If you'll recall, last time we whipped up a room at the end of that dutch angled corridor. It will be a junction connecting at least two areas where the jetpack and perhaps the hazard boots or steroids will be found. One problem though:
It's entirely unlit! What did I say? No unlit, unshaded rooms allowed!! Something will have to be done about this. SHAM BAM BAMINA!
Presto, just like that. Well not actually, that took nearly a god damned hour. Lighting is a bitch in this engine, and doing shadows on sloped surfaces is a double, triple, quadruple bitch.
Notice how I used flattened, transparent, darkened versions of the bridge sprites as their shadows. This is also how we'll create the shadow for the platform back in the other room.
Since the floor is slime, by hitting T and then 1 once per sector, I can change their lotag to "water". The player will now sink into the floor in these sectors and it will generally behave like waist deep water.
The player cannot submerge unless I create an underwater sector to submerge to because of how water works in this engine, but I'll cover that when we do the underwater maze.
Welp. Good news and bad news, folks. The good news is the slime behaves like a liquid now. The bad news is, the flattened palette 4 sprites I wanted to make shadows with refuse to be transparent. I tried a bunch of things to fix it, nothing worked. They will need to be removed. What a shame.
Sprite shadows worked fine for this platform. The thing is I couldn't shade the bottom of the platform darker than the top since floor aligned sprites assume the shade of the sector they're in. So I just changed the bottom to an inherently darker texture with more greys and blacks, which works acceptably well.
Anyways here's the room we were working on with the troublesome sprite shadows removed and all the other entries/exits added. I won't end it right here because that would be a tease. I'll at least start on the jetpack jumping puzzle.
That's a long shaft. Giggity. That little opening you see is to the room we just came from. This is where the player will hop from one sprite based platform to the next in order to reach the jetpack, which will then make returning a breeze.
However, we'll begin making those platforms next time. Stay tuned!
...and Stay Cozy, too!
this design is really awesome and so close to real life.
The hub room has a cool design, sucks the shadows won't work.. That shadow under the platform ended up looking good.
Seems like the complexity stacks up pretty quick.
Oh my, i remember how much i used to play this game with my boyfriend back in 1998. Its really good memories...i think this weekend i will have to download and play it again and SIM FARM too...i like those oldie games from my childhood @alexbeyman :)
I remember the Maxis "Sim" games fom the 90s. I think my favorite was Sim Life, where you could design an organism and watch it spread and try to survive.
How much time do you need or have taken to make this level? Also, if you like good games i recommend Serious Sam! You will have a blast playing it :D
These maps actually look legit. It should take quite some time to produce all this stuff.
Sweet memories of Duke Nukem. Every time I look I shed a tear for the old good times :'(
hi Alex, ive notice your stuff is about retrogaming (amiga, nes etcc) and a saw chipmusic tunes too i think you would like a couple of songs i made in 48k 1-bit. its a very dificult process, i would love if you take a look. i've got some amiga protracker stuff too
https://steemit.com/music/@ricardovieira/original-song-48k-zx-spectrum-beeper-music-descharge
love your stuff by the way
Alright, but as a heads up, the way to get your profile looked at and followed is just to post interesting, insightful comments. Actually linking back to your own work in the comments of somebody elses is generally not well received here.
ok man, you're right! my bad, i apologize
The levels that you make are better than the main game lol.
And shadowing is very well thought.
Awesome work ... you are doing a great job, my friend... keep it up :)
This design is similar to real life like dark room
And i love this type game .. very great and nice job sir
I am very happy to follow you.
an explanation of the design of a complete, easy-to-understand!!!
you do have more talent for designing 3d games. have a nice day
The atmosphere of the lighting is as good as real life
it looks like a doom map almost and that's pretty cool
The design is similar to real life, a dark room and have a little bit of light makes the game increasingly stressful.
best editing game @alexbeyman
The third picture really shows the detail in this design with the floor plan. I just have one question. What is the best gun in this game?
Shrink ray, as it can one shot most enemies if you're quick about stomping them once shrunk. Or the expander if we're including the Plutonium Pak weapons.
Shrink ray. That would be my person favorite.
nice job :)
Great work, you are such a genious.I am a big fan of yours.Nice post.
Your post very very important and amazing and pawaarfull and useful for all people
This design is similar to real life like dark room
And i love this type game .. very great and nice job sir
I am very happy to follow you.
an explanation of the design of a complete, easy-to-understand!!!
you do have more talent for designing 3d games. have a nice day
it's really wonderful sir... great work ... keep it up... :)
that's pretty cool to know....
This is so fluster, really have to be very careful.
I really like your post, your post is very amazing I want to join with you thank you. visit my post once.
a really cool game @alexbeyman, it looks like a reality. I really like games like this. Thanks for sharing and have a nice day.. :)
Great work
Great job sir thanks for sharing.Upvote and resteem done.
I really like your post, your post is very amazing I want to join with you thank you. visit my post once.
really a very good strategy for a game @alexbeyman
a really cool game @alexbeyman, it looks like a reality. I really like games like this. Thanks for sharing and have a nice day
game full of challenges I like to thank for posting
This very grand design is too fancy for a game
The atmosphere of the lighting is as good as the real life. I like it 😊
Your design is great for a game, plus more with a luminous atmosphere that resembles real life
the size of this design became a favorite in my life
i love Duke Nukem 3D
Meanwhile one can see a good progress - all the individual steps fit together to a larger impressive map, great! :)
@alexbeyman wow great job
##Upvote/Resteem###