Let’s Make a Level for Duke Nukem 3D, Part 14


Previous parts: 1 2 3 4 5 6 7 8 9 10 11 12 13

I tweaked the ceiling of the vertical shaft we worked on last time. The octagonal ring and new ceiling trim look a bit better imo:

Looks nicer with an octagonal sprite ring than a square. But I could not, for the life of me, get the rotating light cycler effect to work. All I could manage was a slow pulsating strobe like certain parts of the jump puzzle room. I may revisit this later if/when I figure that out. For now, we have to push on to the next room:

Lighting is a bit samey compared to the starting room, but at least there is lighting/shadowing present. I’ve had to build three rooms so far without any directional shadows to speak of, which is too many. Hopefully that will be overlooked because of the rooms that do have directional shadows in place.

Whew, that was so much copying and pasting. This is the long room with a floor covered in toxic waste that the player needs the hazard boots to cross. At the end he will find night vision goggles, and a second pair of hazard boots to make the return crossing. This may enable sequence breaking if steroids and an atomic health are used here.

There’s the goal. There will be no explanation of which items are necessary to pass which areas. It should be obvious enough anyway, and part of the fun is figuring that out. “Oh I found hazard boots. Where did I see a place I can use those?” etc.

As you can see, the light is cast upward (from the glowing toxic waste) in this room instead of downward, from lighting fixtures. This results in some shadows being cast onto the ceiling, as shown.

Anyways, that’s enough for this time. Next time we’ll start on the pitch black room full of traps which is passable only using the night vision goggles.

Stay Tuned for Part 15!

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