Let's Make a Level for Duke Nukem 3D, Part 17

in #gaming7 years ago (edited)


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Before we get to work on the area you'll access using the shrink ray, I want to show off some improvements I made to the underwater maze. It was too dull before, just a bunch of samey copy/pasted tunnels and junctions.

Isn't that better? Now there will be some cool shit to see on the way from the entry pool, to the room with the hazard boots in it. Here's a look at some of the new underwater maze:

These areas are still very much works in progress, hence only one of them is shaded. But already it makes the underwater maze portion more visually interesting and less mind numbing. Later on I will put some hidden items in those new sections to reward exploration.

That's what a mirror looks like in the editor. Notice there's a little opening at floor height, to the right of the mirror. This is the opening we'll be able to fit through after shrinking ourselves, by shooting the shrink ray at the mirror.

The nice thing about this is that it doesn't use much in the way of walls or sectors, so we can use mirrors and adjacent vents to hide other goodies elsewhere in the level. But that can wait until after the main item rooms are all done.

Here's how the mirror looks ingame. It causes a very slight performance stutter the first time you look at it, just because it's replicating all visible sectors behind it in a gigantic room you never see or access. It's just the space the engine uses to re-create what's on the other side of the mirror, including the player sprite/model.

There's the pipe bombs. Visible, but out of reach until later. That's not always possible since, for example, the pitch black maze you need night vision goggles for is too dark and convoluted for the prize at the end to be visible from the start. Likewise the jetpack in the jumping puzzle room is too far away. But where it is possible, the prize should be visible before it's accessible.

Here's what the pipe bombs will be for. In this engine, to make destructible walls, you build them how they will look after they are blown up. Then at runtime the hole is pulled shut until you trigger the cracked wall sprite with a nearby explosion, at which point the wall blows up and reverts to how you built it, the destroyed form.

Here's the grid view. A sector effector sprite in each of the sectors comprising the hole, lotag 13, hitag same as the crack sprite on the wall. Some C9 sprites, shrunk horizontally as much as possible (makes them invisible ingame) with the same hitag as the SE and crack sprites. That's all there is to it.

Here's the crack on the closed up wall ingame, waiting to be exploded. The transparency helps it blend in somewhat with the texture, but anybody who has played Duke3D will recognize the sprite and know it indicates a destructible wall.

There it is being exploded, with some debris sprites flying this way and that. The area behind the exploded wall, as you saw, is designed to look like huge pieces of rubble collapse inward complete with individual shadows for all the rubble chunks.

I may even go further and add some sprite based debris scattered across the floor. Anyway, this is where the player obtains the steroids, which will be used to complete a challenge that requires very fast running to avoid being killed. More on that next time.


Stay Cozy!

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Wow, the sprite for the explosion actually looks pretty good for the graphics. Not that they look bad or anything, I just expected it to look a bit more aged. Looks like everything is coming together really well, man. This has been a neat series to watch you share, you should definitely do more content like this in the future once you're done with this particular map :)

By the way, been glad to see that at least one of your posts each day is reaching your normal payouts from a few weeks ago. Hopefully they all start getting back up there soon, bro.

Are you re-designing Dukenukem 3D?
That's awesome..
Keep on the good work, i don't even remember the last time i played DukeNukem 3D..
Great job, great job!

The tunnels look realy cool. I love the idea of player being able to shring to get through places he normally wouldn’t. I also love the idea of you placing the rewards whenever you decide is the best. I guess you won’t be placing them on the floor.lol. Yes, pipe bombs, I like that idea.

Wow, this is actually very interesting, I like seeing what you think while you design the level and actually put thought in it, great work!

Most people choke on water. I choke on air. That is how ready I am for this underwater maze. I am so pumped I am almost going to explode.

As long as I don't have to clean it up.

Much to late my friend. You will be cleaning this one up for days.

Wow was blowing walls possible in the original game? All I remember from the old shooters like doom was that They were scaring me as a kid and you were shooting stuff with the space bar.. level looks dope though!

Yeah it was in Duke, but not Doom. BUILD (the engine Duke used) looks superficially similar to Doom and renders rooms in a very similar way, but had many features the Doom engine lacked.

It is all a bit mashed in my head.. I was like 7 when my dad used to play DOOM. We had Duke Nukhem but Didn’t know how to fix the sensitivity of the mouse.. it was too fast.. that’s all I remember. 😄

Love it! The mirror is super cool, mirrors always amazed me in early games not sure why.. But I am definitely DISTURBED by the lack of strippers on which Duke can make it rain and get to see some of those sweet sweet square nips.

Very good design of this game sir @alexyman
You are to make part17 .i am waiting this level.
Nuke dukem is good game 3D very good game .i really like it.i love this game

Wow very nice update.I am always waiting for your gaming video,Pic and blog sharing.I appreciate that
Carry on your activity

very nice update.

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