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Author Topic: Alien Resurrection  (Read 2446 times)
Puritan
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« on: July 27, 2009, 06:30:27 PM »

As promised in another thread I'm in the development of yet another map in the Alien quadrilogy.
Nostromo was my first attempt to recreate this wonderful movie series for Duke 3D.

I decided to drop remaking the second movie,Aliens, because I think this movie has been used in Duke 3D maps just enough.

The third movie, Alien 3, is on my drawing table for now. I have to stroll in circles around my table for a while trying to figure out how to make a Duke 3D recreation appear playable...

This time I decided to start off with Alien Resurrection where the scientist pestered the Aliens captured inside the tube with freezing gas just one time to much.....


***

A side note:

Alien Resurrection takes place on the largest starship in the Alien quadrilogy; The USM Auriga.

(I know some of you already are thinking  : Oh no, don't let this su*@%" start up yet another huge level!)

Don't worry friends; I'll keep it within the limits of Mapster32  Grin

(Merlijn: I wont forget the underwater part  Cool).
« Last Edit: December 31, 2009, 10:06:39 AM by Puritan » Logged

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Mikko_Sandt
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« Reply #1 on: July 27, 2009, 07:22:24 PM »

Don't forget cycler effects Smiley (Just look at the hallway in the scene where the first merc gets killed.)
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« Reply #2 on: August 29, 2009, 03:00:36 AM »

Man, that's wonderful! I sincirely hope it will be much more better than my old alien4 map.
If you need, you can take textures i used (especially this circular membrana was kinda hard to make)
And dont forget the final scene on the betty.

Keep it up! Thumbs up
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Merlijn
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« Reply #3 on: August 29, 2009, 07:00:50 AM »

Quote
Merlijn: I wont forget the underwater part
 

You better not!  Wink
Anyway, good luck.
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Puritan
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« Reply #4 on: December 31, 2009, 09:57:59 AM »

This project is not dead!

Don't forget that this image is from an early stage of building.
No details and minor shading so far.

A screenie from an intersection on board USM Auriga:




***

Here is the actual location in the movie:



« Last Edit: December 31, 2009, 10:04:13 AM by Puritan » Logged

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« Reply #5 on: December 31, 2009, 01:05:22 PM »

damn, that does look good but you need to make the area more small and closed in.
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Devastator
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« Reply #6 on: December 31, 2009, 03:25:50 PM »

 Thumbs up
I think textures shoud be more flesh-colored like in film. This color created atmosphere for the whole movie
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« Reply #7 on: January 01, 2010, 05:57:02 AM »

Great work, Puritan.  Smiley I would like to play this map. I hope you make this map playable in both original and Duke Plus version, because many of us use Duke Plus to play maps, but some of us, like I do, play in original version. Oh, and don´t forget to add playability to non-HRP version, too!  Smiley Keep it going!

By the way, do include some extra textures to your map/episode?
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« Reply #8 on: January 01, 2010, 08:27:10 AM »

Good architecture, but a bit dull to look at until you complete the lighting/shading.
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Mikko_Sandt
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« Reply #9 on: January 01, 2010, 01:04:09 PM »

I agree with Forge. In fact, it's an ideal location for a cycler effect, and not only because the movie had one in that same location.
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Dan G
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« Reply #10 on: January 01, 2010, 03:11:53 PM »

It also looks like an ideal map to use with the bloom hack!
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Puritan
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« Reply #11 on: January 01, 2010, 04:01:29 PM »

Heh, thanks a lot guys!

I've always been building Duke maps with only the original art files. I like to keep my mapping close to the original features.
I sometimes add sound effects and modified con's but that's it.

I'll considering adding some palettes to the textures. Good suggestion, Devastator.

The hallways are perfect for some cyclers, Mikko!

And the map is being built for the HRP version.

As seen in the movie; There is corridors in all sizes and shapes with a variety of colors/textures.
So expect some screenshots from a smaller corridor coming your way soon.
« Last Edit: January 01, 2010, 04:03:35 PM by Puritan » Logged

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« Reply #12 on: January 02, 2010, 01:56:23 PM »

I agree about the colors - but I don't think you should use palette changes for that. It's interesting how you used only grey metal textures because you knew the hallways had to made out of steel, and steel is grey. But fuck that Smiley I'd really love to see how it looks if you only use duke's brown textures. The top part of 254, 340, 344 and it's brothers, 367, 722, 724..

And 371. Because we know 371 is the baddest motherfucking texture in the game  Cool
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Puritan
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« Reply #13 on: January 03, 2010, 07:52:27 AM »

Thanks Geoff. A nice constructive input.

I'm agree with you. Palette changes is normally ( for me) a no-no.
I will certainly look into the textures you suggested.

As I said earlier; This screenshot is from an early stage of building. It's important for me to hear what you guys  has to say.
After all, you are the ones knowing Duke related stuff these days. ( And probably the poor suckers that actually has to download and play this stuff).

***

This map will be a 'normal' release as you can expect from me.
I'd might throw in a few sound effects and slightly modified con's. That's it.


 
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Dan G
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« Reply #14 on: January 03, 2010, 12:04:55 PM »

I advise that if people are going to do a normal release, then make it completely normal (no modified cons or new sounds).  The reason is, there are enhancement mods that we like to use with Duke maps, but it's hard to use these mods if the map already comes with changed cons.  In my opinion, if you aren't going to go all the way and make it a TC, or design it for DP or AMC TC etc,  then release it as a 100% normal map.  And I would say the same about any maps or episodes in development.  Releasing a normal vanilla map is fine.  Releasing a map for a big mod or TC is fine.  But releasing a map with slight con modifications puts it in a kind of no man's land.
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