Show off some of your work in progress here that is of a classic Duke 3D origin.
Yeah you know, Duke 3D.grp + Mapster32 only.
Something like a random screenshots thread.
No screenshots, it's being kept under wraps, but it's worth mentioning here anyway since there's already a thread at Duke4; I've been taking part in the first TROR CBP, and it's a medium sized city map. It won't be the most detailed thing ever, but it makes heavy use of both conventional TROR, plus a few more complicated structures and tricks. It's being designed with classic textures, and regular sector based shading, but requires polymer (due to the scale of the TROR). It should be the first large TROR release that makes such large scale use of the feature, and it's a personal goal of mine to have it released by the end of the year. Then again we all know how release dates work; it'll probably end up being released in january ::)
Quote from: Micky C on 15 December 2011, 14:58:59
No screenshots, it's being kept under wraps
C'mon Micky, at least give us
something. You don't wanna start looking like Jhect, do you? ;)
Quote from: EmericaSkater on 15 December 2011, 15:01:57
C'mon Micky, at least give us something. You don't wanna start looking like Jhect, do you? ;)
Damn, I knew it was a bad idea to say anything. You see the difference between me and Jhect is that this thing is actually going to be released not too far in the future.
Ok, tell you what, I'll post something to prove it exists. This side view mapster shot isn't so bad, it's the 45 degree top down shot that really gives you a headache.
Edit: and even though it intentionally doesn't show much, don't tell anyone I posted it, especially not Paul B. I was hoping this site is still mostly outside of the community's eye at this stage and not that many people will see it.
(http://i734.photobucket.com/albums/ww345/crimic01/Untitled-1.png)
Quote from: Micky C on 15 December 2011, 15:14:56
Damn, I knew it was a bad idea to say anything. You see the difference between me and Jhect is that this thing is actually going to be released not too far in the future.
lol
Quote from: Micky C on 15 December 2011, 15:14:56
Edit: ... I was hoping this site is still mostly outside of the community's eye at this stage and not that many people will see it.
of that, i'm sure.
Some shots of the The Thing map I showed off a while ago. Granted I've not worked on it for about 7 mo... ops, pretend you didn't hear that.
(http://img207.imageshack.us/img207/4546/thething5.gif)
(http://img24.imageshack.us/img24/6907/thething6.gif)
(http://img267.imageshack.us/img267/7108/thething7.gif)
Get back to work, you slacker!! 8)
This looks great :)
I was wondering what happened to this. Finish it ya damn bum! ;) it looks too good to go to waste
Figure you guys should get one screenshot that Duke4 doesn't have, even if it's relatively undetailed. (I like 3DR style.)
Crew quarters elevators. Totally not a dark, creepy area of the space station. Nope.
(http://muse.thegovernment.net/crewquarters.jpg)
Looking good, Supertanker ;)
I like that you're taking care of texturing details. ( floor texture in the doorways. The bolts is casting shadows the same direction as your lighting.)
And welcome aboard.
Something as simple as that can look just as good as an über-detailed corridor.
Quote from: MSandt on 28 December 2011, 16:36:14
Something as simple as that can look just as good as an über-detailed corridor.
this
I prefer strong-shading to uber-detailing myself as well...it gets the point across quicker and is easier to take in with the eyes especially if you're moving at a fast pace.
Swell; Cherenkov Station is almost done. Just reeling in beta testers now and looking for gameplay feedback. At 555.9KB, that's my biggest map (so far). *dances*
Cool :)
Be sure to beta test this map in a proper way.
Quote from: Puritan on 01 January 2012, 01:26:23
Cool :)
Be sure to beta test this map in a proper way.
I'll do my best. ;) I'm in no hurry--I want to have the map polished and such before it goes into the wild. If it takes another two months or so, so be it.
I like that.
I'm sure your next release will be a kick-ass experience! ;)
Quote from: Supertanker on 01 January 2012, 01:20:38
Swell; Cherenkov Station is almost done. Just reeling in beta testers now and looking for gameplay feedback. At 555.9KB, that's my biggest map (so far). *dances*
It's still not as big as my second map ;)
But it's about quality, not quantity, and I was probably very wasteful with my walls :P
Quote from: Micky C on 01 January 2012, 01:44:56
Quote from: Supertanker on 01 January 2012, 01:20:38
Swell; Cherenkov Station is almost done. Just reeling in beta testers now and looking for gameplay feedback. At 555.9KB, that's my biggest map (so far). *dances*
....
But it's about quality, not quantity, ...
My man 8)
Some of you might remember me posting a shot of some TROR test. Went back to that trying out the technique Micky C presents (http://www.scent-88.com/forum/index.php/topic,51.msg359.html#msg359). Although for it to display properly, I need to use Polymer, but the results are pretty nice. Still takes a bit of getting used to TROR and it can be frustrating to use sometimes, so I have no idea whether this will actually make it into anything yet. Here's an updated screenshot of the results anyhow.
(Click to enlarge; 1920x1080)
(http://img.photobucket.com/albums/v220/deathquakis/decoplace08.jpg)
That's fan-fucking-tastic! Not just the use of TROR but in general everything
Yammy :P
Very nice! makes me consider using TROR sometime.
Very nice, Quakis ;)
Hope this turns into a map for our amusement at a time.
I made a thread at Duke4.net where you have to post a one houp map. In case some one hasn't take a look yet here's the link http://forums.duke4.net/topic/5234-1-12-hour-mapping-project/ (http://forums.duke4.net/topic/5234-1-12-hour-mapping-project/)
There's some cool stuff specially Loke's and Mikko's maps. Maybe someone here feel interested to make a map.
Quakis that is indeed some absolutely breathtaking stuff :D
Quote from: quakis on 31 January 2012, 16:11:15
Some of you might remember me posting a shot of some TROR test. Went back to that trying out the technique Micky C presents (http://www.scent-88.com/forum/index.php/topic,51.msg359.html#msg359). Although for it to display properly, I need to use Polymer, but the results are pretty nice. Still takes a bit of getting used to TROR and it can be frustrating to use sometimes, so I have no idea whether this will actually make it into anything yet. Here's an updated screenshot of the results anyhow.
Pretty cool. That's the kind of stuff I wanted to make when I originally started mapping. Too bad they can't change the slope of sprites to go with it.
Quote from: Forge on 01 February 2012, 13:27:51
Quote from: quakis on 31 January 2012, 16:11:15
Some of you might remember me posting a shot of some TROR test. Went back to that trying out the technique Micky C presents (http://www.scent-88.com/forum/index.php/topic,51.msg359.html#msg359). Although for it to display properly, I need to use Polymer, but the results are pretty nice. Still takes a bit of getting used to TROR and it can be frustrating to use sometimes, so I have no idea whether this will actually make it into anything yet. Here's an updated screenshot of the results anyhow.
Pretty cool. That's the kind of stuff I wanted to make when I originally started mapping. Too bad they can't change the slope of sprites to go with it.
I think you wanted to reply Quakis post, right?
Quote from: Gambini on 31 January 2012, 19:05:32
Very nice! makes me consider using TROR sometime.
With your mapping skills; I can't wait ;)
Quote from: MikeNorvak on 01 February 2012, 15:37:42
I think you wanted to reply Quakis post, right?
I did quote him. Was my reply confusing because I didn't include his screenshot?
Quote
Quote from: quakis on 31 January 2012, 16:11:15
Here's an updated screenshot of the results anyhow.
(Click to enlarge; 1920x1080)
(http://img.photobucket.com/albums/v220/deathquakis/decoplace08.jpg)
Quote from: Forge on 01 February 2012, 13:27:51
Pretty cool. That's the kind of stuff I wanted to make when I originally started mapping. Too bad they can't change the slope of sprites as well as implementing tror.
fixed
I released another mini map with classic textures, TROR and polymer lights (but with a good framerate). Play time 4-5 minutes, more info and download at Duke4.net: http://forums.duke4.net/topic/5234-1-12-hour-mapping-project/page__view__findpost__p__119311
We're waiting on one more map then we're going to touch up the maps a bit and release them as a map pack.
Quote from: Micky C on 06 February 2012, 11:34:19
We're waiting on one more map [...]
Really? I didn't know :D Well there're eight maps so far plus MB's map we have nine, maybe another map more from someone else to complete ten?
Most people who would make a map have already done so by now. Mappers have had plenty of time to announce they're making a mini map, so I've started compiling all the maps into one zip, and I've given mappers the option to do 5 minutes worth of editing to fix bugs and gameplay issues, but not add detail, which I think is fair. Still, I will hold off on releasing it just in case anyone else decides to make one.
Last call for anyone who wants to make a 1.5 hour map? Puritan, I hear you've finished alien resurrection, why not give it a go? ;)
It's not "finished".
The map itself with all areas is done.
But the polishing process will take at least 3-4 weeks. ( I only got 1-2 hours a day available for working on this site and mapping )
I'm currently re-building my map "Afterglow; The Scent".
This map has been a victim of two lighting changes in EDuke32 :(
The version out on the streets is almost impossible to pass due to the lighting. The level is pitch black in some areas.
The new version will hit you in a few days :P
(http://i66.photobucket.com/albums/h278/puritania_photos/duke0003_thumb-1.jpg)
QuoteThis map has been a victim of two lighting changes in EDuke32
I know how that feels. I still can´t understand how the Eduke team being so able and dedicated can overlook this kind of stuff. It is very wrong to let the legacy support of a source port fall down. I wish they would take old school modders more seriously.
That screenshot looks pretty good btw 8)
I'm working on a new mini map, where the player has to spiral around the cycloid emperor avoiding his rockets, with a few twists along the way. I'm not focusing much on details, the emphasis will be on the gameplay. I'm not sticking by the 1.5 hour limit, because I want to carry out the vision I have, but I'll probably only be over by half an hour anyway.
(http://i734.photobucket.com/albums/ww345/crimic01/cycloid.png)
The map's been released. It takes about 3 minutes. Works fairly well in both polymer and classic, but polymer is recommended because classic has some darkness issues and for some reason my mirrors don't work in classic.
http://forums.duke4.net/topic/5234-release-mini-map-pack/page__view__findpost__p__121181
Quote from: Micky C on 21 February 2012, 12:48:49
(http://i734.photobucket.com/albums/ww345/crimic01/cycloid.png)
Hmm...My suggestion is that you either put some upright support beams in that window structure, or get rid of the glass wall, because the texture for it looks a tad stretched out, though shrinking it won't make it look any better.
Yeah, the glass texture never looks good when it's continuous like that.
I guess I'm the only one that likes the glass :P IMO it looks fine..
Ah, well, here's a level I've just finished, but I'm not releasing it yet as it is part of a 3-level episode I am working on. Most of you probably already saw some shots over on Duke4, so you're only getting one.
The Lunar Crater
(http://img842.imageshack.us/img842/8961/duke0035.jpg) (http://img842.imageshack.us/img842/8961/duke0035.jpg)
Oh, and EmericaSkater, I took your advice with the textures, I think these fit better;
(http://img845.imageshack.us/img845/3548/duke0036.jpg) (http://img845.imageshack.us/img845/3548/duke0036.jpg)
Nice usage of the green 'ship-textures' ;)
Quote from: High_Treason on 22 February 2012, 16:27:09
Oh, and EmericaSkater, I took your advice with the textures, I think these fit better;
Indeed, it looks kickass now. I like the architecture in that room, too.
Very good use of slopes. If you want, you can use ExtClut to swap pallets on those walls, so they can be a kind of greyish color like the other shots, but it looks just fine as is.
Oh I didn't notice people made comments about my map until now. I hope those people actually played the map and didn't just comment on the screenshot :P
Towards the end of development of that mini map, I realized that based on the very short amount of time it'd take to finish the map (2-3 minutes), the amount of people who would play the map (not a huge amount), and the fact that pretty much all the focus is on the gameplay, it wouldn't be worth the time polishing of minor things like slightly misaligned textures and the sort.
You're spending a lot of the time moving quickly and not looking at the scenery anyway. And the vast majority of the map was copy-paste aided. Either way, it has lots of pulsating lights to help draw your attention to the lack of details for anyone who's played it.
It's still a recommended play through, gameplay is fast and has a lot of variety packed into it for such a small map.
Finally started working on the Thing map again. Set my mind on actually finishing it as well and not going on yet another stupid hiatus with it. Finishing up the recreation room though there's still a shitload of rooms left. This is probably going to take 5000 years to complete considering all the sprite work that's ahead. Prepare the stasis tubes, fellas!
I seen the screen shots at Duke4, you should post them here as well. They're pretty nice
Yeah, I uploaded a shot of the dog kennel there. It's the only that hasn't had any changes. The other screens are kinda old though and don't represent the current look.
(http://img813.imageshack.us/img813/4209/thething4.gif)
I will probably change the ceiling lamps down the road though seeing as they're destructible.
It's a pitty that it isn't possible to make those lamps indestructible.
They are pretty cool looking.
I avoid 'em because the lights/shadowed sectors looks just stupid if an explotion occurs :P
Screenie looks cool, though :)
Has anyone tried to break this lamp?
(http://i289.photobucket.com/albums/ll240/Gambini01/Unbreakablelight.jpg)
Actually you can do it if you try inveterately. So no need to prove nothing. But for any player with normal impulses it will be unbreakable and that´s what matters.
In case you want to use the trick, it´s simply surrounded by a block of hitscan invisible sprites.
Hm, nice trick. I'll probably settle for a sprite-based lamp though since some areas will have explosions that might destroy it in the process. Thanks anyway.
Quote from: Gambini on 01 March 2012, 02:00:51
In case you want to use the trick, it´s simply surrounded by a block of hitscan invisible sprites.
Ah...of course! I should have thought of that.
Thanks for sharing, Gambini ;)
Started to work on the second of three maps for my mini-episode. I'm actually doing this in reverse-order so the third map is done, this is the second map and the first one will be made after this.
(http://img835.imageshack.us/img835/5197/duke0037.jpg)
As you can tell, this is early-on in the level's creation, half the reason I post this stuff is that it kind of forces me to keep working and not give up. This is a space station map, the gravity changes depending on where you are in the map and may be manipulated by the player to an extent which allows for some different mechanics.
Made another mini map. It uses polymer and TROR and requires you to fall down an interesting shaft.
Here's the post at Duke4.net for more info: http://forums.duke4.net/topic/5234-release-mini-map-pack/page__view__findpost__p__123645
One month on, I haven't got very far with this map, I might release these as individual maps, so you'd be getting the third one first and the first one last and then combine them into an episode when they are all done. I'm giving it serious thought as I am kind of losing motivation and even though I have all my concept scribbles, I am having a hard time making this map big enough... Unless I could merge it with the first level, which will probably weigh in around the same size.
The only problem with individual releases is that there is custom CON and Art in use that would have to be used and I know this puts people off.
[attachment deleted by admin]
It looks nice. Cons, art, & short maps you want to combine.
Just a couple suggestions:
Maybe convert this project to Dukeplus (and use the fade out transition to connect the maps).
Take a break and work on something else until you feel inspired again.
Hi all...
Well...it's not exactly what I'm workin' on right now, but I and some another fellows worked on it 6 month before!
It was done(in order) by Merlijn, MRCK(1), Mr. Ouja(2), Sanek(3, 4, 5, 8 ), Mike Norvak(partly 8 ) and Lezing(6, 7)!
It was huge, hard production for us.We worked on it from summer to winter of 2011. We need alot of mapper to work on each map.
Eventually we closed it, but we ready to continue if we have more people...
(http://img51.imageshack.us/img51/8186/duke0005thumb.jpg) (http://imageshack.us/photo/my-images/51/duke0005thumb.jpg/)
(http://img268.imageshack.us/img268/9060/duke0011thumb.jpg) (http://imageshack.us/photo/my-images/268/duke0011thumb.jpg/)
(http://img823.imageshack.us/img823/143/duke0006thumb.jpg) (http://imageshack.us/photo/my-images/823/duke0006thumb.jpg/)
(http://img855.imageshack.us/img855/4844/duke0007thumb.jpg) (http://imageshack.us/photo/my-images/855/duke0007thumb.jpg/)
(http://img822.imageshack.us/img822/6112/duke0008thumb.jpg) (http://imageshack.us/photo/my-images/822/duke0008thumb.jpg/)
(http://img88.imageshack.us/img88/391/duke0012thumb.jpg) (http://imageshack.us/photo/my-images/88/duke0012thumb.jpg/)
(http://img854.imageshack.us/img854/6958/duke00121thumb.jpg) (http://imageshack.us/photo/my-images/854/duke00121thumb.jpg/)
(http://img535.imageshack.us/img535/3/duke0009thumb.jpg) (http://imageshack.us/photo/my-images/535/duke0009thumb.jpg/)
What you think about it?
Looks cool. I don't know what kind of response you'll get here. There are several active mappers and a good portion of mappers that work on stuff at a slower pace with a more laid back work ethic.
This is the "home" of the current CBP 8, but the call for mappers mainly went out at Duke4. You could do the same. Recruit at Duke4 and host here where the distractions are fewer.
Some good looking stuff there, I hope it doesn't end up going to waste.
Quote from: Forge on 02 April 2012, 00:35:42
This is the "home" of the current CBP 8, but the call for mappers mainly went out at Duke4. You could do the same. Recruit at Duke4 and host here where the distractions are fewer.
Thanks for the suggest. I don't even registered there, but I try to find someone who can help me.
Several of the people who worked on the project have accounts at Duke4, maybe one of them could initiate a recruiting campaign.
If you get all the pieces together let me know and I can set up a private board for your project.
Looks really good.
I looked at the screenshots before looking at who made the post and because it was so varied, as well as because of the style of some of the screenshots, I was expecting them to be something new from Zaxtor.
Yeah, Sanek, that stuff does look good, especially the forest. I notice "Gearbox Studios" in one of the pics, does that mean the player would get to shove a rocket up Randy Pitchfork's butt? Meh, he'd probably enjoy that anyway.
I took a break and went back to writing, then I figured out how to lengthen my map and keep it interesting, it's quite non-linear in design anyway, so it's probably best that it's not too big. The general layout is done, the level actually ends off to the left of these shots, basic shading is there ready to be expanded upon the detail, enemy and item placement is yet to be added. I want some weird structures protruding from the space station, you know the sort, radio antennas and such.
(http://img845.imageshack.us/img845/2360/capt0018.png)
This is a sattelite station the player has to visit at some point in the map due to fictional objectives, of course, the objective is pretty much just Duke: find keys kill aliens. There's actually something I've never seen done with Duke3D before that happens involving the space station exterior, but I won't spoil it.
(http://img859.imageshack.us/img859/5939/capt0017.png)
Just to give you the general idea of the map's size and layout, there were only two rooms when I took the shot of the computer room, which were the computer room and the "hub" that was taken a month before, I'm quite pleased with the pace I can work at now. The sattelite station is in the triangular sector at the bottom of the screen, the sector this is within has an interesting bug in that when the player jumps on it, it will raise up to slightly higher than the lowest neighbouring floor, it is not tagged and there are no SE sprites in it. I have never encountered this bug before though I believe it is related to Seenine and Master Switches (Also not present in that sector) and I had to make a bodge to fix it (hence some nonsensical sectors being there) - I'm still trying to track the root of the problem down though, if anyone is interested in bugs I will upload a buggy version after I release this which is probably a fer months away given that I have a whole other level to build.
"...it will raise up to slightly higher than the lowest neighbouring floor, it is not tagged and there are no SE sprites in it. I have never encountered this bug before though..."
touchplates not on the floor can cause this
I did not know this, I shall remember it.
There are no sprites at all in this sector, but I do have a touchplate that misbehaves... Actually, that touchplate is on a convair belt sector that leads into that one, perhaps that has something to do with it. I will attempt to move it next time I fire the editor up.
Yep, Forge is right. Touchplates can mess up the elevation in Build.
Your screenies are looking good ;) ...the same goes for Sanek's!
High_Treason
MSandt
Puritan
Thanks for good response!
Quote from: High_Treason on 03 April 2012, 22:48:22
Yeah, Sanek, that stuff does look good, especially the forest. I notice "Gearbox Studios" in one of the pics, does that mean the player would get to shove a rocket up Randy Pitchfork's butt? Meh, he'd probably enjoy that anyway.
Probably ;). That map was originally started by Merlijn and MRCK. They gave that map to me, but quite soon they, as all, leave the project.
High_Treason, nice screenshots! Another good space map to come :)!
And...hm...
Forge, probably I don't understand something, but I feel that I can't post anything on Duke4.
[attachment deleted by admin]
Nothing about that indicates that you can't post.
Quote from: Sanek on 05 April 2012, 22:58:06
And...hm...Forge, probably I don't understand something, but I feel that I can't post anything on Duke4.
I guessed you didn't want to post at Duke4 for whatever your personal reasons are.
I was suggesting getting one of the people you listed as working on the project (Merlijn, MRCK(ck3d), Mr. Ouja, Mike Norvak, and Lezing) to start a thread at Duke4 to get more people involved. Of the 5 people listed, I know at least four of them have accounts at Duke4.
Quote from: Forge on 06 April 2012, 01:30:27
I guessed you didn't want to post at Duke4 for whatever your personal reasons are.
No, I want to post, but I can't! I have my account, but can't create posts, topics and even PM's! I don't know why ???!
Quote from: Sanek on 06 April 2012, 06:31:46
Quote from: Forge on 06 April 2012, 01:30:27
I guessed you didn't want to post at Duke4 for whatever your personal reasons are.
No, I want to post, but I can't! I have my account, but can't create posts, topics and even PM's! I don't know why ???!
It says something about validation in the upper right corner. Maybe you didn't activate your account or something?
Trooper Dan is a mod there. If there's more to it than what Mikko said, maybe he can look into it.
Quote from: MSandt on 06 April 2012, 11:11:17
It says something about validation in the upper right corner. Maybe you didn't activate your account or something?
I'm already activate account and do all for validation, but I still can't post anything!
Try re-activation:
http://www.duke4.net/signup.php?resend
I am agreed to finish it but i'm a bit intrigued by these screenshoots.
It seems to go everywhere....
Hi everybody. I've just registered.
I'm the author David B. who released a map in 2008 (I'm in the listing :) )
I'm still nostalgic about Duke Nukem, major graphics improvements give a new life to this game.
Five weeks ago (and after 4 years) I decided to create a new map.
It's an high school with its corridors & classrooms full of vermin. It's not intended to be a big level, but I intend
to make a good 15 min playing time.
I'm surprised a lot of people are still creating or downloading duke maps in 2012. And that's a good thing.
So, would you be interested by this release ?
Another question : I often see screenshot's map in the ancient "software mode". Do you rarely use HRP or Polymer when playing ?
[attachment deleted by admin]
looks promising
i hope it doesn't require polymer to be played
Very nice shots, David ;) ..and welcome aboard!
Polymer is far from being finished atm. It requires quite some resources from your comp.
I'll guess many of the good ol' guys around here prefer the classic mode when creating maps.
Quote from: Myloo999 on 25 April 2012, 19:09:27
Hi everybody. I've just registered.
Hi. Welcome aboard.
Quote from: Myloo999 on 25 April 2012, 19:09:27
So, would you be interested by this release ?
Yes. Please have it beta-tested first though.
Quote from: Myloo999 on 25 April 2012, 19:09:27
Another question : I often see screenshot's map in the ancient "software mode". Do you rarely use HRP or Polymer when playing ?
I play the maps using the software mode as default unless the map is either too dark or has bad sprite issues (because certain aspects of software mode are broke).
If it's stated in the template that certain modes are required, then I play using what the author recommends.
Hey David have you heard about TROR? It's a new feature that came out last year that allows for 3D map design in the classic and polymer renderers. There have only been a few maps released with it so far because a lot of the so-called "veteran" mappers are too lazy to learn how to use it :P
For maps which use the feature, look up Parkade and Retaliation in the map listings.
Between these two guides you should be able to pick it up:
http://forums.duke4.net/topic/3911-true-room-over-room/page__p__85283__hl__tror__fromsearch__1#entry85283
http://wiki.eduke32.com/wiki/True_Room_Over_Room_Mapping_Guide
Are you calling me a "mapper"?
I'm honored, but you shouldn't toss that title around so carelessly. :)
I'm not lazy, I'm "retired".
I keep trying to quit and they keep dragging me back with those CBP's. :P
Hi,
Thanks for the welcome.
I'll send the map when it will be finished, for testing.
I'm disturbed with some minors bugs (I'm in HRP 16 bits by default) which disappear in software mode, but happily it doesn't affect the game.
I try to find a solution.
Quote from: Micky C on 26 April 2012, 00:34:33
Hey David have you heard about TROR? It's a new feature that came out last year that allows for 3D map design in the classic and polymer renderers. There have only been a few maps released with it so far because a lot of the so-called "veteran" mappers are too lazy to learn how to use it :P
I've never heard about TROR. I seems to be very interesting, cause I often wanted to create room over room and I used elevators with teleporter to make the illusion...
I'll have a look on this feature.
But is it still possible to recover a 80% finished map (much work done !) made under mapster32 and complete the work with TROR ?
Cause I have now to add a floor level, normally by using the elevator's trick...
Do note that if you go for TROR, you immediately raise the requirement to Polymer.
That is ridiculous. The AMC TC uses TROR in many areas and in all of them except one, it works flawlessly in classic mode. Even in that one area where HOM occurs (the stairs down to the teleporter in the hub map behind the help desk where you start the tutorial mission) it can be fixed by splitting up the sectors. I think even your map in the TC makes small use of it.
Just because something uber complicated like parkade.map doesn't work in classic, doesn't mean TROR can't be extremely stable in that renderer. It just means that the TROR has to be slightly simpler, or if something more complex is required, the sectors can be split for extra stability. Sometimes the splitting isn't even necessary where you'd think it would be because Helix did such a good job with it.
ehmmm... and what about polymost?
TROR is a good concept but it doesn´t work in Polymost (which i believe it is the most used engine) plus its workability in software is very limited. So, you make your map for TROR you make it for the %20 that likes Polymer.
I don't play in the classic mode.
Quote from: Gambini on 27 April 2012, 01:19:34
ehmmm... and what about polymost?
TROR is a good concept but it doesn´t work in Polymost (which i believe it is the most used engine) plus its workability in software is very limited. So, you make your map for TROR you make it for the %20 that likes Polymer.
You underestestimate TROR's ability in the classic renderer. You won't be able to make large cities with multiple story buildings (small cities should be possible), but it's definitely good for indoor stuff.
Oh, MickyC, you really do have an unhealthy obsession with TROR ;D
Anyway, let's not forget who released the firs map with any from of True Room over Room both in Polymer (http://img441.imageshack.us/img441/5894/duke0082.png) and Polymost/Classic (http://img220.imageshack.us/img220/5193/donotburn.png)... Granted they were a horrible couple of maps, but that was because the mapper was still a noob - but he did it long before TROR was even implemented. I wonder who it was. ;) :P
@Myloo999; Any new map is a good thing, I like to see that new maps are made and released. As for the use of TROR, in my experience you should only really try to use it if your map was designed for it from the start, I personally don't touch it as I feel it is a poor implementation and it always breaks my map, you may have a different experience.
I still forget I'm not mapping for Blood sometimes, I can't tell you how many time's I've pressed Alt + F6 and wondered why the XSystem settings don't appear.
Well, I actually create inviting theard (http://forums.duke4.net/topic/5437-calling-all-mappers-for-the-project/page__pid__126664#entry126664)on Duke4
Hi, I'm back !
My work is at least finished.
This map (around 20 min playing time) is almost ready for beta testing.
I hope it will enrich the large existing collection and revitalise interests for duke's innovations. You should like this fresh new level.
**
(In the meantime, I tried parkade in Polymer and it took so much resources I couldn't really play with it.
Nevertheless it's a huge - so amazing - work. Hope TROR will be optimized in a near future).
**
In a few days, I'll post in the beta testing thread for contribution ;)
**
The bad performance has nothing to do with TROR, it's polymer itself that's badly optimised. I'm glad you're interested in playing Parkade, perhaps try typing "r_pr_lighting 0" into the console to disable polymer lights, which will boost the framerate. Typing the same thing but with a 1 instead of a 0 will re-enble the lights. Try the latest eduke32 as well: http://dukeworld.duke4.net/eduke32/synthesis/20120507-2647/
TROR also works in the classic renderer (as long as you're not making something as uber-complicated as Parkade) in case you want to use it in one of your maps.
Can you post up some screenshots of your latest map? You can't just mention it and not let us see it ;)
Quote from: Micky C on 12 May 2012, 12:54:34
Can you post up some screenshots of your latest map? You can't just mention it and not let us see it ;)
Yes, I'm going to make a new thread for that ; I need a beta tester.
Well here I go again.
The third chapter in the Afterglow series is on the way.
This is a snapshot from the starting area. A wastewater facility.
(http://i66.photobucket.com/albums/h278/puritania_photos/afterg1.jpg)
It's nice to see you're aiming for a slightly non-typical visual design for that theme, while using familiar textures.
Yeah, I like unorthodox usage of colors/textures.
Maybe because I'm from a family of artists. :P
Also the theme of this map is a bit rare: Industrial / nature / wasteland...
Just messing around a bit, seeing how practical a map with multiple 3D domes would be. Two domes and a connecting hallway take up 800 walls. I've experimented with the TROR bubble (my coining of this construction) before, but with recent eduke developments and my increased TROR skill level since then now make it much easier and faster.
It'd be cool to have a map where you can see other domes from inside (or on top of) a dome. And move between them with trains/subways.
(http://i734.photobucket.com/albums/ww345/crimic01/mapster322012-08-0822-41-58-64.png)
(http://i734.photobucket.com/albums/ww345/crimic01/mapster322012-08-0822-42-25-58.png)
two maps i haven't touched in months, both completed around the 20 / 25% mark i would say, not sure if i will ever finish them but i would like to, no screens, i do not want to post them if you are not 100% sure of getting the chance to play the map one day
Why don't you merge them together, then you'll have one map that is 45% done ;D
It's strange.... the Build editor is getting under your skin. I've said many times to myself that this is my final map. Then after few months....
And welcome aboard, ck3d ;)
Hi all.
Well, sadly, I closed the unnamed big project, because I can't find enough people for work on it. But I just want announce that I worked on my one map. This is another typical city map, like "Dayz", but I think that I still can make the "ok" type of maps. I don't have to release anything about two years, and I think that I finally need a comeback.
Mapping veteran, Joseph Grant(helped to design the bugs in SST), who worked as the "writer" on unnamed big project, suggested the general idea to me. Well, wait for some screenshots later, and for release in one of the next month's. Can sent to someome the first version.
Hey guys,i need your help.
I do not arrive to finish my map (75 percent done ) and now i know why.
No one gave me his opinion about the entire work and i desperately need it.
Is it some brave hearts there to help an old and honnest fellow to finish his work ?
I don't understand what your post is about ???
He says having a map about 75% done. And that he can´t get around finishing it because he hasn´t got any feedback yet. So, he´s asking for a generous soul to give a look at his map.
Oh, right. His use of the past tense confused me.
@Arghantyl I'll look at the map and offer improvements/ideas if you want.
That's the right spirit ;)
I 'm a bit confused for my english :-[
Micky C, i will send you the Top-secret file from your email.
Of course i'm awaiting for a complete report of 500 pages.
Haven't gotten any emails or PMs yet.
Because it will be sent from your email, Micky!
Quote from: Gambini on 09 September 2012, 10:59:06
Because it will be sent from your email, Micky!
Don't make me quote some of your old posts from the other forums :)
too late...
Quote from: Gambini on 02 February 2008, 23:31:01
WHERE IS A BUG WILLIAM? I HEAT THE BUGS!!!!
Are you playing in Eduke3d or Duke3d?
mmm, yummy. heated bugs are my favorite
Considering the null english education I had prior to that, and the amount of time it took me to be this good 8) Without forgetting that my brain is working at half capability, thanks to external pollutants. I think your post only proves how awesome I am.
In fact, I´m straight but if there were another me, i would not mind to give him a tongue kiss.
lmao! ;D
I can take care of that tongue kiss for you, you sexy beast
my girlfriend has taken up college again and it's been raining non-stop for two days, i've built three empty rooms. does it mean i'm back in the mapping business ?
I wish it could rain for, say, a couple of more weeks ;D
You never really leave Mapster.
i might even add another half room today, too !
How about giving yourself a challenge?
Build something that you're not used too?
Space themed perhaps? ;)
Quote from: Puritan on 26 September 2012, 12:35:33
How about giving yourself a challenge?
Build something that you're not used too?
Space themed perhaps? ;)
You can remember thay MRCK is already made one (http://dukerepository.com/maps/Dark_Side_Of_The_Moon).
I know...
But it isn't his every day productions ;)
i am so ashamed of that map. it's the kind of early 'work' i wish i had kept to myself. then again i was like 13 when i made it and my only influences back then had been a pack of shitty user maps made back in 1996... i didn't even know you could even come close to the quality of the original levels in build back then, to me if you could then you were an absolute master... and now look at the maps that get released nowadays.
anyway i just built 350 sectors in a couple of days. what the hell am i doing with my life ?
We're all ashamed of our first stuff. How do you think I feel about red1? :P
(or my very first recordings, for that matter!)
But does this mean we'll get a new ck3d map? Hell yes!
Hi all. I just want to announce that Merlijn works with me on a city map(some shots here (http://www.scent-88.com/forum/index.php/topic,123.msg3355.html#msg3355))! And some new screenshots from what Merlijn is done.
I think it will be released in this year. ;)
[attachment deleted by admin]
That looks very good, particularly all the signs of destruction, and that blue sky is underused in usermaps (looks very good there).
Cool to see new maps on the drawing table.
Looking good ;)
I like the first and third shot. looking out on nothing but blue sky in the second shot just appears odd; like you're standing on the edge of the world or something. It could use some low background scenery imo.
Yeah, I wasn't too sure about that second shot either. Perhaps I'm going to add some background to it.
Thanks for the comments guys, I must say I'm very pleased with the results so far. I love working with that blue sky.
I'm also working on two city/industrial style maps, focusing for the moment on one of them. The other one put aside is even more crazy using TROR features.
But as I'm a fanatic of realism and details - and have to develop on the other side my sense of gameplay which is my downside - I'm now aware that I'll probably not release those maps before months, even a year, considering I have other activities to deal with.
The main problem in mapping is the time massive consumption, and it's probably the reason why the releases are so rare.
At the occasion, I'll also post some screenshots about what has been already done. It's deeply nice but each street's yard take centuries to be done... I'm going ahead inches by inches.
I'm finally wondering if I shouldn't take three years like Gambini did, work calmly and push each project to the end of its possibilities, and say when finished : here is THE map !
Some progress on my map though regrettably I haven't worked on it for months due to other projects intervening. Hopefully I'll be finished with that soon so I can return to good 'ol Mapster32 without having to worry about other shit. There's a few areas of the map that I'm not entirely confident with so I'll probably be doing a sweeping through the map to see which parts need refining or redoing altogether as a few areas definitely don't hold up in quality compared to parts I've added recently. The sector/wall limit is making me scared though. :-\
(http://i.imgur.com/0NuHJ.gif)
That's one map I'm eagerly waiting for
@Loke
that looks real nice. well detailed. nice construction and spritework. the only downside I can see is that's it looks too crowded to move around in there comfortably.
Good point. I remember Loke saying he didn't have gameplay in mind at all for this map and that he might even release it without monsters.
I guess it shows here and the way the map will end up playing might suffer from it
Absolutely love it. Makes me want to do another map ala It lives.
I hope you find a way to put some action though. Bobsp1 was awesomely good looking, but also devaluated because it lacked action.
I have just one nitpicking: that trash can looks ugly compared to the utterly perfect spritework in the surroundings, maybe you could make a rectangular one with sprites, other than that it looks amazing, remind me of It Lives also, but (sorry Gambini :P) even more detailed?.....
About your wall count, maybe you could remove some areas from the map.
It looks much more detailed than any room from It lives that I remember. The only bummer is that, as mentioned above, It looks very cramped. I can´t see how the player could move from that entrance to the point where the shot was taken without jumping and clipping all those sprites.
Still, i hope this post doesnt counts towards his conviction of not putting monsters. I´d love to play this map with some memorable action.
Thanks y'all. Many, if not most of the sprites are non-solid so you can just walk through them without bumping into them. Yeah, it's kinda unrealistic but since the inside of the building is often cramped with a clusterfuck of sprites I thought it was a fairly viable option.
QuoteI hope you find a way to put some action though.
I don't plan on doing it but of course stuff might change down the road. When I get back to it I mostly plan on finishing up the actual architecture/detailing so if there would be any gameplay it'd probably just be an afterthought.
Quote...that trash can looks ugly...
Hehe, I actually planned on doing my own but I couldn't be bothered at that moment so I placed that old trash can there temporarily. ;D
Funnily, if you'd remove all of the sprites in this room it'd look incredible bare. Pretty amazing what you can do with simple sprites really.
Is this going to be something like a quest map?
Honestly, I'm not sure how to describe it; explore-type map with nonexistent gameplay? In the end it's more or less supposed to be an homage specifically made for John Carpenter and fans of the movie.
For a long time I just spent my time on a canyon-type map. It's a very big map, but don't have much details, and I'm not sure if anyone wants to spent his time in the three/four textures. Abadoned at this moment.
[attachment deleted by admin]
I like the jagged edges of the first and second shots ;)
Quote from: Sanek on 16 November 2012, 19:53:54For a long time I just spent my time on a canyon-type map. It's a very big map, but don't have much details, and I'm not sure if anyone wants to spent his time in the three/four textures. Abadoned at this moment.
So far I think it has a solid basis. Would you mind sending the map over to me? I'd like to take a look at it through mapster, might be able to suggest some ideas, but I'm not promising much. Throw me a PM if you're interested.
Quote from: Puritan on 16 November 2012, 19:58:36
I like the jagged edges of the first and second shots ;)
Oh..thanks. :)
Quote from: quakis on 16 November 2012, 20:11:09
So far I think it has a solid basis. Would you mind sending the map over to me? I'd like to take a look at it through mapster, might be able to suggest some ideas, but I'm not promising much. Throw me a PM if you're interested.
Sure I can sent it. Check your PM..
Those are some nice looking canyons. some stronger shading contrasts and they'd be excellent. [thumbsup.gif]
Quote from: Loke on 15 November 2012, 15:20:06
Some progress on my map though regrettably I haven't worked on it for months due to other projects intervening. Hopefully I'll be finished with that soon so I can return to good 'ol Mapster32 without having to worry about other shit. There's a few areas of the map that I'm not entirely confident with so I'll probably be doing a sweeping through the map to see which parts need refining or redoing altogether as a few areas definitely don't hold up in quality compared to parts I've added recently. The sector/wall limit is making me scared though. :-\
(http://i.imgur.com/0NuHJ.gif)
Looks great, can't wait to play this :D
These 3d spritework lamps look interesting, btw. Never seen anything like that in a Duke map before
Thanks eddy. I originally used those black industrial ceiling lamps but since they're destructible (annoyingly) I decided to construct my own instead.
I like making stuff during my free time. nothing special so it gets deleted when i get bored with it
[attachment deleted by admin]
Looks fancy! Does it use TROR?
(http://img687.imageshack.us/img687/4866/capt0013.png)
Ditched the prison map for now, gone back to my other map, finished two buildings now (with some visual gimmicks), most of the way through the third, probably only another three large structures left to do. I don't expect visual detailing to be very high on this map, I am playing with sounds quite extensively though. I'll finish at least one of these, not sure how long that will take as I've got more appointments coming up soon (spending a lot of time in NHS buildings right now).
Wonder if anyone realised this and the prison were built off of the same base.
@Forge; Looks good, I'd be very impressed if that stuff up at the ceiling was spritework.
Oh, also I missed @Loke; That looks damn impressive, makes me feel a bit like throwing both my maps in the trash and walking away :D. I don't know how you guys do it.
That looks really cool HT. I´d just try to add "something" to that monotone ceiling.
Quote from: Forge on 28 November 2012, 16:17:12
I like making stuff during my free time. nothing special so it gets deleted when i get bored with it
You don´t fool anyone. You´re mapping again and we know it. ;D
It's all sprite work, no TROR. It's also layered so there's no noticeable clipping issues when crossing sector lines for the most part.
Just something I mess around with in my spare time and it's not viable to be used as a real map. Aside from some minor areas, like a small under water section, it's basically one big room. I'm not even finished with it (if you look around you can see where I stopped construction and the mess w/loose sprites, blank & untextured walls, lack of detailing, etc.) and it's already pushing 3,000 walls and 3,000 sprites. At that rate a four or five room map wouldn't be worth playing other than to look at.
[attachment deleted by admin]
I like it HT. Agree with Gambini about the ceiling. Maybe play around with the shading to break up the "flatness" of its look.
edit:
Quote from: Gambini on 29 November 2012, 04:20:10
You don´t fool anyone. You´re mapping again and we know it. ;D
HA! If that were true I'd post my screen shots at Duke4 so I could suck up some free rep points for taking nice pictures. ;)
Our lives are worth nothing without rep points. Never forget that my son! :D
@Forge, maybe if you didn't delete those works when you were bored with them eventually you could make a FBP? (Forge Build Project).
Actually I'd love to take a look at that area to see how you did that spritework without having any visual clipping/flickering bugs.
While I'm posting, I know this is the wrong thread, but I've finished the lighting job of Drek's Knee Deep in the Dead map. I estimate it has around 1200 lights, which I can get away with due to the simple, undetailed architecture and typically narrow corridors with lots of ceiling doors. I think it looks fantastic, but I'll wait for Gambini's seal of approval :P
Unfortunately it's behaving like I've hit a maximum light count since lights started disappearing near the start and more kept going away the more I put in, so that definitely needs to be sorted first. I've got some screenshots but I'm resisting the urge to post them.
Quote from: Micky C on 29 November 2012, 07:55:10
@Forge, maybe if you didn't delete those works when you were bored with them eventually you could make a FBP? (Forge Build Project).
Actually I'd love to take a look at that area to see how you did that spritework without having any visual clipping/flickering bugs.
Fine, have a look, It's made with a lot of tedious sprite and wall placement so don't expect anything amazing.
I recommend 32bit when looking around (unless you really like the unavoidable sprite clipping issues caused by the 8bit renderer - I have no control over that aspect)
The small white arches up on he ceiling will clip when crossing sector lines if you're up next to them (in mapster or jetpacking). I didn't bother with those since they're so high up, and there's a few others here and there as well. I focused mainly on the floor/walking surfaces.
just keep in mind:
Quote from: Paul B date=1353902424
A sprite structure just never resembles a believably strong structure.
so be gentle with the criticism :P
edit: file removed
Quote from: High_Treason on 29 November 2012, 00:42:02Oh, also I missed @Loke; That looks damn impressive, makes me feel a bit like throwing both my maps in the trash and walking away :D.
Thanks, but don't throw away your maps! Heh, I know you're joking but still.
Quote from: High_Treason on 29 November 2012, 00:42:02I don't know how you guys do it.
Lots of patience.
Occasionally it's been very frustrating working on such maps, especially my TROR map, that I've almost wanted to quit and throw the goddamn computer out the window but giving up are for losers. ;D
Forge, it looks really cool!
It's very good that you, like all old-time mappers (well, pre-2011/12) don't involved in that TROR-craze.
Yeah that area is facinating. How did you do the spite stairs? Mapster script or did you use that recently added ability to accurately and easily rotate sprites?
I made the initial set of stairs manually one sprite manipulated at a time. After that I secluded the set into a sector, highlighted the sector (R-ALT), copied, and flipped them around until they were lined up with the other platforms.
-on a side note, I've never used script for anything, I do it all by hand (probably why it takes me so long to make a level, but for me that's part of the enjoyment of mapping)-
Quote from: Sanek on 29 November 2012, 21:31:29
Forge, it looks really cool!
It's very good that you, like all old-time mappers (well, pre-2011/12) don't involved in that TROR-craze.
Thanks for the compliment, but if I were still dedicated to making quality releases, I'd probably learn TROR. There's just some things that can't be pulled off very well with sprites constructions (like sloped surfaces). I just wish it'd come out when I first started learning mapster.
Hmm, I struggle with ceilings as I don't know how light would work with them, the ceiling in my house is consistently the same brightness all along due to the lamp shade... but it's a small room. It is the one thing in the map I'm not keen on either though and I'm working on ways to change it. A small update would be that I did this to the centre of it;
(http://img833.imageshack.us/img833/7627/duke0010.png)
Can't lie though, still getting used to shading, it changes the whole mapping experience when you start trying to do that, you have to start considering wether doors will be there, or sprites or all kinds of things. It's getting easier as time goes on though, deffinitely think I've just about got the hang of floor and wall shading to an acceptable level.
On the TROR thing; My use for it is rather old-fashioned and would likely be familiar to anybody that had mapped in Blood before (I keep meaning to pick Mapedit up again, I spent years in that editor and have about 50 incomplete levels scattered about my HDDs) - namely, a big square sector in the centre of the area, difference is, I found the system in Blood (Upper Stack, Lower Stack) more intuitive than the one in EDuke32 and knew some neat exploits for it (I could make fully 3D Bridges with minimal renderbugs for example, or display multiple stacked sectors at once, something many struggled to do) - I actually miss that thing, I liked the Tx/Rx and Data0-3 system (Like Tags in Duke) and used to make some very complex torture machines with it... I have a map somewhere which uses a series of conveyer belts, napalm launchers and sectors I called "bellows" (for timing) that allowed you to spawn dudes, blast them, burn them, crush them, explode them and then dump them in a sewer... I also made a somewhat functional ice arena, complete with disco lights. Hell, I could talk fondly about Mapedit and QSystem all day, where's that off-topic thread.
And my apologies to @Sanek; I knew I'd forgotten to comment on someone's work, looks decent enough and although the architechture isn't over complicated, it works for me, I like it.
I hope you consider this non offensive and a chance to find an alternative. but that "roofwork" is awful. I prefer the previous one. The ceiling and sky have no ledge and everything is boringly gray. Try something with that red you´re using in the lower story and some brown (like the electric subway floor).
Quote from: Micky C on 30 November 2012, 00:45:48
..How did you do the spite stairs? Mapster script or did you use that recently added ability to accurately and easily rotate sprites?
Illuminate my mind ;)
What's the recent sprite rotating trick?
I don't have time to read all the post on all forums ;)
Okay, now I'm curious about these scripts and commands Micky's alluding to.
as far as that thing I'm working on; when I feel I'm "finished" with that area, maybe I'll go back and trim the fat to get back some resources. I might see what I can do to add on to it. Since I'm a bit wasteful with my construction techniques, I don't predict that I'll be able to make a full sized map out of it though. Depending on the outcome maybe I'll pass it on to somebody who can properly convert it to a DM map if it's feasible.
there. now I'm officially unofficially working on something that may or may not get finished. ...I feel like quakis. So, so dirty. There's not enough hot water to wash away the sensation....
Quote from: Forge on 30 November 2012, 21:27:31
...I feel like quakis. So, so dirty.
;D
Quote from: Puritan on 30 November 2012, 11:26:31
What's the recent sprite rotating trick?
I don't have time to read all the post on all forums ;)
Helixhorned put in a new useful tool in mapster, it works on both sprites and sectors (or more accurately, wall points, which is the same thing). Just select what you want with right shift, then hold down left shift. If you move the mouse over the objects and hold down the left mouse button, you can resize/scale the objects in both the x and y direction separately in real time! Likewise if you hold down the right mouse button, you can rotate the objects in real time.
It's very handy.
Quote from: Gambini on 30 November 2012, 03:19:49
I hope you consider this non offensive and a chance to find an alternative. but that "roofwork" is awful. I prefer the previous one. The ceiling and sky have no ledge and everything is boringly gray. Try something with that red you´re using in the lower story and some brown (like the electric subway floor).
No offence taken, I'm still working on it, raising it so there is an edge currently causes renderbugs to happen realting to a nearby elevator. I'll take your suggestions on board and keep experimenting with it, may end up removing that addition all together though.
Quote from: Forge on 30 November 2012, 21:27:31...I feel like quakis. So, so dirty.
Hey now, there's only room for one abandon master. 8)
Honestly speaking, as much as I'd love to release more stuff, I do struggle with piecing together a good map structure and layout with Duke. The basic foundation of a map... I prefer working on the visuals and overall design more, Done & Dusted was a ton of fun to work on as a result. All I do in Mapster these days is doodle ideas with little intention for it to become an actual project.
So is that mansion map ever going to be released?
http://wiki.eduke32.com/wiki/EDuke32_Modifications#Status_Unknown
http://msdn.duke4.net/previews.php
I honestly have no idea.
Quote from: quakis on 01 December 2012, 00:50:11
Honestly speaking, as much as I'd love to release more stuff, I do struggle with piecing together a good map structure and layout with Duke. The basic foundation of a map... I prefer working on the visuals and overall design more, Done & Dusted was a ton of fun to work on as a result. All I do in Mapster these days is doodle ideas with little intention for it to become an actual project.
Same here.
The only reason I feel the need to make the attempt is this is the first time in quite awhile that I've actually been inspired by some "doodle" I've made and came up with a haphazard layout and ideas for some of the surrounding areas.
One of three things will happen; I'll run out of resources and drop it, I'll get bored with it and drop it, or it might see the light of day like my last map (I got bored with it, started running out of resources and couldn't do what I wanted so I gave it up, but there was enough there to release in a playable state).
Pff, it seems I have lot of catching up to do. :P
Sanek: those canyons look pretty good, I suggest adding some human structures (little houses, wooden bridges etc) to add some variety.
Loke: looks very impressive, although it also seems cramped.
HT: agree with Gambini about the ceiling, but remember this: it doesn't have to be a complicated structure, some well chosen textures and trimming can be enough.
Forge: that looks like a *lot* of work, kudos for creating such ambitious spriteworks! It looks very good.
In other news: I'm still helping out Sanek with his city map, here's another shot:
[attachment deleted by admin]
^I can tell that Merlijn is involved ;)
The shading is top notch.
Thanks! Keep in mind though, it's still mostly Saneks map. I've added some areas (like the one in the screenshot), but most of the map is his. :)
Quote from: Merlijn on 02 December 2012, 23:48:25
Forge: that looks like a *lot* of work, kudos for creating such ambitious spriteworks! It looks very good.
In other news: I'm still helping out Sanek with his city map, here's another shot:
Thanks. It is alot of tedious placement and alignment. I'm re-constructing the balustrade along the ceiling (an a couple other things) to reclaim some walls, but it'll cost me more sprites for the restructuring. (gained about 600 walls for my effort). Not a big deal about the sprites since I have only one more sprite-heavy area/structure in mind atm.
Maybe when I'm "finished" with that room I'll run a copy by you for an opinion on improvements/ambiance if you're not too busy and it's okay with you. Once I've "sealed" that area off and start working on neighboring sections it'll be incredibly difficult to pull the map apart at that location to do any additional sector work.
The screen shot you posted is nice and gloomy. Kind of dirty-industrial, but doesn't show much else.
I wouldn't mind testing your map, just send it whenever you feel like it. :)
As for the screenshot; it's just one underground area that doesn't respresent the general theme of the map. As earlier screenshots indicated, most of it is set in a sunny city. I was kinda inspired by the brainwash facility map to add a gloomy looking place in the middle of the city and I quite like the results.
Hi, as I had said previously in this topic, here are some screenshots of a current work about a industrial & spooky city theme, the story taking place in the 80's.
I'm particulary satisfied of the results, but I've still a lot of work to do and I suppose I won't release this before months...
There also are some others places which the building in mapster is completed but I won't spoil to much about that.
So, here is an old warehouse...
[attachment deleted by admin]
nice industrial look. good trimwork.
Why are you using the old HRP pistol?
@ Micky: It looks better imho.
Nice shots David.
Shots look very good, you nailed the feel of an abandoned warehouse. :)
@Micky : I don't know, that's the gun I've got and I never pay attention to this. Maybe there is a mess with some files.
Thanks for comments.
I managed to spend a few hours at the workstation today;
(http://img545.imageshack.us/img545/2268/capt0019.png)
That's a secret area in one of the buildings, it's not very secret and isn't hard to get to.
I've built a lot more than that today, but I don't want to spoil things too much. Wether people like this when it gets released or not I do think I've raised my personal bar so far in certain areas. I have one large building and a complex outdoor structure left, then comes fixing doors, enemies, items and some scripted events. I am not predicting a release in any timeframe right now but I've missed playing with the editor, I've done nothing but write a book for the past week or so. Hopefully I can get back on the workstation again later tonight (this morning, it's 1AM and I'll be up 'til at least 6) or when I've had a sleep.
It looks nice. It's "busy", which means that although it's not the most detailed thing in the world, the room appears full and naturally spaced.
I like the shelves. I generally like spriteworks when it's carefully done.
Well, I've had even more time at the workstation and I'm about done with this map, just trying to make my mind up as to wether I want it beta testing before I release it, as well as mending a few little bugs and sticking some cheap details in. Here's the last pre-release shot you're going to get;
(http://img818.imageshack.us/img818/3937/capt0023.png)
Duke must activate the reactor to progress, this actually takes up most of the playtime as the map turned out quite short ( need a new computer), the way in which the reactor is activated is something I am proud of, because although I could have used dipswitches I haven't (well, I've used them, but they aren't part of a combination), because of this it allows me to have each switch make something else happen and the "start reactor" switch can be pressed at any time. However, the reactor won't start until the other switches have been pressed. In effect I've invented a form of "Counter Sector" (Mapedit speak), effectively allowing me to require a certain number of tasks to be done before something will work, it also allows me to daisy-chain effects that use different channels. I'm not sure on exactly what potential there is to exploit my findings or if my findings were found by others before, but I've made a note of it as it could be useful.
Working on that 20 scbp, the gameplay it is finished now (without mosters) :)
Here's a list of to-do things.
THINGS I'M NOT SURE HOW TO DO:
1. Make just one big door next to the well outside the church (actually there's 1 door per rune)
2.Make the sequence where the monster is feed by explosives
Maybe Lezing could help with this
If not I'm gonna keep the big door as it is, and look for a workaround in the monster room.
Other things I'm working on atm:
1] Build the exterior of the church
2] Add proper enemies/respawns and items/weapons
3] Write a plot on viewscreens for the runes thing explaining there're 4 runes to give power a portal or something like that. And thinking about why the portal needs to be opened in the first place :/ any ideas?
4] Also some screens explaining there're 2 shells for the tank and how to use it.
On both cases I need some help with redaction since I'm not good at that matter.
Some shots:
(http://www.scent-88.com/forum/index.php?action=dlattach;topic=47.0;attach=382)
(http://www.scent-88.com/forum/index.php?action=dlattach;topic=47.0;attach=384)
(http://www.scent-88.com/forum/index.php?action=dlattach;topic=47.0;attach=386)
[attachment deleted by admin]
Those screenshots look good! :)
In other news: the map Sanek and I have been working on is nearly done, it's currently being beta-tested. It's a small/medium sized city map, stylistically it feels a bit like a hybrid between roch and the original 3dr style. I personally like it very much, it will be released quite soon so stay tuned. :)
random rant, but i am so hyped on that map i started just a couple of evenings ago. it's already clocking at 209 sectors, 1970 walls, and 752 sprites, but this is only the first couple of areas and they are not even fully done yet, i have a lot more to do. i am having a lot of fun and new interesting ideas keep popping up (and i seem to be able to implement them right away and get them to work right first try). it has a really unique theme, or at least something that looks like it has never been done (even though, technically, it has), just because of its different atmosphere. my natural way of designing things seem to have changed yet again, i don't really comprehend what the hell i am building, and why i am making it look like that, but it is fulfilling. shame i am running out of time, i am leaving back home in two days and i would have needed like two extra weeks to finish it. i am going to be really busy with work after this holiday too... gah. at least i hope i will finish it sometime somehow
as long as you're having fun, keep it going
do like i do, 30 minutes here, 20 minutes there. whenever i find time to sit down i check my email, i sneak in few extra minute to add a little bit at a time.
I'm doing the same, I'm not rushing anymore but only working under inspiration one hour here, two hours there.
I started a new project 3 months ago, and I'm reaching the 11.000 walls and 1500 sectors.
I'll probably hit the max. walls allowed, of 16384. The map is not finished yet, I'm around 50% done and hope that the 5000 to 6000 remaining walls will be enough to complete my vision. The detailing is awesome, the theme is partially a city but the most industrial. Some people asked when I would release more ambitious project : it's now on the rails !
I'm mapping in a very different style now from my last releases, with accent put on architecture and gameplay... and it's much better !
I'm still keeping discretion but when the time will be approaching, I'll post some screenshots and slowly more spoilers.
Good to hear, David ;)
Please don't sacrifice good gameplay for the sake of details!
I'm guessing that's the TROR thing.
If you want to do more than you can given the limits, you can always break it up into two levels (optionally making it an episode), that could also give you better control over the weapons.
No, it's not the TROR project. I had troubles in mapster with that one, it was lagging a lot (4-5 frames per second in the editor only - not in the game :o) as soon as I gathered all the TROR building. Ouccchhh ! I have paused that project and I'll resume that later because it was really nice, but it will be smaller for that.
The map I'm talking about in the topic doesn't use TROR nor polymer, but is still built in High resolution. Classic mode might be supported anyway (provided I bring some adaptations for this purpose). Nevertheless if I reach the limits of the editor, it will be split in two parts - that means *.con files for the loading of the second map after the first one :-\. So I'd rather prefer to keep only one file if it's still possible.
At a crossroads with my "castle" map.
I've generally constructed five rooms so far and have used just over 6000 walls. In order to pull off what I want I need to average no more than 1000 walls per room. If I can't make what I want, then I don't want to make anything at all, so no compromises by excluding planned sections. Either I need to find where to cut the fat and get down to at least 5500 walls or just shit-can the whole thing. May-June was the target, but now it's going to be delayed by at least a month while I pull it all apart (not an easy task - building ror) to see what can be sacrificed.
Regarding my project, there will finally be two maps instead of a single one because of the walls limit. As you have said, I wouldn't want neither to cut off some parts or to lower the quality ; otherwise I'm not doing anything at all. My project is 50% done for now, the first map is finished but I will release everything at the same time, in order to create an episode so that the original project remains intact in this way.
Here are some new spoilers about the double map ; after having done some screenshots (with Polymer this time), it tastes like the Far Cry sauce ;).
[attachment deleted by admin]
nice abandoned warehouse. nice texture choices & good combos, just the right amount of detailing/architecture. a real worn and weathered look.
I agree, nice shots. Maybe a few more scattered tiles would help. Since this uses the HRP, shouldn't it go into the other "what are you working on" thread? ???
TBH I never liked seperating this thread into 2 catagories, because there are so many shades and variations of classic that it's hard to draw the line.
David, are you using TROR in that area? IMO that's the perfect place to use it since that would allow you to create the 3D lights using sectors, but much, much more importantly it would allow you to edit the floor of that warehouse completely independently of the ceiling.
Great work. I like both the architecture and color scheme. Kindof reminds me Blown Fuses´ warehouse but much bigger and suitable for action.
QuoteIMO that's the perfect place to use it since that would allow you to create the 3D lights using sectors, but much, much more importantly it would allow you to edit the floor of that warehouse completely independently of the ceiling.
I see how TROR could be useful for doing separate constructions on the ceiling and on the floor. But using it for lights??? Six sprites are much cheaper resources than 8 walls and two sectors
per light fixture. Also I always see monsters glitching when there is small TROR constructions like tables or lights.
I just meant that while the TROR is there you might as well use it for other stuff. However you can still use sprties for lights, and in fact you're right sprites are probably better anyway because you wouldn't have to worry about adjusting the ceiling slope over the light sectors.
And the only reason why you might have seen monsters glitch with TROR like that is if TROR scissoring is involved, or if the TROR layer is extremely thin (I'd say less than the height of the player). However in that Warehouse you can clearly see that there's plenty of room to have a TROR layer seperating the ceiling and floor and not have any glitches. It would work in classic too.
No, I'm not using TROR. I'm building the floor and sloped ceiling while depending from each other.
TROR would use even more resources. So, lights, walkbridges, ... are made of spriteworks which I use a lot.
So the maps could work at a satisfying level in classic mode, but the results will be great once you choose the high resolution textures. I'll give a warning for this in a txt file. I'm mapping in 16/32 bits only, so the results are always the closest from my original design & ideas with the new modes.
IMO the line between classic project and high res texture is blurred, especially when you can play both.
Thanks for comments.
I really must admit, David B, you sure know how to use the HRP resources well and make something look really nice with them. Same case with your previous Highland release. :D
many thanks. ;)
But I won't repeat the errors of my previous maps, this time I promised myself it will be far better, especially with the difficulty and the gameplay.
I'm able to learn from that.
trying to put a thumbtack in the separation between "what is what", and pin everything down isn't cut and dry
HRP's mostly independent of video modes other than requiring opengl (16 & 32 bit). I look at HRP as "optional" user art. There are some maps specifically made for HRP or recommend using it, but one can just as easily play the map without it (in polymost/polymer - and in several cases 8-bit), and the map still works and looks just fine.
I can understand from a certain point of view for separating polymer (it has pretty lights and tror that wasn't original to the game) from polymost/8-bit, but if the quantifier for the division is the opengl driver and the ability to do things not original to the game, then ordinary vanilla polymost maps (extended sprite manipulation, models, etc.) needs to fall in with polymer as "modifications", and the only thing that qualifies as "classic" are straight 8-bit maps.
On the other side of the coin I can understand keeping HRP separated from vanilla maps. Like mods, they require files external to duke3d/eduke32. But then you can turn that around and say polymer doesn't require external files.
I think too many hairs are being split, obvious mods should be with obvious mods, and user maps should be with user maps. it's my opinion but not the one that matters. The boss wants it a certain way and it's his perspective and his site.
edit: if you want to continue discussing this, then quote me and take over to the site feedback thread
edit2: to avoid double posting - as far as my current map goes, I think i'll toss it on the backburner for now. I managed to knock the wall count down to 5527, which is tolerable. When i built the original room it was for fun and i didn't care about resource management. This is the second time i've had to go back and basically rebuild that section of the map (the 1st time because of too many sprites visible at one time). Now I'm burnt out with it, and need to put it away for awhile.
Quote from: Forge on 25 January 2013, 13:53:49
edit2: to avoid double posting - as far as my current map goes, I think i'll toss it on the backburner for now. I managed to knock the wall count down to 5527, which is tolerable. When i built the original room it was for fun and i didn't care about resource management. This is the second time i've had to go back and basically rebuild that section of the map (the 1st time because of too many sprites visible at one time). Now I'm burnt out with it, and need to put it away for awhile.
Ah, there's one of the reasons the super-detailed mapping phase died out a year or two ago.
decided to finish this room so i could tuck it back under the room above it
[attachment deleted by admin]
Oh Yeah!
Quote from: Gambini on 29 January 2013, 23:24:30
Oh Yeah!
(http://brokensidewalk.com/wp-content/uploads/2010/02/kool-aid-man.jpg)
But yeah, nice.
well since i can't seem to keep myself in budget with the resources, this has turned into a way to pass time instead of a potential playable map.
base sector work w/no detailing or trimming
boredom and lack of motivation can cause one to use peculiar textures
[attachment deleted by admin]
Maybe some other texture in between to break up the monotonous feel?
Just my two cents :)
right. it has no trimwork done or any additional lighting/shading sector work
if i was to stay within the set limits of what is allowed per area in order to come close to what i want to do with the entire map - this is where i'd have to stop with this location. maybe allocate some more sprite work, but no more walls.
i'm falling asleep making it because it's so dull. i can imagine how a player would feel.
I think it looks good enough as is without overdoing things and keeping in budget; solid shape and structure. Perhaps tweaking the shadows to have a much darker contrast might help to 'fill' up the area, but otherwise it looks fine to me.
Quotewell since i can't seem to keep myself in budget with the resources, this has turned into a way to pass time instead of a potential playable map.
Feel the same many times with the map I'm currently working on, I use up so many walls with the style I'm working with and attention to detail, I doubt I can add every location I have planned. ;D Which would be such a shame really.
don't know why, but i like the open sky look better (and it saved about 65 walls - still over-budget though)
maybe cause so far the rest of the map is indoors and kinda gloomy
[attachment deleted by admin]
Open sky is way better, but the color... ugh! :o I think you should change it. :)
Started work on another new map.
Just as bland as it is.
[attachment deleted by admin]
it's a good base, but it needs some more sprite work decorations (hydrants, street signs, wall graffiti, etc), and some sidewalks with alternate texturing or something to break up that solid floor. maybe some more trim work along the walls. everything looks flat and at 90 degree angles - very boxy
Sequel to Lorch? Very nice though expected. ;)
Quote from: Forge on 14 March 2013, 13:22:20
it's a good base, but it needs some more sprite work decorations (hydrants, street signs, wall graffiti, etc), and some sidewalks with alternate texturing or something to break up that solid floor. maybe some more trim work along the walls. everything looks flat and at 90 degree angles - very boxy
Trimwork required indeed. :D Agree with Forge, basis is good, but trimwork would make the level look more detailed and "sharp", if you know what I mean.
Some more shots of the The Thing map. Taking sooooooooooooooooooooooooooooooo long.
Side view of the entire map (except for a small room in the top left corner).
(http://i.imgur.com/cv1JmKA.gif)
Overhead view of the outpost, zoomed out so the clusterfuck of sprites doesn't show up.
(http://i.imgur.com/0RoUxG0.gif)
The bathroom/laundry room. Never actually seen in the movie (except the corridor to the left which is the sleeping quarters corridor, seen at least two times IIRC) so I had to use my own imagination of how it would look.
(http://i.imgur.com/ki8MA5l.gif)
The outpost is pretty much finished it just needs a lot of polish. The outside is basically what's left in terms of adding new sectors and sprites. Then I'll see where I'll go. Of course it all depends on if I have the resources to pull it all off since the wall limit is starting to scare me.
Wow, looks great, Loke!
Seems you'll be outta sprites as well :o
Quote from: Loke on 24 March 2013, 21:35:34
Some more shots of the The Thing map.
It looks great! Can't wait to play in it!
Quote from: Forge on 14 March 2013, 13:22:20
it's a good base, but it needs some more sprite work decorations (hydrants, street signs, wall graffiti, etc), and some sidewalks with alternate texturing or something to break up that solid floor. maybe some more trim work along the walls. everything looks flat and at 90 degree angles - very boxy
Well, how about that.
[attachment deleted by admin]
That looks better, but could still use some extra sprites on the road to make it look less bland. What about some tire marks?
Loke's screenshots look really good. Looking forward to playing that one.
Sanek's screenshot looks pretty cool too, reminds me of the early Roch maps, notably Roch 2 (maybe because of the sign though), which is not a bad thing seeing as I loved the first Roch maps almost even more than the latest ones of the series
anyway I am back in my hometown for a couple of days, maybe weeks, which means I might find some time to work some more on my new map I started three months ago. I am stupidly busy with work besides that but I should find enough spare moments to make it happen, hopefully
appears loke builds like i do. damn the torpedoes and to hell with resources. as long as it looks like you want it to
-the difference is i fail proper planning and run out leaving areas unfinished
Looks much better Sanek.
just a couple minor suggestions. Maybe a little protruding trimwork around the doorway on the wall to the right and re-texture or do something with the floor around the jeep to create separation between the ramps and the street
Forge, are you my long lost twin brother? I fail at planning as well. ;D
Thanks all for the comments.
Quote from: PuritanSeems you'll be outta sprites as well :o
I think I'll be fine there actually as I doubt I'll add any significant amount of sprites in the outdoor areas (essentially the outpost consists of roughly 95% of the sprites. Lulz.).
The theme is a great idea, Loke. It looks perfect and I'm looking forward to play it.
I suggest you join a music file with your map (the theme of the movie, at the beginning... with the chase). This would be very nice.
Yeah, I'm planning on using a few different types of tracks from the movie at specific locations throughout the map, as an example; when the player discovers Outpost 31 cue a creepy tune, see something disturbing inside the base cue another creepy tune. I don't know if I'll have any actual accompanying music file (silence is as creepy!) but I haven't gotten that far yet so nothing is final.
worked some more on my map I started three months ago, yesterday night and today. It is slowly coming together quite naturally, I might be able to finish it before I leave again. It is the first time I take the time to make a winter / snow themed map, so it is pretty funny to experiment with palette values and it almost feels weird not having to put too much thought into a lot of outdoor textures (because of the white). Funnily enough, it originally started as a christmas / new years eve-themed map, but given that I only have a couple of opportunities to map per year I wouldn't be surprised if that only got released during summer break !
screenshots or it didn't happen
maybe soon when the map is in a later state of development. i am fairly satisfied with what i have built so far, but it is just one area (that already takes up quite a large section of the basic mapster grid) and the surroundings are still very empty, a screenshot would not be representative of it all. i also don't really like posting screenshots in general, i think it is better when the map gets unveiled all at once during its release, then again i don't know. maybe it's still good to hype it up beforehand ?
screenshots don't mean as much as they used to. mostly due to the duke4 popularity contest.
if i'm actually working on something and i want a little general feedback, i'll throw a screenshot up here and see if anyone comments.
if i'm fucking around, it's a joke, or has no serious intentions then i'll post at duke4
since you're not into that game a screenshot from you around july would be nice.
you're always busy with work so who knows when you'll ever get around to finishing it.
It's true. Only yesterday I posted up an "Angry Duke" mockup of angry birds. Instead of pigs that stole your eggs, it's pigcops that stole your babes :o
(http://i734.photobucket.com/albums/ww345/crimic01/COOL-1_zpsfc295708.png)
on a side note, i just hit the 500+ sector mark on that map I am working on. I am tired as fuck right now and still unsure whether or not I will have the time to finish it by the time I have to go back home, but here are two screenshots of it (I am keeping the most 'impressive' locations for myself, also please note that the surrounding areas are yet to be designed, hence the dull, empty, squarish backgrounds), along with two screenshots of yet another map I started back in 2011, and haven't touched in two years, that has been gathering the dust on my hard drives, I really want to finish it one day but it is fairly ambitious and I just can't find the spare time to, I think I can only deal with quick projects these days (I have thought of merging both maps before of course... but I really don't think they would go well together)
[attachment deleted by admin]
Quote from: Forge on 28 March 2013, 14:58:20
screenshots don't mean as much as they used to. mostly due to the duke4 popularity contest.
if i'm actually working on something and i want a little general feedback, i'll throw a screenshot up here and see if anyone comments.
if i'm fucking around, it's a joke, or has no serious intentions then i'll post at duke4
since you're not into that game a screenshot from you around july would be nice.
you're always busy with work so who knows when you'll ever get around to finishing it.
gotcha, I wasn't aware that duke4 was such a popularity contest nowadays. I just checked and it is true that generally speaking, I find that there is a bit too much of everything going on at that place. I like it more here, it is a lot quieter and people seem to be more down to earth. I think I have naturally, unconsciously avoided duke4 lately for that reason.
anyway I just posted a couple of screenshots of my new map, I also added two more screenshots of a map I started two years ago, that I sent you a copy of a while back and haven't touched since, just in case it motivates me to somehow find the time to finish it one of these days. I have maybe one or two weeks left in front of me during which I am going to be able to sneak in some Mapster time here and there. Hopefully that will be enough to get releasable results.
That's a very cool and unique look you've got going there for the map. Kinda pale and desolate.
thank you, yeah the theme is a snowy, abandoned industrial area pretty much, deserted brownfields and old factories and warehouses are a very underrated theme in Duke maps, probably because it is much more tempting to make locations feel alive due to the 'futuristic' theme of the game. I have always liked how the calendar sprite in Duke said 2007, which seemed in a long time when the game was released, and now that year is way behind us, so there is no point anymore in trying to guess what yesterday's future would be since we already are behind that mark we once set. Sounds corny and awkward, but I don't know how to explain it in better words... Sorry.
The other map really feels desolate too even though I started it a while back, I don't really know why. So far it is pretty much a full, completely destroyed 5-story building you can explore, with a lot of room over room layers (that does not use true room over room which was not around when I built it). It is inspiring, but built on such a large scale I am having trouble finding inspiration for the surroundings. I will just focus on the snow map for now and see what happens later.
oh and I am a hypocrite, I just cross posted the screenshots on duke4 as well, just because more people are likely to see them there and who knows, it may inspire someone, somehow. I am a terrible individual
it's not hypocritical to cross-post screenshots. especially if you want a larger audience. the only problem is the feedback at duke4 is kinda hit and miss. some people may say something useful, others may just give you a rep point and walk away without a word as if the little green number is enough to say "i like what you're doing there" - the downside being you don't actually know why they "like what you're doing there".
since you cross posted and i visited duke4 first, i'll cross post
Quote
pretty neat. even your unfinished work holds a certain aspect of realism and quality detailing
kinda wondered if you were ever going to do anything with that older map - if it's the same one i got when i received the alpha version of met. mayhem. from the screen shots and from what i remember - i don't think the two would make a good merge
they should definitely be two separate maps.
the older map i always thought you should keep going down instead of out when street level is reached. down to the basement - subway tunnels- sewer tunnels - subterranean caves - however deep you wanted to go - go through the core and come out in china or something
most maps work on the majority of a horizontal plane, not many work completely on a vertical plane. that would make the map rather unique. and if done in the old ror/sos style instead of tror, it would even be that more cool
that is actually an awesome idea ! I still do want to build a city-like environment at street level, but the difference is that now I have a much, much clearer idea of what I want to design, and how to keep the map going. For the longest time I couldn't think of anything that would fit the vibe the first building already established, I think I didn't want to make the player have to visit boring locations with the main street area making for yet another central hub, basically I didn't want to have to settle for a classic city map after such a 'different' start and bring the mood down, and that lack of coherence between the start and what I had left to build might have been why I was stuck with that level. But your comment actually gave me new perspectives and now I actually have a much clearer idea of what I want to do with this map and how it is going to play ! I won't spoil anything, but you have no idea how helpful your comment was for me. Thank you so much.
Quote from: ck3D on 05 April 2013, 14:56:53
that is actually an awesome idea !.... but you have no idea how helpful your comment was for me. Thank you so much.
it was already your idea, your concept, and your design to begin with. all i did was remind you, so you're welcome for that little nudge
Just wanted to say the realism and attention to small detail and shading really brings these maps to life. I can't wait to play it when its done. + one rep point =)
Quote from: ck3D on 05 April 2013, 13:20:06
...deserted brownfields and old factories and warehouses are a very underrated theme in Duke maps, probably because it is much more tempting to make locations feel alive due to the 'futuristic' theme of the game.
It's lucky that my current project - almost done - is exploiting this theme. The story take place in the past and I guess you'll like it. By the way it reminds me a promise about something I was cooking, and that's it. Last point, I like your screenshots too and I'm convinced you should do something with this. Maybe someone could help you to finish it if you're lacking of time.
Quote from: pbolduc on 12 April 2013, 07:10:13
Just wanted to say the realism and attention to small detail and shading really brings these maps to life. I can't wait to play it when its done.
Right, just wait some weeks ahead the time I release my beast (cough cough)...
I'm pretty much done now with the map, just adding some final touches and a bit of polishing.
(http://i.imgur.com/6aTxznw.gif)
Looks detailed and great :)
On a nitpicking note: Isn't the door a bit thick? [/Forgemode]
Quote from: Puritan on 12 April 2013, 15:14:00
On a nitpicking note: Isn't the door a bit thick? [/Forgemode]
;D i suppose i had that coming
Quote from: Loke on 12 April 2013, 14:59:16
I'm pretty much done now with the map, just adding some final touches and a bit of polishing.
(http://i.imgur.com/6aTxznw.gif)
are you still going with an earlier idea and make it a kind of exploration map devoid of enemy?
if you don't have a beta tester in mind, i could assist (if you don't mind nitpicking ;)), or there are several people here who would probably agree to help
That's a really nice use of that wood panel texture. Simple execution, but it's so visually satisfying and effective regardless and ties the room together with that geometry while at the same time, not being too visually noisy so other details stand out. Man I almost feel like jumping in Mapster right now to mess with the textures again... (And get back to work on my project... Must... resist... urge!)
Thanks guys. Door just became thinner.
Quote from: Forge on 12 April 2013, 16:05:33
are you still going with an earlier idea and make it a kind of exploration map devoid of enemy?
Yeah, it's completely devoid of enemies. I debated wherever to have any or not but the vanilla Duke3D enemies just didn't fit in the end. The slimers could probably fit but they present zero challenge unfortunately.
I don't know if this is a bad idea or not. Some people just want to blow shit up but this isn't really your standard Duke map either. It's more or less a dedication to John Carpenter and the film.
if it's done right the no enemy concept is not a bad thing
just don't go billyboy on the puzzles
No enemies or low-amount-of-enemies...Do what you think it's right!
It's your creation.
I did something like that on " Nostromo"....
Few enemies, more true to the source ( the movie).
But still, I fell for the "old school thinking" and added a few different enemies ( The Cargo bay area).
I regret that after the release though ;)
That´s the pinnacle of duke-detailing and clever use of textures. The only gripe I predict is that all those sprites will make navigating a challenge itself, giving another reason of why not to use enemies :P
Quote from: Gambini on 13 April 2013, 03:38:52
That´s the pinnacle of duke-detailing and clever use of textures. The only gripe I predict is that all those sprites will make navigating a challenge itself, giving another reason of why not to use enemies :P
IIRC a lot of that spritework is non-blocking to avoid that problem.
Quote from: Loke on 12 April 2013, 16:28:41
Thanks guys. Door just became thinner.
Quote from: Forge on 12 April 2013, 16:05:33
are you still going with an earlier idea and make it a kind of exploration map devoid of enemy?
Yeah, it's completely devoid of enemies. I debated wherever to have any or not but the vanilla Duke3D enemies just didn't fit in the end. The slimers could probably fit but they present zero challenge unfortunately.
I don't know if this is a bad idea or not. Some people just want to blow shit up but this isn't really your standard Duke map either. It's more or less a dedication to John Carpenter and the film.
I'm sure you could do something that would fit using slimers, Newbeasts and maybe even Octobrains.
Thanks for the above comments on my screenshots. David B., I am definitely looking forward to your map, I like your mapping style and the theme of your new creation seems on par with the type of feel I like Duke levels to have. I am sure I will enjoy your level !
Quote from: David B. on 12 April 2013, 12:30:34Last point, I like your screenshots too and I'm convinced you should do something with this. Maybe someone could help you to finish it if you're lacking of time.
A normal person would, but I am a control freak over my work in general. I'd rather take more time on a project if it can serve my own vision of how things should be, than work with other people unless it's a CBP or an episode like Metropolitan Mayhem. Still a good idea I might consider if I ever realize this is really going nowhere !
Loke : your project looks really promising, love the shot. With or without enemies I am sure you can pull off something that will make for an immersive experience !
snow map is growing faster than i expected it to be, about to hit the 1000 sectors mark tonight, didn't really see it coming that soon
edit - just realized the wall limit had never been quadrupled like i thought i remembered it was, just doubled. i am clocking in at only 1015 sectors right now but i have over 9000 walls. hopefully it does not get in the way. the level scale is huge so far with some of my favorite atmosphere yet, i am pretty proud of it.
still heavily WIP as the long blue wall in the background on the left can attest, a bug i have yet to fix is that everytime the player is standing too far away from the spaceships the rockets fired by the cycloids go straight up and the explosion radius gets to them, causing them to die after a while (a long while, but the bug is still there), i still have to experiment a little in order to find a workaround, amongst other things i had a lot of fun building an apartment with swedish style interiors and furniture too which i don't think has ever been done in duke
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Quote from: ck3D on 08 May 2013, 22:31:05
... amongst other things i had a lot of fun building an apartment with swedish style interiors and furniture too which i don't think has ever been done in duke
Swedish interiors?
Now I'm getting exited :)
Wonder what Loke would say...
i am trying to make a point of not showcasing anything of what i think looks the most promising yet... this screenshot is much outdated already. those blue walls do not exist anymore, i made yet another building and whatnot... working so much on this to kill time this week. the map is already twice as big as 'wide awake'...
about the apartment, do not expect much, let's just say i had some fun trying to make some modernish furniture in mapster and got some fun results, but nothing revolutionary in the slightest. i think the location does look good though and fits its surroundings pretty well. you will get to see it when the entire map is done, :)
I'm absolutely confident about a ck3D map will watering my mouth for sure ;)
i hope you will like it, i am not sure i am going to be able to make it as grand as i would have liked it to be since the limits seem to be about to get in the way once again (weird seeing as i might have only spent three weeks working on this map in total ? hitting the 10000+ walls mark usually happens to me on more ambitious projects)
i am back home now so i am only going to be able to touch the map again in ten days or so, just for a couple of days to, maybe even hours. after that i will leave again on vacation and i am not sure when i am going to get to touch the level again. feels kind of stupid to only be able to work on a map on and off like that, but then again it builds anticipation and i always get new ideas in the meantime.
I like that screenshot, MRCK (especially the building on the left), the blue and white work together nicely. :)
As for me, I've revived an ancient map which has been collecting dust for years: the remake of red1.
Below are 2 screenshots (1 new, 1 old).
Progress is going very steady; I'm over 11000 walls already. I hope to finish it this spring/summer. Please note that it has very little to do with the old redduke: it's loosely based on it but in terms of style, atmosphere and gameplay it's much more similar to red3, 4 and 5. :)
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How cool is that!
Can't wait, Merlijn :)
Quote from: Merlijn on 19 May 2013, 21:45:04
As for me, I've revived an ancient map which has been collecting dust for years: the remake of red1.
i like where this is going.
when this is done maybe take your red maps, get with a con guru & a sprite guru - add new enemies to fit the theme, tweak the game play aspects a little, and release it as an episode.
Why not post it here? Started working on my map again. If you played my "Preparing For Xmas" you know what to expect. :-\
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Looks good Mister Sinister. I especially like the first screenshot, it has a nice classic feel to it.
Quote
when this is done maybe take your red maps, get with a con guru & a sprite guru - add new enemies to fit the theme, tweak the game play aspects a little, and release it as an episode.
I'm not too sure about that, but who knows. If there are talented people who are willing to invest time into that (coughGambini?cough) it might be worth it. First things first though. ;)
Also, there's a polished, improved version of red2 as well (Maarten worked on it), it might be finished and released in the near future. We'll see after red1 is done. :)
It´d be a honor to work with you, adding enemies or something, Mertin. But I think your maps work perfect with vanilla duke. You have the talent to make them look fresh using the same 17 years old tiles of Duke.
Making an episode with former maps / nice remakes - which already belong to a logic serie - is a great idea : a personalised "Red" episode will obviously be noticed, it brings much interest, more satisfaction. Episodes are very rarely released.
I also thought about doing a remake, take an ancient release of mine and use it as a start for a new map, barely recognizable compared to the original and offering by this way a new version free from all the downsides the original map was suffering.
That's true, and the red maps already flow as one cohesive piece (each map starts where the last one ended) so it could easily be an episode.
However, I feel the ending of red5 might be a bit too sudden for an entire episode. If I'm going to do this, I might have to add a boss map. And the boss map has to make sense in the context of the episode..
In fact, I did have some plans for this, but that would require a red6 before the player gets to the boss map.
QuoteIt´d be a honor to work with you, adding enemies or something, Mertin. But I think your maps work perfect with vanilla duke. You have the talent to make them look fresh using the same 17 years old tiles of Duke.
I love how you keep finding new ways to misspell my name. ;)
Anyway, I agree that the maps wouldn't need new textures, they're fine the way they are. Some new enemies would be good though, particulary scarier enemies (because let's be honest, the protector drones don't really scare anyone anymore. :P)
Quote from: Merlijn on 24 May 2013, 13:44:08
That would require a red6 before the player gets to the boss map.
I don't see a problem here ;)
It always takes me a lot of time to finish such a map, I'm not nearly as fast as Gambini. ;)
Keep flirting with me and we will end up in a room working on a map together.
1400 sectors and 11000 walls, even though the vehicles eat up a lot of them, i am starting to feel more and more claustrophobic about the limits. i think i might build the last few locations and call it a map. hopefully i can find the time to do that in the next couple of days before i have to leave again (provided that i don't hit a mapper's block). otherwise this is going to be delayed for a little while i am afraid. the map is turning out to be less aesthetically ambitious than i originally intended it to be, probably due to its large size and snow theme which makes it more bland and spread apart. i still think it looks pretty unique, though. 2d screenshot of what has been made so far. i know it definitely needs more sector shading. this is only the playable area by the way, no unreachable areas have been implemented yet.
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Wow, I see you used a lot of spritework! Looks interesting, can't wait to play it. :)
Quote
Keep flirting with me and we will end up in a room working on a map together.
You know you want it. ;)
most of the spritework you see in that screenshot is not that ambitious. the way mapster32 makes it a lot easier to implement than how it used to be with the original build (when we had to do everything by hand, constantly switch back between 2D and 3D mode to see if our approximately placed sprites matched, raise each sprite one unit at a time only to have to do it all over again if you fucked up and accidently lowered a ceiling, etc.) is making it fun to make for me again, after a while of being put off by 3D sprite constructions due to old frustrations persisting, i am back to enjoying it. but everything i have done in this map is fairly basic. originally, i was 'trying' to get back to my older, more detailed style, thinking it would be fun to work on a beautifully crafted map again ; but the restriction of having the bland snow texture everywhere on the ground persists to convey the impression of a fairly simplistic look, it is not like i can pick and mix complex floor textures together anymore. so the results are a mix between my more detailed levels for the indoor locations, and my most simple levels for the outside aesthetics. i think i found a good balance though and i hope the results will be satisfying.
i have added yet a lot more to the map ever since i posted that screenshot earlier. basically, all i need is to finish one complex indoor location, then build the surroundings and add the gameplay. after which it should be ready for release, but it is probably going to take a little while seeing as i only get to add to this map very sporadicly.
Quote from: ck3D on 28 May 2013, 04:22:57
....but everything i have done in this map is fairly basic. originally, i was 'trying' to get back to my older, more detailedBLAH BLAH BLAH style, thinking it would be fun to work on a beautifully crafted map again ; but the restriction of having the bland BLAH BLAH BLAHsnow texture everywhere on the ground persists to convey the impression of a fairly simplistic look, it is not like BLAH BLAH BLAHi can pick and mix complex floor textures together anymore. so the results are a mix between my more BLAH BLAH BLAHdetailed levels for the indoor locations, and my most simple levels for the outside aesthetics. i think i found a good balance though and i hope the results will be satisfying.
you can "misdirect", "deceive" and make things sound "ordinary" to the rest of the public (or you're as modest as you claim me to be), but this map is fucking beautiful - and when some background scenery gets added it going to be that much more spectacular looking.
don't let ck3d bullshit you ;)
Quote from: Merlijn on 27 May 2013, 23:46:02
Wow, I see you used a lot of spritework! Looks interesting, can't wait to play it. :)
spritework?
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Spritework, if you can recognise what it's for in 2D orthogonal mode, you're doing it wrong.
(http://i734.photobucket.com/albums/ww345/crimic01/Untitled-6_zps6da41ad4.png) (http://s734.photobucket.com/user/crimic01/media/Untitled-6_zps6da41ad4.png.html)
Spritework and 2D view? I feel like joining in! 8)
(http://img.photobucket.com/albums/v220/deathquakis/spritework_maybe_zpse21b7a32.png)
^ now that's cool 8)
Quote from: Forge on 28 May 2013, 04:55:01
you can "misdirect", "deceive" and make things sound "ordinary" to the rest of the public (or you're as modest as you claim me to be), but this map is fucking beautiful - and when some background scenery gets added it going to be that much more spectacular looking.
don't let ck3d bullshit you ;)
i am really happy that you like it so much, and appreciate your consideration, but just look at all those screenshots that just got posted in this thread, everyone's constructions are all much more impressive and technically advanced than anything i have ever built. i might have a clue or two about implementing atmosphere sometimes, but i have a limitation in my focus so that i can't bring myself to work with advanced effects and i could not even fancy spending hours on making just one complex event work in a duke map (ie. a large timed explosion, or huge bridge structures and the like - i have so much respect for people who do bother implementing such ambitious features). if anything i might have gotten a little better at basic layout and geometry with my last maps, and i try to put a little more thought into my tile picks than i used to a few years back, but essentially, my maps are not complex by definition, which is what i was trying to say.
"technically advanced" & "complex effects" are not replacements for great base architecture, articulate trimwork & detailing, good contrasting light and shadows, and excellent texture combos.
Take Gambini's It Lives. Leave in all the cool effects, but remove the excellent work he did to create the spooky atmosphere and all you have is a dull map with a couple neat tricks.
Flip it around and remove all those neat effects, but leave in the atmosphere. Still an excellent map.
Take Merlijn's Red5. Leave in all the ambiance and remove the few tricks he did in that map. You still have a cool and memorable map.
Look at all the high rated maps. Atmosphere is one of the big reasons they're rated at the top.
The only reason my screenshot looks that complex is because it's showing sprites from 3 different layers of sectors, it's not really all that special or complex; just lots of simple things shown together :P
Quote from: Forge on 28 May 2013, 18:40:22
"technically advanced" & "complex effects" are not replacements for great base architecture, articulate trimwork & detailing, good contrasting light and shadows, and excellent texture combos.
I disagree, so long as the map looks presentable if there are enough effects/things to do, complex architecture is wasted as you wouldn't notice it if it were at all possible anyway. Maps with no effects are a snooze fest, nothing happening, nothing to do; might as well walk around city hall or something.
Quote from: High Treason on 29 May 2013, 09:23:30
Quote from: Forge on 28 May 2013, 18:40:22
"technically advanced" & "complex effects" are not replacements for great base architecture, articulate trimwork & detailing, good contrasting light and shadows, and excellent texture combos.
I disagree, so long as the map looks presentable if there are enough effects/things to do, complex architecture is wasted as you wouldn't notice it if it were at all possible anyway. Maps with no effects are a snooze fest, nothing happening, nothing to do; might as well walk around city hall or something.
Yeah I agree with that. Look at Taivo's City Full Of Alien Scum : design is excellent throughout but it feels completely lifeless. It's like walking around a good movie on pause.
Well there's definitely a minimum level of detail, shading and trimming that map must have (I think we can all agree the original levels are a good lower limit).
But in my view every new map should try to do something that hasn't been done before. Or at least do something better. Whether it's an effect, theme, location, gameplay, whatever.
Apparently Parkade is the most downloaded map on this website. I think a big reason for that is because it's interconnectivity is pretty much unparalleled. So in Parkade's case, it had a revolutionary layout.
Quote from: High Treason on 29 May 2013, 09:23:30
Quote from: Forge on 28 May 2013, 18:40:22
"technically advanced" & "complex effects" are not replacements for great base architecture, articulate trimwork & detailing, good contrasting light and shadows, and excellent texture combos.
I disagree, so long as the map looks presentable if there are enough effects/things to do, complex architecture is wasted as you wouldn't notice it if it were at all possible anyway. Maps with no effects are a snooze fest, nothing happening, nothing to do; might as well walk around city hall or something.
Quote from: methy on 29 May 2013, 10:24:43
Yeah I agree with that. Look at Taivo's City Full Of Alien Scum : design is excellent throughout but it feels completely lifeless. It's like walking around a good movie on pause.
i'm of the other school then. Ambiance and how the maps presents itself visually are more important.
complex and advanced use of effects are not necessary. a map can get by on basic SE and ST purposes if the author uses them properly and creatively without doing the same thing over and over and over and over (i.e. Taivo's City Full Of Alien Scum).
Quote from: Micky C on 29 May 2013, 12:29:30
But in my view every new map should try to do something that hasn't been done before. Or at least do something better. Whether it's an effect, theme, location, gameplay, whatever.
theme and location are hard to pull off with a texture set that's been used by multitudes of people over the past 15+ years, but presenting a repeated theme in a unique way is important.
if you're going to cookie cutter your map from your own previous work and the work of others (i.e. Taivo's City Full Of Alien Scum), then there better be something special about the gameplay or environmental interactivity.
Take a recent map for example: Mikko's Hoover Dam. What was so special and memorable about it? There are quite a few dam maps out there, so nothing new or unique about that. Was it the donkey ride and the couple other effects that set it apart from its predecessors? Not really.
What put this map on a tier above all the other dam maps was detailing, architecture, and presentation.
i can see both sides of the argument and they are both valid to their respective extents. i think it's pretty easy from a player's perspective to tell whenever an element is missing in a map. as a mapper you just have to find the balance that seems right to you, and hope others happen to like it. i myself do not believe in über detailed maps with no atmosphere, but atmosphere and innovation (two keywords that just popped up in this discussion) are not always synonymous with a great deal of effects and advanced construction. in fact just simple ideas for an appropriate sound or visual effect can make a difference, no need to technically revolutionize mapping altogether with every single map that comes out, as long as it feels fresh and does not fall into a cliché, it will be rememberable and stand out for what it is as a whole.
about my map, every single indoor location is now 100% done. however, in addition to the unreachable areas surrounding the map i have a fairly time-consuming last minute idea to implement, and i want to take my time to throw it in so that it looks right, and i have to think about the gameplay more accurately as well. i am leaving in a couple of hours for 15 days, but i will get some time to work some more on this map when i come back. hopefully that will be enough for me to finish and release it.
Quotethe way mapster32 makes it a lot easier to implement than how it used to be with the original build (when we had to do everything by hand, constantly switch back between 2D and 3D mode to see if our approximately placed sprites matched, raise each sprite one unit at a time only to have to do it all over again if you fucked up and accidently lowered a ceiling, etc.) is making it fun to make for me again, after a while of being put off by 3D sprite constructions due to old frustrations persisting, i am back to enjoying it
Same here, I noticed how much easier it is to create spritework nowadays and I love implementing them once again.
As for the discussion: design does have a huge impact on gameplay. Conceptual grandness and a well thought-out layout/progression are 2 important factors. If those 2 are pulled off very well, it makes a level much more enjoyable.
Of course, uber-detailled levels can still look and feel generic.
I'm coming lately to tell my opinion about technical and complex effects. It's not essential to create a great map for me, just a nice addition.
Forge & Ck are right about the fact that atmosphere and innovation make all the difference : in this case, the added complex effects will kick ass and sustain an already immersive map.
But not the opposite : if atmosphere is lacking, environment looks dead, then advanced effects cannot catch up that difference. Is here the waste. The other major point is of course the gameplay, especially the progression in the map. The advanced effects, explosions, earthquake, crashes or whatsoever being something coming only after all that.
Since we're on the subject of atmosphere: progress on red1 is still going steady. Like the rest of the series, there will be a dark/sinister tone to the atmosphere. Not as in your face as red5, but it will be there. Below is a screenshot showing some stuff I love to do: adding signs of alien infestation and decay.
I'm already over 12000 walls btw, I hope the wall limit won't become a problem!
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Excellent, I'm really looking forward to this, no offense but Red1 always felt like a misfit because the other maps were better made and overshadowed it somewhat. The screenshot certainly gives off the vibe of the red series anyway.
I love the way you produce your environments Merlijn.
Thanks, guys. Feels to good to work on a red-map again. :)
Quote from: High Treason on 10 June 2013, 23:18:27
no offense but Red1 always felt like a misfit because the other maps were better made and overshadowed it somewhat.
None taken, it was one of my first maps and by todays standards it's pretty crappy. :P
Yeah, it sucks man. I never had the balls to say it out open. But now that you´re talking about it I have to agree!
not really
You guys should have seen the look on my face the first time I played Red 1. It was this amazingly hyped up series of maps, and when I tried playing it... wow... biggest mapping letdown ever :o
Haha, I hope it didn't stop you from playing the rest though.. it gets better after that. ;)
Back in the day, the map was named Redduke/The long road, so people had trouble finding it. Maybe it should have stayed that way. ;D
Quote from: Micky C on 12 June 2013, 02:56:49
biggest mapping letdown ever :o
Well, indeed it was the worst map that Merlijn produced, but when I first got the access to the internet, this map looks OK for me after playing maps from "Nuke It" CD for years...
Anyway, Merlijn's shots looks very good, on par with the last Red map (which was released 8 years ago!).
Damn, with Merlijn's Red remake, ck3D's snow city map (and now with new BobSP epic) it seems that community will have really HOT summer! 8)
Yeah, it's cool to see several 'veterans' return with at least one more release. :)
Once Red1 is done, the time span between the first and the last sector will roughly be 7 years lol.
Men, i need help.
Any suggestions for this bar ( it 's on a vacation boat) ?
I'm lacking of ideas :(
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Quote from: Arghantyl on 27 June 2013, 13:06:20
Men, i need help.
Any suggestions for this bar ( it 's on a vacation boat) ?
I'm lacking of ideas :(
trimwork and detailing along the walls and ceiling
Yeah there's nothing particularly lacking about it, just add a few things to the walls, maybe posters or 3D sprite work of cabinets. And add some lights to the ceilings which will break up the monotony and allow you to add shading and therefore contrast to the floor. Also try havin some decorations hang from the ceiling to make it more festive.
update,
Quote from: ck3D on 30 May 2013, 02:59:02
about my map, every single indoor location is now 100% done. however, in addition to the unreachable areas surrounding the map i have a fairly time-consuming last minute idea to implement, and i want to take my time to throw it in so that it looks right, and i have to think about the gameplay more accurately as well. i am leaving in a couple of hours for 15 days, but i will get some time to work some more on this map when i come back. hopefully that will be enough for me to finish and release it.
it just so happens i have been doing other things instead, on the other hand i will have plenty of spare time in august, which should be more than enough to finish the map and maybe even start (and finish ?) working on more stuff, everytime i am away from the editor for a while i get some neat ideas and actually building the stuff i have in mind is not the most time-consuming part of the process, as long as i already have it all planned out
Attempting to make buildings less boring, this may or may not end up as a map. Not yet finished, needs fine tuning.
(http://img854.imageshack.us/img854/1952/pslf.jpg)
Very cool, not many people try to make a car entrance on the curb like you did :P
Looks good, maybe you could also experiment with different heights and shapes? For example, the front of the building could be one story higher then the 2 wings. Little things like that can make all the difference. :) (Lorch 2 is a good recent example of this),
I might as well give a little update on red 1: I'm on holiday the next week, but progress is still going steady. I have an idea for the ending which has to be implemented, I hope I'm able to do so after my holiday. After that, it's basically just finetuning and adding viewscreen messages.
I'm aiming for a release in august (if life doesn't get in the way heh :P).
If everybody is writing here, so will I. I'm currently working on my fifth map. That's all i got to say - no screens, no spoilers - just wanted to say I will release something, but I am so lazy, it may take some time.
Time is relative, you always seem to punch out quality maps in a fairly short time span.
as of tonight i finally have some spare time for duke again, hopefully i can release my new map within the next two weeks, i think it's rather funny that it has been six months since i originally started it, but i have only been working on it for two or three weeks in total, given that i can't really work on maps full time anymore
actually this is going to take far less than two weeks to complete. i just spent a few hours toying about with the map and besides a few cosmetic tweaks and gameplay implementation (which i have already fully planned out), it's pretty much done. it should be out by the end of the week unless i find myself busy with too much stuff again, which is quite unlikely. i even built a little train !
Anxious to see what you've came up with :)
i post about it quite a lot because i am always excited whenever i am working on a map that seems to be going somewhere, and i like what i have done so far, but really it isn't much and i don't think the majority of players will find it appealing. ie you won't be in for 40 minutes or so of immersive gameplay, intense firefights, impressive effects, modern technical mapping tricks and the like. in fact i don't even think i am going to supply the player with any weapon whatsoever, even though there are instances of bosses and minibosses aplenty. a lot of people might end up hating it, but so far from the looks of it i can say it might make for a map that looks and plays different from most others for sure.
@ck3d, is it that snowy city map? I hope so, that looked sweet.
get a good beta-tester cause you know i'm going to try to break it
Refreshing ideas are always welcome, even if some people don't like them (I wasn't a fan of that hard map you released which started you off with the pipe bombs and trip mines).
I could never really get into 3DR styled city levels, even Metropolitan Mayhem, since overall they feel too overly familiar with me if that makes any sense. I know others think differently.
Quote from: Forge on 30 July 2013, 05:34:09
@ck3d, is it that snowy city map? I hope so, that looked sweet.
get a good beta-tester cause you know i'm going to try to break it
yes that is the one. if you want i can send you a copy of the file before i release it so you can have a go at the final thing, thing is, so far it has a few flaws i am aware of, but they should not matter anymore once the gameplay and design elements are full implemented (but i am sure you will get to prove me wrong a few times). if you don't think you will be available no worries, i can always try to proof test it myself. right now it is at least twice as big as the last version i sent you (i had to expand the grid in mapster.cfg in order to be able to continue), but it's mostly due to unreachable areas, scenery and whatnot. once i am done with this stage i will have to add the gameplay elements and it should be done soon.
i can test it if you think it needs it.
my track record as a beta-tester leans towards my finding the unusual exploits that break maps, but i have a tendency to miss the obvious small stuff.
I think it's because i spend my time as a "wall-hugger" going around the perimeters of areas instead of through the middle.
i am a wall hugger too because back when i started playing user maps in the mid / late 90's a lot of user maps had poorly tested outside walls, it would piss me off so much to get squished due to a mapping flaw that i have become paranoid about letting people get to glitch through the purple and into the unreachable map areas in my own stuff, i usually double- / triple- (if not more) check every single wall in my maps as well. doesn't mean i always find everything though.
i don't know where to post this, but i have a quick question - is it really impossible for subway vehicles to play sound effects whenever their ceiling is parallaxed ? the map i am currently working on involves a moving train in outdoors settings and its special sound sprite won't work, i have tried implementing it both the conventional way (just throwing the M into the main sector with no need for a hi-tag) and as an ambient sound (with a hi-tag, seeing as trains do carry the 10 special sprites, SE's and such, i assumed that might work, but it didn't), i am trying to find a workaround because a train that doesn't make sounds feels terribly fake and unrealistic, but so far to no avail. is there a trick people have used before or is my train doomed to stay silent ?
You could always make another train that follows a track the same shape and move it so the sectors overlap, it would be inaccessible and invisible to the player but it should play sounds.
The down side is that this is a really inefficient way to do things and could make editing difficult, not to mention if you accidentally overlapped a vertice... well, I am sure we all know what happens then.
in theory that's a great idea, much better than the other workaround i had in mind that would have involved a series of timed opening and closing doors playing the sound effect all around the train track (which would have been a huge pain in the ass to implement, in addition to possibly lose its synchronization after a while).
another potential cosmetic problem would be that i don't necessarily want an entire extra track to show up with DNSHOWMAP and confuse the player in 2D mode, especially given that the original track happens to be surrounding the entire map area (and i am already getting visual glitches because it is too big of a sector, thankfully i only get these whenever i am looking at the center of the map from certain areas that won't be accessible in game). still i can always resort to your solution at the very end of the mapping process if i find myself left with enough spare walls to build the extra track by the time by then though (right now finishing the construction of the map is just a matter of adding last-minute eye-candy and an arena for a boss fight). i wouldn't have thought of your idea myself, so thanks !
i was really hoping there would be a more simple workaround though. something as simple as messing about with the location of the M sprite or something just as elementary. weird that such an old and basic limitation can still be causing problems to everyone in 2013, especially given how incredibly good mappers are nowadays
It's an old game, so some weird limitation will still pop up from time to time.. BTW the map Warzone had some trains in its outdoor section, although I don't remember if they actually made a sound or not. But you might want to look at it. :)
you are right, and it's funny you mention warzone because i think it can definitely compare to my own map in terms of general atmosphere, not that i even used it as a reference or anything, in fact i haven't played that map in many many years, but now that you remind me of it my level definitely has quite a few similarities going on, with destroyed buildings and the like.
anyway train sound or not i am fully done with the design of the map and the only thing left to do for me is implementing the gameplay, which should be pretty quick. i hope you will like it !
Ah warzone, made a speedrun for it but don't remember where i've put it :P
oh and i have good news, i just managed to make the sound work on my train. the ambient sound method eventually worked (this is what was used in warzone by the way), it just didn't occur to me that the normal subway sound i was originally going for could not be ambient sound compatible. i was dead certain it was for some reason, and it wasn't, so obviously it would not play. silly me
map is done with the exception of one simple effect and the boss fight, both of which should be very easy to implement - i originally wanted a complex boss fight involving continuous sequences of teleporting for both the boss and the player, and / or maybe even make a new 'organic' boss out of sectors and sprites involving shooters and whatnot, but i couldn't get results that were as satisfying as i had pictured things, so i ended up scratching those ideas. consequently i will just keep things simple. the rest of the map is 'different' enough... expect a release sometime within the next two days
Awesome - looking forward to playing it! And I love warzone, so if this map is like that - all the better. :)
some old AMC regulars might remember that screenshot, it is from a map i was working on back in the mid 2000's. I just found the screenshot again on an old photobucket account of mine, it was supposed to be a remake of my anarchy city III level.
the map itself is lost forever as well as few others i had started in the same time span (which is a shame because they all had some stuff i was stoked on), but seeing that shot so many years later encouraged me to try to remake that map again, i will probably give it a go soon, i think i could do a lot better nowadays too since my build skills have improved since then, i will post a screenshot of the new version if i can ever come up with anything convincing.
i also have another map i started two years ago and never finished with a lot of vertical action that i really have to get it over with as well, but i am not sure i will have the time for that anytime soon
[attachment deleted by admin]
That's cool, Aymeric :)
Trying to recreate a map only from a screenshot.
I'll bet you can do it.
As your building goes on, some flashback memories from that period might appear ;)
I remember that and I'm darn certain you sent me a copy of it once, way back. Having doubts, but there could be a chance I had it backed up with a bunch of other stuff when I used to burn so many backup CDs around that time. I do remember browsing through a bunch of my old crap quite a while ago and some of your work was mixed in there (ex. a failed collaboration map we started). If I happen to actually come across it, I'll send it your way even if for nostalgia's sake.
Alright, false alarm. Checked through a ton of CDs and couldn't find it. Only that other map I mentioned which isn't worth much. Ah well.
thank you for going through all the trouble man but it really wasn't worth it, it's probably going to take me 10 minutes tops to recreate that area in mapster32 and build from it. i appreciate that you toom the time to look through all your old backups though, if you have the time to send me that stuff i am down to check it out for nostalgia's skate, i remember we were sending each other a lot of maps back and forth at the time !
just yesterday i started a new map with very lo-fi aesthetics and a minimal amount of detailing in the same vein as wide awake. it's real fun to make and i am making good progress, i would like it to be a speed map kind of thing but thing is i am leaving back home in two days and won't be able to touch the map anymore for a while if i don't finish it by then (which is very unlikely). i have no clue as to where this is going to go but i am having fun with it right now
Cool ck3d! Although I also liked your return to more detailled design in anarchy x (that one actually features some of your best design work, IMO).
Here's some more red1 screens, it's almost done but I have little spare time these days. It's slowly getting closer and closer to the finish line though, and I think (or at least I hope) it will be worth the wait. :)
[attachment deleted by admin]
I'm waiting for this release :)
Maybe just a little shading on the last two screenshots ?
Quote from: Merlijn on 24 August 2013, 11:46:42
... I have little spare time these days.
groupies will always be there, but there's only one Duke3D.
Mick Jagger is like 371 years old and still has groupies, so make some time sucka
Absolutely love it, Merljin. I´m not playing Duke at all these days but that map won´t survive my claws.
Too bad The Rock lost lot of customers with the opening of Molvania Hospital´s cafeteria ;D
Yes yes YES! Release it now damnit! ;D
And to think I released that effortless abomination called QRed. :P
The remake is coming along nicely and I'm liking your current style here, it appears tidier.
Thanks guys, had some more progress so we're slowly getting there!
QuoteToo bad The Rock lost lot of customers with the opening of Molvania Hospital´s cafeteria
Haha, well your cafeteria has the advantage of not being blown up by the EDF and Duke (which happens in Clear the coast). ;)
QuoteThe remake is coming along nicely and I'm liking your current style here, it appears tidier.
Thanks! My current style is a mixture of everything I've done since red3: it's tidier and more polished, but I also couldn't resist experimenting with texture combo's, pallete values and spritework again.
Finally raked out a mouse that works, not much to show yet really, just that I can work on my map again.
(http://img43.imageshack.us/img43/8215/dlcz.png)
Things like lamp posts and such are absent as yet, I seem to work better if I complete the basic layout for a large area first and then work on it in sections later erasing what I don't need as opposed to doing it piece by piece, using all my ideas in one place and then struggling to fill in the gaps, I don't think it's any secret that my last map had two rooms from my reject pile holding it together. I can't help wondering if I've set this map too dark though. although that can be put right quickly if it is.
Don't like double posting - feel free to ban me I'm past caring - but I'm bored.
I have finished one of what I plan to be five roads (first shot is end of road) - this area was the blackness in the last shot and was empty at that time. Also, there's a strip club (second shot, fith road) - mostly these show that I'm trying to make buildings more interesting than the single texture flat-fronted things they have been in my previous maps.
I have started work on a couple of interiors now, namely a shop, police station and the strip club. I am starting to hope I am not being too ambitious. You may notice the railings are different... I was hitting the draw limit for sprites and am still dangerously close. May have to have buildings as seperate areas with silent teleports. On the plus side, I never used to come near any limits, so if I am now having to downscale ideass instead of upscaling them to try and fill the map I might be doing something right.
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Looking on the screens of yours, High, i can say i really love the atmosphere there. It will be my kind of map.
I assume street lights are on the way?
Looks nice and moody, I agree that some street lights would be good. You can play around a bit with lights and shadows to make the place more dynamic.
Indeed, do place some high contrast lighting in places and perhaps some nice shadows as a result of those, otherwise things might get a little monotonous. It should make the dark night ambience moodier seeing those from a distance. Perhaps even vis 240 the brightest spots.
Not to mention the tops of those buildings could use some trimming.
the first shot looks alright - maybe three benches side by side is too much crowding
the second shot - the wall texture with the sloped roof doesn't look right without capping it off without some trimming
if the map is going to be so dark - using neon signs, but no street lamps is a contradiction - is there a blackout or not?
Just wanted to let you guys know: red1 is ready to be betatested! Which pretty much means it's finished and fully playable from start to finish.
I'm going to e-mail it to a some people anyway, but.. any volunteers? ;)
Quote from: Merlijn on 13 October 2013, 22:07:20
Just wanted to let you guys know: red1 is ready to be betatested! Which pretty much means it's finished and fully playable from start to finish.
I'm going to e-mail it to a some people anyway, but.. any volunteers? ;)
sure. who knows, maybe it'll be the spark to get me back into the swing of things.
Alright, you're officially a beta-tester now, along with a few other people. ;)
Check your email!
Think I have to fire up the old version of Red 1 now in order to get a grip of the remaked map ;)
It will be fun comparing the 2. The remake is more like a brand new map, loosely based on the old version. It became a completely different beast. But you'll still find some similarities. :)
Quote from: Merlijn on 14 October 2013, 23:14:25
It will be fun comparing the 2. The remake is more like a brand new map, loosely based on the old version. It became a completely different beast. But you'll still find some similarities. :)
pretty much this^
it's a nice exploration piece, but it's not really "required" to finish the map. you can bee-line from point A to B to C if you want. My personal style is to take my time and look around, and this map suits that just fine, but if you hate "wasting time" running around looking for stuff, you don't really have to.
action was kinda like riding the wave machine at a water park - which again suits multiple styles of preference.
it's well rounded and from what i seen, pretty much ready to be released unless someone else catches something i missed
None of the beta-testers found anything major, so now all that needs to be finished is the music and some minor touch-ups. If all goes well, I will release the map this weekend. :)
i am finally going to have some time to work on maps this month... here is a link to two screenshots http://forums.duke4.net/topic/1093-what-are-you-working-on-for-duke-right-now/page__st__5190__gopid__177560#entry177560 the black and white (palette 7) map is maybe 15% done, the other one is 90% done i have been working on it for only two days... and i have another one that i started three years ago that i would like to finish but that one is too ambitious so i don't know.
a couple more ck3d maps occupying my hard drive is always a good thing
^Second that ;)
i will try to finish the one that's almost done tonight then, all that is left for me to implement in that one is some enemy placement !
i was actually thinking of holding onto it for a while then release a bunch of speed maps like this as an episode, like a metropolitan mayhem 2 of some sort, all by myself or with contributors. but i don't think i care enough about making something like that to bother, i'd rather release the maps as they get done. not many maps have been released as of late either (a stark contrast with this summer), so might as well do my share to contribute and water the plants !
Finally decided to get back to work, we won't see this map until next year now, but whatever, I'm not on any schedule.
(http://img138.imageshack.us/img138/2539/u6f4.png)
(http://img827.imageshack.us/img827/2598/5gl0.png)
Opposite ends of a corridor, one floor of a four-floor industrial building. May go for more traditional elevators with this though I have yet to decide. It will depend mostly on how likely I think a player is to need to move between floors.
The area is early in it's development, so detailing and fine adjustments have yet to be made.
nice !
Looking forward to this one ;)
ditto
The kind of maps I like to see 8)
'black and white' map i posted a screenshot of earlier in this thread when it was still in its early stages is slowly coming together. tomorrow is my last day of vacation and i am not going to be able to touch mapster again for a while after that so i am going to try to get it out of the way as fast as i can, i don't want to rush things though... it's around the 400-sector mark so far, i only have a few buildings left to add, then the gameplay and everything. it looks and feels very 'different'...
this year's starting out with some nice prospects
I wasn't originally going to announce it yet, but this year will begin with the development of FM3X: Anarchy Village, the final 1.3D episode from my FM series.
At the moment, just the first level is complete, but if anyone wants to help me in beta testing and quality assurance, let me know please.
Quote from: ck3D on 01 January 2014, 22:46:13
'black and white' map i posted a screenshot of earlier in this thread when it was still in its early stages is slowly coming together. tomorrow is my last day of vacation and i am not going to be able to touch mapster again for a while after that so i am going to try to get it out of the way as fast as i can, i don't want to rush things though... it's around the 400-sector mark so far, i only have a few buildings left to add, then the gameplay and everything. it looks and feels very 'different'...
i miserably failed. i got caught up in way too many things to do before the end of my vacation time and didn't get to finish the map on time - i'd say there is approximately 10 or 15 hours of mapping left to do on it. i will try to squeeze some mapping time here and there sometime during the upcoming few weeks and see what happens, but it's really hard for me to find any spare time to put into duke 3d when i am not back in my hometown for holidays.
Quote from: ck3D on 01 January 2014, 22:46:13
'black and white' map i posted a screenshot of earlier in this thread when it was still in its early stages is slowly coming together. tomorrow is my last day of vacation and i am not going to be able to touch mapster again for a while after that so i am going to try to get it out of the way as fast as i can, i don't want to rush things though... it's around the 400-sector mark so far, i only have a few buildings left to add, then the gameplay and everything. it looks and feels very 'different'...
Is there supposed to be a screenshot with this message? I don't see anything :P or maybe not... Have you had time to prepare your maps for Megaton's workshop? also the musics do work in the latest beta of it now so it should be avalaible soon to everybody. They have to be in .ogg though and it has to have the same filename as the map.
I myself have been working on a spacetation map which I intend to keep simple and not too long. Not a good idea to start ANOTHER new map even though I have like, what, 5 or 6 maps started and not finished already... But I felt like building something totally different. I want 2014 to be more active in terms of creativity in general for me than for 2013. MAYBE most of these maps will someday end up making an episode but that's a long way ahed. No screenshot ;D
i didn't find the time to complete all those folders for the megaton upload but i brought the files on a hard drive with me. i will try to find the time to complete them one of these days. sorry for the delay and thanks again for your availability !
nice thing about old games like duke; the game and files are small enough to fit on a thumb drive
Workstation returned to life, ugly as hell because a GTX 260 is installed to keep it running but the 460 is hanging from cooling tubes due to me having no way to close the loop if it is removed. I just got another 460 for less than £50 on eBay though so we should be at full capacity again soon. The 260 has a faulty DAC, the dead 460 is a mystery, bought it water damaged a few years back so can't complain after it working so long I guess...
Anyway, not happy with this yet, but here's the inside of an office building I am working on;
(http://img842.imageshack.us/img842/7476/n33t.png)
It's not overscaled, it was taken from a stairway. You may have noticed that one cannot see out of the windows, this is because the street is going to be on the edge of the sprite limiter once filled with enemies and stuff so each building employs silent teleports, I actually like this as I wouldn't be able to do things like those blinds with traditional methods due to that sprite limitation, though I know people have used these teleports for years now. I know some shading is off and I need to finish detailing. I always do a fine detail run and a gameplay run at the end of design so we should arrive there in the coming weeks/months. Now I have a supermarket and a police station to work on before tending to the final street area - beyond that, it's detail and gameplay addition.
It looks ok right now (except for maybe the ceiling being a bit bare due to the patternless texture), so I can't wait to see what it looks like after the detail run :D
Why do people always criticize my ceilings? I'm completely lost as to what I'm supposed to do with that, I've never been inside an office that didn't have a plain white ceiling and I don't think that is unusual.
That aside, I have a machine capable of Mapster32 again, it doesn't work right for some reason but it's useable, I just have to be careful as sector heights shift randomly and the cursor is about half an inch off. This screen shot is the inside of a small supermarket, it isn't likely to get detailed too much more as it's going to be mostly combat in here, also I'm becoming aware of the sector and sprite count mounting up and still have to add a police station and the final scene before going back and adding detail and gameplay elements, the street is already a problem as I have to think carefully all the time as I'm near the on-screen limit out there.
That ceiling looks a little ba-*gunshot*
Just kidding, it's looking pretty great. I love the strong shading around the area (and the chiller cabinet too)
Was about to say something very similar to James' reply.
Looks good in my opinion ;)
( I should fire up Mapster myself. Got a map good on the way that came to a sudden stop several months ago)
Long time no see CGS! It's catch up time...
Some time ago I moved to a new place which didn't have internet, which explains my absence from the forums... the net was a long time coming but while that was down I continued work on map 2 of Mars Base. Unfortunately disaster struck a few months ago in the form of a HD crash... Map 2 "Delta Station Down" was at the 50% mark when a critical windows file was corrupted... I've tried a few things to no success, and had to borrow a HD from a friend in the meantime. I had been emailing myself incremental copies of the level but during the time of no net access I forgot to make USB backups, so currently the version I have is about 20-25% of the total level. it represents half of my work up to the point my HD went down.
I am going to do everything I can to save the files, as I was quite happy with the way the level was turning out... Until I can find out the exact status of the level on the failed HD I won't continue on it, but in the meantime I'll see what I can do about starting on Map 3, as I have ideas for that as well. I actually have snapshot/level theme/concept ideas for a bunch of levels so TLDR Mars Base isn't going away anytime soon.
Time to go see what you guys have been working on :D
Ah that's a shame about the map. When I'm working on important projects I like to keep a copy in Dropbox or Google Drive (both free), and once they're in the cloud it's basically impossible to lose them no matter what happens. Plus it's easy to keep it up to date compared to incremental backups like emails.
And would it have killed you to let us know you were not dead :P
RAID0+1 FTW.
You could try Puran File Recovery, it's surprisingly powerful for a free program.
you have an operational hard drive now. can't you stick the bad drive in secondary position on the computer and then browse the files from the booting operating system?
's why i have a dual HD/dual boot setup with win 7 on one drive and Debian Linux on the other. one drive goes down i can use the other to recover files.
Thanks for the tips folks, I'm usually diligent about backups and I'll keep these things in mind for the future
I've literally never hooked up anything inside a computer before so I had to call my brother for help, but it worked out OK and the files are intact. I probably should've tried this before posting about the loss but hey I'm super happy I didn't lose anything! New screens very soon :)
Thx again for the suggestions, I'll store 'em away in my brain under the file 'don't be a dumbass again' lolol
EDIT: I am going to be less vague when it comes to updates so when I say 'new screens soon' I mean in the next few hours ^_^
1. Memory stick
2. Looking really forward to your screenies :)
Puritan my good fellow! I hope you have been well.
It was a symphony of errors - I had a memory stick before, but then gave it away to someone a few weeks before the crash... then after my drive went down $$$ was really tight, so I had to try 3 or 4 old drives which were all messed up for one reason or another... OH YES did I mention my power supply also died? ::) I have a really old cellphone with no net access so I was unable to report in for many months (I have only ever sent 1 text message in my life and it was for someone else on their phone lol)
Anyways things are much better now and it's good to be back, I don't talk much on here when I'm around but for what it's worth I do consider this place my duke3d home on teh intarwebz :)
Good to have you back, mate ;)
What a pitty that our build project went down the drain :'(
I' haven't been able to recover the map we were working on though......
I remember every detail of it.....a map set around some mining facility.
Indeed I remember you and Kaiser and I talking about working on something a long time ago... I wouldn't be opposed to working on something if you still want to :) (I think I still have the pm's on AMC) It's been so long though, you say you had work done on it? Very interesting :0
Now that I've got everything back for Map 2 of MarsBase it's made me want to work at mapping 10x harder... I have so many ideas for the episode in my head and it drives me nuts that it's taken this long to get only 1/2 way thru the 2nd level. I also saw the one map/one floor cbp and I'll probably join up once I read more about the project, I've never done anything with the community and that looks like a good place to start :D
Well, here's one, onto adding primary gameplay now, I've fixed the item hunt and installed another puzzle that nobody has really done before - though it makes use of BobSP-style collectible items.
In the screenshot you can see a large area of the level as well as a block of clocks and controllers (namely the areas in the lower right) - note how the building interiors are positioned away from the actual building, also note the building just right of top-center, I am unsure how that building will go down with people as I haven't seen one done in it's style in Duke before, you'll have to wait and see though I forewarn any potential players, you really should follow the viewscreens in this map, it won't end well if you do not heed their warnings and instructions.
Now that termit made the 1.2.2 patch available, my maps no longer seem to crash.
i'm not trying to make major changes to the levels, but i at least want to make them "playable" were they don't crash the game, or something doesn't work/something buggy kills the player, shit's too dark because of all the iterations of eduke32 changed the lighting system, etc.
i've got 3:16 done.
one down 3 to go.
when i get them all to where they work with megaton, then i'll probably get around to uploading them.
no big hurry on my part, there's plenty of quality maps on that site and my garbage is just more crap people have to sift through, but since i acquired a key for someone who didn't use it, i feel a bit obliged to shove some uploads on there to "uphold" my end of the bargain for a free key that termit generously provided
While you're at it you might want to 'fix' your duke burger puzzle in 12:12 :P
(Yes, I'm still going on about this)
It's about the button you have to shoot through the hole in the kitchen wall. Imo you should make it so that the door it unlocks doesn't autoclose, that's just unnecessary bullshit. That's like, really trying your hardest to make people stuck for no reason and not to play the rest of the map. Not only it's not too obvious to even see the button, but it's even harder to figure out what it does (even if the door didn't autoclose). What happens with the autoclose is that, you press the button, go around trying to figure out what it does... keep searching, searching, searching forever, because the door it opened already close by itself without the player noticing. Really, it's like trying your best to stop the player's progress, which is shame because the map is good besides that.
in 12:12 i'll brighten up the button so it's very easy to see, and get rid of the auto close
i've semi-started on 23:4, mostly brightening up the interior of the first building. i'll probably place some nightvision in the first office as well. when i made it, it was fine, but eduke has changed and now it's pitch black inside.
appreciate the input
(maybe you wouldn't mind looking at them before i upload them?)
Okay
I've been struggling against an infectious decease and lost again...
The decease is called Build ;D
Nothing to reveal really. Just a snap from an early stage of a map.
The huge building in the background is gonna give Duke some action i hope.
(http://i66.photobucket.com/albums/h278/puritania_photos/duke0000.png) (http://s66.photobucket.com/user/puritania_photos/media/duke0000.png.html)
It certainly has a nice feel and a unique look about it, I look forward to seeing more :)
Looks good!
Quote from: methy on 15 February 2014, 10:46:20
Okay
try this one with megaton
fixed a couple things that killed the player, crashed the map
it still has some pretty dark spots, but i lightened up a few walls so it's a little easier to navigate. just bump the ambient light level slider if it's still too hard to see
-file removed-
Yeah it works fine on Megaton. I had to make ambiant brightness slightly brighter half way through the map but only because the sun shines on my screen, in 'normal play conditions' I wouldn't have needed to do that, so it's fine.
Just one thing I noticed that's 'major' : after the factory you have jump down the manhole, the first time I tried it killed me. Thank god I had saved just before so that was no big deal but I don't know what happened. Try to check if the teleporting SE are both at exactly the same place, and perhaps you should make the manhole bigger to minimize the chances of getting randomly squished.
Also about that, I thought the puzzle to blow up the manhole was pretty clever, but, it's all ruined by the spawning pipebombs. I understand why you put them there (in case the players blew up every explosive beforehand), but imo done this way it ruins the clever puzzle completely. I think you should put the pipebomb in a secret place, or hide them. Perhaps put them inside that box inside the factory, the one the player can kick in order to retrieve chaingun ammo (if you do that though, the player can go blow up the manhole BEFORE using the redkey but I don't think anyone will think of that). Plus, you put a warning not to shoot the explosive barrels anyway. Or, alternatively, hide the pipebombs in the rooms where you activate all the buttons of the factory next to the viewscreens.
I don't know, just a thought, it's your map.
Looks very good Puritan. I like the atmosphere.
Quote from: methy on 16 February 2014, 12:55:49
Just one thing I noticed that's 'major' : after the factory you have jump down the manhole, the first time I tried it killed me. Thank god I had saved just before so that was no big deal but I don't know what happened. Try to check if the teleporting SE are both at exactly the same place, and perhaps you should make the manhole bigger to minimize the chances of getting randomly squished.
Also about that, I thought the puzzle to blow up the manhole was pretty clever, but, it's all ruined by the spawning pipebombs.
i though i fixed that problem with the manhole. i tried it a dozen times and didn't die. the SEs are the same height and centered. i think it may have to do with the sector work at the bottom; the ooze puddle child sector.
i'll widen the upper hole and the ooze puddle at the bottom and see if that helps.
i had so many people complain about that barrel puzzle the first time around that i just said fuck it and added the pipe bombs . It's kinda dark in that room and the button that spawns the pipe bombs is on the opposite end of the room from the last conveyor switch. I really can't place them anywhere outside the red locked room or that completely defeats having that section and the puzzle there in the first place.
Maybe you could have the pipebombs spawn ON the convoyer belt when it activates.
yea, i was thinking that, but i really don't see that it would make a huge difference.
i'd have to spawn them near the end of the conveyor line or people would bitch about having to wait too long for them to show up if they didn't notice them appearing.
They'd be standing out in the street wondering, wtf? where do i go and what do i do now?
it's my first map and it's a crappy puzzle because the player has access to fuck it up.
the only thing that would make it workable would be to have a hidden conveyor over the last section of the factory belt with a few more cans stashed away where the player can't shoot them.
i'll think about it.
edit: interesting. exploding barrels can be spawned with a switch (they're small - they look to be maybe 24 by 24, but should work)
i'll get rid of the pipebombs at that location and just spawn a handful of barrels with the last switch
edit2: worked very well. made a couple barrels spawn - where the player can't get to them in time before they dropped into the street- made the manhole cover a little bigger and rotated it so a large portion of a corner occupied where the barrels stopped moving. blew up every time
Nice, so now the player really believes he pushed all those buttons for something and like it did bring out those barrels all the way. And even if he fucks it up beforehand it still works, and probably won't even notice the trick (as long as you can't SEE the barrels spawn), nice.
being in that little room prevents the player from seeing the barrels spawn (especially since they can't look at the viewscreen and hit the switch at the same time)
i wasn't aware exploding barrel would spawn with a decent size or i would have done that a long time ago. in later maps i tried other objects and barrels (like the gunpowderbarrel), but they either don't spawn or spawn something so tiny you can't even see it.
bunged to steam. the only map that received any modifications was Duke 3:16 - fixed the manhole size, fixed the squish when dropping down the manhole, fixed the barrel puzzle
this level and the rest had lighting/shade adjustments to make navigating and seeing buttons/switches/locks easier. added a set of NVGs to Duke 23:4, removed the autoclose from the dukeburger/refreshment stand puzzle in Duke 12:12
Duke 3:16 (http://steamcommunity.com/sharedfiles/filedetails/?id=229211857&searchtext=)
Duke 23:4 (http://steamcommunity.com/sharedfiles/filedetails/?id=229212182&searchtext=)
Duke 6:8 (http://steamcommunity.com/sharedfiles/filedetails/?id=229212000&searchtext=)
Duke 12:12 (http://steamcommunity.com/sharedfiles/filedetails/?id=229212100&searchtext=)
Duke 3:16 is the only map worth bothering to get from there because of the game play fixes. It's my first map so you've been warned not to invest precious time into it.
Pssshhht!
an alien beach with a big titty shaped structure at the end
nice theme, but your tittie-teaser isn't showing much; we want full frontal nudity
Nice bridge? Not like the one I did in Bridge Between Two Islands (2 hours I need to built this thing), but at least something.
This bridge looks so good. If you put some ilumination on the floor it will be more amazing :).
https://www.youtube.com/watch?v=ybKnncNnV8s
Coming soon....
I like it, Maarten.
The track makes me think of the original Lunar Apocalypse episode ;)
now that was some nice full-frontal nudity...and some good porn tunage to go with it
definitely fap material
Something about this track reminds me of music from the old Crusader (http://www.youtube.com/watch?v=Y2xs8pQBcZk) games, parts of it has a similar tone, so take that as a compliment!
Quote from: Maarten on 25 March 2014, 21:48:59
https://www.youtube.com/watch?v=ybKnncNnV8s
Coming soon....
So nice!
Been working on my old map "Ulysses" since the recent change in the EDuke engine made it impossible to play it trough without cheating.
A few doors were either disappearing or impossible to open.
I've spent some 30 hours on additional "face-lifting" as well.
The gameplay should now be easier for players.
"Hidden" switches is now history.
A few areas are made non player areas.
Built a few new sectors and removed or added stuff along the way.
Some trimming.
Ulysses (http://www.scent-88.com/reviews/U/ulysses/ulysses.php) :)
Somethin' is comin'?
(http://cs624220.vk.me/v624220216/3901/Ydqg3F7L5uE.jpg)
Looks interesting. I was going to say this at Duke4.net with the other picture as well but it could use stronger shadows or other contrast.
It's also quite blocky now that I think about it. Virtually all surfaces are at 90 degrees to each other, and there are no slopes.
it's a hallway.
agree that stronger lighting/shading contrast would make it look better. right now it looks kinda washed out.
i think it might look a little better if you swap the floor and ceiling textures as well
After a 15 year hiatus I'm working on a new map.
Previous credits include Star Ship Troopers TC & MapFAQ although to be fair I didn't spend to much time on SST, all other works were lost before I could upload them due to my computer dying.
I'm around 40% done 7969 walls so far.
Pics can be found here Hogwash.map
(http://tinypic.com/a/37hno/2%5B/url)
several interesting looking shots. i like how you took the time to implement sector shading as well as using polymer lights. looks way better and less 'plastic' than those maps that depend soley on the polymer lights.
Thanks :) but to be honest I only just discovered the polymer lights all shading was done beforehand and lightly in most areas since I'm using a visibility of 16 in allot of places but shaded none the less.
I forgot to mention its an underwater base I also left out allot of pics like the submarine bay for example since its largely unfinished.
I still have a long long way to go still, like trying to find a way too have an airlock and other water affects present on the map since it would be a missed opportunity not to do so.
Hi and welcome aboard.
The shots looks promising.
Too much colored lights on a couple of 'em maybe?
I see what you mean about the bathroom entrance being to intense, the pink and green need to stay or it breaks the illusion of a men's/woman's quarters maybe less of hot pink though.
Fixed 8)
(http://i59.tinypic.com/21cxnvn.jpg)
15 years after Duke's mission on planet Taygeta, he have to return here to eliminate these alien bastards once again! This is an old, abandoned map of mine, which I started back in 2010, but skipped then. I think it's time to continute it, after all these years...a sort of tribue to one of my favorite classic maps...
(http://i68.fastpic.ru/thumb/2014/1012/0d/96e51b9643e69898c4c28c7451af9e0d.jpeg) (http://fastpic.ru/view/68/2014/1012/96e51b9643e69898c4c28c7451af9e0d.jpeg.html)
(http://i68.fastpic.ru/thumb/2014/1012/ba/283ac8066a87f9d919c9b9c3954b4cba.jpeg) (http://fastpic.ru/view/68/2014/1012/283ac8066a87f9d919c9b9c3954b4cba.jpeg.html)
(http://i68.fastpic.ru/thumb/2014/1012/85/531eae3425d5691a226953d88e0d7285.jpeg) (http://fastpic.ru/view/68/2014/1012/531eae3425d5691a226953d88e0d7285.jpeg.html)
(http://i68.fastpic.ru/thumb/2014/1012/db/31907defe9142326b90d80b895e8ffdb.jpeg) (http://fastpic.ru/view/68/2014/1012/31907defe9142326b90d80b895e8ffdb.jpeg.html)
(http://i67.fastpic.ru/thumb/2014/1012/c5/6a041400594d914ea471ede900d299c5.jpeg) (http://fastpic.ru/view/67/2014/1012/6a041400594d914ea471ede900d299c5.jpeg.html)
Coming soon
@Captain Massive: Looks much better now.
@Sanek: Some of 'em shots looks rather nice. Keep it up.
Nice to see you fixed the name Sanek :P
Captain Massive, what made you decide to get back into mapping?
Quote from: Micky C on 13 October 2014, 15:00:18
Captain Massive, what made you decide to get back into mapping?
Welp since Microsoft bought Minecraft I found myself without a game I was interested in, so I to tried out Brutal Doom which is crazy fun.
I played around with the Doom Builder for a bit and got frustrated with its lack of slopes and such, so I looked over at my book shelf and staring back at me was The Duke Nukem Level Design Handbook I bought forever ago all beat up missing its cover & my kids drew all over it, its seen better days but still readable.
That pretty much sums it up, plus loosing all my old work before I could publish it made me want to put something out there.
I've never seen any of those handbooks, but if you want a good guide, they don't get any better than this: http://infosuite.duke4.net/
Might also want to have a skim of this in case there's anything you're not aware of: https://docs.google.com/document/d/1vII1ILXvNjCYhdo-As7ndoKUbeXnHW8elS4ieZWWWTw/edit?usp=sharing
Quote from: Micky C on 14 October 2014, 01:20:57
I've never seen any of those handbooks, but if you want a good guide, they don't get any better than this: http://infosuite.duke4.net/
Might also want to have a skim of this in case there's anything you're not aware of: https://docs.google.com/document/d/1vII1ILXvNjCYhdo-As7ndoKUbeXnHW8elS4ieZWWWTw/edit?usp=sharing
Your guide was very helpfull I read it weeks ago it's how I learned about polymer lights and its very well written, Infosuite on the otherhand with its (s) channel (a) channel, don't change that channel-channel has me pulling my hair out, it's tutorial map on the plus side is very informative, even though I'm still struggling with the airlock and two way train timers.
Your guide also taught me about invisible and noshade sprites among other things, thanks for writing it.
(http://cs618029.vk.me/v618029216/1d33c/tJV4dwFQj3E.jpg)
This is the last screenshot I will post, because I'm making progress really fast and don't want to spoil too much.
Looks solid. Not many people seem to make space station maps these days. Although to be fair they're harder to do well because the available textures are relatively generic.
Hogwash.map is almost complete it should be ready by the end of the week.
I am just adding the monitors and respawns at this stage, once finished it should be ready for beta test.
Just one thing I gotta ask.
Is there a preferred place to upload beta files? ftp.cdrom.com is the last site I used, and is long gone.
Sendspace is good for short-term files (they get deleted after a while). But mediafire is really good too. They're both free. Might as well go with mediafire.
Thanks Sendspace it is then https://www.sendspace.com/file/kcrob3 (https://www.sendspace.com/file/kcrob3)
I pressed on got the Beta done early, hope ya'll like it.
My last map of the year will be another temple structure dedicated to cooperation games 8)
This time,the gameplay revolves more about exploration since you have to find 4 cards to acceed to the other part of the level but it keeps tough the centered layout which make the good point of Damnation.
I will also experiment new ways of fight instead of stack up armies of aliens in the same arena.
It will make certainly the experience more smoothy for solo gaming ;D
i have just resumed working on a single player user map i started back in 2010, then more or less left aside for a couple of years due to lack of inspiration and spare time, i am going to have some spare time this month so hopefully i can put it to good use and release it soon, no screenshots yet but it's about 500 sectors big so far and i have a pretty clear idea of what i want to implement next so it shouldn't take too long to complete
Made some generic high-tech themed stuff for a possible new community project I'm working on. At the moment I'm just building random areas and hoping that some idea will pop into my head where I can stick it all together.
(http://i734.photobucket.com/albums/ww345/crimic01/capt0002_zpsadbf4bd7.png) (http://s734.photobucket.com/user/crimic01/media/capt0002_zpsadbf4bd7.png.html)
(http://i734.photobucket.com/albums/ww345/crimic01/capt0000_zps0765deaa.png) (http://s734.photobucket.com/user/crimic01/media/capt0000_zps0765deaa.png.html)
(http://i734.photobucket.com/albums/ww345/crimic01/capt0001_zps76444328.png) (http://s734.photobucket.com/user/crimic01/media/capt0001_zps76444328.png.html)
Looks like a nice base for a map.
Keep up the steam.
Quote from: Micky C on 17 December 2014, 07:28:53
Made some generic high-tech themed stuff for a possible new community project I'm working on. At the moment I'm just building random areas and hoping that some idea will pop into my head where I can stick it all together.
....or you can quite fiddling around and finally make a new solo release
There have already been some private talks for a new community episode which this will go towards, do you want me to abandon the project? I don't see a massive deal with not having a completely standalone single vanilla map of recent years. This map will be completely made by me, as well as a few other maps I've been working on.
Quote from: Micky C on 18 December 2014, 11:22:22
I don't see a massive deal with not having a completely standalone single vanilla map of recent years.
says the guy who complains about the map on his m.o.m. page
Quote from: Micky C on 01 December 2014, 00:14:43
Does my best map really have to be Libraryl though?
why yes Virginia, apparently it does.
tried to promise myself that i wouldn't post a screenshot, but whatever. going to have to hype this up at some point anyway
(http://i.imgur.com/UeW8hFg.jpg)
The destruction in the building looks nice, but I'm guessing the surroundings aren't quite finished?
Quote from: Forge on 18 December 2014, 14:00:55
says the guy who complains about the map on his m.o.m. page
That was just one post. Anyone who bothers to dig though my projects will see that I've done a number of quality projects (a best map score of 85 is relatively low for mapper of the month). It's just not worth the effort of building a whole quality map in vanilla duke just to replace libraryl on that page. I'm already having inspiration trouble with this potential CBP map, which is just as much due to the lack of additional effects/controls as it is the textures which come with working on a TC. My mapping time is best spent where it has the highest potential.
i need to add a few minor touches of detailing (cars, subtle trimming) to the surrounding block and implement the actual action (monsters and all - expect something quite unorthodox once again) but otherwise yes, the area is globally finished. you can't tell from a 'still' screenshot, but the buildings around the main area all slowly collapse / sink into the bright green lava thing surrounding the playable zone. the player can't exit the block, the aliens have placed all kinds of forcefields around the street itself (the screenshot is taken from an unreachable place) ; monsters regularly respawn from out of that zone though, and can get to the player as though they were immune to the forcefields (one-sided blocked walls). map theme is the end of the world, earth is being destroyed and the only (humorous) reason why the aliens can't seem to take duke's block down as well will remain a surprise for now.
i am kind of making it a point to keep that incredibly big, open block with a tall-ass building on the bland / vanilla style, because the few interiors i have built are very detailed and more cramped and for some odd reason, the contrast between both styles feels pretty amazing to me. not like any player is going to have the time to nitpick about a lack of detail outdoors anyway considering the type of gameplay i want to implement.
also the destroyed building in the center of the screenshot is complete with five different floors you can visit, and more generally this urban piece is only going to be about a fifth (?) of the map, maybe even less. the rest of scenery is going to be a lot different, also from everything people have got used to seeing in my maps for over a decade
I like the premise and ideas already :D
I'm trying to go for a less-is-more approach with my own map. Hopefully it pays off. Maybe I might reach out to another mapper to check my project out at various milestones so that I can correct any issues as they come up rather than realize I did it all wrong at the end.
Quote from: ck3D on 19 December 2014, 10:40:40
tried to promise myself that i wouldn't post a screenshot, but whatever. going to have to hype this up at some point anyway
is that the skyscraper map you sent me a looong time ago? quite the transformation if it is. looking promisingly fun.
yes, same map. you were the one whose feedback inspired me to keep going with this map a while ago, actually ; i was about to abandon it at some point, then after i sent it to you, hearing your thoughts (notably regarding the type of progression that you were expecting to find in such a level) gave me lots of new ideas, which i am still expanding on today.
it took me a while to get back to that one, due to general lack of spare time and other projects i'd have more fun working on on the rare occasions i'd get to map ; but i just so happen to have a shitload of spare time this month and not much else to work on, which drew me to it again and now i am kind of all tangled up in the mapping spiral. i am having fun taking this closer and closer to completion, i hope you guys will have fun playing it as well when it comes out
Quote from: ck3D on 19 December 2014, 18:08:25
.... but i just so happen to have a shitload of spare time this month and not much else to work on, which drew me to it again and now i am kind of all tangled up in the mapping spiral. i am having fun taking this closer and closer to completion, i hope you guys will have fun playing it as well when it comes out
Somebody must have heard my prayers..... :D
You pray for MRCK to map?
Quote from: MSandt on 19 December 2014, 19:29:33
You pray for MRCK to map?
huh
i figured you'd understand praying (wishing/wanting) for realistic things instead of to some invisible imaginary sky monkey
life must be pretty dull if you have no goals or desires
Quote from: ck3D on 19 December 2014, 13:39:53
i need to add a few minor touches of detailing (cars, subtle trimming) to the surrounding block and implement the actual action (monsters and all - expect something quite unorthodox once again) but otherwise yes, the area is globally finished. you can't tell from a 'still' screenshot, but the buildings around the main area all slowly collapse / sink into the bright green lava thing surrounding the playable zone. the player can't exit the block, the aliens have placed all kinds of forcefields around the street itself (the screenshot is taken from an unreachable place) ; monsters regularly respawn from out of that zone though, and can get to the player as though they were immune to the forcefields (one-sided blocked walls). map theme is the end of the world, earth is being destroyed and the only (humorous) reason why the aliens can't seem to take duke's block down as well will remain a surprise for now.
i am kind of making it a point to keep that incredibly big, open block with a tall-ass building on the bland / vanilla style, because the few interiors i have built are very detailed and more cramped and for some odd reason, the contrast between both styles feels pretty amazing to me. not like any player is going to have the time to nitpick about a lack of detail outdoors anyway considering the type of gameplay i want to implement.
also the destroyed building in the center of the screenshot is complete with five different floors you can visit, and more generally this urban piece is only going to be about a fifth (?) of the map, maybe even less. the rest of scenery is going to be a lot different, also from everything people have got used to seeing in my maps for over a decade
If gameplay is how I understand it to be, with never ending wave-based enemies spawning from every side of the block while the player has to make his way through the level, it sounds very interesting.
But don't forget some players WILL try to kill every enemy
not literally never-ending waves (which, let's face it, sounds like nothing but an excuse for an easy slugfest), but close enough, and the weaponry will be distributed accordingly too so noone should worry really. also, it is worth noting that this is all only going to be nothing but the intro of the map too - only the first 10 minutes or so will revolve around that city block and feature this type of gameplay. the rest shouldn't even be city-themed, i still have to build everything else that's supposed to come after that part though !
Just 2 screenshots from another "experimental" map I'm working on right now. Like my recent map "Cold in November". Coming VERY soon (maybe in the next couple of days).
(http://i.imgur.com/RaDsSPb.png)
(http://i.imgur.com/sesCd5L.png)
new map im working on called ''south of heaven''
Hi and welcome aboard :)
What kind of map?
DM? SP?
Cave styled maps is appreciated.
Going to include both SP and DM, and still in the early stages, gonna take my time with the map
early stages of ''south of heaven''
That does look nice.
Note that there's a mapster scipt that shading of surfaces at different angles automatically, which should help give a nice first pass of shade for the natural terrain in that cave.
Such a strange moment when the map you're working on can be really great, but unfortunately people call it empty.
Well, can't see much - can't say much ;)
Quote from: ck3D on 21 December 2014, 14:27:30
not literally never-ending waves (which, let's face it, sounds like nothing but an excuse for an easy slugfest), but close enough, and the weaponry will be distributed accordingly too so noone should worry really. also, it is worth noting that this is all only going to be nothing but the intro of the map too - only the first 10 minutes or so will revolve around that city block and feature this type of gameplay. the rest shouldn't even be city-themed, i still have to build everything else that's supposed to come after that part though !
haven't touched the map I was talking about in that post in weeks due to lack of spare time, it is far from abandoned though. in fact i added a shit ton of cool stuff to it before coming to my current break. wall limit is closing in and i plan on adding a lot of stuff and different types of scenery, so i might as well turn it into a 2- / 3-map mini episode or something at some point. definitely have lots of inspiration and plans of never-before-seen themes going for that one.
it's going to take a lot of time to complete, though. i would consider myself lucky if i eventually got to release it before the end of the year. i have been working on and off (mostly off) on that map since 2011.
''South of Heaven'' still in the making
Looking promising ;)
Meanwhile, I keep trying, but I'm still in the dark ages with technology.
(http://s26.postimg.org/ebuya7tbt/duke0008.png)
(http://s26.postimg.org/mimy1sjeh/duke0007.png)
This level would also be much later to appear anyway, as it would be the end of the loosely linked series that began with Riverside Town. Another level exists between Nitroglycerin and this one, shots of which have been posted but it is undergoing severe modifications at present as I am taking it in a different direction than where it started.
Looks pretty solid, although could use some shadows to spruce it up, especially with that pool thing in the middle which sticks out like a sore thumb on its own.
the inner curve is shaded on that fountain, the corresponding outer convex curve needs it as well.
A little odd that the spire in the middle of the fountain is casting a long shadow, but nothing else is.
otherwise, what Micky said, looks solid.
another small project on the side. . .grab me another beer! im watching tv!
(https://pp.vk.me/c625526/v625526216/2d78a/HR-8IhEvDUE.jpg)
good trimwork
(https://pp.vk.me/c624220/v624220216/2a749/izcUtubpcEM.jpg)
shape of things to come
Heavily infested it seems.
Looking forward to this one ;)
there was i thinking and fearing that 2015 was one of the slowest years ever endured by the community, until this page proved me wrong. cool stuff from everyone, looking promising. hopefully i will soon get the time and opportunity to fire up mapster again myself too
I would say AMC TC ep2 is a fairly significant release, even if only a couple of the community regulars are actually playing it.
That's because you're great at making mods & TCs, but suck ass at PR & hype campaigns.
I don't like painting a bulls-eye on my back, which I've seen happen even to TCs that weren't really hyped that much (well that and intense self-loathing :P) I did post about it on other places but nobody really bit and got interested. Shit happens I guess though, it took a couple of years for reviews to show up of the first episode lol
Don't forget that this is a TC. It got almost nothing to do with Duke Nukem 3D.
That might explain some lack of interest around the Duke forums.
I wouldn't agree with that since the Duke enemies still feature heavily in the first level of each episode, which is pretty much an E3 style romp through a city with a huge Cycloid spaceship parked overhead. It even has general Graves in it giving orders :) Episode 3 will even have a visit to X64-2, which is the same planet that Imperium ends up on.
Feedback has been in decline for years now. People still play, but nobody bothers to post about it.
Just the gaming era we live in now.
Quote from: James on 28 April 2015, 21:49:43
I would say AMC TC ep2 is a fairly significant release, even if only a couple of the community regulars are actually playing it.
certainly didn't mean to take anything away from AMC TC ep. 2 in my former post, for it definitely is a significant (which is the least you could say) 2015 release ; although, it seems to be the only one thus far, therefore qualifying as more of an exception. on the single user map release side, not much has been seen ; i remember years when (sometimes multiple) TC's and episodes would come out amidst an almost constant flow of single map releases. although, again, the screenshots posted in this thread give me hope, as there definitely seems to be more stuff bubbling under the surface. i have been following the community from a rather detached standpoint as of late, mind you, not having the time to play nor map and just checking MSDN every once in a while. it seems to be a regular pattern within the community too - there are moments during which nothing gets released for a while because everyone is more or less secretly working on some stuff and out of nowhere, boom - everything becomes public all at once. i am not too worried, really
There's enough content in it for sure to cover the year. A lot of maps, and some of them are quite long. It probably takes between 8-12 hours to finish. Assuming each user map takes half an hour, that easily covers a year's worth.
need another beer 8)
heh heh cool, that's pretty neat and original ;D
map in progress "South of Heaven" . finally adding textures after doing about 6 months of level design.
had to do a before and after pic haha
"South of heaven" new map in progress
Nice ambiance.
Love the theme.
Nice architecture in that rock-work
https://www.youtube.com/watch?v=J-ZbmVq6UQo
heres a little preview of "South of heaven" map.
been working on this map for about 9 months now so might as well show a little sneak peak
Quote from: sT1LL_WAnTeD on 14 July 2015, 02:05:55
https://www.youtube.com/watch?v=J-ZbmVq6UQo
heres a little preview of "South of heaven" map.
been working on this map for about 9 months now so might as well show a little sneak peak
terrific design, loved the detailed terrain work. looking forward to playing it, just hoping the video didn't spoil a little too much of the map !
^Second that.
And I liked the music track as well.
It suits the theme.
https://www.youtube.com/watch?v=Lbh-exnpC1c
side project map called "Killer's Basement"
Only took a week to make the map, small but killer . . . pun intended
Quote from: sT1LL_WAnTeD on 14 August 2015, 16:19:51
https://www.youtube.com/watch?v=Lbh-exnpC1c (https://www.youtube.com/watch?v=Lbh-exnpC1c)
side project map called "Killer's Basement"
Only took a week to make the map, small but killer . . . pun intended
He-he...nice.
I put it on the front page as a matter of fact.
awesome! greatly appreciate it , cheers!
that boiler room is a nightmare on elm street reference btw,
and the chainsaw room a texas chainsaw massacre room reference
and the video of south of heaven preview not much of a spoiler . . . the map is almost 15k walls, might be a little more till reach the limit.
another sneak peak of south of heaven without spoiling much
Holy crap! That is simply fantastic cave work. Caves are always annoying to do in Build because your ceiling and floor has to use the same sectors and first walls, limiting what you can do.
thanks man! cheers
Hell awaits.. . . . .
"south of heaven" last sneak peak, maybe 1 more month till finish line, almost been 1 year in the making
Hi there!
https://www.youtube.com/watch?v=ybKnncNnV8s (https://www.youtube.com/watch?v=ybKnncNnV8s)
Remember this one?
It's under beta testing...right NOW! 8)
Merlijn said you were violently raped by groupies. Glad to see you're out of the hospital and back to mapping.
Oh he's still in the hospital. But they finally allowed him to use his laptop 1 hour a day.
lol!
broken hips must be painful
(http://img.memecdn.com/death-by-snoo-snoo_o_1235967.jpg)
(http://swcentral.weebly.com/uploads/5/8/5/2/5852925/2413232_orig.jpg)
Quote from: Forge on 28 December 2015, 16:01:10
lol!
broken hips must be painful
I've broke my pelvis before, not from snoo-snoo.. GT SnoRacer antics when I was 12.
Imma leave this here:
Great to see you've still got the itch for mapping as well. From the one screen alone, your current take on the city theme already appears different, especially using that cleaner style. Looking forward to what you'll conjure up.
Thanks! I actually got inspired by playing some recent duke levels, including yours. :)
The map will indeed differ from my previous city stuff, I think design-wise it will be the closest to the red1 remake.
It's definitely a bit of a new look and I like it!
Thanks! It's been ages since I've done a big city level and I really like where it's going so far.
I would appreciate some help in knowing how to upload a mod onto CGS. I feel primed to upload a Duke TC, hopefully by the end of this month. 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. Based on a classic first person shooter by id Software. :)
^Check your PM's.
Another WIP shot, the city's getting pretty big and it's shaping up quite nicely IMO. :)
This will be the last shot until the map is nearly completed.
Reminds me a little bit of Roch Island from that shot.
Can't wait :)
Have you considered going for a rainier theme with the rainy clouds and all? (Remember you can easily change the sky texture all over the map with one key combo.)
What was the combo? Sorry, I'm sort of relearning all the features.. ;)
I might experiment with it after all the design is done.
But I'm pretty satisfied with this sky, it's supposed to be a bit ominous (like you're in the aftermath of a heavy thunderstorm).
And I don't think actual rain would really fit the map, for reasons I can't talk about just yet. ;)
Quote from: Merlijn on 12 March 2016, 15:03:37What was the combo? Sorry, I'm sort of relearning all the features.. ;)
Most effective method I consider is copying the new sky texture in any sector to clipboard and press CTRL + ENTER on said sky. That will ensure all properties (shade/pal) get transferred. You might have to do it a few times in places the sky isn't fully connected.
ALT + C will replace
all textures currently pointed at with clipboard copy, but doesn't transfer any properties over.
Hope that helps.
Thanks! :)
Quote from: Merlijn on 11 March 2016, 20:46:14
Another WIP shot, the city's getting pretty big and it's shaping up quite nicely IMO. :)
This will be the last shot until the map is nearly completed.
Nice.
like the guy hanging himself out the window too
2 different projects in the making.
My map is nearly done, I almost hit the wall limit so I'm on the final stages.
Needless to say, it became a pretty damn big map. :)
I expect to release it in September.
Last screenshots:
I've been building some stuff since the end of August..
Man, the Oostrum bros are productive this fall.
Looking forward to this level :)
Some stuff :) Right now over 1050 sectors.
https://www.youtube.com/watch?v=Cz3Bjb9x7JE showing off one building in new map. . . got lots of more to go haha
Me and St1ll working on ep2 for Haunted Nukem still...
(http://media.moddb.com/cache/images/mods/1/28/27933/thumb_620x2000/duke0005.png)
Well, you still have a few months until October, if a Halloween release is your goal.
Looks cool!!
-------
15-07-17
https://www.youtube.com/watch?v=-C0X7tTGSaA
Quote from: Maarten on 10 July 2017, 07:06:05
Looks cool!!
-------
15-07-17
https://www.youtube.com/watch?v=-C0X7tTGSaA (https://www.youtube.com/watch?v=-C0X7tTGSaA)
Man, that is a really cool sountrack that suits DN3D perfectly :)
Nice.
This could go with a desert map too - the song gives the impression of lonesome isolation
Thanks very much. Halloween is the plan but nothing set, just very busy but we made major progress in the last push :)
Hmmmm.....I'm going in...!
Happy to see that you are getting back into mapping after a long hiatus.
haunted nukem ep 2. .
coming out this Halloween (2017)
^Looking forward to this release :)
Growing... :)
Quote from: Puritan on 04 October 2017, 19:20:15
Growing... :)
Compared to your average maps that you've released, you're about 10% done then?
Quote from: Forge on 10 October 2017, 18:29:20
Quote from: Puritan on 04 October 2017, 19:20:15
Growing... :)
Compared to your average maps that you've released, you're about 10% done then?
He he.....you're right.
This map will be close to the Eduke sector limits.
But player space wouldn't be that large.
800 sectors so far today and growing :D
Working on halloween map for 2018. resident evil 1 mansion style map.
nice art.
map looks well detailed and trimmed.
Quote from: sT1LL_WAnTeD on 09 August 2018, 04:13:58
Working on halloween map for 2018. resident evil 1 mansion style map.
The style looks somewhat like a crossing between: Devastator, William Gee and Maarten v. Oostrum :D
after years of not doing a big project, thought i might start now. next big project influence of dark souls. . it will be called
Duke Souls. . i usually map out a level on the spot , but to save a shit load of hours wandering around in mapster figuring out what to do next, I decided to sketch out layout of map first before mapping. First time doing this and let me tell you, Im making progress while saving a shit load of hours of my time. because without it, i would just wander around map for hours trying to figure what to do next (waste of time) . now got it on paper, and proceed with it, no time wasted.
- cheers
sT1LL_WAnTeD
I usually already had the primary layout already mapped out in my head. What I found as tedious and time consuming was all the detailing and additional sector work. I got burnt out trying to give individual areas environmental immersion. I don't have the patience or creative knack for it, and it caused me to bounce around different areas of a level and waste even more time.
I envy people like you who seem to be able to do it effortlessly.
2018 holiday map coming soon
holiday map 2018 simple teasers. nothing major. no spoilers. but nice little details
construction time only a month. so its crunch time any free time , trying to release it as early as possible of December. cheers
A small snap from something I'm playing around with...
Broke the old limits in Build today :D
looks interesting, but needs more cowbell
Some really cool screenshots posted in this thread! No update for over a year, I hope those projects haven't died in the meantime!
I've been working on an episode called Blast Radius since last summer. I have two maps ready so far and am currently on the third. All the maps push the sector/wall etc. limits to their fullest, and I want roughly 10 of them so it's pretty ambitious work. Probably won't be out in a year if not two. I posted a few WIP screenshots of map 3 last night on Duke4 here: https://forums.duke4.net/topic/1093-what-are-you-working-on-for-duke-right-now/page__view__findpost__p__346556 and some from the previous maps are peppered here and there throughout that same thread. Will start an official WIP thread on here and Duke4 sometime, it's not ready enough yet to warrant one, but close enough.
Finally found some time to add a few sectors to the map.
Not much to show off really, just a peep at the top floor of a building.
This map has been w.i.p. for four years or something.....things doesn't happen as fast as they used to :P
Nice to see something going on around this thread and it's cool you're working on something, Puritan! Is it the same map that was on your previous screenshot from 2019? Looks cool, especially the 2nd one, there's some nice depth to it from the structure. Is it gonna be some kind of mall?
And working on a project for 4 years is something I can easily relate to... Back in Business taking 17 years was one thing, but now I picked on a map I started in 2008. It's at about 12k walls already, so I'd say about 75% done, I have quite clear idea of what areas need to be build and how the progression will go (actually I have made so many sketches over the years with map layout and specifically marked progression that it's insane). Was mostly just drawing the outlines/interconnections of the new areas lately, to get a better estimate on how should I plan out the resources. The map takes place in an underground hi-tech complex. It will be based more on atmosphere and puzzles than intense combat this time (in fact I'm planning to limit the enemy rooster to more "horrorish" ones like Newbeasts, Octabrains, Slimers and Commanders - hit-scanners will be out this time). Here's 2 quite old screenshots, but not much has changed in these areas.
Quote from: Aleks on 06 January 2021, 12:53:58
Nice to see something going on around this thread and it's cool you're working on something, Puritan! Is it the same map that was on your previous screenshot from 2019? Looks cool, especially the 2nd one, there's some nice depth to it from the structure. Is it gonna be some kind of mall?
Thank you.
I spend quite many hours working on stuff on CGS behind the scene.
Mostly reading and testing code. Then write new code wherever it's needed. (hence the leap from old PHP-code and into PHP 7 and above)
When getting tired of it I find it very relaxing to enter the Build engine.
Could have been more often obviously.
The shot is not from a mall, it's supposed to be a part of the EDF administration area.
The map will be a journey through; a mall (!), some burger joint, an industrial area, a small cityblock and, of course, the reactor core :P
The two shots you posted looks very good indeed !
All the screenshots on this page look really cool, how are you doing with your map project Puritan? I've been checking out more of your releases lately, especially in video form as my playing time is non-existent and thus all of it goes into mapping instead but watching videos is easier. Someone on YouTube is actually in the process of making of map-per-map playthrough of Vermin Clearance, I think the first four levels are up for now (should be easy to find, if you can't try looking up something like 'Vermin Menace' because I seem to remember they botched some of the upload titles). Always love your style and general activity and so I hope to see something new from you sometime!
For those who don't want to Duke4, I started a ModDB page for my current project: https://www.moddb.com/mods/duke-nukem-3d-blast-radius by the way there is also the revised version of a Mapster speed/structured mapping tutorial thing I originally wrote in a Duke4 post up on there as an article, if you think that can be of any use for CGS, Puritan, you have my authorization to copy/host it.
Quote from: ck3D on 19 June 2021, 13:43:32
All the screenshots on this page look really cool, how are you doing with your map project Puritan? I've been checking out more of your releases lately, especially in video form as my playing time is non-existent and thus all of it goes into mapping instead but watching videos is easier. Someone on YouTube is actually in the process of making of map-per-map playthrough of Vermin Clearance, I think the first four levels are up for now (should be easy to find, if you can't try looking up something like 'Vermin Menace' because I seem to remember they botched some of the upload titles). Always love your style and general activity and so I hope to see something new from you sometime!
For those who don't want to Duke4, I started a ModDB page for my current project: https://www.moddb.com/mods/duke-nukem-3d-blast-radius (https://www.moddb.com/mods/duke-nukem-3d-blast-radius) by the way there is also the revised version of a Mapster speed/structured mapping tutorial thing I originally wrote in a Duke4 post up on there as an article, if you think that can be of any use for CGS, Puritan, you have my authorization to copy/host it.
My mapping is on hold for the time being.I have a map that is about 70% done but I don't have time for Build.....The last two years I've been occupied with a total renovation of our house + total renovation of the garden.Luckily, I'm 90% done :D Think I'll find the time for mapping this fall - maybe a release for Christmas?Also, if there's a sunny day, in between renovation, I've taken my motorcycle for a spin. Biking is the world to me!Thanks for the heads-up regarding YT videoes - gotta check 'em out!Finally, thanks a lot for the tutorial permission.I took the liberty of editing a little bit; I broke up the massive text blocks just a tad.
It's uploaded in the "Tutorials" section!
I'm totally fine with you adding some spacing to the text, sure. Honestly just spent five minutes looking around the website trying to find the Tutorials section but couldn't find it, would you happen to have a direct link? In general, would you be receptive to some criticism regarding the general navigation on CGS, as I can tell there is a lot of info on here and you put in a lot of work to try and keep it organized but sometimes it can be weird spotting this or that button, or some behave in ways one wouldn't spontaneously expect them to and take you to another page than you really intended. I'm not even talking about aesthetics, but I believe this website is too good to have this type of very basic issues and could use some microscopic reshaping up here and there to be more accessible and look as practical as it really is once you're more familiar. But if you don't feel like bothering then I would also understand that as running this platform as it currently is already represents lots of work.
That's great to hear you've been busy and having fun, and even greater to hear how mapping is still in your plans, looking forward to your next map then, cheers!
Here you go :)
The search page is a hub.
The same goes for Statistics page.
http://www.scent-88.com/mapbase/maps.php (http://www.scent-88.com/mapbase/maps.php)
http://www.scent-88.com/statistics/index.php (http://www.scent-88.com/statistics/index.php)
Both looks like this:
Ah I see it now, thanks. See maybe that's actually the whole problem, I never thought of the Map Search section of the site as its own sub-website (which it basically is), I normally just go to Map Listings because everything is so well organized there things are more convenient to find than by manually looking them up, which I suspect a lot of people do - except Map Listings is just that, and so missing directions to all the content accessible from Map Search. Thinking about it, maybe it's just the Map Search name for the section that's a bit misleading since it actually redirects to much more than a search bar. On my end as a user I have to admit I never really understood the structure of the website the way you intend it to be grasped until now, I would always find whatever file I'd be actively looking for but contents off that beaten path are something else with the two different pages with different menus - for instance I believe this is the first time I'm realizing you have a tutorial section on here (and a good one too) despite visiting CGS frequently for a very long time, that kind of content and work on your end deserves better exposure and so if you can use the criticism, then maybe there's something simple to do with highlighting that Map Search is more than what it sounds like and actually the hub that it is sometime. Now I know I've accessed that hub many times before throughout the years, mostly via Google searches, but never really realizing by which exact means since there are redirections to different parts of the website all over and its organization is complex, you know? Would be a much more simple solution than reworking the actual pages too, when they don't really need to be. Perhaps something akin to Contents Search or something more general altogether would be more fitting.
Agree, sire ;D
Content Search is a good choice.
I was leaning towards that solution myself; meaning a more covering title for the search page.
Re-organizing requires too much work - at least; as of now.
I'll drop some screenshots here as well I guess! It's still very WIP, so most textures on the outside are placeholders.
I'm done with a huge job behind the scenes here at CGS.
Thousands of PHP-scripts are edited in order to meet the new standards.
Finally got some time again for mapping on a map that has been sitting on my HD far too long :P
Bit late to the party but great to hear you're still mapping Puritan, screen is looking nice and style is looking excellent as usual,
I should be posting this in Reviews & Submissions but 2021 had one more surprise in store for you (and honestly for me too): https://msdn.duke4.net/hotsalvage.php I hope you will like it, some of the stylistic choices do kind of remind me of your own maps for som reason. Happy new year, cheers!
Great !
Lots of work put into just three days.
The map is pure action from start to finish. I died several times....
Talking about finish - it was a bit too easy since the boss more or less killed himself. I lured him to the small top in the middle of the square, where there is an elevator and some goodies on top, and he was kinda stuck on one of the corners of that structure keeping firing into the wall next to him.
Haha yeah, it's a bit frenetic. I hope you liked it!
Spoilers ahead: boss thing doesn't look as good as I wanted to because the Cycloid is just too broken. Original plan was to have it spawn behind the screen and then as soon as the part of the screen with his face on it would collapse it would reveal its true face, but then for some reason the enemy would always get stuck like it did for you (despite surrounding sector Lotags being correctly set up and experiments with making the hole almost as large as the screen) unless I spawned it in a different sector, and super high up. Took some trial and error to get the timing right with his landing and the explosion but now he only gets stuck maybe 15% of the time, otherwise it seems as if he behaves differently on each playthrough due to RNG during his fall. In several scenarii it will be able to progress onto land and run up to the player, you can even go back to the previous area with the slime river (which it can't reach) for a good cover spot. That's when things are most fun, otherwise whenever he does get stuck then yeah that kinda sucks. For the record, correct timing with the screen collapse was to spawn the enemy at about 1.4 million Build units high.
Also I forgot to bring that up, but the map was also designed with consideration for speedrunning in mind, I told that in more detail here: https://forums.duke4.net/topic/11905-release-salvage-title/
Cheers and thanks for the quick hosting!
Eleven years since my last release :o
Can't promise a release date, but a map I've been working on is slowly coming around.
Only six thousand walls left so the main areas are done. The remaining walls would be consumed by detailing / shading.
(https://www.scent-88.com/mapster/capt0000.png)
A mall after closing hours:
(https://www.scent-88.com/mapster/duke0000.png)