Welcome to the Duke Nukem Repository
Welcome to the DNR Stomping Grounds » Home | Help | Search | Calendar | Login | Register
Welcome, Guest. Please login or register. Today is February 10, 2012, 04:32:03 PM

+ DNR Stomping Grounds
|-+ Duke Related Boards
| |-+ In The Works (Moderator: Numan)
| | |-+ My first episode
0 Members and 1 Guest are viewing this topic. « previous next »
Pages: 1 ... 3 4 [5] 6 Print
Author Topic: My first episode  (Read 3682 times)
The Commander
Fat Commander
****
Offline

Posts: 880



View Profile
WWW
« Reply #60 on: March 09, 2010, 07:49:05 PM »

i love the translucent water effect (which dont need messing up with sprites etc.). I don't know to add some simple effects using it, or don't.
I added this effect to my water in the latest CBP, if you look at the water from far away it bugs. But you can't really notice it.
Logged

underTaker
Pig Cop
**
Offline

Posts: 81


I am the Great Cornholio

View Profile
« Reply #61 on: March 11, 2010, 03:44:33 AM »

Im typing from school now. I haven't got internet right now. Maybe today i will have.

You can prevent that buggy look if you add big sector in underewater sector that 'covers' area above water, it doesn't need to have any SEs in that addictional sector. If i will have internet i will post some sample maps.

RazorZ - That samples are great, i would just make intro on fourth track a bit shorter. Can't wait for finished versions.
Logged

Henri K
Enforcer
***
Offline

Posts: 359


REZ icon - Edited from Eduke32 logo by RazorZ

View Profile
« Reply #62 on: March 11, 2010, 09:28:47 AM »

Great you like them. I personally think first three ain´t that good, but fourth track you mentioned was OK for me. Have to make fourth track intro shorter. I think it might fit to your secret level.
Logged

I´m RazorZ, mapper from Finland, big fan of Duke - what else you could be waiting for?

Currently released maps (score is average):
    - Resistance Rocks (89,5)
    - Demolition Plant   (92)
    - Mincer City            (94)
The Commander
Fat Commander
****
Offline

Posts: 880



View Profile
WWW
« Reply #63 on: March 11, 2010, 11:55:33 AM »

You can prevent that buggy look if you add big sector in underewater sector that 'covers' area above water, it doesn't need to have any SEs in that addictional sector. If i will have internet i will post some sample maps.
I know how the effect works, there is no need to post sample maps. Smiley
Logged

Gambini
Battlelord
*****
Offline

Posts: 1,214


Madness never had teacher

View Profile
« Reply #64 on: March 12, 2010, 08:22:58 PM »

@UnderTaker: You´re that guy named The_Bob right? If so, congratulations for all the progress you achieved learning Duke mapping  Thumbs up

I´ve just read that old thread about mapping where you was asking how to make your first steps in build.
Logged

underTaker
Pig Cop
**
Offline

Posts: 81


I am the Great Cornholio

View Profile
« Reply #65 on: March 13, 2010, 02:33:01 AM »

Yes, i am - i was learning, now i have grown a bit Wink thanks Smiley Today i will post some screens, i got bunch of new ideas now!

Here are screens i promisted to give:


Screens above are showing parts added after previous part of screens - i've done that in about 2-3 days. Map already is using 750/1024 sector so i will need to start to build ending of it.

As i said previously i've added part of hotel/motel (whatever Tongue) to this map, that saved me a little time (copied parts are on screens #4 and #7).

Shortly - added things are part of motel (only 1 room is accesible), some kind of wastewater treatment plant, and modified underwater sector of that water channel shown on screen #2 - if player will fall into there, he will have to swim to wastewater treatment plant, press button to raise water and he will be free again, simple, but i think it will add a little fun for this level.

I think it will be done shortly
« Last Edit: March 13, 2010, 01:01:29 PM by underTaker » Logged

Henri K
Enforcer
***
Offline

Posts: 359


REZ icon - Edited from Eduke32 logo by RazorZ

View Profile
« Reply #66 on: March 14, 2010, 04:47:49 AM »

I think the best screenshot is the fifth one. Others are also good, standard quality, but they don´t show as much as the fifth one. Though about the name of this secret level?
Logged

I´m RazorZ, mapper from Finland, big fan of Duke - what else you could be waiting for?

Currently released maps (score is average):
    - Resistance Rocks (89,5)
    - Demolition Plant   (92)
    - Mincer City            (94)
underTaker
Pig Cop
**
Offline

Posts: 81


I am the Great Cornholio

View Profile
« Reply #67 on: March 14, 2010, 08:47:20 AM »

Hmm... I don't have good name for it yet. Im opened for sugestions Smiley I think this level is ready. Time to test levels, and polish them.

I didn't even thought this level will be so big - it already has 858 sectors. Im wondering about adding some small area into subway track sector (something like library in E3L6). I've posted screen from editor so you will know is that good idea.

Now i will need to focus on second and third map. On second by mistake i have created 2 ways of completing that map (by chosing 1 way, you will not be able to find 2 secrets, which is not to good for me), and i will need to fix that. And i left pretty much bugs and glitches there. Third map is supposed to show nice, smoothly terrain made only with sloped triangles. I made that map too short, previously when i was writing about that, i have extended that a bit, but i don't know that isn't it too short yet.

When i will fix everything i will spot, i will post theese maps for beta test here. Now, screens from hidden level (they show only things that are added or changed):



Ok' i've checked first map, and fixed few small glitches, its playable now. Currently im working over 2nd map - theres something wrong in this map, i don't know why but i don't like it, maybe it will change when im done, but it's just different...

I decided to rebuild that second map - design was too cramped.

Ok, i have worked a bit over that map. I've removed quite big part of it, and added 2 outside areas. I have also started working over hotel, and library (library is almost ready). I think it looks much better now. I've included screens of added locations on this map (i'm talking about 2nd map <- the one, im currently fixing):


As you may spotted - hotel is pretty empty yet - as i said its just started (screens #2 and #3).
« Last Edit: March 20, 2010, 05:35:58 AM by underTaker » Logged

underTaker
Pig Cop
**
Offline

Posts: 81


I am the Great Cornholio

View Profile
« Reply #68 on: March 21, 2010, 02:48:43 PM »

Ok! I think i have ended fixing the second map. I've posted few screens in previous post as an update. Tomorrow i will post some screens of new locations.

I've added pretty big hotel, 2 new outside areas, some kind of office, and pretty much puzzles. I've been surprised because it has became the biggest map of the episode. Now, when i will just expand third map a bit (i don't think it will took too long), it will be ready to be relased.
« Last Edit: March 21, 2010, 03:31:33 PM by underTaker » Logged

Dan G
Battlelord
*****
Offline

Posts: 1,142



View Profile
« Reply #69 on: March 21, 2010, 03:34:58 PM »

Do you have anyone to play test your episode before release?
Logged

Henri K
Enforcer
***
Offline

Posts: 359


REZ icon - Edited from Eduke32 logo by RazorZ

View Profile
« Reply #70 on: March 22, 2010, 10:12:46 AM »

Again, number five is my favourite. Looks good, keep it going. Just remember, don´t make it too cramped.
Logged

I´m RazorZ, mapper from Finland, big fan of Duke - what else you could be waiting for?

Currently released maps (score is average):
    - Resistance Rocks (89,5)
    - Demolition Plant   (92)
    - Mincer City            (94)
underTaker
Pig Cop
**
Offline

Posts: 81


I am the Great Cornholio

View Profile
« Reply #71 on: March 22, 2010, 12:27:32 PM »

@DeeperThought - Well, RazorZ has already tested it, but old version. Anyway i would be happy if others would test it too. If You wan't i can send You Three maps, i've already tested and i'm happy of (first, second, and secret level), rest, have to be tested by me first Smiley

@RazorZ - i've edited the whole map, because it was too cramped - i noticed that its the worst thing i made in my maps, and i will try to avoid it!

Now - here are few screens i promised to give Smiley


I've also added a 'secret' that must be found to keep going. I think it is not hard to find (unless player is using HRP, which miss few palettes, i don't know if that brick is supported or not :?).

Im also thinking about use of that cDuke thingy to make player able to get into that manor at 3rd map. That manor is something like manor at Roch4 map (i've been inspired in that map a bit while building it).
I could do pavement, and translucent enterance with silent teleport - something like water, but witout water. I think it could be looking pretty nice. What do You think, guys?
« Last Edit: March 22, 2010, 01:49:35 PM by underTaker » Logged

ck3D
Fat Commander
****
Offline

Posts: 863


broke out your windshield

View Profile
WWW
« Reply #72 on: March 23, 2010, 06:50:51 AM »

Liking the shots, there's a misaligned texture in the background of the top one though, and the brick texture in the door ways in the second one looks a bit out of place
Logged

another cup of coffee
Henri K
Enforcer
***
Offline

Posts: 359


REZ icon - Edited from Eduke32 logo by RazorZ

View Profile
« Reply #73 on: March 23, 2010, 10:27:53 AM »

@RazorZ - i've edited the whole map, because it was too cramped - i noticed that its the worst thing i made in my maps, and i will try to avoid it!

It´s great that you did it. I can see the areas are now more open, in positive way. I try to finish those tracks (some of them) and create more new ones that sound better.
Logged

I´m RazorZ, mapper from Finland, big fan of Duke - what else you could be waiting for?

Currently released maps (score is average):
    - Resistance Rocks (89,5)
    - Demolition Plant   (92)
    - Mincer City            (94)
underTaker
Pig Cop
**
Offline

Posts: 81


I am the Great Cornholio

View Profile
« Reply #74 on: March 23, 2010, 12:21:08 PM »

Im glad You like it Smiley

@MRCK - Yeah, i see now that misalignned texture, its fixed. And you are right - that texture in door ways, could be better. I will experiment a bit with textures, and post screens of new ones.

Theres also freeky water but. Can't get out of water with sloped floor. I've placed the SE as close as possible to first wall, and it is still happening -_-'
I found solution quickly - just by pressing ' + L set Z location of SE to floor Z, that contains that SE.

Anyone wants to beta-test three maps? (first, second, and secret one)
« Last Edit: March 25, 2010, 10:10:37 AM by underTaker » Logged

Pages: 1 ... 3 4 [5] 6 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC Valid HTML 4.01! Valid CSS!