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Post Duke Nukem videos  "I enjoy them"

User is offline   Dzierzan 

#271

View Postlevelord, on 07 October 2020 - 09:05 AM, said:

`Tis true, Allen is the quiet-but all-powerful guru.


Pardon me, but are you the real Richard "Levelord" Gray?
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User is offline   levelord 

  • Veteran Level Designer

#272

Yes, I am :)
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User is offline   stumppy84 

#273

Big fan! Any new Duke maps in your future?
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User is online   jkas789 

#274

Quote

Yes, I am :)


Well then. Welcome good sir!

This post has been edited by jkas789: 08 October 2020 - 01:11 PM

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User is offline   levelord 

  • Veteran Level Designer

#275

View Postjkas789, on 08 October 2020 - 01:10 PM, said:

Well then. Welcome good sir!

I feel the warmth :)
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User is offline   levelord 

  • Veteran Level Designer

#276

View Poststumppy84, on 08 October 2020 - 01:09 PM, said:

Big fan! Any new Duke maps in your future?

Well, thank you, stumppy84!
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#277

This is when i think Internet is a better place than usual, i can say Hi and Welcome to one of the best Game Designer of some of my childhood games, and i can directly say Thank You!

"You're not
supposed
to be here"


I believe that this style inspired many other level designers when they filled their levels with some easter eggs.

This post has been edited by The Battlelord: 09 October 2020 - 12:51 PM

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User is offline   levelord 

  • Veteran Level Designer

#278

View PostThe Battlelord, on 09 October 2020 - 11:56 AM, said:

This is when i think Internet is a better place than usual, i can say Hi and Welcome to one of the best Game Designer of some of my childhood games, and i can directly say Thank You!

"You're not
supposed
to be here"


I believe that this style inspired many other level designers when they filled their levels with some easter eggs.

1

#279

Hey man, are you the real one?

Please, check this thread: https://forums.duke4...-can-we-expect/

We are actually talking about Duke Nukem 3d level design and what should have been done for the anniversary. If you and Blum return for more (with more classic E1-E3 style) and without new port and shit, that would be awesome!
3

#280

Holy Shit Duke Nukem 1 in Mario 64
1

User is online   jkas789 

#281

Thats cool. The Mario 64 PC port is really going places huh?
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#282

Yeah it has come along way even the HD Mario that I have saw for the emulators look alot better then the Nintendo Switch Mario 64 edition.
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User is offline   ck3D 

#283

Another new/unknown author with a few interesting unreleased maps (that I know of) I found on YouTube, he has more on his channel but these two are the more ambitious ones:




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#284

Another one of these;




This time we abuse the rendering engine's draw order to produce 'impossible' structures.
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User is offline   Aleks 

#285

Cool stuff as always, High Treason. Remember you can use sloped horizontal sprites with recent versions of Mapster, so it's entirely possible to mask the bottom of the these "negatives" (in this case the bottom of the bridge arches) with sprites (and both features actually compliment eachother quite well, as there are pretty much barely any decent triangular sprites to fill the "walls" of a sloped sprite structures in vanilla Duke). I've always found this effect especially useful for "floating" slide doors.
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User is offline   ck3D 

#286

Ah this is cool, I assume that's how Pascal Rouaud would make his little handrails and windows in the later Roch maps (more people have used the trick of course), I remember trying to pull things apart a few times to learn the effect back in the day but I didn't understand how it worked so I couldn't really replicate it right. I never even realized parallaxed sky tricks were relying on the game's drawing order in particular to function the specific way that they do till now; now it all makes so much more sense. Thank you for making and sharing these videos, always a treat!

This post has been edited by ck3D: 18 November 2020 - 03:14 AM

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User is offline   MetHy 

#287

Using parallax to build "impossible" geometry is an old trick indeed; but it looks like it's always taken to the next step.

The first trace of it that I know of would be in Redneck Rampage Route 66, for the swing door/mask wall gates in Flea Market and House of Ill Repute (but there are probably earlier examples I'm unaware of):

Attached Image: capt0008.png

Attached Image: capt0007.png

Then there is the infamous one in Military Madness by Alejandro Glavic:

Attached Image: capt0125.png

which takes this concept to the next level.

The bridge also looks like it takes it to the next level; the problem however with these things it that for obvious reasons the player can not walk underneath/above the sectors; even though it may look to him that he could. In the cases of those doors it's not a problem, but for big constructions it can lead to noticeable "invisible walls".

Cool stuff nonetheless!

This post has been edited by MetHy: 18 November 2020 - 03:29 AM

1

User is offline   MetHy 

#288

View Postck3D, on 03 September 2020 - 05:39 AM, said:

This has probably gotten around on here already but I just ran into it and got sucked into it, the conversation mostly goes the way of Levelord being interviewed by Randy Pitchford which I was hoping it would. They bring up not just the supposed movie but also an anime series, that's probably old news too but the idea was new to me. Levelord's way of acknowledging Allen Blum's work before his is pretty cool, I cracked up at the way he awkwardly introduced him as 'the guy he stole all the cool ideas from' only to be met by brief but complete silence.





Great video, I had missed it. Does anyone know what those 4 levels Levelord released for Doom are and if they can still be found? They're mentionned in the video.

Edit: also, it is known which multiplayer levels Levelord built for Opposing Force? Again, they're mentionned in the video.

This post has been edited by MetHy: 18 November 2020 - 04:36 AM

1

User is offline   Aleks 

#289

View PostMetHy, on 18 November 2020 - 03:28 AM, said:

Using parallax to build "impossible" geometry is an old trick indeed; but it looks like it's always taken to the next step.

The first trace of it that I know of would be in Redneck Rampage Route 66, for the swing door/mask wall gates in Flea Market and House of Ill Repute (but there are probably earlier examples I'm unaware of):

Attachment capt0008.png

Attachment capt0007.png

Then there is the infamous one in Military Madness by Alejandro Glavic:

Attachment capt0125.png

which takes this concept to the next level.

The bridge also looks like it takes it to the next level; the problem however with these things it that for obvious reasons the player can not walk underneath/above the sectors; even though it may look to him that he could. In the cases of those doors it's not a problem, but for big constructions it can lead to noticeable "invisible walls".

Cool stuff nonetheless!


Although swing doors can't move sprites, I've found that for small doors like that in Military Madness it might be better to just use "rotate rise bridge", which can act just like swing door and actually does move sprites - meaning the whole door can be made with spriteworks. The only downside is that it would always require switch to operate, but then it also can be masked within the door. On the other hand, slide doors... Maybe other possibility would be using very tiny 2-way trains which move sprites, but then they are harder to precisely control (and from what I've observed, seem to have some minimal travel distance).
1

User is offline   MetHy 

#290

With a little more googling I found the Opposing Force DM level by Levelord

Pretty cool level, it reminds me of his mine level from the Quake's Scourge Of Armageddon in many ways. Tom Mustaine also did levels on both add-ons, I think his amusement park DM level for Opposing Force should be momerable to anyone who's ever seen it.

I can't seem to find the Doom levels though. I only find a spanish Doom guide called "Levelord" but which has nothing to do with him.

Edit: found the Doom levels

View PostAleks, on 18 November 2020 - 04:55 AM, said:

Maybe other possibility would be using very tiny 2-way trains which move sprites, but then they are harder to precisely control (and from what I've observed, seem to have some minimal travel distance).


Remember that originally 2-way trains can only move actors; they only move all type of sprites in EDuke32.

This post has been edited by MetHy: 18 November 2020 - 07:08 AM

1

User is offline   Aleks 

#291

View PostMetHy, on 18 November 2020 - 05:38 AM, said:

Remember that originally 2-way trains can only move actors; they only move all type of sprites in EDuke32.


Did they? Warp Factor's 2-way trains certainly had switches in it and I remember making a box made of sprites "flying" across a room with 2-way train in AlexCity, which was pre-Eduke.
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User is offline   MetHy 

#292

Hmm, I was probably mixing up with subway vehicules.
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#293


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#294


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User is offline   Balls of Steel Forever 

  • Balls of Steel Forever

#295

View PostDuke Legacy, on 02 December 2020 - 09:52 AM, said:



God, I actually say that unironically when explaining my sexuality to someone.

This post has been edited by Null: 04 December 2020 - 09:57 AM

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#296



This post has been edited by Duke Legacy: 08 December 2020 - 12:24 PM

1

#297



Maybe next time keep your mouth shut George.
0

#298

Using a new, more efficient design than the one in Quantum Physics*, here's a look at building a needless 24 hour clock;


As usual, example map in the description.

A part of me has always been tempted to try and create an analog clock, some day. I have some ideas that involve how you can control lights with doors, but I doubt I'll ever find the time now. It is doubtful that such a clock would fit well on a wall, though, not to mention using so many resources so as to be utterly impractical to ever really implement.


* Making it the third major revision, as the now lost first design used a fuck ton of mirrors and four offset shooters to every one shooter, as I was unaware they could be fired quicker than the 5 second interval at that time. That clock design took up almost one entire axis length on the largest possible grid board. Ugly and yet strangely beautiful, wish I still had it but lost it due to drive failure years ago.

This post has been edited by High Treason: 19 December 2020 - 09:23 PM

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User is offline   Aleks 

#299

That's pretty cool, although saddly resource hungry as hell. I've made a small computer clock at the beginning of Casino Carnage, first map of my episode, which only goes from 19:45 to 20:00 (as you have only 15 minutes to complete the mission anyway), but then I had a lot of resources to spare, so it was no problem, and just used masterswitches.

As for analog clocks - I think I have some idea of how this could be tackled, I'll probably try tinkering with it in a few days. The biggest concern would be actually making it a large sloped round shape sector and still managing to make it look good really.
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#300

I just tried out Duke Nukem 3D using Xenia and this is what it looks like

This post has been edited by Duke Legacy: 27 December 2020 - 05:15 AM

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