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Old 04-04-2007, 04:20 AM   #481
Hellbound
 

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Re: Decay - An eDuke32 Total Conversion
So, anybody for mapping?
Krook, I think we can use your work, but first we would like to see something done by you
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Old 04-04-2007, 12:28 PM   #482
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Re: Decay - An eDuke32 Total Conversion
I would have loved to map buck i suck at mapping in DN3D. ANd in mapping in general.
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10 years and two complete restarts - that's either one very effective filter, or a whole lotta shit. :D
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Old 04-04-2007, 03:49 PM   #483
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Re: Decay - An eDuke32 Total Conversion
Show us something! Let us rate if it sucks or not
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Old 04-04-2007, 09:34 PM   #484
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Re: Decay - An eDuke32 Total Conversion
I wanna map!
If thats ok?
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Old 04-05-2007, 08:00 AM   #485
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Re: Decay - An eDuke32 Total Conversion
Quote:
Originally Posted by oak man View Post
I wanna map!
If thats ok?
PM Hudson or I (or both) an example map.
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Old 04-05-2007, 11:07 AM   #486
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Re: Decay - An eDuke32 Total Conversion
Quote:
Originally Posted by Hellbound View Post
Show us something! Let us rate if it sucks or not
I do not know how to map at all in the level editor. I tried but it finished shit.

Maybe you could tell me what kind of map you would like, the theme of the map, maybe i can imagine a layout of the map. But i'm not sure if it can even be good.
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10 years and two complete restarts - that's either one very effective filter, or a whole lotta shit. :D
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Old 04-05-2007, 11:42 AM   #487
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Re: Decay - An eDuke32 Total Conversion
I'd like to map for your project.
I'll post an example map okey?
Which theme to use? ( I guess dark and scary )
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Old 04-05-2007, 02:11 PM   #488
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Re: Decay - An eDuke32 Total Conversion
I think it would be better if you'll post something you've already done, just to show you can then start to mapping for Decay as a member of our team? Hudson, do you agree?
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Old 04-05-2007, 04:07 PM   #489
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Re: Decay - An eDuke32 Total Conversion
Quote:
Originally Posted by Denz View Post
I would have loved to map buck i suck at mapping in DN3D. ANd in mapping in general.
I'm pretty good with high-tech interior stuff, but I suck at outdoor areas (Hellbound knows this already ).
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Old 04-05-2007, 06:41 PM   #490
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Re: Decay - An eDuke32 Total Conversion
Quote:
Originally Posted by Hellbound View Post
I think it would be better if you'll post something you've already done, just to show you can then start to mapping for Decay as a member of our team? Hudson, do you agree?
Yeah that sounds good.
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Old 04-06-2007, 02:24 PM   #491
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Re: Decay - An eDuke32 Total Conversion
I have never done any map, would be nice if you gave me a theme for a level, then i try to do the level as i learn build with the read me of the cd? Just so i test.
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10 years and two complete restarts - that's either one very effective filter, or a whole lotta shit. :D
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Old 04-06-2007, 05:38 PM   #492
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Re: Decay - An eDuke32 Total Conversion
wel, use whatever you think is scary, if you want to make hell, do it!, want to make a shopping mall stock full of day of the dead references, do so!
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Old 04-06-2007, 06:35 PM   #493
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Re: Decay - An eDuke32 Total Conversion
Heck, I want to map for this mod now! You guys have seen my map that I'm making... The only problem is that I'm having a shit load of problems with mapster32 running on Vista.
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Old 04-06-2007, 06:36 PM   #494
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Re: Decay - An eDuke32 Total Conversion
no, vista has a load of problems running mapster 32, quite a difference.

and no, i havent seen your map AFAIK
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Old 04-06-2007, 06:58 PM   #495
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Re: Decay - An eDuke32 Total Conversion
Quote:
Originally Posted by jimbob View Post
no, vista has a load of problems running mapster 32, quite a difference.

and no, i havent seen your map AFAIK
Shame. Because eDuke32 and Mapster32 are the only application\game that I have installed that doesn't work properly with Vista or Vista not working with it as you say .

Every other game under the sun works fine - that's about 30 games. Old and new. I'm forced to use xDuke at the moment.

Here's the map I've been working on:
http://forums.3drealms.com/vb/showthread.php?t=23943
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Old 04-06-2007, 07:03 PM   #496
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Re: Decay - An eDuke32 Total Conversion
It's really cool

If you get the mapster problems sorted out let me know man, you'd be an awesome addition to the team

Quote:
Originally Posted by Denz View Post
I have never done any map, would be nice if you gave me a theme for a level, then i try to do the level as i learn build with the read me of the cd? Just so i test.
For starters just make a simple city map to play around with, or a mall or something. This site here has a lot of information about BUILD/Mapster32 (it includes tutorials too):

http://jsbuild.planetduke.gamespy.com/
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Old 04-07-2007, 11:18 AM   #497
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Re: Decay - An eDuke32 Total Conversion
Damn it's a pain in the ass, just making a door made me go berserk too much of times already. Like i can't put a lotag on the sprite sector effector.
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10 years and two complete restarts - that's either one very effective filter, or a whole lotta shit. :D
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Old 04-16-2007, 09:55 AM   #498
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Re: Decay - An eDuke32 Total Conversion
Just to keep this thread alive - here's some random in-action screenshots, recorded with demo camera Watch out for new zombie's skins



Expect a big "what is done" show soon! We have two enemies, you haven't seen, one map finished, new, great-lookin' map WIP and much more stuff!
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Old 04-16-2007, 09:56 AM   #499
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Re: Decay - An eDuke32 Total Conversion
Oh man! That's ******* sweet!
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Old 04-16-2007, 10:49 AM   #500
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Re: Decay - An eDuke32 Total Conversion
Holy rotten cow, this looks awesome!
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Old 04-16-2007, 02:14 PM   #501
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Re: Decay - An eDuke32 Total Conversion
some shots of my map, I'm making one for the project




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Old 04-16-2007, 02:15 PM   #502
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Re: Decay - An eDuke32 Total Conversion
It looks pretty good. I noticed all your skins are mirrored.

Cage, your map looks great. Just needs some filling in!
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Old 04-16-2007, 02:35 PM   #503
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Re: Decay - An eDuke32 Total Conversion
Yeah, there is a mirroring on those textures, cause I wanted to keep them all 512x512. But it looks okay in game I guess.
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Old 04-16-2007, 02:39 PM   #504
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Re: Decay - An eDuke32 Total Conversion
I think it'd look a lot less goofy if you made full textures....but thats just my opinion.
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Old 04-16-2007, 02:43 PM   #505
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Re: Decay - An eDuke32 Total Conversion
No way, don't even try to ask
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Old 04-16-2007, 02:48 PM   #506
Bonesnapper
 
Re: Decay - An eDuke32 Total Conversion
I didnt ask anything...?
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Old 04-16-2007, 02:49 PM   #507
Daedolon
Re: Decay - An eDuke32 Total Conversion
The last screen looks glorious.
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Old 04-17-2007, 07:55 AM   #508
Geoffrey
Re: Decay - An eDuke32 Total Conversion
Great shots One thing that kindof bugs me are the smoke clouds though, they're way too thick and over the top to be taken seriously.
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Old 04-17-2007, 04:58 PM   #509
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Re: Decay - An eDuke32 Total Conversion
Well, it's an "over the top" kinda mod
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Old 04-17-2007, 10:54 PM   #510
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Re: Decay - An eDuke32 Total Conversion
No one even noticed the gobs of blood everywhere .

All that work to make crazy gore and no one notices ::cry::.
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Old 04-18-2007, 07:17 AM   #511
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Re: Decay - An eDuke32 Total Conversion
Some great new pics there.

I didn't even notice the mirrored skins until mentioned so I don't think that's too much of biggie.

The one concern I do have are the smoke clouds, not a from a visual point of view but from a performance one. If as was said that this will be very much an 'over the top' kinda mod with loads of zombies and cool effects going on, I hope this won't cause lag too much. It's quite common for mods to overdo certain things and many lower end computers just don't have a chance in certain situations. Personally, my computer isn't too old so unless you really have gone to town on such things I'm not worrying about it, just thought I'd speak up for the guys with older PCs.

Finally just a question I forgot to ask, I think I already know this but I'll ask anyway. Are you replacing all the maps or just doing one or two 'episodes'?
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Old 04-18-2007, 09:52 AM   #512
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Re: Decay - An eDuke32 Total Conversion
The smoke is fine from a performance standpoint. It's been tweaked so it won't have a lot of lag . There's blood and debris and smoke and sparks flying around everywhere in this mod and it never hitches.

The maps will follow a story progression of some sort, so it won't even be exactly in the "episodes" concept.
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Old 04-18-2007, 09:57 AM   #513
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Re: Decay - An eDuke32 Total Conversion
It runs great on a P4 2.0 with a 9800 Pro with fps to spare, so I really don't see performance as that much of a problem.
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Old 04-18-2007, 10:14 AM   #514
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Re: Decay - An eDuke32 Total Conversion
Quote:
Originally Posted by Mblackwell View Post
No one even noticed the gobs of blood everywhere .

All that work to make crazy gore and no one notices ::cry::.
I noticed the blood... but was hoping for even more.
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Old 04-18-2007, 11:22 AM   #515
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Re: Decay - An eDuke32 Total Conversion
It's morbidly beautiful in game actually
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Old 04-18-2007, 11:29 AM   #516
Daedolon
Re: Decay - An eDuke32 Total Conversion
The headshot(?) in the top-left corner looks promising, I just hate the smoke covering up all the gore. Any explanations for the smoke coming out of the zombies in the first place?
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Old 04-18-2007, 12:13 PM   #517
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Re: Decay - An eDuke32 Total Conversion
Quote:
Originally Posted by Hudson View Post
It's morbidly beautiful in game actually
Man, I wish I could do more for you than draw concept art. If I new anything about mapping or coding I would be all into helping out more.

But all I can do is sit down with a pen and draw some f**ked up shit.
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Old 04-18-2007, 12:23 PM   #518
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Re: Decay - An eDuke32 Total Conversion
Daedolon, it's just smoke that hided his head, not the headshot. BUT you can expect headshots with separated death animations and some more stuff like that. Believe me - that WILL be BRUTAL! Muhahahaha (but real too)

btw. that stuff is next on my todo list (I hope it's on ours kewl codemaster too )
Last edited by Hellbound; 04-18-2007 at 12:29 PM.
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Old 04-18-2007, 01:44 PM   #519
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Re: Decay - An eDuke32 Total Conversion
Quote:
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Some great new pics there.

I didn't even notice the mirrored skins until mentioned so I don't think that's too much of biggie.
A lot of people I've talked to have noticed it.
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Old 04-18-2007, 01:50 PM   #520
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Re: Decay - An eDuke32 Total Conversion
Geez, I don't understand what's wrong with that? All enemy models from HRP are mirrored and nobody complains about that
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