Let’s Make a Level for Duke Nukem 3D, Part 10


Previous parts: 1 2 3 4 5 6 7 8 9

Before we do anything drastic, let’s have a look at where we left off last time:

Hm, alright. That chamber’s probably gonna need to be bigger, but that’s a bridge I’ll cross when I come to it. First things first, got to set up the basic mechanics of the jumping puzzle that this room exists to house.

Platforms, check. Goal destination with jetpack, check. But now a problem arises. What do I always say? That’s right, NO unshaded rooms! But this room is basically just a featureless vertical shaft. I can’t have repeating vertical details because BUILD doesn’t allow floors above other floors if they are both visible at once. So how do we shade this room? How do we detail it?

Here’s a better look at the destination at the end of the jumping puzzle. Adding details here won’t be difficult. It’s the massive expanse around it that’s a tougher nut to crack. Maybe I’m coming at this wrong? Maybe I don’t need repeating vertical details, just something attention grabbing at eye level.

There, how’s that? I think it more or less does the trick. Some pulsing lighting effects in there will complete the effect I think, and maybe some lighting arcs. Maybe a little more toying around will…

HAHA Yessssss that looks fucking wicked. Some lighting in there and it will be perfect, although I might want a light cycler instead, as yet undecided. To do that I will add a cycler sprite to each sector I want pulsing light in. The sprite will be the shade I want it at it’s brightest. The sector will be shaded to the darkest point in the cycle. A gpspeed sprite set to lotag 30 will regulate how fast it pulses.

Haha YESSSS now it looks EVEN COOLER. I wish I knew how to make webms so you could see the animated lighting effects, but I guess it will have to wait until I release the finished map to you guys. Stay tuned for more! Next time probably we finish up this room and begin on the underwater maze.

Stay Tuned for Part 11!

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