Home : Downloads : Forums : Contact Us Copyright

AMC Web Forums

  • September 09, 2010, 10:28:50 PM *
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 42 43 [44]

Author Topic: Duke 64 Mod...  (Read 25199 times)

joker

  • Member
  • Offline Offline
  • Posts: 4
    • View Profile
Re: Duke 64 Mod...
« Reply #645 on: January 24, 2010, 04:34:27 AM »
can you give me the URL for the Duke 64 mod site
Logged

The Commander

  • Member
  • Offline Offline
  • Posts: 3013
  • It's Hard To Show I Care, Since I Don't!
    • MSN Messenger - codynz3000@hotmail.com
    • View Profile
    • WWW
    • Email
Re: Duke 64 Mod...
« Reply #646 on: January 24, 2010, 06:20:36 AM »
Logged

joker

  • Member
  • Offline Offline
  • Posts: 4
    • View Profile
Re: Duke 64 Mod...
« Reply #647 on: January 24, 2010, 07:30:26 AM »
sorry i just love Duke 64 I think its much better then Duke 3d
Logged

Fox

  • Member
  • Offline Offline
  • Posts: 662
  • Pig-in-a-Dress
    • View Profile
    • Email
Re: Duke 64 Mod...
« Reply #648 on: January 26, 2010, 02:36:55 AM »
Logged

Nukey

  • Member
  • Offline Offline
  • Posts: 270
    • View Profile
    • Email
Re: Duke 64 Mod...
« Reply #649 on: February 01, 2010, 06:57:02 AM »
Castle Dukenstein is the only remaining map on my list.

I was considering Shaft and Noctis Labyrinthus, but have decided against. Neither of them are interesting enough to keep me going. I love creative mapping, but this is entirely different. There is a standard that must be adhered to. It turns me into an extreme perfectionist, and I lost patience for that rubbish ages ago. Piracy was worth it though.

« Last Edit: February 22, 2010, 03:11:09 AM by Nukey »
Logged

Nukey

  • Member
  • Offline Offline
  • Posts: 270
    • View Profile
    • Email
Re: Duke 64 Mod...
« Reply #650 on: February 05, 2010, 04:15:53 AM »
Castle Dukenstein is complete. Along with Stadium and Piracy, this is one of the best DM maps in the game. It's not a very complex design, but having to do the individual comparisons for every single floor/ceiling/wall/sprite was an insane amount of work.





http://img39.imageshack.us/gal.php?g=image00001.png
« Last Edit: February 26, 2010, 08:01:00 AM by Nukey »
Logged

Loke

  • Member
  • Offline Offline
  • Posts: 27
    • View Profile
    • Email
Re: Duke 64 Mod...
« Reply #651 on: February 18, 2010, 08:42:17 PM »
Excellent, keep it up. Can't wait to play it.
Logged

SomeThingEviL

  • Member
  • Offline Offline
  • Posts: 12
    • View Profile
    • Email
Re: Duke 64 Mod...
« Reply #652 on: March 07, 2010, 04:54:18 AM »
After a long absence I have come back.I'll be trying to get some work done on the maps that are left. Some bad new. I lost the last two maps I was working on. It was a little discouraging losing my work.So I have not been mapping for some time.But I'm back now and Ill try to work as much as I can.
Logged
I became insane, with long intervals of horrible sanity.

Furious-D

  • Member
  • Offline Offline
  • Posts: 44
    • View Profile
Re: Duke 64 Mod...
« Reply #653 on: March 08, 2010, 04:55:43 PM »
hey evil! thats great news, especially since this mod is nearing completion! your first release of those five maps were fun and I found myself playing hotel hell a bunch of times  :mellow:
Logged

SomeThingEviL

  • Member
  • Offline Offline
  • Posts: 12
    • View Profile
    • Email
Re: Duke 64 Mod...
« Reply #654 on: August 18, 2010, 03:05:34 AM »
SomeThingEviL, Here with some info on my map progress. Its been slow, and it even stopped for a few months. But IT WILL NEVER COME TO A END...Not until I've finished all the maps that need to be worked on.

Its hard for me to put a lot of time into one mod or map project. I always find something that's fun or interesting and get sidetracked.

Lately its been starcraft 2 that's had my attention. A month or two before the release of starcraft 2, I Found a way to play the beta offline(with A.I) without a cd key. The beta also had a build editor for starcraft 2!!! That Is way there hasn't been any info or updates about my duke nuke 64 maps. It is also why I have not done any work on the maps. It was just to much fun to play with the starcraft 2 beta and map editor(and before the game was even out). Now that I've had my fun with the Full Starcraft 2 game and map editor I'll get back to my Duke 64 maps.

Anyway for all you patient Duke Nuke 64 fans Here are 2 maps. They are Work in progress and not finished. The first is L.A Rumble. The other is Rabid Transit.


L.A Rumble WIP http://www.megaupload.com/?d=PX4US7AZ

Rabid Transit WIP http://www.megaupload.com/?d=XN7DTV8O


L.A Rumble Is about 75 to 85 % done.

Rabid Transit Is about 15 to 20 % done.

I am also working on area 51. There are not many changes in that one. So its hard to say how far done it is. I'm not uploading that one right now(to few changes).

I also need some help with the UFO on L.A rumble. The problem is with the speed sprite that makes the UFO spin at the right speed. The sectors right below the UFO need to drop to the ground at the same speed as the building sector around them. But the sectors under the UFO drop to slow, they already have a speed sprite in them that makes the UFO spin at the right speed. IS THERE A WAY to use 2 speed sprites in one sector,one that makes the ceiling rotate at the right speed and one to make the floor drop at the right speed. I just don't know how to have the sector that's rotating on the ceiling also drop the floor down, at different speeds.

If you do not understand, say so and I'll try and explain it better, maybe with pictures.

Anyway, If someone could recreate the effect on a new map, so I could see how to do it, or tell me if it cant be done the same in the PC Duke Nukem. It would be a big help.
Logged
I became insane, with long intervals of horrible sanity.
Pages: 1 ... 42 43 [44]
 

(C) 2009, Alejandro Glavic. http://www.amcwebforums.com Go top