TMM
Trusted User
Posts: 55
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Post by TMM on Jul 14, 2015 4:46:23 GMT -5
Don't worry, it won't be as 'open' as it is now. These are just the bare basics. I'll make sure it works as a WangBang map. I have the Mission-X files but I have to find the correct versions. Not so keen of putting out a flawed version I fixed later and I have like 25-50 different backups of each map (yeah, I'm a little crazy). They're actually pretty much all somewhat flawed, though. To fix that I'd have to make some major changes. That probably won't happen.
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Post by Robman on Jul 18, 2015 21:13:53 GMT -5
Whenever I make a map, it usually has over 50 save increments from beginning of a map to the final version. I don't think you're crazy but careful
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High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Jul 19, 2015 12:40:46 GMT -5
Usually >100 revisions for mine (Duke/Blood). Might post the incremental versions of stuff I have left for Duke if anyone is interested.
Still no mapping going on for me unfortunately.
Many were lost to mass drive corruption, others needed CONs that don't exist now and some need ART. But I might just stick them in a ZIP for the lulz. You could see the old platform and prison from Lunar Prison, the transition from CBP9 to Quantum Physics, the old factory in Nitroglycerin, empty Poormann's Library with the weird chair room and grid room as well as maps that never made it. Might throw up what's left of my survival horror TC too, most code is missing so was bodged with the art when it was going to be posted in the Unfinished Content thread at another forum. Sadly the script is lost forever, though I remember most of it.
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TMM
Trusted User
Posts: 55
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Post by TMM on Jul 20, 2015 6:52:26 GMT -5
Yeah I see where you're coming from. Build can be a pain sometimes. I remember when I was building Mission-X part 1 (back in the summer of 1999, my god that's been a while) the area I was building would basicly 'melt down' in front of my eyes. That was the first time I hit the wall limit and it took me a while to realize what was going on. Suffice to say, Mission-X became a tree-parter at that point. I saw an eerie TV show yesterday, made me want finish another old map that has been in hiatus for roughly ten years. 13Hours (it has been listed in the old SW newsletters ). That had several very interesting effects in it and it would deserve to be finished.
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TMM
Trusted User
Posts: 55
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Post by TMM on Jul 20, 2015 7:53:08 GMT -5
Sifting through files from 2000..wow..
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Post by Robman on Aug 4, 2015 17:37:36 GMT -5
Nice to see you jumping back into things again TMM
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Post by Robman on Aug 17, 2015 20:16:40 GMT -5
wip.
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Post by Robman on Aug 26, 2015 2:16:47 GMT -5
Just added 99% of the Duke3d Atomic Art to SW (with animations intact) Some Blood and Redneck Rampage art also. I'm aiming to make a nice mash of all 4 game's art in a FULL 9215 tile set for Sw.
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Post by Robman on Sept 10, 2015 23:39:02 GMT -5
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Post by Robman on Oct 5, 2015 18:40:37 GMT -5
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Post by Robman on Nov 20, 2015 0:19:49 GMT -5
8-bit Teaser.
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Post by Robman on Dec 21, 2015 7:35:13 GMT -5
Breathing new life into Wamplet's old map for the Add-on. Added art, made it single player, lots of sprite work and fixes, made the holodeck actually function + more.
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Post by Robman on Jan 14, 2016 2:15:46 GMT -5
Will have to re-think the shadow on the ceiling for the vault lighting. There's a lightswitch for the main room to brighten it up.
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Manhs
New Member
Posts: 48
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Post by Manhs on Jan 17, 2016 12:24:16 GMT -5
Oh awesome, so it's a community project ! at Duke Nukem 3D map with SW stuff x)
Do you know how much % the expansion is finished ?
I try to find some good users map for single player but in the pack, a lot are for multi or crazy wtf .....
Good luck for the project, guys ! Who wants some Wang's expansion?! Me! :3
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Post by Robman on Jan 18, 2016 18:52:49 GMT -5
Well, it started off as being a community project but so far all the work has been done by me, lol. It will probably all get done by me, but I'm ok with that. I would estimate that I'm 65% finished with it. It's got some new sounds, tonnes of art added from other build games + some custom art and obviously new maps. It was nice to open up the forum page yesterday and see all new posts The hollywood duke3d map conversion is about 75% done, still quite a few effects to finish. I'm trying to make it the most accurate conversion of the map to Sw ..ever.. Also, as you can see in the above screenshots I've done away with the old crosshair and made it a red-dot just to be different. Changed the boxes around the health meter/ammo/inventory also.
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Manhs
New Member
Posts: 48
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Post by Manhs on Jan 19, 2016 14:52:59 GMT -5
Nice stuff! I have finished all the fan expansions (Park maps too) in "No pain no gain" 1 life...i like a lot this game, but the users maps are wtf sometimes.... I think, i will replay some good expansions too in waiting... I have replayed all the game and the 2 official expansions, it's hard to be bored by a so fun game!
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Post by Robman on Feb 19, 2016 3:19:46 GMT -5
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Maren
Grasshopper
Posts: 75
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Post by Maren on Feb 19, 2016 6:12:36 GMT -5
@robman: there's this ancient file called "hllywang.zip" which's essentially a remake of Hollywood Holocaust for SW. Problem: it looks very much like an automatic map conversion that didn't take into consideration physical proportions so everything ended up looking smaller than it should. How'd that fare in comparison to that which's shown in the screenshot you posted up there? The TombRaider-like pyramid entrance map's looking pretty neat already
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Post by Robman on Feb 19, 2016 20:03:02 GMT -5
Thanks man About the Hollywood conversion I'm working on, it uses the Duke textures and I used mapster32 to resize the entire map to get it as close to proper proportions as I could. A few things like the vent from the bathroom to projector room needed slight manual resizing. I've had to retexture the whole map and recreate ALL of the effects which is a pain in the ass and not quite finished yet. I've brought the projector sound effect to SW but all other weapons, enemies and sounds will be SW.
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Manhs
New Member
Posts: 48
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Post by Manhs on Feb 26, 2016 8:44:53 GMT -5
Awesome screenshots, dat egyptian map ! Really cool (: !!!
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Post by Shoigunjinsho on May 22, 2016 15:20:15 GMT -5
I would love to contribute to this one day, but first I must learn and make more. I've been wanting to make Build maps since Shadow Warrior Classic's debut on Steam and I've finally got around to making things. This is definitely going to be something I'll peruse, I've been at it all morning!
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Post by Ninjakitty on Jun 8, 2016 22:48:36 GMT -5
I'd be glad to help come up with some maps. Although, I'm going to need some help as I'm not that experienced and I just started making maps 2 or 3 days ago. The current map I'm working on will be multiplayer and singleplayer set on a moving train. Things I need help with as of right now: How do you make it so that whenever you touch the floor in a sector (not underwater or tilted) you are pushed in a certain direction? How do you make a manual vator play a sound when you activate it but before it reaches its destination? Also, when I use room over room, the resizing of the textures on the walls of the other sector goes away. How do I fix this?
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Post by Robman on Jun 9, 2016 15:52:16 GMT -5
1- I use a sect_current (hi tag 3) point the tail in the direction you want to glide and the lo tag is the speed (try 1500) Next, put a sect_sink (ht 0)(this is the default st1 tag btw) in the same sector with a lo tag of 5 or so. 2- You can make your initial vator with it's specific lo tag and then make another vator outside of the map with the same match tag that travels to it's end position faster, set that vator's tag 6 to the match tag of the sound. (make sense?) Bool 5 of that second vator can be set to trigger the sound in the off and on position. 3- Hmmm, strange.. is it only on the lower portion of the ROR? Did you press "o" (oh) on all the lower room textures? I gather that you've viewed my build tutorial videos? (Your avatar would be sexier with a transparent background) Oh... and Welcome to the Forum.. learning build can be frustrating but I hope you stick with it and I'm happy to see a new SW map maker. One bonus of mapping for SW is that there isn't alot of mappers so your map will definitely get played. ( 400th post ) <Moved the rest of this conversation to the " Build Questions" thread>
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Post by Robman on Sept 3, 2016 20:33:14 GMT -5
4+ Minute Teaser Video:
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Post by Ninjakitty on Sept 3, 2016 22:45:32 GMT -5
Whoa, looks amazing! I almost kind of want to get my warehouse map over with because I now have other map ideas.
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Post by Robman on Sept 3, 2016 22:52:11 GMT -5
Thanks man - That video turns out to be my 500th post. I hadn't done a whole lot on the add-on for awhile so I figured that I would do something for it.
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Post by Robman on Sept 30, 2016 2:40:52 GMT -5
Got into some hallway building tonight.
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Post by Ninjakitty on Sept 30, 2016 15:02:19 GMT -5
WHOA! You must teach me how to do that! Do design ideas like that just randomly pop into your head?
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Post by Robman on Sept 30, 2016 18:20:47 GMT -5
Haha thanks, and yeah I guess the ideas do randomly pop into my head, I tend to just map on the fly, adding what I think would look nice as I go along. Sometimes it works out, sometimes it doesn't. I think often times some areas don't actually need a tonne of detail/spritework to look good... just the right amount of things pulled off nicely. For instance that light casts a shadow of the fencing onto the ground on the other side, using the lighting sprites can help make things look better, using reasonable heights for things such as ceilings and doors etc.. Last night I had the inkling to build a hallway, so I started with an outline, got it to a size I liked and then the rest of the blue motif just sort of fell into place, good texture selection and sizing always helps. I've also found (and noticed) that it helps to choose a texture for the walls of a hallway that has the "molding" on the top and bottom, in this instance the strips of brown wood. Something I never do but might be a good idea, is when you see a picture or area that you'd like to build, have the picture up and visible while you're building and try to make it look as close to you it you can. I'll probably try to make a map out of this above hallway as more ideas were coming to me for what I may like to do for the rest of it. (Now let's hope I don't build crappy stuff for the rest of the map and ruin everything )
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Post by Ninjakitty on Sept 30, 2016 18:31:05 GMT -5
How did you pull off the lighting effect by the light? It looks like you used a triangular lighting sprite, but I havn't found any.
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