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