Tell the world about your work in progress here.
Duke Plus mod? A bright shining Polymer map? Your own made art/models?
A combination of features?
I've been thinking of doing something serious sam styled for WGRealms 2. This is a quick mockup inspired by the medieval segment of the second encounter. Would people be interested in playing something like this?
Edit: click on image to expand.
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322011-12-1610-28-37-08.jpg)
looks pretty cool
Well I've stopped working on that, but there is some good news. Today I made a new Serious Sam TFE styled level with about 6-7 minutes worth of gameplay. It takes up half the size of the default mapster grid. Unfortunately you guys can't really play it until the next version of WGRealms 2 comes out, which could be several months or more.
It's hard to take a good picture, the aesthetics come from the 360 emersion and sheer size of the architecture, and it's hard to convey that in an image. Plus there's more focus on the gameplay than details.
Now when are other people going to post some stuff? :-\
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322011-12-1623-25-39-01.jpg)
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322011-12-1623-27-53-99.jpg)
Really liking those shots! You've done a great job recapturing the SS style - if I were you though I'd make the level full-visibility and add really strong shading (maybe get rid of those big outter walls and just add smaller ones to make this easier) :)
It's actually supposed to be a night level, and I'm hoping to put some polymer lights in there at some point. But to be honest, I'm just scared of putting in sector based shadows for such large architecture, there's going to be a lot of overlapping. In fact I'm scared of sector based shading in general. I came into mapping at a time when polymer was this really big and new thing which offered an easy way to quickly light a level and make it look great. And then TROR came in, which meant I didn't learn the skill of cleverly implementing and portraying various heights and 3D layouts using the old restrictions.
So I feel that in some ways this has advantaged me, as I think of myself of being one of the more experienced and skilled mappers in the department of polymer lighting and TROR geometry, but less experienced at everything else, and it's weaknesses like implementing good sector shading which are holding me back from releasing high quality maps :(
Edit: wow, that was a bit of a tangent :P
Perhaps I'll at least lower the walls like you said and add some giant pyramids to the sides. In the mean time I'll try to play to my mapping strengths as best as I can.
There's no need to be worried about overlapping shading - it's a good skill to pick up. Just make the shadows to just a straight angle to start with, than when you get better you can gradually work with different degress. I promise that it'll make your maps look much much better to have strong sector shading, since Polymer lights IMO are only good for interior stuff - they just can't emulate natural sunlight.
Quote from: Micky C on 16 December 2011, 14:06:07
Well I've stopped working on that, but there is some good news. Today I made a new Serious Sam TFE styled level with about 6-7 minutes worth of gameplay. It takes up half the size of the default mapster grid. Unfortunately you guys can't really play it until the next version of WGRealms 2 comes out, which could be several months or more.
It's hard to take a good picture, the aesthetics come from the 360 emersion and sheer size of the architecture, and it's hard to convey that in an image. Plus there's more focus on the gameplay than details.
Now when are other people going to post some stuff? :-\
I like the base architecture and texturing.
Sector based shading is pretty simple, but if you have alot of outdoor area or outdoor structures, it can get a little tedious, especially when it comes to overlapping.
The last map I dug out of the toilet and released only had overlapping in a couple of spots because I ran out of resources. I see that happening alot with tror, so staying with polymer lighting isn't a bad decision. It might not work the best in all situations, but you'll be able to do a little more with the construction side of the map
Yeah that's the main problem here. I haven't shown the central part of the 'city' where there are several relatively close together buildings, and it would be impossible to not have shading where the shadows hit other buildings. I also have a few big pools of water. I was thinking that if it's night time, there wouldn't need to be any giant shadows because there'd be no sun. That's where polymer can take over and have lots of flickering orange torches everywhere. It's kind of annoying that after all these years, polymer is still unoptimised as it is. We'd be able to spit out a lot more amazing stuff like Eternity if it was rewritten to be at least as fast as polymost when several lights are on screen.
And for the record I do NOT recommend using sector based shading with TROR. If you plan on making either a large or detailed map, you can not spare the walls. Not to mention wall shading and trimming also become a lot more complicated and wall hungry. Unfortunately, at least in the TROR CBP, polymer lights aren't good either because of the sheer amount of sectors and lights visible at the same time, the fps will grind to a halt even on the most powerful machines. That's my opinion after trying both methods. We're going with sector based shading as best we can.
In the case of your tror cbp, i'd recommend mixing it up between sector based shading and polymer lights. keep both to a reasonable minimum and don't even bother with overlapping to conserve the wall count.
This afternoon,i will work on my beloved mod : Welcome to Suncity 8)
It's a classic mod of Duke nukem :it includes new ennemies,new weapons (i hope),new graphics and of couse new maps.
I will create a special topic about this because i need beta-testers
[attachment deleted by admin]
@ Arghantyl: looks nice, I especially like that first shot. The telephone poles look really cool. Maybe the surrounding rocks can use some slopes and height differences?
@ Micky: that looks pretty cool, looks like you managed to recreate the scale of serious sam, and added some cool structures. I would prefer a level in full, bright daylight, since it would make the sheer size of the level even more clear. But it's up to you of course.
You could also add some big structures like the Ice level from the first episode, it would be a great contrast with that blue-ish sky I think.
Quote from: Merlijn on 18 December 2011, 13:27:07
@ Arghantyl: looks nice, I especially like that first shot. The telephone poles look really cool. Maybe the surrounding rocks can use some slopes and height differences?
Second that ;)
Open your own thread Arghantyl. It seems that this mod is coming around nicely!
Quote from: Arghantyl on 18 December 2011, 13:14:40
This afternoon,i will work on my beloved mod : Welcome to Suncity 8)
It's a classic mod of Duke nukem :it includes new ennemies,new weapons (i hope),new graphics and of couse new maps.
I will create a special topic about this because i need beta-testers
did you release an alpha of this, or at least the map in the first screen shot, some time ago? It looks very familiar
Yeah,you gessed it ;)
The first shot was the same than i showed in januar,even if i've added a lot of sectors.
The second shot is from a new map made in october.
I will create a topic when i would finish a test version.It can takes some weeks.
I will explain there a every thing about this project.
And i've yet released one map :)
Here's one of the other big reasons why I don't want to go fullbright; my texture set for this is quite limited, so I'm pulling a Duke Nukem Forever and diminishing the visibility to try and hide it. (http://i734.photobucket.com/albums/ww345/crimic01/th_mapster322011-12-1917-01-19-28.jpg) (http://s734.photobucket.com/albums/ww345/crimic01/?action=view¤t=mapster322011-12-1917-01-19-28.jpg)
I've also made an attempt at trying to imitate the second encounter. But I'm probably going to have a hard time filling up the area...
(http://i734.photobucket.com/albums/ww345/crimic01/th_mapster322011-12-1922-38-39-89.jpg) (http://s734.photobucket.com/albums/ww345/crimic01/?action=view¤t=mapster322011-12-1922-38-39-89.jpg)
Quote from: Micky C on 19 December 2011, 13:26:48
Here's one of the other big reasons why I don't want to go fullbright; my texture set for this is quite limited, so I'm pulling a Duke Nukem Forever and diminishing the visibility to try and hide it.
I've also made an attempt at trying to imitate the second encounter. But I'm probably going to have a hard time filling up the area...
can't blame you. especially the first shot. Sometimes trying to stay as close to the original isn't also the best thing to do.
the first shot could use more textures, the second shot could use some trees, bushes, or minor objects like obelisks or pillars, but not over done
WGRealms 2 wasn't made for this colour scheme, so my options for textures aren't that great. I'll try to experiment a bit but I won't be able to improve it much more than it is. Anyway for the moment, I'm focusing again on the TROR CBP. I can never maintain interest in the same project for long, but I find it helps to bounce between two completely different projects to maintain my interest in both of them. It just needs polishing and enemies/pickups. I'm not very motivated during the polishing stage, but luckily Paul seems more motivated than ever, which carries on to me a bit. So hopefully an early january release.
Quote from: Arghantyl on 18 December 2011, 13:14:40
This afternoon,i will work on my beloved mod : Welcome to Suncity 8)
It's a classic mod of Duke nukem :it includes new ennemies,new weapons (i hope),new graphics and of couse new maps.
I will create a special topic about this because i need beta-testers
The second shot looks nice. I can imagine some big battles in those hallways. The garden and everything also looks good in the first shot, but the house itself looks a bit bland. Too bad you can't TROR it up.
Thanks bro 8)
I didn't understand what are you doing exactly.A new episode for WG2 ? A new map ?
But anyway it looks really good and exotic from the usual environments of WG2.
It reminds me the babylonian/antic style from some good old video games (ex : Age of Empire).
I will try to master TROR soon but not on this map.Does it lagg/bug/crash the game ?
Good luck for your work ;)
Well there are actually a lot of new maps being made by a few people for WGRealms 2, and I've already made a mini-episode (it was a big map split into 2 maps) which still needs some polish. But I'm also thinking this could be yet another map for the TC, probably separate due to it's gameplay, which you'll see will be fairly different to the rest of the TC when it comes out.
TROR doesn't crash or lag (unless you're making a huge level, but if it was that big it'd probably lag anyway), although it can be a bit glitchy visually speaking. The 8-bit renderer is fairly ok, polymost is horrible, but polymer renders TROR perfectly. So you can make any kind of TROR and be certain that it will at least work in polymer. If you want to keep it compatible with classic/polymost, then there are certain limits, things you can't or must do to make sure it doesn't glitch.
Starting to mess around in mapster trying to formulate the what kind of theme my user map for the AMC TC should be, and in the process I created this scene; a dark, rainy night and a hi-tech corridor. Looks like as good a start as any.
(http://i734.photobucket.com/albums/ww345/crimic01/amc.png)
Nice stuff, I like it :) Are you gonna make it an every-character map, or character-specific? Or undecided still?
^^Looks like a location in DOOM 3 ;)
Quote from: James on 29 December 2011, 19:28:31
Nice stuff, I like it :) Are you gonna make it an every-character map, or character-specific? Or undecided still?
I'll say undecided for the moment. I remember reading in the manual that you can't force specific characters in usermaps? Also, I don't know how to insert character specific sprites. All the weapons in the items catagory seem to be those multi-character ones.
@Puritan; any resemblance to Doom 3 is purely coincidental as I've never played it. I'll take that as a compliment though :)
You can force a character, I just forgot to take that bit out of the manual :) The weapons automatically change to whoever you're playing as, so placing an RPG will make everybody's weapon 5 equivilent appear there (I even managed to get this working properly in multiplayer, so 2 different players see 2 different sprites! I'm particularly proud of that)
Quote from: James on 30 December 2011, 09:59:15
(I even managed to get this working properly in multiplayer, so 2 different players see 2 different sprites! I'm particularly proud of that)
Really ?
Awesome work, body :D
Just hopin' than the Eduke-team will add a true multiplayer mod,by lauching the game and not through a not-so-cute-software.
Quote from: James on 30 December 2011, 09:59:15
You can force a character, I just forgot to take that bit out of the manual :) The weapons automatically change to whoever you're playing as, so placing an RPG will make everybody's weapon 5 equivilent appear there (I even managed to get this working properly in multiplayer, so 2 different players see 2 different sprites! I'm particularly proud of that)
Ah, that's useful to know. And yet another reason why they should hurry up and finish the netcode. It feels like it hasn't been worked on for ages.
A new screenshot from this afternoon.
I've got a lot of pain to unbug one map but i think if i work well,the beta-test version will come in 2 week.
That will contain 2 complete playable map,one other who gave me some nightmares nowadays and some new stuff.
[attachment deleted by admin]
Nice work ;)
Note the shadow on the left wall; It should be angled.
You're fuckin' right but i will do it for a next map ::)
I have to manage my build-time
This screen shot is not very artistic and lie about the maps.There's a fair sprite work but not a lot.
All is on the layout and the sectorwork.
A great thank for this useful comment.
Unfortunately I had to put that CyClones project I was working on down. Long story short, I couldn't make a decent set of weapons with the resources I was using. Here's 5 screens of what I've been working on since then...
(http://i.imgur.com/Jrw1G.png) (http://imgur.com/Jrw1G)
(http://i.imgur.com/XMawo.png) (http://imgur.com/XMawo)
(http://i.imgur.com/6zAhT.png) (http://imgur.com/6zAhT)
(http://i.imgur.com/Nfbzv.png) (http://imgur.com/Nfbzv)
(http://i.imgur.com/WXcxQ.png) (http://imgur.com/WXcxQ)
Wasn't too keen on the idea of announcing it at this stage of development, but I figure this board's enough off the grid to where I won't feel so bad about it. I've still got another 5 or 6 enemies to handle the artwork (and code) for, and I'm simultaneously throwing together the "test" map that's shown in the screens. Once all that's done, I'll see about sending a beta off to someone just to make sure that all the project's bells and whistles are working correctly, then it'll be ready for a video and a more proper announcement. As it is with these screens, there's two weapons and two enemies (if you count one of the zombieman variants) not pictured.
*EDIT* most of the inspiration for this cropped up while I was beta testing the AMC TC.
the weapons are pretty neat. i like how the enemy looks while going up in flames
The mod seem just awesome :D
I just hope than the maps will folllow.
Looks fantastic, all of it :) The levels in the background do a great job at being hi-tech and the weapons look polished, even if I am familiar with the sources of them.
Yeah I thought it had a vague AMC TC feel to it. While I was looking at the pics I was thinking "I would love it if this guy made a map for the AMC TC", perhaps there's an eventual possibility that you will?
Quote from: Forge on 01 January 2012, 17:58:57
the weapons are pretty neat. i like how the enemy looks while going up in flames
I'm actually pretty proud of the variety that the zombiemen have. They've got 4 different standard death animations that can play, 5 different soundsets, some have randomized weaponfiring sounds, you can set them on fire, blow them up (with the classic "doom" style gibs), dissolve them with ethereal flames, and I'm thinking about adding another weapon that'll let you dissolve them with plasma (which'll involve a totally different animation).
Quote from: Arghantyl on 01 January 2012, 18:57:52
The mod seem just awesome :D
I just hope than the maps will folllow.
Yeah, it'll be a long road ahead, but I'm already brainstorming the first level, a plot-line for the project, etc.
Quote from: James on 01 January 2012, 19:30:50
Looks fantastic, all of it :) The levels in the background do a great job at being hi-tech and the weapons look polished, even if I am familiar with the sources of them.
You probably know it as well as I do, but you can't just dump Doom resources into DN3D's art files and expect them to look good. It takes a lot of editing, tweaking, etc. and often times it calls for a total recolor. When that's necessary, I prefer to redo the color scheme so stuff'll be more to my liking, hence the dark grey gloves, the red rifle lens, etc. I think the zombiemen probably took the most effort (at least for now). I had to stitch a spritesheet together out of the four different weapon variants (and ALL of their alternate deaths), individually recolor the suit for each guy, crop in different heads...Altogether it took me about two weeks of consistent work in EDITART but it was well worth it, methinks :)
Quote from: Micky C on 01 January 2012, 23:31:30
Yeah I thought it had a vague AMC TC feel to it. While I was looking at the pics I was thinking "I would love it if this guy made a map for the AMC TC", perhaps there's an eventual possibility that you will?
Much as I love the AMC TC, I think making a map for it just isn't in the realm of possibility right now. I've come to realize that I can only work on one thing at a time when it comes to modding (I didn't drop CyClones in favor of this, believe it or not...CyClones just kinda puttered out when I realized it wasn't any fun to play) ergo this project is getting all my attention. That point to past, there's a lot of different factors with the AMC TC that would just make it too difficult for me personally to map for, but I won't get into that. Course, I look forward to seeing what you and some of the other guys might be able to cook up.
Copied from Duke4.net
(http://i.imgur.com/LOiV2.jpg)
(http://i.imgur.com/ryM0t.jpg)
(http://i.imgur.com/kZEnz.jpg)
I can't say to much about these pictures sorry. NDA :)
I'll repeat what I said at Duke4; nice ambiance
Fairytale like.
I can almost hear horses and King Arthur speech to his knights :)
I posted this at Duke4.net a while ago but I might as well post it here too. It's kind of a trailer for my WGRealms 2 map, needless to say the map isn't finished (needs a lot of polishing and bug fixing), but one day I saw the DNF reveal trailer to relive the hope and excitement I felt when I first saw it back when I thought the game would be good, and thought to myself "hmm, it's got a pretty epic track/sounds, how can I poke fun at it?"
http://www.youtube.com/watch?v=KTp3zIXofvQ
hmm too bad I can't embed it
Here's a map I posted at Duke4.net it took me 1 hour 15 mins to make it :P
http://forums.duke4.net/topic/5234-1-12-hour-mapping-project
[attachment deleted by admin]
K, switched tracks with the test map and started reworking it. I'm doing this because the map itself is supposed to help me figure out which textures/sprites I need to create the atmosphere I'm going for (and by that token, which ones I can get rid of). Threw this together this morning.
(http://i.imgur.com/zJEcr.png) (http://imgur.com/zJEcr)
(http://i.imgur.com/dLGxg.png) (http://imgur.com/dLGxg)
(http://i.imgur.com/3pFki.png) (http://imgur.com/3pFki)
I think I've pretty much added the last enemy/weapon for this mod, so the bulk of the codework's done, ergo level design/aesthetic is being put front and center.
Quote from: MikeNorvak on 30 January 2012, 19:18:04
Here's a map I posted at Duke4.net it took me 1 hour 15 mins to make it :P
http://forums.duke4.net/topic/5234-1-12-hour-mapping-project
could've spent that hour working on sunstroke ;)
Quote from: EmericaSkater on 30 January 2012, 19:40:16
I think I've pretty much added the last enemy/weapon for this mod, so the bulk of the codework's done, ergo level design/aesthetic is being put front and center.
I like the weapon and enemy in that first screen shot 8)
Quote from: Forge on 30 January 2012, 19:59:19
could've spent that hour working on sunstroke ;)
Anyway I have a long to-do-list. Look it in this way, making that kind of maps help to improve my mapping speed :P
Seriously tasty looking screenshots there; are those explosive/incendiary shells in the first shot, or is that flame coming from the monster itself?
Quote from: MikeNorvak on 31 January 2012, 00:01:38
Anyway I have a long to-do-list. Look it in this way, making that kind of maps help to improve my mapping speed :P
I wasn't trying to be insulting. I haven't even looked at the map you posted.
I was attempting to be positive about your other map. I see alot of potential in sunstroke with the cool visuals, map progression (even though I got lost), and architecture. It's definitely worth the time to fix up a bit and release even if you're tired of looking at it.
@ Forge :
You didn't sound insulting, but I take that like a subtle way to say that I should spend my mapping time on more important projects, anyway that isn't a bad advice at all :) Wherever, about sunstroke what bothers me is some cramped areas inside the ship and the size of the map, it is huge. I have a cool plan for it, but haven't had the motivation to make it.
About gameplay, after you reach the ship cockpit you'll find a tripbomb, it is supposed you need to use it to descend the cliff, next you'll find a yellow keycard in the green truck at the right, the slot is in a door at the very left of the map, the switch in that room unlocks the big EDF door.
In order to access the underwater spaceship you need to find a green "crystal" in the red caves at the river bottom at the left of the map.
Quote from: James on 31 January 2012, 00:32:09
Seriously tasty looking screenshots there; are those explosive/incendiary shells in the first shot, or is that flame coming from the monster itself?
It's from the monster. He breathes fire.
Quote from: EmericaSkater on 30 January 2012, 19:40:16
K, switched tracks with the test map and started reworking it. I'm doing this because the map itself is supposed to help me figure out which textures/sprites I need to create the atmosphere I'm going for (and by that token, which ones I can get rid of). Threw this together this morning.
Did you make all of that in one morning? :o
This is my answer to Norvak's speed mapping thing. Took me one and a half hours, I would have liked to do a bit more, but that was the time limit. It's the first time I've tried making a map in such a short time, and I imagine it's good practise for any CBPs I might join in the future. The pic is slightly outdated, but not by too much.
http://forums.duke4.net/topic/5234-1-12-hour-mapping-project/page__view__findpost__p__118632
I've spent the past while creating some 3D overlapping sloping floating platorms using advanced TROR scissoring. It's not much to look at yet, but by golly could it add a new dimension to gameplay. I'm thinking of making it into another Serious Sam inspired map for WGRealms 2, the simple, yet 3D design would suit Serious Sam a lot better than Duke. With a fogpal, some nice brick texturing, windows and water fountains built into the walls, and treasure chests and torches lining the place, it could be quite atmospheric if done right.
(http://i734.photobucket.com/albums/ww345/crimic01/th_mapster322012-01-3123-07-49-01.jpg) (http://s734.photobucket.com/albums/ww345/crimic01/?action=view¤t=mapster322012-01-3123-07-49-01.jpg)
(http://i734.photobucket.com/albums/ww345/crimic01/th_mapster322012-01-3123-07-33-55.jpg) (http://s734.photobucket.com/albums/ww345/crimic01/?action=view¤t=mapster322012-01-3123-07-33-55.jpg)
Quote from: Micky C on 31 January 2012, 05:16:12
Did you make all of that in one morning? :o
Uh, you mean the level design?
yeah the level geometry, I'm assuming you put the custom art and code in there prior
In that case yeah, I did all that in the space of a few hours the other morning. In all fairness, though, I already had a pretty good idea how I wanted to go about building it. I don't start dragging my heels on mapping till I run out of ideas, which is more the rule than the exception, unfortunately.
No real updates, but I'm still working on that AMC TC map a bit here and there. So James, don't think you can get away from finishing that documentation that easily ;)
"I could not help feeling that they were evil things - mountains of madness whose farther slopes looked out over some accursed ultimate abyss."
(http://i7.photobucket.com/albums/y275/scenery23/MADNESS.jpg)
"That seething, half-luminous cloud background held ineffable suggestions of a vague, ethereal beyondness far more than terrestrially spatial,
and gave appalling reminders of the utter remoteness, separateness, desolation, and aeon-long death of this untrodden and unfathomed austral world."
I'd call it a speed-mapping project, but I don't think that's possible with me lol *slaps forehead* All the same I decided to take a break from working on MarsBase for a few days to see how quickly I can build a map - for a setting I chose "At the Mountains of Madness", a sci-fi/horror story by H.P Lovecraft about a doomed expedition to antarctica and what they find there. I read this story only a few months ago for the first time and it's been bothering me to make a map of it ever since... I don't have much to show yet cuz the level is still quite rough but I'll post more screens soon... just a teaser for now then back to work hehehe
Intriguing!....
It surprises me how there aren't any Duke map based on some Lovecraft story, specially on At the mountains of madness, all the Lovecraft world give endless possiblities for a TC.
Well, the screenshot doesn't tell me much.
But knowing that reflex17 is the author makes me feel confident that this is gonna be a kick-ass map. Even if it is a "speed map" ;)
And you are working on a Mars map.... my mouth fills with water :o
The items and monsters I was re-doing for an update to Marsdemo are at about 75% complete. I already know what I want to do for most of those Mars levels, the 1st only took so long cuz I wanted a lot of extreme variation... Hopefully I can carry thru and help fuel speedy progress on that old beast. That first screen ^ up there I meant to just establish a mood, which is gigantic dark and threatening mountains... my cup of tea hehe
Speaking of threatening, I guess I just have to answer to him now:
(http://i7.photobucket.com/albums/y275/scenery23/UHOH.jpg)
LARRY THE MOUNTAIN MONSTER SAYS MAKE A GOOD MAP OR I WILL EAT YOU AH OM NOM NOM
(the map is fullbright for editing and then I notice this face, which was totally unintentional but fine nonetheless :-X)
I don't think I'm familiar with you as a mapper. What work have you done in the past?
Quote from: Micky C on 07 March 2012, 11:27:59
I don't think I'm familiar with you as a mapper. What work have you done in the past?
http://msdn.duke4.net/hotmarsbase.php
thx Mikko :)
yeah I haven't released much, but I've been mapping for various games since about 1992
nice to meetya Micky C!
Quote from: Micky C on 07 March 2012, 11:27:59
I don't think I'm familiar with you as a mapper. What work have you done in the past?
What!?
Go play "Last train to Marsville" now! ;D
I barely have a spare minute for browsing the forums these days, except of course for the odd half hour I spend mapping. I'll try to play it in my next odd half hour.
Do you use that "conceptual grandness" link quite often Mikko? I have the feeling i saw it several times, but I actually never been in Unreal sites.
Quote from: Gambini on 08 March 2012, 01:00:21
Do you use that "conceptual grandness" link quite often Mikko? I have the feeling i saw it several times
The same here, I think so, but can't remember on which review I saw it...
Quote from: Gambini on 08 March 2012, 01:00:21
Do you use that "conceptual grandness" link quite often Mikko? I have the feeling i saw it several times, but I actually never been in Unreal sites.
Yeah I've used it a couple of times although sometimes I refer to the term without a link.
The term's stuck in my head as well, it's a great term.
reflex: at the mountains of madness is one of my favourite Lovecraft stories, looking forward to it :) Kinda sad that the film won't ever be made though. The AMC TC has some lovecraft-style levels in the later parts of it that might interest you.
Quote from: MikeNorvak on 08 March 2012, 04:36:54
Quote from: Gambini on 08 March 2012, 01:00:21
Do you use that "conceptual grandness" link quite often Mikko? I have the feeling i saw it several times
The same here, I think so, but can't remember on which review I saw it...
google is your friend
http://www.unrealsp.org/community/leveldesign/articles/conceptualgrandness.html
@James: Yeah, when I knew they canceled the production of Del Toro's film due being R-rated I was really angry, go to fuck off Hollywood!!!
The map is coming along, still working on mountains after like 3 days lol but I'm almost at the start of the 'upward path' after Lake's camp. The map so far uses about 1/2 of the total grid space, tho I mention that not for bragging rights but I just had to make this map immense to do justice to the source material. It's a bit of a balance between getting it done quick and staying exactly true to the text, but hopefully I'll have something that at least simulates the setting, atmosphere etc.
@James&Norvak Oh man that sucks! I had heard about it but didn't know it was cancelled. That's a shame, Del Toro probably would've actually made it a good movie and not some blockbuster bullshit, he seems to know when to turn that tap on or off. Cool to see other Lovecraft fans around tho :)
Quote from: reflex17 on 08 March 2012, 22:27:48
The map so far uses about 1/2 of the total grid space
Did you know that you can increase the size of the work space? just open the file "mapster32.cfg" and type "524288" on this line:
; Grid limits
editorgridextent =
and if you type Transylvania 6-5000 jeff goldblum shows up at your house and uses mapster to make a castle level
ahem! no I didn't know that! I had heard about increased grid limits but never looked into it any further... I'm worried that with an expanded sandbox it'll take that much longer to make, but I'll keep that in mind for future reference! great tip thanks :)
Quote from: MikeNorvak on 08 March 2012, 22:40:22
Quote from: reflex17 on 08 March 2012, 22:27:48
The map so far uses about 1/2 of the total grid space
Did you know that you can increase the size of the work space? just open the file "mapster32.cfg" and type "524288" on this line:
; Grid limits
editorgridextent =
That doesn´t work anymore. The grid size has been decreased, and there´s a hardcoded limit you can not pass.
@Gambini: I'm using that limit right now and it does work. Maybe you are using an older snapshot?
@Reflex17: You should thank to Gambini, since he told me about it :P
EDIT: actually what I always do when set up a fresh EDuke folder, is type: "9999999" on that mapster.cfg line and it resets automatically to 52... whatever, so I don't need to bother about remembering that number...
I may be becoming crazy but TX fixed the grid size for about the time I was working on It lives. I remember that perfectly because once I discovered Lebuild´s map corruption checker I found a couple of bugs in DPCB that wanted to fix. To my surprise, part of the map was outside the grid limit and editing mapster.cfg didn´t work. I reported the bug and TX said it was deliberate because such a large grid would lead in a lot of engine overflows beacuse large coordinate values. He said the only thing I could do was backdating my Mapster32 copy and move the map inside the new grid limit.
It could be that the number you´re using is this new limit and that I´m having the impression it is that old, large one. Or maybe they changed their mind recently and I still don´t find out.
EDIT: Go check if with that value you can reach all the parts of DPCB and we will disambiguate this issue. :)
I checked for Roch 8, and it is accessible....
EDIT: It seems dpcb is okay, the map is just on the center of the workspace
Interesting, I just checked and they seem to have changed it. I´d be interested in hearing the reasons, considering they completely ignored my request back then as you can see in this thread:
http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__st__270__p__76416#entry76416
It seems Forge was told to shut up as well :S Well you know, they seem to change stuff every time one gets back to mapping...
EDIT: but when someone asks for fixing something they act like if you were paranoid or something lol... just saying...
I wish it were a "like" button on this forum soft ware...
It seems to me that some people has forgotten what Duke Nukem 3D is all about.
Looking from the outside in I can see a vague and misty trail of a small pack of pimps gathering together in the valley.
A long forgotten game would be an easy target.
This must be the perfect place for an ambush...
The rednecks in the wagons should be sitting ducks.
A coders paradise.
Started a new polymer HRP project, and I can pretty much guarantee that this will be released.
(http://i734.photobucket.com/albums/ww345/crimic01/mapster322012-05-1423-08-58-69.jpg)
Hmm, looking at the screenshot, that tile floor is practically begging for some blood splatter.. oh well, it's early days yet.
It looks good, it'd look better with cannabis though, I can see the story in the map template now... Damn that'd be amusing.
Whilst I'm here, I've been contemplating leaking something deliberately;
Edit: Blimey, the pic takes up the wole page... (http://imageshack.us/photo/my-images/35/somethingwip.jpg/)
So don't be surprised if this disappears. I find that posting about what I am doing helps me guarantee I'll get it done because I feel like it is expected of me and I expect myself to beat my previous efforts with each release - this project might take some time though, so I may start another vanilla map soon, I just need a while to gather some ideas.
Now, if you'll excuse me, I'm off to write some .def files as I have around 400 models to set up.
It Looks very good.
TROR is amazing, but I'm hoping they will optimize Polymer features one day...
Good work.
I received a jolt of inspiration and did a quick conversion of a teleport room from an abandoned map I had over to the AMC TC. This isn't really something I'm working on constantly right now, but I try to map when I have the motivation because a lot of the time the motivation isn't there.
(http://i734.photobucket.com/albums/ww345/crimic01/amc-1.jpg)
Nice, very nice, I like it :) If I had a suggestion (you might already be planning this) but making the sides of the teleporter a bit more darker than the top bits so that it doesn't blend in as much.
I'm not ready for posting screenshots of what I am working on right now, but I don't want my headache to be completely wasted, I've spent the whole day writing a DEF file;
(http://img856.imageshack.us/img856/6308/2321lines.png)
180 Models to go in this one, then I have character models, textures and everything else left to do. Once I get some more models in I'll start work on the textures and start the map that goes with this (related to the earlier posted ground floor layout sketch) and give everyone a screenie.
Ramble: Again, I'm mostly posting to reinforce my motivation should I lose it and because my eyes and my head really hurt now. It also shows you that I am busy somewhere, I'm really getting into this project actually, to the point I even dream about it now and I've only done that on a few other projects, one was a cartoon I made in 2003 (you don't want to see it) and the other was a project I had to scrap due to the fact I simply didn't have enough resources to finish it, I hope this doesn't go the same way as it is likely the last project of this scale that I will ever take on single handedly - I assure you, this thing will be huge if I ever finish it.
@Micky C; Lookin' good.
(http://upload.wikimedia.org/wikipedia/en/thumb/1/10/Eggman_pose_29.jpg/250px-Eggman_pose_29.jpg)
QuoteThe only way to get to me is through the Sky Deck... hehehehe
(http://i734.photobucket.com/albums/ww345/crimic01/skydeck1.jpg)
Part of my map is a large ship that uses a combination of TROR, the door teleporter, and the skybox in order to give the impression of a true multilayered 3D flying ship, of which the early underbelly is shown.
There's also gonna be clouds and stuff passing by underneath so it looks even better :D
I wonder if the cannon will be present... Luckily I'm that fast in Sonic Adventure that it has never even tried to hit me - not that I have noticed anyway.
Anyhow, I'm gradually getting the hang of TROR, this is the first public release of media for this project - currently not saying what it is or anything, but Duke Nukem is NOT in it - the project is in early days still, but I am now at a point where I can begin level design. The first two shots are an area that is just taking shape, 3 TROR layers in use (There is a roof, just not sorted it out properly yet) and you would see a lot of this area in this thing, so I had better get on and do it properly, this is going to change a lot.
(http://img571.imageshack.us/img571/8477/shot3v.jpg)
(http://img35.imageshack.us/img35/5217/shot2yd.jpg)
This last shot is a room that is almost complete (except for another doorway and a window that need adding... Easy enough) gives you an idea what the mapping style and visuals are like. I'm using models from a few sources - if I don't have the right to do this the author can tell me and I will replace them, hopefully if I can finish the level and game code I will be able to get a moddeler and an artist to tweak a couple of things, but I can make acceptable placeholders myself if needs be.
(http://img163.imageshack.us/img163/3882/shot1h.jpg)
Some experienced mappers/modders might notice several stylistics, geometrics and design choices that allow them to determine several things about the gameplay mechanics this will be used with.
I am not ready to post this at Duke4.net yet, I'll wait until I get to Alpha stages to post anything there. Also, the DEF Files? Now over 5000 Lines just to get this far, probably more than double that left to do in CON code alone. :(
It looks pretty good. It doesn't look all that suited for shooting action, so I'm guessing some kind of adventure game?
And no the cannon won't be present ;D
Looks so sweet, High_Treason.
I'll guess this mod would take it's toll of our computers though ;D
Looks great, nice style.
(http://s008.radikal.ru/i303/1206/5a/540124f42914.jpg)
:-\
The atmosphere looks nice.
I would change a couple things though if it were me:
texture the front of the cinema with something else and use a sprite for the now playing sign instead of having it repeat 3 times
use a different texture for the sidewalks and use a sprite(s) for the star(s) instead of having whole sidewalks full of stars
just my opinion
...and align the wooden texture in the door frames.
Any working title for this map? ;)
Quote from: Forge on 18 June 2012, 18:05:10
The atmosphere looks nice.
I would change a couple things though if it were me:
texture the front of the cinema with something else and use a sprite for the now playing sign instead of having it repeat 3 times
Well, yeah, I actually wanted to, but forgot. But thank you :)
Quote from: Puritan on 18 June 2012, 18:46:01
...and align the wooden texture in the door frames.
Any working title for this map? ;)
grey lights
Nice classic look!
OMG CROSSPOSTING *hides*
(http://muse.thegovernment.net/city1.jpg)
(http://muse.thegovernment.net/city2.jpg)
No shading, just goofing off, I want to finish a map before school starts again.
I love it, especially with that sky.
Looks promising.
Keep it coming our way ;)
Quote from: Supertanker on 04 July 2012, 22:12:52
No shading, just goofing off, I want to finish a map before school starts again.
if this is goofing off, your more serious stuff is probably crazy good
Sweet Roch style, I miss that kind of maps. Looks very promising!!
dammit i lost internet connection for a few months, just wanted to say i haven't disappeared hehehe
progress goes steady on HPlovecraft map, but i've mostly been working on marsbase 2, and it's turning out pretty well so far... it has a similar textural feel to the first map but is much more expansive, i deliberately held back on the first map in order to make it rather claustrophobic but for marsbase2 i'm really 'stretching out'. instead of a dark and twisting secret base this next map will be more of a large transportation hub for the mars colony, and i also hope to include much more outdoor exploration as compared to LTTM
screenshots soon!
Quote from: reflex17 on 08 July 2012, 17:37:09
dammit i lost internet connection for a few months, just wanted to say i haven't disappeared hehehe
For a moment I started to get worried ;)
I'm very curious about your new maps, especially the sequel to Marsbase.
i hope to set your curiosity to rest! lately i've been trying to build as quickly as possible, i have so many plans for this episode and i really don't want it to die. marsbase 2 will be called "Delta Station Down" and the title alone holds the theme. It will be similar to the first in the way that most things are broken/under construction, i really like challenging the player to find their way through. where the first level required almost constant caution from the player because of pit traps etc. i want DSD to give more room to run around, getting more and more expansive as the level goes on. the balance between indoor/outdoor is something i consider quite heavily, and where the first map was 80/20 split i think the next one will be closer to 50/50 or so.
gotta go to work now but i have a day off tomorrow, i hope to get some screens up to give an idea of what it looks like :)
I'm currently available for beta-testing when it's at that stage. I have a knack for finding the unusual, but I would suggest a second opinion. Sometimes I miss the obvious.
2nd mars map is a few weeks away, but in the next few days i might need a beta-tester for the re-release of the first mars map, if you feel like doing that... if anyone else wants to test also, plz do send me a pm with your email addy and i'll toss it over when it's ready :)
Been a while since I showed any more of this off, but I just realised that both floors of the building are nearing 50% completion (I'd forgotten how much had changed, those old shots are very empty) - of course I still have the grounds and the basement to do... And more code. Did I mention that my desk is completely covered with maps and notes, project still isn't intimidating me but it's certaily larger than anything I've done single handedly before so I've decided that there's no harm taking long breaks from it, it drains me and my arms hurt when I use Mapster/Notepad for long periods of time now.
Firstly, nothing too remarkable on it's own, but I'm proud of it, I sat here for over an hour trying to figure out how to make this work with TROR, given that there was already a stack here. I'm not entirely sure I did it right as some renderbugs occur in the editor, but you can never look at the two offending walls in the game in a way that causes these so I'm gonna ignore them, there isn't anything here yet though, but this area will serve a significant purpose at some point.
(http://img690.imageshack.us/img690/1423/capt0008.jpg)
Secondly, the sitting room, nothing ever happens in here, it's just a room between two places (that hallway in the old shots - which has a few doors leading off it now - and the study.) and I am aware of the texture alignment in the upper right corner of the image. Aside from that I'd say this room is about done design-wise, of course I have to add a load of other crap in there (AI waypoints, effectors and other things that the player is never aware of).
(http://img69.imageshack.us/img69/2360/lmrss01.png)
That room might have some minor tweaks though, I'm trying to figure the right balance between details and not cramping the player. I have come up with a working solution which I suspect others may have employed in the past, the parameters just need fine tuning.
I'm glad you're finally getting the hang of TROR, and that room in the second shot could use a rug or some kind of carpet in the centre of the floor to give it depth and make it look less empty, then it should look about right.
WIP shots from mars base level 2, also i've thought a lot more about the storyline so the overall episode is now titled "Project Ares"
(click images to expand them slightly)
workshop for the repair and maintenance of transports
(http://i7.photobucket.com/albums/y275/scenery23/shop.jpg)
a view back to the outskirts of gamma base from down inside a martian valley
(http://i7.photobucket.com/albums/y275/scenery23/valles.jpg)
security checkpoint leading to a breakroom/locker area
(http://i7.photobucket.com/albums/y275/scenery23/check.jpg)
Oh my....my mouth is watering :o
Especially the second shot gives me the chills.
I know that something epic is headed our direction!
thankyou for your kind words, good sir! 'epic' is a word i always try to keep at the front of my mind when making a map, from now on if i get stuck and don't know what to build i will say to myself 'make something that puritan would think is awesome' lololol :D
I too look forward to exploring that red martian landscape :D
I'm taking a bit of a break from regular mapping, and temporarily moved onto something a little more abstract (and therefore refreshing). I'm making a level using Zykov Eddy's Quake TC demo.
These images are more recent than those at Duke4.net, and show about a third of the areas I've done. (Click to enlarge).
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-07-1617-27-40-42.jpg)
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-07-1617-27-48-80.jpg)
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-07-1617-28-47-19.jpg)
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-07-1617-29-30-85.jpg)
Nice to see some good looking and interesting maps and projects in the works
All in a day's work ;D
How the fuck I'm getting a solid, constant 30 frames per second here I'll never know..
The scene has little to no detail other than the castle itself, but it's a fairly large open area. I was going to add a bit of detail around the edges, but perhaps I'll skip that in favour of potentially having a higher fps. The darkness will conceal most of the empty area anyway, and it's not like the original Quake was very detailed.
(http://i734.photobucket.com/albums/ww345/crimic01/CASTLE.jpg)
Quote from: Micky C on 17 July 2012, 05:18:17
How the fuck I'm getting a solid, constant 30 frames per second here I'll never know..
.... but it's a fairly large open area.
There you have it ;)
(Looks like the torches are reflecting light from the nearby surfaces. That would be consuming resources)
Huh? I'm saying that it's really good! It is a large area and there are over a dozen large torch lights. I'm surprised the fps counter was that high. What I found strange is that when the door's closed, blocking off the green lights and the inside of the castle, it's still 30 fps, no difference.
If you thought I was complaining about the fps counter rather than praising it, you seriously underestimate the inefficiency of polymer ;)
It's 60 in other areas though which is good.
Aha.....
Haven't had my first cup of coffee at work yet ;D
Quote from: reflex17 on 16 July 2012, 01:37:44
thankyou for your kind words, good sir! 'epic' is a word i always try to keep at the front of my mind when making a map, from now on if i get stuck and don't know what to build i will say to myself 'make something that puritan would think is awesome' lololol :D
you're going to make a map full of fat chicks?
^ ;D
LOL
well, i can't do that NOW, i can't stand my work being so predictable hahaha
ONTOPIC: i'm currently working on the storyline, it's going kind of slow because i'm cross-referencing a lot with wikipedia for the sake of somewhat historic detail. the story for project: ares begins with the creation of life as we know it, and ends with the details of why and how duke ended up on that train. story will be epic too guaranteed! :D
Oh my...
Are you starting with the early single-celled organisms and ending with Mr.Nukem?
That would be quite a time span to fill in :o
exactly! like a timeline or point-by-point history of a certain subject i only concern myself with things that will directly affect the plot, so no explanation of continental drift, glaciers and why rain falls down instead of up - just for a few examples lol
i've spent a fair amount of time thinking of the story and it explains where humans and the reptile aliens in the game come from all the way up to why Duke is to be cloned and how the hell he got put in cryo-stasis in the first place - you think he would stand for that? hehehe
i am quite proud of the plot so far and i like to reward a patient person who wants a little more than 4 lines of text for the story - my main hope is that it adds depth and atmosphere to the experience of playing the level(s) as well. :)
Quote from: Forge on 17 July 2012, 18:43:33
Quote from: reflex17 on 16 July 2012, 01:37:44
thankyou for your kind words, good sir! 'epic' is a word i always try to keep at the front of my mind when making a map, from now on if i get stuck and don't know what to build i will say to myself 'make something that puritan would think is awesome' lololol :D
you're going to make a map full of fat chicks?
If we still have that quote of the day thing on the front page, I nominate this x1000000.
@reflex17, I don't know what any of that means but it sounds interesting.
@MickyC: You're probably going to think of me as an ass for this, but as a personal opinion, I feel you should instead be making a Quake map for Quake. While Eddy's TC is a neat replica on a technical level, it's still not Quake and the mapping community (http://www.celephais.net/board/) isn't exactly dead. Seeing more maps for the actual game would be nice.
The only thing I'd understand though is that using an editor you're familiar with will produce better results than learning a new one from scratch. But I feel my point still stands. Then again, you might learn another thing or two working with different tools.
In the end it is your decision, so I'll leave it at that and say no more.
Yeah it's ok as a technical curiosity but other than that the question should be "what's the point?".
What's the point? What's the point of any map? Maybe we should all give up right now. Mapping is just a fun hobby, which sometimes results in other people having fun as well when they play your finished product. If half a dozen people play this map and they all enjoy it, I'll be happy.
@Quakis; I see your point, and others have hinted that using other editors and making maps for other games comes in as handy experience, however I simply do not have the time to learn how to use a map editor all over again. One of the appeals of this project is that I can make progress with large relative speed. Maybe that's because I've gotten faster than I last tried making a map like this rather than the TC itself I don't know. I kind of wish I had this inspiration, speed and skill when working on my WGRealms 2 maps which are now quite old.
The other main thing that keeps me interested in mapping is always trying new stuff and seeing how far I can push the limits. In this case, I'm aiming for a simple, solid map with basic but highly practical use of TROR, combined with lighting to make an enjoyable map, with a secondary goal of emulating quake as closely as I can remember (which isn't much actually).
Besides, I'm making good progress, why stop? :D
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-07-2401-02-57-02.png)
These last months,i could not handle any project but now i 'm determined
Beside my mod,i'm workin' on a usermap attempting to finish it;it 's an extended version of the DM map : doomed duel.
I cannot promise anything about aesthetic but his gameplay will rock.
I will surely release it in 1-2 week.
[attachment deleted by admin]
How exactly do you connect gameplay with DM maps?
I've never touched DM, but I thought gameplay is more like a single player term.
Ouch,i 've missed something in my explanations :o
The map i'm working is a Solo-Coop map which is based on the "Doomed duel"map.
It will have for theme the video-game Doom :)
And to answer you,the duke match is rich and can have different gameplays.
The layout,the weaponry and items can give to a simple map multiple tactics and strategics .
But it 's true than people prefer largely just to have to shoot with RPG on every directions.
I had missed those two screenshots, looks very interesting. I don't recognize your name, have you released anything already?
Quote from: methy on 15 August 2012, 12:23:30
I had missed those two screenshots, looks very interesting. I don't recognize your name, have you released anything already?
How about going here (http://www.scent-88.com/mapbase/maps.html) and search by author? ;D
I haven't had much time for mapping lately, so I've decided to try to focus on my Quake map since it should be relatively easy to finish and get out of the way compared to my other projects.
I've had to resort to multitasking. I started working on it while watching the Expendables (1) for the first time, and I only got one room done, this chapel. Still, I like how it turned out so it's better than nothing.
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-08-1810-37-09-85.png)
little difficult to get the full effect of the room from the angle of the screen shot, but the ambiance looks interesting
Work resumed... for no particular reason.
(http://img222.imageshack.us/img222/8362/lmr6200.jpg)
Just starting on that room really and I'm not entirely happy with the look of it. Only a few more rooms to do and then it's on to the basement which is mostly black corridor and from there it'll be a long silence as everything else is code, models and graphics.
Edit: Oops... Should have posted this in the other "What are you working on" thread. Tough, it's here now, whaddaya gonna do 'bout it?
Quote from: High_Treason on 09 September 2012, 18:04:13
Edit: Oops... Should have posted this in the other "What are you working on" thread. Tough, it's here now, whaddaya gonna do 'bout it?
;D
>:( Damn you...
Something tells me I didn't think my cunning plan all the way through.
As part of my Serious Sam styled WGRealms episode, I'm remaking the Great Pyramid, and part of Grand Cathedral, plus a level segment loosely inspired by the Karnak level, and some random little bits and pieces in between.
So far here's my progress of the Great Pyramid. A spaceship flies over your head to the pyramid, then you go inside and the top opens up so you can see it above you as you fight the boss. How the boss fight turns out entirely depends on whether DT is willing to code a new boss/boss variant. Hopefully he will since I'm aiming for epicness and hopefully some conceptually grand design.
It was surprisingly easy getting the pyramid to open up (moving the sloped roof diagonally downwards) by using shrinking sectors. I had hoped that I would be able to actually get the whole thing to move instead of shrink however there's currently a limit in TROR that prevents me from constructing that with any effect.
(http://i734.photobucket.com/albums/ww345/crimic01/inside.png)(http://img.youtube.com/vi/lBPmvErSolc/0.jpg)
I'll probably tweak it to look a tad more like the original, but there's only so much I can do, and a 1-1 remake would be pointless anyway. Part of the reason I'm taking a lot of interest in this is because basing it on another game means I already know what gameplay and architecture to do, and given how it relies on gameplay and large architecture rather than actual detail to fill up the levels, I can actually build them pretty damn fast when I have time (although exams are coming up..)
Looks like a damn cool effect, that opening sequence :)
Some more pics:
(http://i734.photobucket.com/albums/ww345/crimic01/COOL.png)
(http://i734.photobucket.com/albums/ww345/crimic01/SAM.png)
I have posted about those in the other forum.
Regarding your previous shot, of that opening ceiling: It looks awful. I don´t know how much the opening effect constrains the design but generally huge scaled stuff in Duke never turn out well (unless you are Willam Gee).
Take it, please, as something constructive: watch that texture pattern repeating over and over! It will hurt everyone´s eyes! The edges, of a completely different texture, that doesn´t align to the shape also look ugly. The UFO looks good but the overall scene looks too noobish, even if the ceiling moves.
I know you're only working with a certain texture set, but it does kind of look dull, and the big bulky architecture and structures does make it seem very simplistic. Maybe if those pillars in the first shot weren't free-standing and were actually holding up a walking platform and a small section of overhanging roof, it might look better. I'm not sure what texture aligning Gambini was referring to, but in the second screen shot the blocks in the room the player is standing in don't match the blocks adjoining it at the hallway entrance and that looks kind of odd.
Not that I'm doing anything worth crap myself, but it's just my opinion
I was talking about this one:
Quotehttp://i734.photobucket.com/albums/ww345/crimic01/inside.png
I think the shot with the pillars looks very well.
ah! we were talking about different screen shots.
I don't know, there's something about that room with the pillars that just seems "off" to me. like it's missing something.
Yes it lacks a small waterfall from the top of the pillars to the pool (because it is a roman aqueduct!) and some ivy growing through the bricks.
That would be cool 8)
edit: i've never played serious sam (yea, I should be banned or something, right?) so I don't know if he's making replicas or not
I can see what Gambini means, although I don't completely agree with him. Maybe you can replace the texture with something more neutral or a less obvious pattern. Or maybe the texture should be broken up a bit, by adding some trimming and variety.
I like the conceptual grandness though, please keep the big scale and the effect. It's potentially epic.
The other 2 shots look very good to me.
@ Micky C
You like domes right.
Check out the first image in this article :
http://e24.no/eiendom/kaaret-til-europas-flotteste-bygg-i-betong/20292163
Phew haven't visited this thread in a while... here we go...
@Gambini, yeah I agree with you to some extent about that pyramid shot. Not to mention that the white fullbright pixels are particularly ugly. I've since added a fogpal to try to mask everything. (http://i734.photobucket.com/albums/ww345/crimic01/inside-1.png)
But the fullbright pixels still show.. I wish I could make the textures bigger, but I want those ones because they best resemble the hi-tech Sirian theme.
Btw, maybe I'll make an aquaduct/waterfall area as one of the future rooms, that would look pretty good... thanks :D
@Forge, Serious Sam revolves around killing large amounts of weak enemies in large, relatively simple environments typically thematically based on an ancient civilisation. The architecture is fairly basic and layout consists of a moderately linear series of interconnected rooms indoors, and open areas you can weave through outdoors. Therefore people will easily forgive the "simple" architecture here. Plus, the lighting here is awesome and my maps will try to focus more on the gameplay and the scale anyway.
I'll see what I can do about adding ivy to the walls, but I think the thing that's most missing is that the roof is flat and could use some slopes on the sides.
@Merlijn, I can't break up the pyramid due to how the effect works. Maybe I can break up the area around the sides, but the middle definitely needs to remain intact.
@Puritan, there's no way I can make that in eduke32 :P
Posting in the Mods section as this one relies heavily on TROR and only works with Polymer, which to guys around here is probably alien technology - I still get a DNR 8-Bit Only vibe around here, not saying that's a bad thing, part of what makes it worth being on both forums.
Anyway, you may be aware that 1. My bike is broken and 2. I haven't been very well. So, in this time, I couldn't concentrate enough to get much done (besides cobbling together Exterminate (http://forums.duke4.net/topic/5850-exterminate-release/) (A joke mod) in a few hours) so I decided to start a side project to my side projects. ???
(http://img832.imageshack.us/img832/3414/newboardc.png)
I was working on another map called "Riverside Copyright Infringement" which may yet see the light of day, but right now I'm not fussed about it. Currently this map is "Stoneledge Prison" though that may change, I'm trying a lot of new techniques this time, I want it to feel a bit like an old map and have it centre more on puzzle solving than my usual work, I've already come up with some nasty ones so I expect you all to get rather annoyed with it if you didn't like the six switch thing in my spaceport map. The location is a prison out at sea, there's a stupid backstory I invented too in case I get this done.
And I hate working with TROR, don't know why I do it.
The half top looks quite good. The half bottom looks quite bland.
Looks good. A bit gray perhaps but it's a prison so I don't really mind it to be honest. For some odd reason it reminds me of the first level from Unreal... ???
Quote from: High_Treason on 11 November 2012, 06:35:40
Posting in the Mods section as this one relies heavily on TROR and only works with Polymer, which to guys around here is probably alien technology
I'll be sure MickyC, Mike Norvak & pbolduc get banned so that statement is true
Quote
I still get a DNR 8-Bit Only vibe around here, not saying that's a bad thing, part of what makes it worth being on both forums.
This is a forum where talking about maps from all time periods is a bit more welcome than it is at that "other" forum. It just so happens that more non-polymer & non-HRP maps exist so those get talked about the most. I'm personally not biased; if I can play it then I can review and upload it. Unfortunately Puritan's current rig can't handle some of the requirements for a few of these latest releases so it falls on me to review them, and I haven't turned one away yet that I'm aware of. I'm inclined to think Puritan prefers the old over the new, but he still hosts the latest and greatest of maps that come across his hard drive.
Those are the facts, but I'm glad that this site gives out an old school vibe.
As for the screen shot; due to the angle from which it was taken I'd have to agree with Gambini's comments. Doesn't look like there's alot going on at ground level.
Yeah, we upload anything related to Duke Nukem 3D.
But as I stated in the Site News & Feedback board ( About large files) we will not host total conversions with hundreds of MB's as of yet.
Having said that: We're now close to 400 maps / mods hosted. Me and Forge agree about that we should have at least 600.
When we've reached about 600 maps/mods it will be possible to host larger files as I have quite a few GB's of free space available on our server.
By the time we reach 600 maybe the new WG Realms will be released.
I re-read what I posted and I wasn't trying to sound like an dictatorial jackass as if, "this is it, and this is final", but it came out that way. Sorry. I suppose this site has an old school atmosphere because that's what is encouraged. We appreciate the old maps and projects and don't like to see them lost and forgotten.
No one gets turned away, but the type of people that are attracted to this site is narrow. It's difficult for people who enjoy polymer and tror to have conversations about those topics because there are only a handful of members here who still map, and even fewer who use those updated options.
On a sour note we also don't attract what I call "glory hound mappers" which is encouraged by that other forum. Those are the people who make small sections of a map and take screen shots to post on a forum so they can receive praises and ass kisses. This is magnified at the other site because of the reputation system. Those people get their ego boosts and get points for taking nice pictures. Since they never actually release anything they would only be tolerated at this site for so long before they started receiving "harassment" to actually release something.
I'm going to have to ban myself for going on an off topic rant :P
LMAO... I just came from "that other site" to get your oldschool hardknocks opinion on my map. Here is the post from D4.
QuoteI've got this abomination on my hard drive. It's all nine levels from DOOM 1 Episode 1 Knee Deep in the Dead, all rolled up into one map, converted to run with WGR2 Seige Breaker. Have I got your attention? Want to beta test this with me? I just finished a run through the gauntlet and am going to spend another few hours in mapster tonight then it'll be ready for another test run. Post here or PM me if you're interested.
Anyways, I'm terribly guilty of some "glory hound screenshots" +1000000 rep for me for all time happiest person alive :P Now anybody else got demons to kill? PM me if you dare run the gauntlet.
I can't find the Duke4.net post or the map.
Btw, I bet that level has some really simple architecture, so you might be able to fill it up with some nice looking polymer lights without ruining the gameplay.
Micky, the maps going through another night of editing here before I pass it out for more testing. I'll send you the link. As for adding lights, the map is for WGR2 as released, which means no lights cause polymer didn't work. (ya DT fixed it for us and could write a patch I guess but this map really suits the classic renderer. You've played it man, there are no slopes and only ceiling doors, I'm not adding lights)
Suited for the classic renderer?
My little screenshot begs to differ ;)
It's actually more like 70fps, polymer is always slower in mapster.
(http://i734.photobucket.com/albums/ww345/crimic01/doom.png)
You are a polymer stubborn person. Aren´t you Micky? No offence but I don´t think those lights make that area specially interesting. There´s too much contrast between dark and bright points.
Quote from: Drek on 14 November 2012, 23:49:10
Now anybody else got demons to kill? PM me if you dare run the gauntlet.
under normal circumstances I'd be more than happy to beta-test a project, but I've been pretty preoccupied with medical issues and getting things done around the property before the weather gets bad enough to drive me indoors. As it is I'm slacking on a couple projects that have been recently released and need to be reviewed and submitted, but I do look forward to playing the final version. The TC itself is entirely too large to host, but a single map shouldn't be an issue.
Quote from: Gambini on 15 November 2012, 01:46:07
You are a polymer stubborn person. Aren´t you Micky? No offence but I don´t think those lights make that area specially interesting. There´s too much contrast between dark and bright points.
Ok we'll see what the final version looks like. The one I had there was an extremely early version with no shading, and the polymer lights did help a lot there, but I'm sure Drek has since added the proper sector shading.
It doesn't look that bad does it? I mean it makes it look a lot more colourful and high tech compared to no polymer lights, at least in my version. And the map can be made less dark to change the contrast.
Didn´t see the original map, so i can´t be objetive but... It´s that old argument again. If i were to sector shade that area it would look much different what it looks with those lights.
Well I hate to disappoint you Gambini, but the polymerisation is already well underway ;)
Don't worry though it won't interfere with classic or polymost.
Ok this is the only screenshot I'm giving until it's released, so you better like it! I'm not putting any pics up at Duke4.net. I love the way the colours blend together to make smooth gradients.
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-11-2922-55-10-61.png)
That lighting reminds of Unreal. Architecture is a bit more basic though.
I think the lighting looks pretty decent, but I believe this is some doom level remake, so the architecture is going to be pretty simple.
Quote from: MSandt on 29 November 2012, 14:50:08
That lighting reminds of Unreal.
Yeah, I had the same thought -- very reminiscent of Unreal which had some strong lighting with a lot of saturation. Pretty cool stuff.
@Micky C: If you want my, so difficult to earn, seal of approval :P you better explain me where all those lights come from. But yeah, to what colors blending is concerned, it looks very cool.
The lights are coming from "light bugs". If you look closely, there are little sprites in the air, they fly around slowly, and their lights follow them, so in this room at least the coloured light move around constantly creating new blends which is an interesting effect.
I suppose the lighting is a bit like unreal in that it's quite strong and colourful. Green slime glows green and projects an animated green texture over the ceiling, and the same for lava with orange. And there are coloured flickering lights everywhere. It gives the map and its fairly repetitive textures some nice variety.
Oh lightbugs! Neat! I was going to suggest them but somehow I forgot lights could be attached to anything. Framerate must be terrible though, like one frame per day or something.
I spent a lot of time and energy optimising the lights. I didn't compromise with light coverage, but I did things like splitting up sectors, and removing the shadows from spotlights and cutting the sectors behind corners and pillars to simulate shadows. Not to mention putting in extra ceiling doors. As a result, the frame rate is anywhere between about 35 and 100 for me (average of 45 I'd say) ;D
The real problem with frame rate is that there is a LOT of blood and gore that hangs around when you kill enemies, and all the sprites interacting with all the lights slashes the frame rate down to nothing. Luckily there's an option to remove 90% of the gore, and make it so the gore doesn't stick around, which ensures a constantly smooth frame rate.
Quote from: Micky C on 30 November 2012, 00:38:04
The lights are coming from "light bugs". ..
You mean like fireflies?
I guess so. It was originally a Dukeplus effect but it's also in WGRealms 2. They're little coloured sprites that fly around and emit a polymer light their own colour.
So I was looking at the beta testers for the polymer Doom thing me and Drek are working on, and to my knowledge none of them are mappers, at least not active ones.
It's completely polymerized, and in a day or two the new final boss should be ready, and at that point, would any of the mappers here like to beta test?
Edit: I realize this might not be the most polymer-friendly forum to ask in but it's better than nothing :P
There's also a classic/polymost version that requires separate testing for those interested.
The boss hates the eye candy, but still hosts it. So who do you think plays it and gives it a review? I'm impartial. Duke3D is Duke3D, and polymer is just another mod to me.
As for beta-testing; I can put mapster away for a bit and use my free time for this instead, but keep in mind I'm getting out of the business of reviewing projects that I participated in/beta-tested. I've had trouble in the past separating my enthusiasm from my impartiality when it came to reviewing things that I was given the honor by the mapper in asking for my opinion prior to its release.
I can afford to wait for a day or so and see if anyone else volunteers.
The project probably doesn't quite need a mapper tester as much as regular maps since geometry-wise it is almost identical to the first episode of doom and hence detail, architecture, trimming and all that don't really apply. However mappers tend to have a sharp eye for texture misalignments and all that jazz.
I'm just going to drop this here:
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-12-1715-04-35-16_zpsa4871628.png)
That looks very good. A quick improvement suggestion that comes to my mind is adding to that carpet some blue borders and make it so it doesn´t cover the whole floor. Take this silly example: From the outside walls, make it like one meter of wooden floor, then another meter of blue carpet, then the red carpet as the center. That will make it look a lot better. Something like this:
X= wooden floor
O= Blue Carpet
M= Red carpet
XXXXXXXXXXXXXX
XOOOOOOOOOOOX
XOMMMMMMMMOX
XOMMMMMMMMOX
XOMMMMMMMMOX
XOOOOOOOOOOOX
XXXXXXXXXXXXXX
And add some damn pillars, for that second floor. it´s impossible such construction would stand on foot without them.
The outer area is already covered with stone. I think it looks better than floor boards there, but I'll think about the blue carpet. And somebody already suggested the pillars (although it could be a magic castle that can never collapse, like Isengard :P )
But when Gambini likes something done in polymer, you know it's got to be good ;D
I should probably make a "what random stuff is Micky working on" thread.
I've ripped a handful of useful textures from Serious Sam The First Encounter for WGRealms 2 and they are a miracle for the egyptian feel.
(http://i734.photobucket.com/albums/ww345/crimic01/mapster322012-12-1921-59-19-89_zpsa3ae7924.png)
Compare this with an older version of the map:
(http://i734.photobucket.com/albums/ww345/crimic01/mapster322012-12-1922-09-09-21_zpsf3a85b38.png)
That's a huge improvement. I've always thought it, but good texture choices and alignment can make all the difference, even with simple geometry.
Well, looks at least as good as the real serious sam to me.
As for me, I've scrapped my first two clock designs (though they did work) and am now using design version 2.5.
(http://img839.imageshack.us/img839/5322/duke0013.png)
This is a 24 Hour clock, an hour and 40 minutes in it is only a second off (which is mostly from it's start-up time). It uses no additional CON Code. As two hours go by, the inaccuracy is catching up with it though;
(http://img600.imageshack.us/img600/9194/duke0016.png)
It is a very complex (though less so than design MK1 and MK2.0) device requiring all of the red circled area to operate. I selected the area right RShift so it shows sprites.
(http://img818.imageshack.us/img818/2013/capt0009.png)
The other areas you see above the red circle control things in the areas below it. There is a working 8-Story elevator among other things. They don't yet have a map to go into, but I'm formulating ideas. The clock can be used to trigger almost anything (originally a sound every 15 mins and muzak every hour) at set times, I will be using this clock and likely the elevator in my next map. On a final note, the clock is, by extension, capable of counting days, months, years and damn near anything I want.
Hmmm....the 8-Story elevator is not an elevator but "elevator transport" with multiple SE 17's, right?
And with unique hitags?
That has been done in maps the last 10-12 years.
Almost. The magic actually happens in the small area outside the elevator door, you're effectively just selecting an SE7 to use, which takes you to an SE23. You can select any floor at any time, they don't have to be done in order.
If you use that clock in your next map, I´d say you could resign the hours counter, as: Who plays a map for more than an hour anyway?
But cool anyways. I´m an enthusiast of complex effects. Just be sure to apply it in an interesting way.
Underground Mayan civilisation based map that involves lots of exploration, puzzle solving, jump pads/jump boots/reverse gravity? Yes please!
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-12-2323-14-32-26_zpsff4e2e3c.png)
Quote from: Micky C on 23 December 2012, 07:14:27
Edit: Don't worry Forge, I took away that rep point you got for the thread :)
Ah, the best things in life are pointless.
aahhhaaha! we got jokes! ;D
earth called me. i called them back and left a message, but they never returned the call
maybe instead of working on tror you should be re-writing your quick mapping guide for the proper use of "n" ;)
edit: btw, there's another post in that map release thread you forgot to "fix"
so what exactly is that a screenshot of? it looks like a pyramid on the ceiling, but it could be an underwater picture as well.
I really like the shot with the piramids on the last page, Micky. The new textures are indeed a huge improvement, looks very nice! :)
Thanks Merlijn. If you're referring specifically to the pyramids in the background, they're actually models! (I know what you're thinking, "why not just make them out of sectors? It's very easy", well models render faster in polymer and it's also faster to place them in maps.)
@Forge: Do people actually read my speed mapping guide? I remember I was supposed to update it with something else, and maybe improve the formatting, but I can't remember what it was.
Perhaps this photo will clear things up for you. It's of the exact same area. Re-read my original post with the picture again and hopefully it'll click ;)
(http://i734.photobucket.com/albums/ww345/crimic01/mapster322012-12-2323-01-42-97_zps62c6e3c5.png)
Dunno, but I'm thinking of Alien versus Predator.
Doh, ok I'll give some background information. Like the photos I posted on the last page, this is from my WGRealms 2 Serious Sam episode. This level(s?) will have a mayan theme, and the first shot of it I posted was with gravity reversed and Duke walking on the ceiling, which he will have to do to get to the highest platform with the pyramid in the second shot.
Well, I don't have enough ideas to make a map yet so I have put the clock, elevator and other things in my parts folder (is it wrong that I plan to copy/paste the effects into a map when I have one?) then resumed work on my TC. I implemented the basics of an inventory system;
(http://img825.imageshack.us/img825/9835/duke0004.png)
It displays when the crosshair is on (now a blank time) - I figured this was a decent idea as it reduces how much code has to be written and there is no need for the crosshair in a game that has third person cameras and non-existent combat (save for the character's ability to kick in boss fights) - the weapon keys select the item to use, they will still work when the inventory is not displaying (much like the M key ususally does for example).
Edit: I also meant to point out that I have devised a door system which boosts the framerate a lot (the game drew behind doors previously) and also those icons will probably be replaced with better ones.
Close enough. Still might work on it some more. Needs a bit of shading too.
(http://www.xbitlabs.com/images/video/fx5900-r9800/sc_ss2_1.jpg)
(http://i734.photobucket.com/albums/ww345/crimic01/timetable2013_zps83bcdb11.png)
agree that it needs some more shading. my personal opinion: I don't particularly care for the skybox in the first shot.
I've made it darker, changed the skybox and gave it shading. However, no shadows yet. Not sure if I'll even add shadows, they'll be a pain to add if I do and they won't be very realistic.
The skybox in the first shot? But that's the original game. It looks better in-game (and is animated iirc)
Quote from: Micky C on 06 January 2013, 13:17:08
Close enough. Still might work on it some more. Needs a bit of shading too.
(http://www.xbitlabs.com/images/video/fx5900-r9800/sc_ss2_1.jpg)
(http://i734.photobucket.com/albums/ww345/crimic01/timetable2013_zps83bcdb11.png)
you could get away without sector shading, but it would help with depth to have offsetting wall shading
i never played serious sam, so i don't know the skyboxes or anything else about the game. doesn't matter if it's original, it doesn't seem to fit what going on at ground level.
This room has a level of detail that makes the original 3DR levels look like It Lives, but the lighting really gives it atmosphere. There's no enemies in there so no need to worry about the darkness too much.
(http://i734.photobucket.com/albums/ww345/crimic01/GENERATOR_zpscebe9324.jpg)
Work progressing on "Duke R" sidescroller project. Almost finished the first episode and it shouldn't take too long to actually get it finished as the levels are small and have very little detail.
(http://img839.imageshack.us/img839/5727/duke0003.png)
Things to note in the screenshot;
- The numbers at the top left are debug info, they won't be there.
- The Up/Down displaying near the numbers appears when you can select a direction, such as for stairs or doorways in the background/foreground.
- It's a Polymer Only mod, but framerates are good (>100fps) due to not having to display much.
I shall likely make a release once the first episode is finished, just to see wether it is worth my time completing all four episodes. The levels are small and fairly easy to make though and there are only three or four per episode. I shall also release documentation to the effects in the mod so that others could potentially make levels for it.
I recently got oldskool cutscenes working, like the ones from Duke Nukem 1 and 2, these play a vital role in getting the story accross to the player.
@high treason - looks pretty cool. I lost all my Duke side-scrollers in a tragic skiing accident, so that project will make a nice replacement
@micky - all black walls and one brighter wall with a couple points of light up by the ceiling is atmosphere? of what, your basement where you keep people hostage in a pit, or gambini's closet?
(both equally scary in my opinion)
I think the projected textures make it look pretty nice.
@High Treason, I hope the weapons and health are changed to be more like in Duke 1 and 2; I don't think Duke 3D's vanilla gameplay will fit in very well in a side-scroller environment.
i was only teasing
but the screenshot is too dark to see much of anything. i can barely make out the windows let alone any pattern in shadow being projected on the wall
@Forge; I wouldn't get your hopes up too much, it isn't likely to be anything special, it's more of a novelty mod.
@MickyC; I've been working on that, getting the regular enemies to behave is a tedious task, they walked off the track a lot at first (so you couldn't shoot them but they shot you) but I fixed that (get x at load, set it back if changed), I also implemented the default laser from DN2 but it doesn't damage them, I spent weeks trying to figure it out but I think I might have overlooked the use of "ifhitweapon" - provided I get it working there should be at least the default laser and the blue laser in the first episode though they won't ever behave quite like the ones from DN2. I'm not likely to tweak the health system though as I find it works well enough although item boxes are intended to make an appearence.
Now I'll post here anything about my mapping project, considering it's a more suitable thread for that kind of maps after some remarks about that.
I've got hereunder the screenshot of a crane structure. This time, I don't know what it worths, I just can't feel it so real... So I'm doing a little poll to know what's your feeling on this (like it or not ?). It's not finished yet but it gives a good idea of what it looks :
[attachment deleted by admin]
I like it as it is, I´d only add some vertical beams to the "legs" so it doesn´t collapse when a heavy container is charging much on one side. I´d also add diagonal supports pointing outside to those legs but that may be impossible if you are using original assets only.
with spriteworks maybe... it's still in the R&D phase, I'm studying this thing...
Some progress today, I decided to spent some hours on it. Here is how the cranes looks like finally :
[attachment deleted by admin]
You make the HRP look great David!!!
many thanks, I'll proove we can do incredible things with it.
nice structures. some shadows on the ground would really make that area look good
I like how it doesn't look too high resolution, pixels are visible well enough so that it looks like the original game. :D
As I see that releases are scarce these days, I'm giving some hopes with new detailed shots... as a promise there still will be ambitious and original releases for the game.
This time, the mapping is done in a proper style, far from any 3DRealms architecture levels.
I've been working on & off (mostly off as you'll guess) on this project for five months now. Some hours here and there, the two maps episode will be soon finished anyway... slowly but steadily. The following pics of the docks are taken from the second map.
I rarely posted shots from the first map, which is totally finished and remains a surprise until the end.
[attachment deleted by admin]
Amazing shots, David :)
Somehow reminds me a little of Half-Life 2 environment.
A lot of FPS game inspired me and gave some ideas.
But, for sure, the famous "Black Mesa" containers and these ones are somewhat related ;) ...and I was obliged to create them for such a theme (harbour).
You have a good eye.
I wonder how that´s going to look without the HRP. Your previous map (that school) looked very well without it.
I need to play this!!!! (and before Gambini comes with obscene comments I mean I need to play the map!)
Sure it looks great without HRP as well.
Classic mode ? Why not, but...
Well... To give an example, the tile I have choosen for the sky has a weird behaviour in classic mode, moving in all directions (I really mean animated !). In high resolution, this tile is working properly. So it's just one example of what could occur when this mode is selected instead.
In fact, it quickly becomes tedious to work with every modes when mapping, and make it work with everything. That's why I've made a choice, and both maps will be suitable either with Polymer or at least a high resolution mode.
I won't say the maps wouldn't work in classic, but I'd rather WARN this is not intended for... and therefore weird things will sometimes happen. I anticipate any anomalies will be subsequently misintrepreted as bugs, so I don't like it that much. But it's true that, and especially with the first map, some areas - even with classic mode - still look great.
Hereunder how it looks in software mode, and at the same occasion an anomaly case :
[attachment deleted by admin]
One of the few cases where a map looks better with the HRP!
I know exactly how it feels doing a map with some specific settings in mind to then seeing how it´s played with completely different settings. But IMO it doesn´t hurt anyone if you try to fix little issues like that, even for unsuported modes. Well that´s what I do at least with my maps. I, by no means, want them to be played with anything else than what i recommend. But understanding how most players will just play it the way they like the most. I always do things to enhace their experience as much as possible.
If I recall correct, that sky issue can be fixed by using only one sky texture in the whole map. Maybe you forgot a sector with a previous sky you tested? It´s also important that all sky sectors have the same panning value.
those look incredible. well done 8)
i prefer classic, but i'll play whatever is recommended
it's annoying when you recommend a mode or to play without mods like dukeplus and people still go against what you say then complain about compatibility issues or things not looking right
Quote from: Gambini on 08 March 2013, 23:30:55
If I recall correct, that sky issue can be fixed by using only one sky texture in the whole map. Maybe you forgot a sector with a previous sky you tested?
I'm going to check that, many thanks.
Quote from: David B. on 10 March 2013, 13:09:27
Quote from: Gambini on 08 March 2013, 23:30:55
If I recall correct, that sky issue can be fixed by using only one sky texture in the whole map. Maybe you forgot a sector with a previous sky you tested?
I'm going to check that, many thanks.
After having set up the same tile, same pan & same shade in every sectors of the sky, the problem still remains in the old mode.
So I regret the chances are pretty slim the map could be suitable for classic mode.
well if gambini isn't busy, send him a copy for beta-testing when the time comes. he might be able to "fix" it
Does resetting the sky textures with the '/' key not fix it? (referring to my qwerty keyboard) Usually works for me, would seem odd if even that doesn't solve the issue...
Quote from: Forge on 16 March 2013, 15:45:26
well if gambini isn't busy, send him a copy for beta-testing when the time comes. he might be able to "fix" it
Why not ? I'm not lazy but nothing I know seems to fix this trivial problem in order to make the map suitable also for classic mode, which would be an advantage for some players. Therefore if Gambini /or someone agrees, it's not a problem for me to send it when the time for beta-testing will come.
Quote from: quakis on 16 March 2013, 16:00:29
Does resetting the sky textures with the '/' key not fix it? (referring to my qwerty keyboard) Usually works for me, would seem odd if even that doesn't solve the issue...
It doesn't, I tried "/" key on azerty keyboard, but normally this key is only operating to fix walls texturing, not horizontal surfaces (referring to how my config actually works). Some history, I noticed the problem from the early beginning ; I started the map from a scratch, and as soon as there were but two sectors in the map, that sky began to bug in classic mode. Then I thought about another tile choice, but it wasn't suitable with the sea scenery - showing a break with the sea.
No problem on checking it, send it when you feel ready.
I know the problem by first hand because my map Rush2k uses the same sky and had the same problem. But i sorted the problem 11 years ago. And what I did, kind of slipped out of my mind.. :P
Ok then, many thanks.
I was just messing around in mapster then realized that the scene I made looks quite a bit like that lift area in DNF when you're rising up to the top of the Lady Killer hotel to fight the mothership.
(http://i734.photobucket.com/albums/ww345/crimic01/photo2_zps55500f29.png)
I've been keeping an eye on the forums while visiting and staying in the Philippines. The plane ride sucked! No one should ever have to experience riding on a plane for 14 hrs its not fun.
I just want to say Micky that screenshot is awesome I hope you find a map to put that in and David keep up the great work. You guys really have a knack for adding so much environment and realism to these Duke maps. I wish I had that sort of eye when it comes to realism & detailing. Anyway, when I return to mapping I plan on spending more time at scent-88 site instead of at the duke4.net forums. I have found there are a few people there that seem to ruin threads and I've noticed that attitude doesn't exist here which is really refreshing.
I'm looking forward to joining this community more exclusively then before. Take care guys and talk to you all in late April when I return home after which i'll resume my projects and I'll be keen to working with someone on a new City Eduke map if anyone is interested. Oh if anyone cares to know the reason why I am so far from home is because My wedding is coming up April 7th here in the Philippines! Amazing women is this country. =)
Man, you're far away ;D
Congratulations with your upcoming wedding!
And thanks for your kind words.
Congratulations Paul.
I'm also glad to hear you appreciate this forum and pay attention, I have the same feeling about friendliness of those coming here and I don't often see interesting news on other forums without to name it... or so rarely. My next (awesome ::)) map will be released first here, so stay tuned.
Quote from: pbolduc on 24 March 2013, 15:41:21
Oh if anyone cares to know the reason why I am so far from home is because My wedding is coming up April 7th here in the Philippines! Amazing women is this country. =)
it's a trap!
OMG!
http://www.youtube.com/watch?v=FqBJ7iX5a-o&fmt=6
I have high expectations for that...
Is this for real ? or a 1st april prank ?
Yeah it's real, it's just unfortunate that the source code release was on April first.
I remember when Gambini wanted some help with a little TROR section, and he stripped the room of anything that would resemble DNF to keep the room's intention secret, but after 30 seconds of examining the game geometry it struck me what it was, and now that area is in the trailer 8)
hehe yeah I blushed when you said "you´re doing DNF". I don´t know if you believed the tall story I improvised to dissuade you. But I had to keep the secret to all cost. :D
I can't remember what the story was, but IIRC you said it was a simple easter egg in some random map, and I actually believed that. Or at least I wasn't expecting a whopping huge mod with new art/sounds/code let alone an episode.
Quote from: Gambini on 02 April 2013, 10:36:54
OMG!
http://www.youtube.com/watch?v=FqBJ7iX5a-o&fmt=6
so. can i play this using hrp and polymer?
Yes, both things together specially.
lmao!
i'm going to quote this in the future and use it as an excuse to make a big drawn out annoying bug report in the release thread
what's the weight of this project? be nice if it was small enough to be hosted here
Quote from: Gambini on 02 April 2013, 10:36:54
OMG!
http://www.youtube.com/watch?v=FqBJ7iX5a-o&fmt=6
that's pretty fucking fantastic. before i even noticed that it was you who posted the link, i clicked it and after the first ten seconds of the mod footage i could tell some of the design elements were your work, it just screamed your style so bad. looking forward to this, pretty badly
Not to pretend that people expects from me the most awesome stuff, but the most impressive map of the project -and maybe one of the most impressives of all time- hasn´t been done by me.
Quotewhat's the weight of this project? be nice if it was small enough to be hosted here
Nowhere as big as the AMC TC or WGR2 but neither small like Metropolitan Mayhem. We are not sure about it´s size yet.
I've bought a few more GB's of server space as of lately.
I think this project looks really "Duke" so I will host it no matter size (within reasonable limits). ;)
woohoo!
there you go Gambini add in all the extra art and sound files you've been holding in reserve. "reasonable" is relative, not absolute. no limits 8)
Ok, we´re going to put lot of crap inside to make it weight a couple of GBs! :)
My aknowledge of Mr Gallo tells me otherwise ;)
Quote from: Gambini on 02 April 2013, 10:36:54
OMG!
http://www.youtube.com/watch?v=FqBJ7iX5a-o&fmt=6
Wow! That looks great, I'm really looking forward to that. The Las Vegas sections look like they're going to be a blast.
So, Gambini, I know you've almost finished and everything, but why not recreate it in the Unity engine instead? It has some pretty great visuals :)
Hope you´re kidding. If any, the other engine I master is Source.
Yeah, I just said that to mock the guy who suggested Unreal 1 over at Duke4.net
you would think the guy who executed a pretty funny prank with a c&d could tell when someone is pulling his leg
I finally feel like the completion of my AMC TC map is within reach. There's still a fair amount of work to be done, but the vast majority of level geometry is finished, and mostly just requires minor details, polishing, shading in some areas, and gameplay. This map was incredibly ambitious with its large scale TROR unprecedented in software, although in hind sight I really should have used sprites, door teleport effects, and other tricks to emulate the same thing.
It's a flying battlecruiser. Effectively an army base in the air. Although for some reason the crew have gone missing...
(http://i734.photobucket.com/albums/ww345/crimic01/Untitled-6_zps27fe886e.png)
battlestar galactica
Micky, that sneak peek of your new upcoming map is amazing. I can't wait to try this out even if it means I need to mod my duke installation which I'm not a fan of. I love the looks of this map! I can't wait to get back to mapping myself its been so long i'm going through mapster withdrawls. =)
Don't get too excited, I had to drop or change a lot of cool stuff I had planned. Mostly due to the wall limit.
Quote from: Gambini on 02 April 2013, 10:36:54
OMG!
http://www.youtube.com/watch?v=FqBJ7iX5a-o&fmt=6
It's an april fools hoax, you guys suck >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( ;D
My first attempt at a train/tram.
(http://i734.photobucket.com/albums/ww345/crimic01/Untitled-6_zps3822e1ad.jpg) (http://s734.photobucket.com/user/crimic01/media/Untitled-6_zps3822e1ad.jpg.html)
Nice man! Looking very good! Should I ask what is it for? :P
Looks very good! I see custom textures, so I guess it's either for DNF or for the AMC tc?
Yeah that's right, it's for the AMC TC. (Sorry Davox :P )
It's loosely inspired by the train in level 1 of Shadow Warrior. I'd always been disappointed that you couldn't fight along that train.
In those times of exaltation, I'm posting some new screenshots about my incoming 2-maps episode. The release time is now approaching with a 1.5 Mo project (+30Mo sounds & music package joined with) and more than 25000 walls into two large maps. The first image shows a subway station; the second one give a preview of an industrial part localised in the second map. But I won't tell more for the moment. The beast is coming...
[attachment deleted by admin]
Eeeexcellent man!
I wish I could show what I'm doing but for the first time I want people to just play the maps and not show screenshots all the time.
Quote from: David B. on 14 June 2013, 22:51:51
In those times of exaltation, I'm posting some new screenshots
both shots. construction & texturing look real good. like the ambiance; especially the second shot
1st shot - lots of light fixtures, but the shading seems spotty - like some walls should be darker than others in relation to where the light fixtures are
i.e. @ the top of the stairs the "fronts" of the trimming pillars seem like they should be lighter than the wall & the "sides" should be darker. there are several instances i can see throughout the picture.
2nd shot - what's wrong with the sky at the far left? it looks more "pixelated" or "stretched" than the center of the sky. i like how it looks all dilapidated and dirty. the busted out window panes are a nice touch, but the area seems a little too "empty". most old abandoned warehouses and rail loading docks usually have a bunch of crap and trash scattered around.
just my nitpicky observations/opinions. take 'em for what they're worth
Very nice use of HRP textures.
Those shots look great David, definitly looking forward to playing it.
here's a shot of a map me and Micky are working on together for the AMC TC episode 2, development has been pretty hush-hush but this map is too cool not to show off :)
(http://img.photobucket.com/albums/v321/Jstanf35/PAGODA.jpg)
Yeah that shot is pretty awesome, I was mighty tempted to post it here myself!
Awesome guys :D
Wow, so those layers are all TROR? Looks great guys! 8)
Nitpick; Shouldn't the next stack get smaller on each floor? Might improve the visuals even further and feel more authentic. Just feels too much like a 'block' for that kind of building. This assuming the layout on each floor isn't already complete.
I think like quakis but didn't want to ruin the mood :P Yes the roof has to be like one of those japanese buildings :P
If there were rep points in this forum, I would have upvoted Quakis´ post :P
I looked up on google and in fact a lot of buildings are like the screenshot! it's just that they have a bit more separation between each "roof".
(http://farm5.staticflickr.com/4042/4331254285_97e2e1cd47.jpg)
Will you people stop posting so I can give an explanation :P
Yes Merlijn it uses TROR for the architecture, 8 layers. Episode 2 makes heavier use of TROR than episode 1. But you'll have to play it to see ;)
Ideally yes they would probably get a bit smaller as it goes up, BUT it's just not practical.
1) it's much, much easier and faster to build it like this because it can use copy/paste.
2) it would use up a lot more walls
3) it would be much more complicated and therefore probably have tonnes of graphical glitches. I had to backflip through flaming hoops to get it as stable as it is, and even now it's not 100% perfect, but it's pretty close.
4) it would in real life also be taller and thinner but TROR in classic is restricted to 8 layers at the moment. So if we can't make it 100% authentic I think we can save ourselves a lot of work and settle with what we have. It's never going to be truely authentic in build anyway.
Points 1 and 3 are the main ones. With 3 being the biggest.
Edit: see it's not that off after all. Although it does have a big building at the base.
Leave it as it is, it looks wonderful with the trees and such :D
Regarding a new 2-maps episode I have just finished, I would need a second beta tester for Polymost so I get another opinion about gameplay or whatsoever.
The two levels are a little big together, so if someone is interested and have enough time then just email me.
Quote from: David B. on 03 July 2013, 12:58:15
Regarding a new 2-maps episode I have just finished, I would need a second beta tester for Polymost so I get another opinion about gameplay or whatsoever.
The two levels are a little big together, so if someone is interested and have enough time then just email me.
If you're willing to wait until the weekend I can do that. Great to hear you've finished btw :D
Maybe if you get someone else to betatest in the meantime, I can go through with a fine tooth comb and catch everything s/he missed.
It's already finished 2 weeks ago, so yes I could wait for the week-end.
Thanks ;)
I could test it for you if you want.
You guys can probably guess what this is for :P
It's way too big a spoiler to show at Duke4.net IMO, but at some point in the 2nd map, Duke is going to get shrunk in a kitchen. I wonder where that idea came from ::)
These pictures are half mockup, there's been a decent amount of experimentation, but things are starting to come together.
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322013-07-1721-52-42-80_zpsbd351fe6.png) (http://s734.photobucket.com/user/crimic01/media/eduke322013-07-1721-52-42-80_zpsbd351fe6.png.html)
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322013-07-1721-53-52-14_zps8c2375f0.png) (http://s734.photobucket.com/user/crimic01/media/eduke322013-07-1721-53-52-14_zps8c2375f0.png.html)
Awesome man! ;D
Micky - have you considered creating bigger sized version of the floor texture? It would look more natural :)
If he creates custom tiles, therefore he could also create some (one/two?) cans of food sprites at the occasion rather than using the barrel sprites.
As the character is shrunk, everything now must seem not only taller, but also bigger.
So IMO the objects on the shelves should be bigger and the uprights and tablets shelves ticker.
Nice idea Micky.
Since it's for the DNF mod, there's a possibility of adding new sprites. But that would be up to Gambini and I don't know how much effort he'd be willing to put into add new sprites for user maps. Certainly I'd love to have two or 3 of the Duke ceiling and floor tiles I'll be using resized to at least 4 times bigger (so far I've been building a normal sized kitchen and resizing it x10).
As for the objects on the shelves, most of them are already sized to the max. Although I might try resizing everything x8 since that also feels like a good size.
I'd be too much work to resize the shelves though. I don't think they're too unrealistic in proportion. They're only designed to hold jars afterall, not bricks of gold.
You can use the tilefromtexture def command and include a def file module to add new textures, that way you won't have to touch any art files.
That's insteresting James, and as long as we keep it simple like 1 or 3 textures I guess that wouldn't be a problem.
If you want to give a larger scale to a standard tile, I think you just have to modify the scale defined in the original .def file which will creates by the way a customised def file.
You should find a line like : pal 0 { file "3596.jpg" xscale 0.25 yscale 0.25 }
I don't know if - by chance - the tile you'll use includes that line and therefore would be "downsized" in the original game (that's the case for a lot of textures), but if so
altering that line will immediatly make it looks spread or shrunk. For example, introducing 0.50 instead of 0.25, or simply deleting the bold part and see what happens.
Well whatever method we use, I'd like to have both a regular version and a large version since I'll probably be able to make it so that the player walks into the room normal size then gets "shrunk" via teleporter, sent to a large version of the room.
IIRC the mod itself doesn't use DEFs, rather traditional art tiles in a GRP. When I said "I don't know how much effort Gambini would be willing to put into add new sprites for user maps", what I meant was that he's not going to be adding hundreds of new tiles to make the kitchen have original big content. But I'd be surprised if he wouldn't be willing to add some resized tiles since the effort would be minimal, plus hopefully a few new joke signs (plain text on a wall looks too unofficial).
Wouldn't that modify all the levels though?
As I've said in one of my previous posts, I want to try to make a TC, so that's what turns out:
(http://img12.imageshack.us/img12/9264/pah8.png) (http://imageshack.us/photo/my-images/12/pah8.png/)
(http://img594.imageshack.us/img594/1069/myty.png) (http://imageshack.us/photo/my-images/594/myty.png/)
(http://img809.imageshack.us/img809/4565/hs1g.png) (http://imageshack.us/photo/my-images/809/hs1g.png/)
The EDF soldiers from our DNF and the gun from AMC TC. I hope that I can replace it in the future.
You shouldn´t use those sprites, that i made, without my blessing. It´s the same kind of sin you used to commit back in the AMC days. I´m sure there are other sprites you can use, of which authors are more generous and flexible.
To be fair, Sanek did say he wanted to replace those in the post above. If that bothers you then you really don't want to know what I use as placeholders.
Otherwise, I certainly see potential in these screenshots.
He said hoping to replace IT, like refering to the Amc Tc weapon, as I read it -or it may be his english-. Either way, as long as he doesn´t distribute my work as part of his project, I´m not bothered.
Quote from: Gambini on 01 October 2013, 06:43:18
He said hoping to replace IT, like refering to the Amc Tc weapon, as I read it -or it may be his english-. Either way, as long as he doesn´t distribute my work as part of his project, I´m not bothered.
You're right, this is my english. I really don't know that you made it (I should read DNF txt file more carefully). Sorry.
Where did you think he got it from? IIRC all the new art in the mod is either made from scratch, or edited Duke 3D art or DNF trailer art. Nothing is ripped from other games or mods. Probably a good thing too considering the publicity it got.
That looks like a heavily edited Duke sprite.
Yes, about everything in those art files has been made by me.
Well, here is how looks the result of an experience with the handling of customized tiles...
I'm thinking about a remake of a map which wasn't very well designed at the time (neither the gameplay) compared with what I had in mind :-\
I still don't know if I should go further with that but this is supposed to be a remake of "highland" - and if so - even the layout, the gameplay and map size would be so different.
Now you - as a player - how much would you be interested by that idea ? Yes... no... ? Beside I could also use all that material for other purposes instead...
[attachment deleted by admin]
Architecture is top notch but lighting is too bright and flat. I´d not do a remake of a so young map. Base it losely on it, but don´t feel restrained by the original as I think you made good progress in layouts since then.
Highland is a great map. Why would you remake a map like this?
Yeah custom tiles when used effectively can really help make a map look fresh.
I agree with everyone that "remaking" Highland is unnecessary, since the map was still quite good despite a few small issues. From what you're saying it's going to be different enough that it might as well be called something else anyway.
thanks for your appreciation, guys.
That gaves me some ideas and make me see the downsides.
no need to gambini a map that's already as good as it's going to get
besides i like the way the original looks compared to those tiles (which seem like they belong more in a hospital)
That's good to have some feedback.
In fact I already tried several experience about introducing new tiles in the game. Each time I did that, I had to stop the project.
First, the new tiles seems to bring something better but after a while I'm aware they are outplaced, like... it lacks of authenticity and it's not going with the game, I don't know... It never seems to work that well...
Quote from: Forge on 18 November 2013, 14:27:21(which seem like they belong more in a hospital)
Based on what Forge said, you could possibly take the map in that direction if that inspires anything. Highland Hospital? :P
I'm not going use this for any hospital... nor come back again with an highland thing... cause when I think twice I wouldn't look very serious.
Beside I'm already mapping (on & off) a fantasy / "kind of hospital" * theme and I'll only use the original material for that one.
* I wont tell too much about that for the moment... ::)
My best whishes for this new year to the community.
A map is probably coming soon... to start the year.
For this one, I'm testing a rain effect I've done myself but I'd rather have the opinion of a beta-tester about that and its downsizes.
The map itself is not completed and HRP is, as usual, needed.
It would be better to know if this effect worths the effort before to spent more time on it for the rest of the map.
If the map is using the HRP (and therefore recommends polymer) the rain effect and all its sprites could cause the framerate to plummet.
Still great to hear you've made progress on a new map; at this moment 2014 looks like it might yet have plenty of releases.
Here is the results in Polymer :
- framerate between 22 - 40 fps. most of the time I noticed 26 fps on average
- without rain sprites min. 29 fps, most of the time I noticed 30-40 fps on average.
(I must say I don't have graphic card for games. I've never a good framerate with Polymer).
The effect itself is enjoyable. So, there is a compromise.
[attachment deleted by admin]
It's hard to tell without seeing the rain in motion, but it looks ok. How did you do the lighting under the lamps? They look more like sprites/baked textures than polymer lights.
Yes, they are sprites so one can see them even without Polymer, and because the framerate suffers from polymer lights IMO.
It's difficult working on a project for a long time without giving some shots away every now and then for (hopefully positive) feedback.
Here's some some spritework platforms in a gas chamber I've been working on. Notice how the visible layer of gas is transparent but doesn't have a definitive edge due to the use of multi-layered sprites with brighter shades the further it goes down, of course it's more noticeable in game with a closer look.
(http://i734.photobucket.com/albums/ww345/crimic01/Untitled_zps43fc1845.png) (http://s734.photobucket.com/user/crimic01/media/Untitled_zps43fc1845.png.html)
I just love this screenshot. Made to resemble one of the rooms in my university. WIP but this room itself is mostly finished (no shading yet).
(http://i734.photobucket.com/albums/ww345/crimic01/capt0016_zpsd28aa876.png) (http://s734.photobucket.com/user/crimic01/media/capt0016_zpsd28aa876.png.html)
looks nice. good texture combos.
I like the ceiling
It reminds me of Grand Central Station in New York.
Nice work :)
(http://s26.postimg.org/ou6jt0lrt/duke0001.png)
Exclusive sneak peak. Shh.
(http://i734.photobucket.com/albums/ww345/crimic01/duke0104_zpsbc45cbb4.png)
No one has anything to say? :'(
Quote from: Micky C on 23 February 2015, 07:16:52
No one has anything to say? :'(
Well, you told us to be quiet yourself. ;)
btw, looks great, can't wait for it.
What I meant was don't share it with the folks at Duke4.net or anything like that :P
Don't expect the whole level to look like this though, it's a special room ;)
The lighting looks good, but that's about all I can say since I can't see much else.
Yes it looks good but perhaps a more simple version could be more impressive paradoxically.
@Forge yeah I'm pretty much relying on contrast to make that area look good for the most part.
@Arghantyl, I get what you're saying; the whole "less is more" idea, and I do tend to follow that myself. But this room has no enemies in it and is a plot-relevant room, so it can afford to have a bit of clutter.
Did someone say Serious Sam?
(http://i734.photobucket.com/albums/ww345/crimic01/capt0076_zpsygfrooc8.png) (http://s734.photobucket.com/user/crimic01/media/capt0076_zpsygfrooc8.png.html)
Command and Conquer ;D
(http://i734.photobucket.com/albums/ww345/crimic01/duke0187_zpsojugo3uc.png) (http://s734.photobucket.com/user/crimic01/media/duke0187_zpsojugo3uc.png.html)
Hello everyone, I would appreciate some help in knowing where and how I can upload this TC I'm working. I feel primed to do so, hopefully by the end of this month. It's a Duke Nukem/Doom mod. I won't spoil anything, but let me share a couple of teasers, featuring a couple of areas of the first episode's first level.
attached it to an email and send it to Puritan
if it's too big for an email attachment, get a media-fire account and upload it there, then provide the link to Puritan.
screenshots along with the mod file would probably be appreciated
Hey Forge
Thank you for the response on how I can upload my mod. I'm waiting for a PM response from Puritan on the matter as I told him that the file is below 20MB, so possibly below 7MB when compressed into a zip file. I'll be sure to provide some screenshots of some of the levels as well if I can email it to him.
Alright, I have completed my mod, and going to try uploading it on Media-Fire to link for Puritan. For some reason, gmail won't allow me to send any attached zip files containing a .bat as it counts as an .exe file, even though the zip file is about 6MB.