Micky C, on 27 January 2014 - 03:43 AM, said:
There's nothing legally stopping you from using level layouts from other games. Btw making all the levels/textures and things from scratch sounds like a lot of work, are you sure you're up for it?
Textures won't be too hard, honestly. It's just a matter of finding good source material. I think I can also thrift some of the textures used in various mods with urban/desert/science themes. (Hostile Intent, Counter-Strikes/Condition Zero.). I think using the various photo resource websites around the web and some good photoshopping skills will bring us plenty of textures.
Level design is a matter of endurance, really. In my head I have in mind roughly six to eight multiplayer maps, and approximately... 24 maps for the single player portion divided between four distinct locations. I'm contemplating making each 'section' of the game, or at least the first 'section' somewhat hubbed, based on completing objectives to open the way to the exit. (One idea i'm playing with is taken from Duke Nukem Eternity, Duke rescuing babes from danger and escorting them back to EDF check points. Because the EDF are mandated to contain the situation inside of the city, and Duke is the only one with balls big enough to venture into the chaos.)
NUKEMDAVE, on 27 January 2014 - 05:07 AM, said:
Duke's jawline, chin, and cheekbones need some tweaking to make his face match up more to the Time to Kill cover, but it's still a good start! I think his upper legs might be just a bit too skinny, too.
I'm tweaking it every time I look at it. I really do hope someone with some texture skills will step up to give Duke a proper make over based on the Time to Kill/Zero Hour art works, though. My talents in this regard are a bit sketchy.
The Commander, on 27 January 2014 - 06:39 AM, said:
If I wasn't so busy with my source game I'd help, but I can try help out with general inquirys if you have any regarding source stuff.
I appreciate the sentiment, and totally understand. Thank you, for that, as well.
MusicallyInspired, on 27 January 2014 - 10:57 AM, said:
Looking awesome!
I also don't mind helping with some music if you need it. You have you're friend helping though so that's probably not necessary. At the very least I can lend my axe if you need guitars.
Thanks!
Obviously we're not quite at the stage where the music is going to be anything but nice to listen to as it won't have anything to go with just yet, but if you're interested in maybe lending a hand for some
boss battle music or trying your hand at a level track or two we can totally talk about that via PM and what's going to be going into those kind of things.
WheatleyNukem, on 27 January 2014 - 11:08 AM, said:
This looks pretty awesome. Can I ask, what modelling program are you using? I've been mixing between Milkshape 3D and GMax since they both export md3 and mdl friendly file formats for Quake.
Milkshape 3D, 3D Studio Max, and Misfit Model 3D are the tools I use. Milkshape 3D for what i'm doing as far as Duke is concerned. For animation this is duious, and i'm slowly trying to learn 3DS Max 9 to increase quality.
Bloodshot, on 27 January 2014 - 12:04 PM, said:
Thanks. I hadn't actually seen that concept art before you brought it up, but I might get some inspiration from those now as well.
Here's a bit more
This is really shaping up nicely. Love the clever use of the nuke logo, and the adjustments to the map that are utilising the truth 3D nature of the engine.
Might look nice to extend that tunnel just a bit, make it look like it's caved in and throw some fire effects in there. (env_sprite with one of the stock half-life sprites and a light). You seem to really have your mapping in hand, but if you need any help there are some example maps/tutorials located here:
ftp://ftp.gamers.org...elength/levels/
Also, at some point once the map is nearing completion, we gotta try and see what a 3D sky box will do to increase the scope and feeling. (the utskytest shows that off, think of all the crap you can do with that. moving clouds, burning buildings with dynamic lights in them. So much awesome.
One thing for everyone to keep in mind about this project, even though those involved at this stage are working via the WON version of Half-Life, eventually it will move over to Steam. Certain features pretty much demand that we do. (at this point, as awesome as Bloodshot's map is, there's no way to actually play it online except through the Steam versions.)
Luckily the Steam version of Half-Life is damn cheap, so if you don't own it, but feel like playing this mod, it'll only put you out a few bucks.
Right now: I'm working on a custom dev_textures wad file. Some of you might scratch your head at the purpose of such a thing. Well, the difficulty with running a mod project of this size is that once the map crunch starts, we may run out of textures to use, and i'd rather keep essentially as a clean canvas until proper textures can be designed/acquired. Another reason, is if anyone wishes to try and map for the project, all they need to do is download the hammer editor, I can supply them with a dev texture wad, basic instructions, and they can design a map, without requiring me to send them the entire mod folder.