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New Add-on for SW  "Click here to discuss, join or see progress of the SWC Add-on."

User is offline   Sixty Four 

  • Turok Nukem

#181

View PostRobman, on 26 December 2014 - 11:34 PM, said:

Let me know if it crashes on you, doesn't seem to crash at all using Redux, but I rarely use Redux.

The optimum way to play it is on skill level #3 voxel sprites on and stuff, careful it's a difficult map.. skill 4 is even harder and disables cheats :S

Might make a video of the map unless you beat me to it :lol:

I made a few tweaks to it the other night, added rail gun which I forgot I had taken out.

I gave it a run and had no crash problems and indeed it's a tough map on skill 3 no doubt it really matters how damaged you come out of that first area before the elevator. Surely worth a replay to maybe I will do better 2nd time around ;)
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User is offline   Robman 

  • Asswhipe [sic]

#182

Posted Image
Posted Image
Posted Image

If you turn around and walk backwards in the very beginning of the first map, you'll see that you're walking away from the volcano at the very end of the retail game.
Kind a of a "continuation" idea. Why not...
This volcano section is kind of quickly built but has some lighting and the volcano spews stuff out. You're blocked off from entering it, the stop point of the player is about where the screenie is taken.

Looming shadow of Zilla up there, as you know.... he vows to "Get you next time Lo Wang"......

This post has been edited by Robman: 21 January 2015 - 01:40 PM

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User is offline   Sixty Four 

  • Turok Nukem

#183

Here is some small shots what I am doing on this :lol: I did end up doing what Methy suggested which was to build/texture the map in mapster then when I need to do the effects I will do in build and of course watch your videos again heheh. This map is going to change a lot for the SW version it already looks kind of pretty.
Attached Image: capt0008.png
Attached Image: capt0005.png

This post has been edited by Duke64: 28 January 2015 - 08:33 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #184

Alt+F10, I need to figure out what makes my VoidSW builds so glitchy.
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User is offline   Micky C 

  • Honored Donor

#185

Posted Image

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User is offline   Robman 

  • Asswhipe [sic]

#186

YEEEEEESSSSSS !!!!!
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User is offline   Micky C 

  • Honored Donor

#187

These aren't for the CBP, but I have been working on a few levels which will hopefully come out soon Posted Image
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User is offline   Robman 

  • Asswhipe [sic]

#188

why are people making maps who are reputable map makers, not willing to put their maps in the new add-on where their map is most certainly to be played MORE.
What a tease.
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#189

some pretty cool stuff here
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User is offline   Micky C 

  • Honored Donor

#190

Ahh we'll see who's maps are played more Posted Image

Say, do any of your videos focus purely on the game effects? I remember having a look at them and they seemed to focus on level design itself, which is already known by Duke mappers.
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User is offline   Robman 

  • Asswhipe [sic]

#191

View PostMicky C, on 28 January 2015 - 08:53 PM, said:

Ahh we'll see who's maps are played more Posted Image

Say, do any of your videos focus purely on the game effects? I remember having a look at them and they seemed to focus on level design itself, which is already known by Duke mappers.

So, I aid you in the effect making process.. and then you thumb your nose up at me? .. I see how it is Micky C, cold... so very cold :lol:
$&^TUIW#%&^#()*&Yjkn,,.....


-The vids go over, doom door, ladder, teleport, underwater area, sector object with track... end button and enemies/ skill levels, sprite work, ambience, mirror and trigger sector.

This post has been edited by Robman: 28 January 2015 - 09:00 PM

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User is offline   Sixty Four 

  • Turok Nukem

#192

Thanks Robman and my map is for this project but it is completely unfinished could take some time as you can see there's no real detail applied yet its just a layout and is helping me learn the texture numbers and all that good stuff. It will be completely different upon finish you might not recognize it hehe but just wanted to show small thing show you I am trying.
heheheheh Attached Image: capt0012.png
Attached Image: capt0013.png

This post has been edited by Duke64: 28 January 2015 - 09:14 PM

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User is offline   Robman 

  • Asswhipe [sic]

#193

View PostDuke64, on 28 January 2015 - 09:07 PM, said:

Thanks Robman and my map is for this project but it is completely unfinished could take some time as you can see there's no real detail applied yet its just a layout and is helping me learn the texture numbers and all that good stuff. It will be completely different upon finish you might not recognize it hehe but just wanted to show small thing show you I am trying.


Excellenté.... if you have any questions about effects, ask.

Brandon(boost) says he's got something in the works as well.

This post has been edited by Robman: 28 January 2015 - 09:20 PM

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User is offline   Micky C 

  • Honored Donor

#194

Actually Robman didn't use the videos since I'm not really using what you'd call SW effects. Maybe for a future map.

View PostDuke64, on 28 January 2015 - 09:07 PM, said:

Thanks Robman and my map is for this project but it is completely unfinished could take some time as you can see there's no real detail applied yet its just a layout and is helping me learn the texture numbers and all that good stuff. It will be completely different upon finish you might not recognize it hehe but just wanted to show small thing show you I am trying.
heheheheh


It's not too far off in terms of the detail in the original maps so you should be fine.
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User is offline   Robman 

  • Asswhipe [sic]

#195

View PostHendricks266, on 28 January 2015 - 08:33 PM, said:

Alt+F10, I need to figure out what makes my VoidSW builds so glitchy.


I hoped things would have been going smoother :lol:
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User is offline   Sixty Four 

  • Turok Nukem

#196

Micky that forest/tree area looks cool man you should think about putting it here would be cool but it looks cool either way.
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User is offline   MetHy 

#197

Really nice Micky C. Clean and efficient design, feels very genuine. I hope I get to play a new SW map soon.

I sadly haven't worked more on my map, my job takes a lot of time and the little time off I have I don't feel like doing something constructive... If the 3DRealms mapping contest game true it would be a motivation.
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User is offline   Robman 

  • Asswhipe [sic]

#198

View PostMicky C, on 28 January 2015 - 08:42 PM, said:

Posted Image

Posted Image



Seeing as how you 2 like to critique the shit out of everyone else and are stingy with your upvotes, I'll give my 2 cents :lol:

Outdoor scene - That ripper to the right is likely just a static sprite.
- Shrubs, trees don't grow exactly the same/size/shade .. resize them for variety.
- The inside of the wooden wall to the right looks too bright for the environment.
- Some grass sprites and tree limbs + different ground elevations would look better.
- maybe some crickets chirping and/or swamp ambience... birds maybe.. t'would come alive.
- Looks dark out, maybe some random thunder rumbles with use of timing vators.

Indoor Scene - Looks square, empty.
- Choice of floor foreground texture is poor.
- I do like the candles however.

Both scenes could be made in under an hour.

View PostMetHy, on 29 January 2015 - 06:04 AM, said:

If the 3DRealms mapping contest game true it would be a motivation.

This means you only care about being known as the "best map maker ever" and care not about just making a map for others to enjoy playing.

This post has been edited by Robman: 29 January 2015 - 11:20 AM

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User is offline   MetHy 

#199

I think it looks good. If I had to nitpick about something I'd say the texture of the back wall in the 2nd pic is a little too overstretched but that's it. Maybe I'd try another ceiling texture.

The transparent foreground looks fine to me.
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User is offline   Robman 

  • Asswhipe [sic]

#200

View PostMetHy, on 29 January 2015 - 10:40 AM, said:

The transparent foreground looks fine to me.


Is the foreground floor transparent? Can you see/break through it? Or is it just a texture?

This post has been edited by Robman: 29 January 2015 - 10:55 AM

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User is offline   Mark 

#201

edit: deleted

This post has been edited by Mark.: 29 January 2015 - 11:19 AM

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User is offline   Robman 

  • Asswhipe [sic]

#202

View PostMark., on 29 January 2015 - 11:19 AM, said:

edit: deleted


;) :D :D :lol: :) :( ?


Started a new map today:

Posted Image

Incorporated a flying magic carpet into this scene, it comes around the top of the pyramid,
picks you up and flies you up the ramp and into the pyramid... or you can just walk into it.. whatever, hehe.

This post has been edited by Robman: 30 January 2015 - 11:42 AM

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User is offline   Micky C 

  • Honored Donor

#203

Looks interesting Robman.

View PostRobman, on 29 January 2015 - 10:53 AM, said:

Is the foreground floor transparent? Can you see/break through it? Or is it just a texture?


Transparent sprites.

If it makes you two feel better, they're both optional areas.
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User is offline   Robman 

  • Asswhipe [sic]

#204

View PostMicky C, on 29 January 2015 - 01:41 PM, said:

Looks interesting Robman.


Transparent sprites.

If it makes you two feel better, they're both optional areas.


Hehe, I was just being a dink. Good to have some sw maps in the works.

Hopefully this pyramid map resembles " Stargate" to some degree when it's done.

This post has been edited by Robman: 29 January 2015 - 02:14 PM

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User is offline   Sixty Four 

  • Turok Nukem

#205

I don't know the pics are really awesome but to showcase them on a cbp post (when it's not for it:/) was a bit left field imo, not to try to oppose and get Robman excited as his first thought was they were for it probably. Those are for a hole different project and it's nice to see them I think they are really nice even as optional areas but it's strange activity. I hope best for something to go for SW though doesn't have to be me i don't care seems the game has not had many updates so anything is cool I think. Though I think I got an update on steam for it for some reason the other day. I was really just showing that I have been trying to mess with it. And was wondering if okay if I finish the map is it okay to put on steam workshop ? Or does it have to be specific to this cbp I think if i put on workshop with a link to the cbp could help some people find it.

This post has been edited by Duke64: 29 January 2015 - 10:40 PM

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User is offline   Micky C 

  • Honored Donor

#206

I don't know if you've been keeping track but everyone's pretty much been using this thread for everything SW related for a long time now.
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User is offline   Robman 

  • Asswhipe [sic]

#207

Micky and Methy, Eminem if you will just like to tease me with new sw maps. Just make it clear right off the bat that it isn't for the new add-on.

@ Duke64, you were correct :lol: ... As for the releasing of maps, I was going to (or "allow" to) release all NEW maps to be available for download a while AFTER the new add-on was finished and released. However you do what you like.

This post has been edited by Robman: 30 January 2015 - 11:34 AM

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User is offline   Sixty Four 

  • Turok Nukem

#208

View PostRobman, on 29 January 2015 - 11:28 AM, said:

;) :D :D :lol: :) :( ?


Started a new map today:

Posted Image


Those pillars with fire on top look like something from the game Turok in level 1 and I actually built something very similar to them for my latest Turok map:) Anyway, that area looks promising as I can tell it is only the start of it but it's a base that you could easily build from as it offers inspiration hopefully we get to go inside of that pyramid. Also, okay I probably would put on to the steam workshop but you know was just asking trying to make sure that would be okay since lots of my Duke friends also play and have SW on steam as well but still planned to make regardless.
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User is offline   Robman 

  • Asswhipe [sic]

#209

Sounds good, those pillars once they were built reminded me of something from unreal or turok, they don't look anything like the pillars from stargate the movie that's for sure, lol. Oh well, give them some lighting and some sound fx and they will be done. The first room inside the pyramid is already 90% done :lol: The entering into the pyramid is a bit of teleport mindf*ckery but oh well, it works. ( In that screenshot, the pyramid off to the left looking alittle "wonky" has been fixed.) Also hard to tell in this screenshot is the sprite work and round pillars up at the pyramid entrance. There is another pyramid off in the corner behind the player in this screenie to the right side.

The idea of releasing the individual new maps after the cbp release was so players would play the cpb first and like playing new levels. In the add-on text it will be made clear who made what maps, no worries there.

This post has been edited by Robman: 30 January 2015 - 01:01 PM

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User is offline   Robman 

  • Asswhipe [sic]

#210

Between these two screenshots, can anyone tell what's kind of neat about it? :lol:

Posted Image

Posted Image

Spoiler


This post has been edited by Robman: 02 February 2015 - 02:23 AM

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