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Messages - Drek

#31
Community Beach Project / Re: Map Progression
18 March 2013, 01:43:02
I was looking at that pic when my kid walked by. She said ohhh Dad nice job, then patted me on the back. I ran with it :) thanks. PS. She's right. Ohhhhh, awwwww.
#32
Community Beach Project / Re: Voxel Pack
17 March 2013, 21:12:55
I honestly don't mind it becoming public. I just want to be able to hide out behind the scenes for a while to work on it with some intelligent feedback. You all know your shit, and love your game. I think you guys are the best to have a sneak peak. Help shape it in some ways.

So with no further adioux, here is my first website since a SNES rom collection in 1997 lol.

https://sites.google.com/site/duke3dvmp/home?pli=1
#33
Community Beach Project / Re: Voxel Pack
17 March 2013, 18:41:47
Thanks a lot Forge.
I'm in the progress of writing up a quick html page. And deciding where to upload the pack. I use mediafire, but I'm looking into what space I have with google, may make a small webpage to go along with it all. Either way I'll put a link to the Voxel Model Pack later today.

As for the future of the thread. I think it's perfect here, CBP9 members can check it out and test if they like, comment if they like... So to clarify, while this is a private sub-forum now, it will probably become public after release, we'll behave. My first post is full of profanity, lol :)
#34
Community Beach Project / Voxel Pack
16 March 2013, 16:29:58
Qouting myself;
Quote from: Drek on  10 March 2013, 23:11:10
What would you all say if I co released a voxel pack with CBP 9. Not exactly together, but at the same time together...
I've fallen in love with the software renderer, thanks to this project.
Damn you Micky C :P

Sample video; High Detailed Voxel Pack, HDVP
http://youtu.be/VpSwOfwBWG4

I'm really close to finishing this, or starting it again properly with new found information. Anyways, the thing is limits are hit... I was going to attempt a HRP in software type feel but fuck that. I'm going for a minimal Voxel Model Package with all enemies and pickups voxelized. I feel this is best for many reasons, first, not all sprites are always supposed to be models :( the HRP is kinda fucked with user maps. Second, I can get the most detailed voxels possible and just come close to my limit, enemies, bosses, pickups. Another reason, it's a shit ton of work and that seems to be good for me...

Anyways, I'm here to ask CBP9 members and the scent-88 mods if any of you guys would be willing to beta test with me along the way. Also I'd like to have a private place (Aka, start another topic here.) where a group of trusted skilled dukers (y'all I hope) can comment and critique the pack while it's in progress.
#35
I don't want the player having the jetpack in my section. Explosives, or more gunpower won't bother my part of map2.
#36
Community Beach Project / Re: Map Progression
14 March 2013, 02:47:22
Superanker, feel free to edit my section however you'd like. The blue locked door need not be there, move it if you'd like and add on anywhere. ( I recommend not adding south or east, my "ocean" will show sectors behind it. )

ps, if my swinging doors won't cooperate, I was going to just remake them another style. So feel free to fix my mistakes too :)
#37
Community Beach Project / Re: Map Progression
12 March 2013, 21:07:19
My swinging doors were acting up also, I wonder if it's eduke? I'll do some testing tonight.
#38
It's quite easy fixing colors. Just load the voxel in slab6 and paint each cube. As easy as MsPaint, now making voxels is another story...
#39
What would you all say if I co released a voxel pack with CBP 9. Not exactly together, but at the same time together...
I've fallen in love with the software renderer, thanks to this project.
Damn you Micky C :P

Sample video; High Detailed Voxel Pack, HDVP
http://youtu.be/VpSwOfwBWG4
#40
Community Beach Project / Re: Map Progression
07 March 2013, 14:59:23
I assumed our sections would not be physically connected but instead connect through the train you made, as discussed earlier. If anyone has plans to add directly to my section, and would like it placed somewhere else I will gladly move it. It's just over in that corner so as to be out of the way.
#41
Community Beach Project / Re: Map Progression
07 March 2013, 03:49:58
OK. My time's up, and then some. I added many shadows, and an alien bunker based off Mickys exploding bunkers. Game play isn't fully tested, just roughed out, I've had a glitch tonight where all my swing doors open whenever one is opened. I'm too tired to fix it now, I think it's just the newest Eduke glitching out, my doors used to work fine... I'll look into it when it's time to polish.
Ps. I've used 3500 walls so far.

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#42
Community Beach Project / Re: Map Progression
04 March 2013, 19:33:59
Yeah, sorry supertanker, and high treason, I'm holding you up. I will wrap my part up ASAP, tomorrow, I hope. To be clear, I will get a chance to make some edits again later, yes?
#43
Community Beach Project / Re: Map Progression
23 February 2013, 19:54:28
Thank you both for such kind words. Also thanks for good criticism, I'm very grateful for your feedback.
The map is definitely under detailed, I bit off a huge area and have had a increasingly hard time trying to balance walls and detail. I need to become a sprite worker and see what I can do for free :) TBH detailed spritework is my weak point, it's the reason I got into 3D modelling, frustrated that I couldn't slope a sprite... I think I may have more patience for it now, definitely a better understanding of sprite based art.
#44
Community Beach Project / Re: Map Progression
23 February 2013, 03:54:22
Here it is. Still wip.

[attachment deleted by admin]
#45
Community Beach Project / Re: Map Progression
22 February 2013, 22:39:34
I'm moving along here, currently adding sounds and testing gameplay. I'd still like one more week, but will post my wip section after this evenings work, within say 9 hrs from now.
Since seeing HT's part I've darkened mine slightly. I'm loving the "gritty/dirty" fog pal in classic. I'm still using the same sky as before, I figure it's simple enough to change if needed, but will probably suit the transition from day to night. It's something to keep in mind once more parts are done, and the overall flow clarifies.
As for what CA is doing with your guys map, I shudder..... :P