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You are currently reading a thread in /vr/ - Retro Games

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/vr/'s opionion on Duke Nukem 3D. Either it be favourite level, favourite weapon, or l Favourite quote or least favourite enemy. Or just anything in general about the game and it's expansions.
>>
There is tons of level on workshop if u have steam version + you get mods like dn3d beach and l.a etc..
>>
Yeah the support for the game is really good. And for good reason.
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>>2805070
The workshop is a good start, and it's good to bring a renew popularity to the game and some usermaps, but in terms of quality and quantity of user created content for the game it barely scratches the surface.
I did upload quite a lot of maps there myself (mine and some of my friends or fav maps) but tons of people never bothered to upload their maps there, and also tons of maps and mods aren't compatible with Megaton anyway.
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>>2805070

Any creepy Episode 2 inspired levels full of sentry drones? I could use some adrenaline kick.
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>>2805014
One of the top 10 FPS games ever

>level
Hard one. I really like Derelict a lot, but there's so many other great ones.

>weapon
Either the cool ass Winchester shotgun (pic related, the actual one), or the Shrinker, I like it because a big bad mama jama like a commander can come, whereupon you can give him a ray and then crush him under your boot. There's something so immensely satisfying to trivialize what's supposed to be a threatening foe. I always save some charges for the fatasses

I also love the Microwave Ray, but it falls short because you only find it and the batteries in a few places in Episode 4, and you'd think it'd be great to have against the new Protector Drones because those assholes are dangerous, but you gotta score numerous hits for them to start swelling and blowing up, and they're fast, dangerous bastards, I rarely manage to successfully microwave those suckers, and it's not rare for them to come in pairs, in which case you GOTTA change your strategy.
It's a fun weapon, and it does a lor of damage even if you don't explode anyone with it, but you don't get to have very much fun with it.

>quote
"Die, you son of a bitch!"
(it's the tone that makes it)

>least favourite enemy
I want to say the protector drones, they're almost the Arch-Vile of this game, but I honestly kind of like the element of challenge they add.

>Or just anything in general about the game and it's expansions.
Duke Caribbean: Life's A Beach, is one of the best expansion packs ever made (for any game), and you MUST play it.
It's funny, it's upbeat, it's comfy, it's charming, it's creative, and the maps are actually really good, they play very well.

Duke It Out In D.C is just ok.

Nuclear Winter is hot garbage. I was afraid it was just gonna be retooled and reskinned first episode maps, but it turned out to actually be a lot fucking worse than that and I wish they'd have just done what I first suggested for the duration of the episode. Yare yare.
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>>2805447
>It's a fun weapon, and it does a lor of damage even if you don't explode anyone with it, but you don't get to have very much fun with it.

Yeah, what's sad is that it is also very very very underused in usermaps. Even more so than the tripmines.

And yeah it takes almost full ammo to kill a Newbeast with it.

>Duke Caribbean: Life's A Beach, is one of the best expansion packs ever made (for any game), and you MUST play it.

Right there with you. Best thing that ever came out of DN3D, everything taken into account.
It is also the apotheosis of Sunstorm Interactive, who did plenty of add-ons, for DN3D, Shadow Warrior, Blood, Redneck Rampage... all their add-ons are good, but this is the best by far.
>>
Fuck sentry drones.

> favourite level, favourite weapon, or l Favourite quote or least favourite enemy.
What about favorite music ?
I really like Alienz, I used to use it as a soundtrack for other games with a sci-fi feel but without music (Escape Velocity for example)
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>>2805470
Which ones are, the Drones or the Viles?
The Drones are vicious melee fighters and have the capability to discharge a shrinking ray from their body, which is a HUGE hazard, because then even a lowly assault trooper or pig cop can be a huge hazard, besides the drone itself crunching you (and it's fast, so it may very well do so).

Because they're fast, have special abilities can do damage quickly, and can take a beating, I think they match up somewhat to Arch-Viles, who are fast, can deal damage quickly and have special abilities that can make shit difficult for you in a hurry.
Though Arch-Viles are scarier.

>>2805501
>underused in usermaps
Really? I haven't actually checked out user mapsets for Duke, because i wasn't sure of how it worked, if it was as easy as loading a .wad for Doom
Shame, it's a pretty great weapon.

Another I love is the Freezer, which is actually really good, it can put a Drone in the parking gear in a real hurry, and it can also deflect shots at angles, at a cost of damage, sure, but offering a tactical advantage.

The pipebombs and the RPG feel terribly good with their booming explosions scattering enemies in parts everywhere.
The pistol is also pretty great once you have a supply of magazines, not a powerhouse but it's dependable in that you can carry quite a lot of bullets and it shoots fast, giving you a decent chance of stunning weaker enemies so they can't attack you back as frequently (or at all).

Tripmines can be good, but I almost never find myself using them on enemies, more often than not I'll use them as demolition charges to get through walls, so I can save pipebombs and rockets for violence. (this can usually be done safely if there's space to trip the laser from a distance).

Are there any mapsets made with Duke Caribbean as a base? I loved it and would like more. However, I really liked the soundfont, the echo-y like quality Megaton Edition put on the music, can this be emulated in another sourceport?
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>>2805638
Megaton's musics are .ogg, they're all under the "gameroot\music" directory, and since they share the same name as the original .mid, you can just copy/paste them into your EDuke32 sourceport folder and it will play them.

There isn't a mapset made with Caribbean Life's art, but there is Vacation Cove, which is heavily inspired by Caribbean Life
http://msdn.duke4.net/hotvcove.php
>>
>>2805662
>There isn't a mapset made with Caribbean Life's art
But that's dumb!

The assets are fantastic and novel! Does the Duke community just not map as much as the Doom one?
>>
>>2805803
Not as much, no, but we're probably in the top 3 active retro FPS.

It's just that, DN3D mapping has always been more about single maps than episodes or mods (although the trend has gradually being reversed the past few years), and that, as far as single maps go, it's more of a burden to use custom textures than it is in Doom. In Doom, it's easy, everything's in wad, whether you have new art or not. In Duke you need 2 seperate files, the art file being overwritten if you install another map who put new art in the same slots. So extra art is generally more for mods.
Plus, contrary to Doom, the original texture set is huge and varied, and you have a LOT of freedom on how to apply textures (or even use sprites as textures, etc), so you can do pretty much do any theme you want granted you're a little creative.
And mapping for a specific add-on rather than mapping for the original game feels like you're restricting your playerbase even more.
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>>2805638
What is Duke shooting at, on that image?
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>>2805014
One of my first PC games. Too bad it gives me motion sickness when I play it now.
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>>2805829
Maybe you're not cut out for being up close to PC screens?

Have you considered playing on a TV?
The Megaton port is only like 10 bux on consoles. It's not perfect, but maybe with the screen across the room it won't affect you as much
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>>2805828
Duh, Pigcops are obviously hiding deep into the sand you silly !
>>
Megaton or eDuke32?
>>
I preferred Duke DC to Caribbean. Caribbean had a fatal map-design bug in the very first goddamn level.

That said, I'm hoping something like this gains traction, because EDUKE a shit:

http://fabiensanglard.net/duke3d/chocolate_duke_nukem_3D.php
>>
What's the best version other than PC?

Saturn, N64 or PS1?
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>>2805872

Megaton.
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>>2805878

Supposedly N64.
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>>2805878
They all have pros and cons.

N64 has some new areas, some of which are good, some of which are utter shit. Some other areas were replaced by others, some with new art. There are new weapons, including the AWESOME grenade launcher. There is no music.
Grenade launcher alone is worth playing it.

PS1 has so changed art as well but more minor. It is the most accurate console port of the original. It has a new exclusive episode, with new art and enemies as well.

Saturn is a recreation of the whole game in another 3D engine (the same lobotomy used for their saturn versions of Powerslave and Quake) with dynamic lights. It is the least accurate as it's a recreation, all behaviours feel different. But it's interesting to play for the new 3D engine, that runs super well, even on Saturn.

>>2805872
the latter
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>>2805828
Here is a zoomed out version, not much different, but it's the all might Duke standing on a pile of Alien scum, shooting downwards, killing more of the bastards.
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>>2805872
If you're on console, Megaton, it doesn't cut any levels or stuff unlike many console ports from the 90's. Also, it controls pretty well, which isn't the case for all those console ports, in my opinion desu

Though then there's Duke 64, which is kind of like a redux of the game, has a lot of cool new things and changes (although it's censored).
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>>2806049
Also PSX Duke has a fucking amazing soundtrack (you'll hate it if you dislike techno/trance stuff though)
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>>2806065
>PSX soundtrack
I'm listening to this now. I had no idea they did this to it. This is like genuine acid trance, lol. It's pretty good!
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>>2806065
>>2806152
Yeah, the console ports of Duke had pretty tits soundtrack, check out this rendition of Stalker (Hollywood Holocaust)

http://m.youtube.com/watch?v=INW4dX0fXkA
Freeway and Gotham are great too.

Hell, even Megaton has it going, it adds an echo effect to the tracks, and for some of them, it just sounds fantastic, the Duke Caribbean tracks in particular feel so very rich and lively.
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>megaton babbies
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>>2806625
>still forcing the suffix-babbie maymay
>still doing it on your own
I'm glad I'm not as pitiful as you are.
>>
> Eat shit and die!

My fav quote
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>>2805014
>favourite level
E4L4: Babe Land

>favourite song
E2L8: Plasma

>favourite weapon
Microwave Expander

>favourite quote
"Its time to kickass and chew bubblegum....and I'm all out of gum"

>least favourite enemy
Sentry drones are the plague

>in general
Just about everything about The Birth episode.
>>
TY, OP

just stubling across this topic remembered that i did notcompleted "THE GATE" addon
best music and ton of new features

palette applied to pigcops to make them different color of shirt (not used in original dn3d): the palette data in build editor was applied to blue color ( pigclops wear blue shades), like duke sprite can easy change color for 8 man multiplayer

When I was a kid back in late 199x I even wrote 2 custom episodes in build.exe using alot of stolen textured and code from other packs

editing .con files were amazing

Only what I hate about duke3d that when you shoot - entire level up to horizont light up for your gunflash
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http://www.youtube.com/watch?v=iobNPYq8Y8s
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>>2807005
You wouldn't by any chance still have the EP's you made, would you? Probably not since you said 1990's, but MAYBE?......
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>>2807005
>>2807034
If he doesn't have it, but did release it back then and remember the name, we'd probably be able to find it here http://dukeworld.duke4.net/classic%20dukeworld/
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Had this lying around if anyone is interested.
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>>2807043
Yeah hopefully. Can never play too much Duke.
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>>2807080
thanks for saving this, I did make an updated version but when I upgraded PCs I never got round to putting my old HD into this new one. If I get time I'll try and update it again.
>>
BITCHIN'
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>>2805075
>Flood Zone
Glad to see some love for this map. I've mostly seen people be negative about it, and I used to dislike it myself when I first played. I think it's because it's a pretty tough level that doesn't make it clear where you have to go at the start, but after playing it a lot, that's why I like it. It's a cool idea (a flooded multifloor) that's well-mapped and executed, with lots of vertical action.
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>>2808305
It's not one of my favorites, but there's worse maps in the game.

Occupied Territory, where you find the (first) secret exit of Lunar Apocalypse, it's actually really hard to Pistol Start, there's not too much ammo or powerful weapons lying about (which isn't a problem if you're playing progressively, like normal, you'll have a bunch from previous levels and you'll do fine, but if you Pistol Start the level, I found it to be a real bitch). There's WAY too many exploding drones on that map too. There also isn't too much health.

However, what chaps my ass is the THREE fucking battlelords, which is what actually makes the aforementioned challenges a big issue. You have to fight at least ONE of them without much cover, in a straight concrete hallway, to get a keycard, and then there's two you have to fight to exit the level, or you can go to Spin Cycle through the secret exit, where there's more battlelords (but also a lot of guns and ammunition, and it's not so stingy with health, so it's not even close to as challenging, even though you're faced with two battlelords at once).
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>>2808423
I pistol start all maps, and Occupied Territory is my least favorite exactly for the reasons you said. Mostly the battlelords. I don't mind one or two if I have good weapons, but they're not much fun.
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Boooorn to beeee wiiiii--ii-ii-iild
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>opinion on Duke Nukem 3D
Really fun...wish I'd been able to play it back in the day, but being an 80's child probably helped me assimilate back into the culture when I did play it
>favourite level
Ooh...tough one. There were a lot I liked. I'd say it's a tie betwen Duke Burger and that level that takes place in the police station. Probably in the minority on those...
>favourite weapon
Devastator for sure. I could be wrong, but I think the blast radius on the shots are smaller, so using it in close quarters(not that you should) is less of a death sentence as compared to the rocket launcher. Honorable mention goes to Pipebombs.
>favourite quote
"No one steals our chicks...and lives."
>least favourite enemy
Fuck-those-sentry-drones. I can handle even the Alien knock-offs, but those damn robots are the devil.
>general
Fun all around, but fuck finding some of those secrets...
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>>2808286
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>>2805873
What bug?
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>>2805873
>Caribbean had a fatal map-design bug in the very first goddamn level
Never came across it.

Caribbean has WAY better levels and theme than D.C, which has levels ranging between boring and 'alright'.

Caribbean has a refreshing and fun theme, as well as a delightful graphical dressup that really gives the game a great feeling. Not to talk about the amazing
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>>2809429
fucking posting prompt

*as well as a delightful and cheerful soundtrack.

D.C has maybe one or two new tracks, and the levels just aren't very fun mostly. It has basically no new content beyond the levels, which would have been fine if it was a good levelset, but it just isn't that great.

Caribbean has a great levelset AND novelty.
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>>2805014
I love any game with the level of interactivity in its levels like Duke 3D had.
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Nobody messes with my meat!
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>>2807314
Thanks for AMC TC, it's pretty great.
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>least favorite enemy

BEEP BEEP BEEP BEEP

Fat commandos are annoying too. Anything explosive that hides around corners pisses me off

>had my cell phone text tone set as the sentinel pre-explosion beeps
>heart started racing every time I got a text
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>>2809354
>>2805873
I'd like to know as well.

>>2809435
DC has new textures.
I like DC. It's nowhere near as good as Caribbean or the original game, but it has some awesome environments (like, really, and I'm not even American) and a few levels come close to the quality of the original game.
The only level which I feel isn't really good in DC is the subway level. It feels unfinished, very rough on the edges (and you can actually be stuck at the end of the level if you play in COOP and maybe even DM), it's the only level which doesn't use any of the new textures the episode offer; and the theme itself was being done a hundred times in usermaps at the time, in a similar way. Honestly, I wouldn't be surprised if that level was actually a usermap of one of Sunstorm's mappers dating back from before they started the episode, which they decided to include. I asked a former member of Sunstorm about that and he said he didn't remember.

Fuck, sunday morning? I think I'm going to replay it now. Skill 3, pistol start. I've done that plenty of times though, maybe skill 4 then.
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I only played it and made maps for it before Eduke32.
When they made Eduke32 and I was still making the classic maps they all said "are you going for a retro look?" like it was a different game. So I just moved onto HL mapping after that.

My favorite mods were;
S.o.t.a
Platoon mod
MIB mod
And crossover mods with Shadow Warrior, Blood and Dark Forces.
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>>2810948
Also the Alien vs Predator themed mods
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>>2810948
Yes there was a huge trend in usermaps that started in the early 00's and which only calmed down a few years ago. It was all about trying to build the most detailed maps possible, to go as far as possible from the original, as well as trying to come up with the most innovative effects while only using the original game's effects.
If you read some of .txt files coming from some of the famous maps that kind of started the trend, some of these guys thought they were "competing" with other games like Unreal and stuff which was completely stupid.
At some point it really became all about that and gameplay became secondary.

I'm not saying those were bad, it was just... something else.

Not everyone was like that though and a few years ago the trend took a 180° turn and more people started to make maps that are closer to a "classic" Duke style.

>Also the Alien vs Predator themed mods

have you played this one?
http://msdn.duke4.net/avp.php
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>>2809354
>>2809429
>>2809435

OK, on the first level of DnC, you should come across at some point, on a completely normal jog through the level, a bit of scenery fluff. It should be comprised of skyscrapers in the background (made out of actual linedefs, not billboard sprites), with maybe some tall palm trees thrown in as well (these would be billboard sprites, naturally). Now, very near the wall that _should_ keep you from jumping into and mucking about in the scenery, there is a box. I think it may have the traditional "wooden crate" texture, and perhaps some Assault Commanders sprinkled throughout the immediate area as enemies. Anyway, if you hop on the box, and then do a running jump, surprisingly enough you will land on that wall that's supposed to be keeping you in-level (bad map design; normally invisible barrier linedefs would go at the top as a "just-in-case" to cover instances exactly like the player attempting this). From there, not only can you of course see behind scenery you were never intended to reach, but said scenery is set up in such a way that once you jump down into it to explore, you are not fucking getting out without a jetpack.

Before you think that I've just got some weird thing going on against DnC, in DukeDC a similar mapping error can be found in the submarine level ("Hunt for the Dread October"? Fuck if I remember....). The on-land portion once again has a bit of scenery fluff in the form of a chainlink gate across the road into the installation. To prevent you from jumping this gate and following the road out of the level, there should (once again) be invisible barriers at the top. Instead there's fuckall and you can explore behind the scenery to your heart's content...with one important difference: when you're done having a giggle at the oversight, you're perfectly free to jump back over the gate and continue tearing shit up.

Do you guys see how one error is unacceptable whereas the other is merely sloppy work?
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>>2811317
For the first one I'm assuming you're talking about this wall. In both cases though the "glitch" is the same, they forgot the make the walls block-able (well actually in this screenshot, the first portion of the wall is block-able but only the first).

Anyhow those are just the mappers forgetting to block a wall, which aren't even too easy to reach. They're not really "glitches", but truely, the original game has tons of worse things, and actual glitches too.
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>>2811317
> Anyway, if you hop on the box, and then do a running jump, surprisingly enough you will land on that wall that's supposed to be keeping you in-level (bad map design; normally invisible barrier linedefs would go at the top as a "just-in-case" to cover instances exactly like the player attempting this). From there, not only can you of course see behind scenery you were never intended to reach, but said scenery is set up in such a way that once you jump down into it to explore, you are not fucking getting out without a jetpack.

It's a slip up by the mapper, but it's a very small one, most people wouldn't even come across it.
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>>2811350
>>2811342

Still not acceptable. And it's on the first fucking level too. No excuse.
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>>2810976
I don't think I played that one.

Was there ever a terminator mod?

I still remember some of how to make maps with the build engine if that still works. Duke 3D used silent teleporters to accomplish things like floors above floors, getting underwater and elevators.
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>>2811423
Well, no, it's not a good thing obviously, but it's far from the worst thing.

I think that a great mapset with just one slip (a small one that a lot of us hadn't even noticed) is better than a terrible mapset (and I'm talking about Nuclear Winter, that's terrible, D.C isn't terrible)
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>>2811492

Nuclear Winter was never a consideration for me. The running was between DukeDC and Duke Caribbean; Caribbean lost due to map design blunders (blunders I found on my first time through, BTW).
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>>2811513
I've never come across that blunder.
You say that blunder tips that scale when Duke It Out In D.C has the same kind in one of it's maps?

Duke Caribbean just has a more fun mapset to me. I've never had problems with bugs
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>>2811527

No, the fact that DukeDC's is recoverable tips the scales.
>>
Caribbean > DC > Winter
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>>2805014
I find that E1 and E4 had the best levels. Both episodes felt like a story was being told as you progressed through.

E2 and E3 are still good, but they seemed more like "This is the space episode" and "this is the city episode", and didn't really have that "telling a story" vibe.
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>>2812434
I kind of like that with E1, and E4 kind of had it going, but it was also disjointed at times.

Also, while having some of the best maps of DN3D, E4 also had some least fun, Babeland, Impossible Mission and Duke Burger are really not very fun for me (though each had their own novelty)
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>>2805014
The interaction with so all the stuff in each level was besides his character what made it great for me. Until then I was only used to shoot or jump on stuff, but he brought personality into it
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>>2812458
I might add that now playing it again since the steam release made me appreciate the really well done level design compared to modern games, but I guess that's because of the find card and exit gameplay compared to go forward and kill everything on your way system
>>
I personally think that Come Get Some or Damn Im Good are the only acceptible skill levels. I have learnt that the best way to play retro shooters are on either their equilivent of ''Nightmare'' or "Hard''.
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>>2812585
I typically play Doom on UV, as I'm pretty intimately familiar with the game, but Duke has a bit more complex gameplay, and a bit of a different one, so I typically play on skill 1 or 2.
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>>2810457
cheers! hopefully you won't have to wait too long for episode 3
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>>2810680
yeah DC is enjoyable, taking a tour through a bunch of American monuments is good - I think the build engine's capability to recreate real-life places fairly accurately was underused at times. I know the roch map (no5 I think) had a mini Arc de Triomphe (I think anyway) in it
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>>2812778
Roch 7.
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>>2812778
Also quite a few of MRCK (aka CK3D)'s maps are based on the town of Blois, middle of France, which is his as well as my hometown.

First line, a part of the Chateau, map Happy Hangover
2nd line the town's library and the place near it, map Anarchy City 2
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http://msdn.duke4.net/hotbobsp4.php

If you liked the underwater base setting of SOMA, or Bioshock, you might like this usermap. Very few maps out there do this concept justice imo.
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Dumpan some screens
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Last one
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>>2812835
is that you Bob? (I'm pretty sure he was a channer)
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>>2812815
I never realized until I actually took a look at the list on MSDN but CK3D's released a HUGE amount of maps. I got to admire his dedication to the series.
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>>2812869

Yes, can I help you with something? For future reference I would rather not be directly identified on a public imageboard as it puts me in danger.
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>>2812874
>as it puts me in danger
Different guy, but why? You in witness protection or something?
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>>2812898

Does it usually end well for people when their personal info is shared on 4chan?
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>>2812903
Well, /vr/ isn't /b/ or anything, and you're really just some anon as far as almost everyone here would be concerned, but I can see why you wouldn't want to.

Why would you use your actual name and identity ANYWHERE on the net? I avoid it for this exact reason. If nobody can tell who I am by just looking at my username, then it's way safer for someone to recognize from that place on 4chan.
>>
>>2812914

I just want to share some usermaps. I didn't come here to tell anybody my life story.
>>
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Well I just beat every level of Duke it out in DC on Damn I'm Good pistol, effectively killing every enemy.
By that I mean killing them and getting rid of all the corpses so they don't respawn.
Well actually I couldn't be bothered to backtrack in Smithsonian Terror and kill the few enemies I had left on the way 'cause I had already spent too much time on that map, though I had enough to do it.

It wasn't so hard really. You just have to make smart use of all the weapons at your disposal. Pack groups of corpses close to each other so that a single pipebomb gets rid of as many bodies as possible, wound your enemies so that it only requires one freezeray shot to freeze and shatter their bodies, use tripmines, flying drones explosions at your advantage, keep the shrinker for Commanders and Octobrains etc In some cases you just have to leave bodies behind at the start of the level and come back later once you've got the right weapons.

The first levels were actually the hardest due to their lack of more powerful weapons.
Anyway that was fun, I recommend it. Plus Damn I'm Good have a few more enemies than Come Get Some.

>>2811317
Funny how there actually is a graffiti sprite in that area that's not supposed to be accessible...
>>
>>2812874
>Yes, can I help you with something?

Yeah, please make that map run on vanilla ports, since EDuke32's classic renderer forgot what optimization was supposed to be about.
>>
>>2813024
>Well actually I couldn't be bothered to backtrack in Smithsonian Terror and kill the few enemies I had left on the way 'cause I had already spent too much time on that map,

Smithsonian Terror isn't nearly fun or interesting enough to be as long as it is.
>>
>>2813046

You say that, but really, I have been overall very impressed with EDuke32. There are some rendering modes where it fucks up with certain maps but it was a herculean effort to integrate every advanced BUILD feature like true stacked sectors in one place. It's a marvel imo.

I know there are some small improvements I could make, like it is possible to tag floor aligned sprites so they don't act like you're in air in Mapster32, but MSDN doesn't allow mappers sending in updates and I feel like I am so completely done with Duke at this point I don't wanna touch BUILD again.
>>
>>2813024
I do wonder if the whole 'blow up bodies so they don't come back' was an intentional part when 3DR made the game or if it was just a meta result of them not coding in contingency plans if the player happened to destroy enemies.

>>2813074
Eduke32 isn't as user-easy as Zdoom/GZdoom but it gives you a shitload more power over the whole game. From what I know decorate is pretty restrictive and you can do neat tricks with it but they're all workarounds.

They're even working on LUA support, but I don't really know how useful that will be since people who can code LUA will probably be doing indie games and shit rather than modding.
>>
>>2813083
>decorate is pretty restrictive and you can do neat tricks with it but they're all workarounds
It's a very easy coding language though, and the workarounds aren't hard to learn.

>LUA
What? For Doom? I'd be surprised if Grafh "[NO]" Zahl would take anyone's suggestion.
Also why LUA?
>>
>>2813083

If EDuke32 became a common engine for retro lookin indie games, I would be delighted. Zykov Eddy has done some cool stuff along those lines already. The Mask Reveals Disgusting Face and Yume Nikki 3D are both really well executed. "Dark Level", a Russian horror project based on EDuke32, looks very promising.
>>
>>2813087
Nah for Duke. I'm not sure why it's LUA, I'm sure they have their reasons for it. I won't be using it since I don't know LUA and I'd have to re-write about quarter of a million lines of code to utilize it.

>>2813095
Only problem is that unlike Doom you can't really sell it, you'd have to work out some kind of deal with Ken Silverman and the Eduke32 devs and 3DR as well (You COULD just use Build base and maybe work shit out with Ken but if you can do that you can probably just use Unity or something, I bet it would be easier to code sprites into that or Uengine than it would be to get a sellable copy of the build engine)

I do love Build engine though, I've been using it for about 17 years.
>>
>>2813101
>I do love Build engine though, I've been using it for about 17 years.

Same, I just love the look and feel of it. It's a pleasant challenge to make the structures you want despite its limitations, that adds impressiveness to maps that work around those limits, something you don't get from modern 3D engines you can do absolutely anything with.

John Carmack mentioned this satisfaction in an interview he once did about why he started doing mobile development. He was like, it was most fun when I was working on limited hardware because I could push it to do insane, seemingly impossible things. But these days there's essentially no limit that isn't down to the skill of the asset artists.
>>
>>2813074
What are you talking about? I just said EDuke32's classic renderer (software/8bit/whatever) became slow as molasses. I kinda wanted to try your map in XDuke or similar, faster ports but your map apparently exceeds something.
>>
>>2813115
Are you using the latest snapshots? tried switching to the 64bit version if you're on a 64bit OS?

All modern sourceports increase the map limits, pretty much every single modern map exceeds the original map limits. It looks like XDuke doesn't do that.
>>
>>2813115

It's 4x the normal sector limit for one thing. You need a source port that allows for that. The number of walls is also nuts
>>
>>2813115
What's your specs? I heard people complaining how classic renderer in EDUKE32 lagged in recent versions but that only seems to be an issue for old computer or shitty laptops.

You could always try to play that map in Megaton or Jonof but I can't guarantee you won't find glitches.

Or you can try to use an old version of EDUKE32 but I'm not sure how old you should get, maybe 2-3 years old... check under "old" here
http://dukeworld.duke4.net/eduke32/synthesis/

>>2813083
>I do wonder if the whole 'blow up bodies so they don't come back' was an intentional part when 3DR made the game or if it was just a meta result of them not coding in contingency plans if the player happened to destroy enemies.

Wasn't that the same in Doom? Pretty sure it'd be intentional
>>
>>2813173

I never got to ask you what you think of Zykov Eddy's standalone games based on EDuke32? Or Dark Level.

If you showed me Dark Level screenshots and didn't tell me it was EDuke32, I would guess it was made with Unity
>>
>>2813118
>>2813121
Welp. I guess there's nothing I can do without killing 3/4s of the map then.

>>2813173
>but that only seems to be an issue for old computer or shitty laptops.

Duh, the least they could do is make a game from 1996 run reasonably fast on older computers at lower resolutions, EDuke32 doesn't even seem to do that.

I loathe Megaton but I still have Jonof here, where believe it or not I used to play games online using some ancient matchmaker (I think it was DukesterX). I'm going to try there.

>>2813187
>Zykov Eddy

The guy's amazing.
>>
>>2813115
>>2813173
i reported your issue on eDuke32's forum

got 2 answers

>In my recent benchmarks the engine isn't CPU bound. If someone who is having slowdowns in the classic renderer, could compile and run from Visual Studio, with the performance stuff turned on, and post there results that would help people isolate the problem.

>I have two ideas about what could be causing this but there is no way for me to know because I don't have the problem.
>Compare revisions 4080 and 4253 and the ones prior to them.
>Circle one for each revision.
>Does this revision have the slowdown?
>4079: Y/N
>4080: Y/N
>4252: Y/N
>4253: Y/N

You can find those versions in the link above.
>>
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>>2805014
Duke Burger all day every day.

The N64 version is also bitchin for merely including it to begin with.
>>
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>>2816179
>2 posts over 2 days

I love Duke but nobody really wants to talk about it for an extended amount of time on /vr/
>>
>>2817132
I'm replaying Caribbean Life episode on Damn I'm Good pistol start, which I don't think I ever did before either.

I just realized by looking it up on youtube that the entrance to the secret level was in level 2. All this time I'd always play this level by level warping to it and always thought the entrance should be in the cruiseship level.... due to how the start of the secret level looks like.

I mean how fucked up is that, in level 2 the secret entrance is a really really well secret place inside an already secret place ! (and a huge one at that).

Anyway "Damn I'm Good-pistol start-get rid of all bodies" seems a little easier in Caribbean Life than it is in Duke It Out in DC.
>>
>>2817148
Yeah the hidden exit was kinda bullshit because it was in a really inconspicuous location hidden inside another secret.

God damn I do love that add-on though.

On a marginally related noted, I wonder what happened to Deadly Kiss (the 'lost' official SW mod that got dug up and was allegedly being fixed up for an official release for SW Redux - the artist who did the backgrounds for the port even did one for the new character) it would of been interesting to check out.
>>
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I'm playing it on my 3DS now that they have released an unofficial port, and I'm remembering why it's my favourite FPS.
>>
>>2817349
I need to know every single step required to play Douk on my 3DS.

Mine isn't an XL, will that matter?
Will that port work with that plug in extra analog made for Monster Hunter?
>>
>>2818096
You need to set up homebrew. Visit /hbg/ on /vg/ and read the OP.
>>>/vg/123351067
>>
>>2818096
First you need an entrypoint for loading homebrew on your 3DS. If you never used homebrew and you always update the system when it asks you, your only chance is having a copy of Ocarina of Time. Having the first version of the Ironfall demo also helps.
More info:
>>>/vg/123351067
https://gbatemp.net/threads/wip-helpful-3ds-homebrew-threads-links.400950/

Once you have a way to load homebrew. you just have to download Duke Nukem 3D and copy it to your SD card from here:
https://gbatemp.net/threads/wip-duke-nukem-3d.402436/
This one includes only the shareware version with the first episode. You need to have a complete version of the game and copy the .grp file from it.

>Mine isn't an XL, will that matter?
That shouldn't matter, the real differences are between "old" 3DS and New 3DS. I use an old 3DS XL and works fine.

>Will that port work with that plug in extra analog made for Monster Hunter?
Yeah, supposedly the last version added support for that. Can't confirm if it works since I don't have it.
>>
>>2818142
>If you never used homebrew and you always update the system when it asks you, your only chance is having a copy of Ocarina of Time.
Welp.
>>
>>2818208
You don't happen to have Cubic Ninja either?
>>
>>2818289
Nope.
Mind explaining the significance these games has to this?
>>
>>2806986
That's my favorite quote too
>>
>>2818465
They are games that can be "hacked" as an entrypoint for loading homebrew, and the only ones that still work in the latest 3DS firmware. Other options are the Ironfall (first) demo, the Youtube app, the main menu itself, the internet browser... but Nintendo have been making updates for fixing them, or aren't accessible without another entrypoint.
>>
>>2811423

Shut the fuck up
>>
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I just realized something

When you start the game on Come Get Some (probably is the same with all other skills I haven't tried), and then use "DNSKILL5" to switch to Damn I'm Good, enemies actually won't respawn.
You will get enemies tagged skill 4 though, because in the original game and in the add-ons, there are actually quite a few enemies per level which only appear on Damn I'm Good.

Anyway for those who like a little extra challenge but hate the respawns, this is a good way to have a few more enemies per level.
>>
HAIL TO THE KING, BABY
>>
>buy Dook off GoG
>never get around to playing it because it uses Dosbox and I can't figure out how to remap
>let it sit for years, decide last night to figure out mapping and actually manage to get keys how I want them
>see thread
>learn about Eduke
It's like what's the point of even trying when other people have already fixed these things. Feels good to finally play Duke again and looking up feels so nice compared to the DOS version.

>>2822415
Sometimes we just gotta let that go anon. He ain't hurtin' no one, he don't mean no trouble.
>>
>>2822458
>never get around to playing it because it uses Dosbox
I'm running the original Atomic Edition .exe on Windows 7, you don't need to set up a Dosbox.

There's also Megaton Edition, which is kinda nice.
>>
Where is it?
>>
>>2822458
Have you been living under a rock, all the popular 2.5D FPSs have sourceports these days
Well except Blood because Atari are cunts
>>
>>2827197
And Dark Forces, fuck I always forget about Dark Forces
>>
>>2805014
I remember getting it with my 64 a ton of years ago. God damn I fucking loved the game, it blew my mind at the time. I might get around to picking up the steam version soon.
>>
>>2827286
Do it.

The 64 version had a lot of polish and some neat things to it, but it was MUCH shorter, it was censored, and it has NONE of the cool music.

First level theme:
https://www.youtube.com/watch?v=Dxt0pX7u-E8
>>
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>>2827286
Oh yeah, besides not having all the original levels, the 64 version obviously didn't have the kickass Duke Caribbean expansion, or the 'just ok' Duke It Out In D.C expansion.

The originals didn't have some of the really cool weapons like the plasmagun.
The original shotgun I think it's cooler, because the animation frames are made from photos of an actual Winchester shotgun and looks as such, while the 64 shotgun is a typically crude 1990's pre-render of a SPAS-12 (really cool shotgun, but also quite overused)
64 had a cooler pistol (though they missed the chance to make it actually make the slide reciprocate, something which would looks really cool when people do edits of it).
Dua SMGs and Ripper Chaingun Cannon equals out.
>>
>>2827465
Heh, the only weapon I really like about N64 is the grenade launcher because of how fun it is to use, especially when you correctly aim at moving flying targets.

But even then it's a pipebomb replacement so it takes out quite of a huge trademark of DN3D there...
The same thing could be there about the shotgun and chaingun, replacing a DN3D trademark, except this time not as cool.

I kinda like the weapon that your charge up and which obliterates anything making some kind of more or big forcefield; but even then isn't that the freezer or shrinker replacement? Huh come on....

The main problem with the weapons in N64 though are that they turn Duke into a powerful, they're terribly unbalanced. Though I guess this is sort of made up by how you're crippled with N64 pad controls but still...
>>
Nobody steals out chicks, and lives!
>>
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shake it baby
>>
So was the Genesis port of Duke 3D authorized or not? I've seen conflicting reports of this.
>>
>>2833093
GT Interactive had some rights over the console portings of Duke3D, they just licensed them to TEC TOY. 3D Realms had nothing to do with it, but it was perfectly legal. It even uses scrapped elements from the original game, like the astronaut suit or some textures.
>>
>>2817349

Is it actually in 3D? The engine includes support for archaic VR headsets and analgyph, I don't see why it couldn't be adapted to display on the 3DS.
>>
>>2805872
eDuke32.

There is absolutely no reason to choose the steam version. At all.
>>
>>2833878
Multiplayer\coop? It's broken in eduke32 for years and it seems no one is working on fixing it.
>>
>>2834000
There's XDuke for that, although you have to give up Polymost/widescreen which is not a big issue in itself.
>>
>>2833425
Not yet, but I think the dev has plans on adding it.
>>
>>2833878
Is the steam version really that bad?
>>
>>2835760
No, it isn't bad at all.
>>
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okay I figure this is the right place to post this:

I was born in '92, so i was a kid watching my dad play duke online on KALI (anyone remember?)

anyway, I have saved all the old user created maps from '95-'04ish.

we're talkin:

>a dozen or so 2v2 maps,
>flzone## (many versions)
>KAZOO## (many versions)
>ROOFTOP# (~6 versions)
>janasouc

so a couple things i'm wondering....

1) are there any old school dn3d dukematch communities
2) are y'all interested in these maps? how can i upload them to share?
3) anyone used to play on Kali, remember !Accident? He was my dad
>>
>>2836831
replying to myself,

thought it would be interesting to add an explanation as to why there would be several versions of the same map:

the way kali worked, is the clients would download the map of the host. So, what started happening is that the host would add a secret to the map, name it the same thing, and that would overwrite the clients old map file.

So, people would rename the maps to preserve the versions, and my dad, on top of that, would have his own backups lol.

I love duke, big part of my childhood.
>>
>>2836835
Yeah that's how some great maps got ruined. Like Library, which I believe was made by a member of Sunstorm. The original version is one of my fav DM map, but then you have the version that comes with Megaton which completely ruined all item placement.
>>
I play through Nuclear Winter every Christmas. I can't be the only one.
>>
>>2837304
>I can't get the only one.
Yeah, there has to be other masochists out there.
>>
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>>2837312

I-it's not that bad... and I love Christmas stuff so
>>
>>2837315
Nuclear Winter was the only episode of Duke which I outright didn't enjoy.

It's better than DNF, but it's not good at all, the original maps are tripe. They should have just put snow in the old maps, mixed them up a bit, like the first two maps of NW, and called it a day.

It would have been cheap, but the maps would still ultimately have been good
>>
my names douk noukem
and i only pay for whores
>>
>>2805878
vita :^)
>>
>>2841823
Haven't played it, but Megaton was fine on PS3, so I figure it should be on Vita as well.

Is there a way to disable the back touch panel on a Vita? Because it seems like it would be annoying as fuck
>>
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>>2820715

I played Douk for like 20 years and never knew that.

Thanks
>>
>>2805014
>/vr/'s opionion on Duke Nukem 3D.
ive played 5 fps games in my life: dn3d, shadow warrior, hl1, hl2 and cs:go. dn3d is by FAR the most addictive.
>favourite level,
the one in the police station that starts with the terminator reference
>favourite weapon,
RPG or shotgun
>Favourite quote
"Heh, what a mess!"
>or least favourite enemy.
the flying robot kamikaze things and the green slimes
>Or just anything in general about the game and it's expansions.
i didnt even know the 4th chapter was an expansion as i played the megaton edition on steam. in retrospect i see how the cycloid emperor is more fitting as a final boss though, especially the arena u fight him in. also, is there any modern fps that has you explore the maps and find secrets and other paths like in dn3d and other games of its time, but without resorting to key cards?
>>
>>2842023
Don't touch it.
>>
>>2842660
So you can't turn it off eh?

It kind of restricts how you can grip your system, I like to change my grip sometimes, and it'd be really annoying if that gave a game a bunch of input I don't mean to give it.
>>
>>2813024

>Funny how there actually is a graffiti sprite in that area that's not supposed to be accessible...

Sorry for the extremely late reply, but that's no argument that the area really was supposed to be accessible. Take the time to look at the other areas in the other levels that are supposed to be scenery porn or otherwise off-limits; you'll almost always find something there (graffiti, dancing babe, strobe lights, etc) that the mappers were just fucking around with and hid out-of-sight when they finished the level. Even in the original game it's common practice (LevelLord anyone?).
>>
Are there any good god tier map packs or single maps? I've enjoyed the fuck out of It Lives but there's like a shit ton of maps to get. Also, Duke Plus is outdated as hell, is there any other good enhancement mod?
>>
>>2842709
You have to tap it. It doesn't activate by just putting your finger on.

This is why the Borderlands port was so fucking terrible.
>>
>>2842894

Take a look at this image:
>>2807080

Then head to MSDN (just google Duke4 MSDN)

good map packs to check out are the Red series, The Final confrontation, Daikarain, and a new map pack called Tamduke set in Tampere in Finland was just released.
>>
>>2843370
There's also a ton of good TCs, I'd check them out as well. The Gate is amazing, Murder: The EDF conspiracy has dated a little bit but is still fun to go through. DNF 2013 is fantastic and is a must play.
>>
>>2842726
>but that's no argument that the area really was supposed to be accessible.

Yeah I know about that. messages like "How did you get here?" "you're not supposed to be here". My fav one is in Caribbean Life, with a hard to find secret place with great rewards in it it says something like "You probably cheated anyway" (and the first time I found it, I did...).
This trope even carried on to some usermaps. The Roch series is known for it, for instance.

>>2843370
>Daikarin

Daikarin's pretty underrated imo.

>>2842894
>is there any other good enhancement mod

I don't use those but there is Attrition, by the maker of Dukeplus. You can also tried Nuclear Showdown, I remember enjoying that, although I'm not sure it's fully compatible with usermaps besides the ones it come with.
>>
Is EDuke compatible with gamepads?
>>
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>>2836831
>>2836831

I played on Kali, I don't remember anyone's name though.
I do remember I played with a girl, I was 14 and she was I think 13 at the time and she asked me to join her Sailor Moon clan. Never saw anyone else, I guess recruiting other people didn't work out so well. I dunno, I played one on one with her quite a bit. She was decent enough for the time, she was using mouse and I was keyboard only at the time though. I didn't start using mouse until Q2.
I did the cases ladder thing for a bit. I don't even really quite remember what I used as a name. I've been through more or less a dozen different names at the time.

But Kali had the singular best tcp game browser when they finally added that. But the rooms and downloading maps were cool. I've never come across the host modifying rooms with secrets and shit though, just different versions of similar map kind of like how there's a billion variations of 2forts in every single CTF game alive. I still have the thing installed, but it's had some broken functionality for years. I didn't save all the maps, but I ganked an FTP site with some though. I also have a CD with 50 user levels that came with a level editor handbook I bought, which
>>
n64 version was terrible for nothing but one reason: the controller.

Amazing game to play on PC though. Duke Nukem games were always ahead of their time for one reason: the content. Shake it baby!
>>
>>2845375
Good thing that version was ported to PC then.
>>
>>2805014
>level
don't remember anymore

>weapon
pistol and pipe bombs

>quote
https://www.youtube.com/watch?v=8JC9siFOXw4

>least favourite enemy
fucking pig cops and their fucking aimbot skills

>misc
I cannot be the only one autist in the planet who played Duke Nukem 3D with Miku Hatsune music in the background. Holy molly I will try doing this again with the x-mas pack on christmass.
>>
So the guys who made the RoTT remake are making a new Duke game.

Do you think it's gonna be good?
>>
>>2850207
>So the guys who made the RoTT remake are making a new Duke game.
Source?
I thought it got canceled and they made Triad instead
>>
>>2850216
Wait, I'm a retard and was given a dated article.
NVM me.
>>
I just found the Saturn version.

Great port once you get over the control hurdle.
>>
>>2837315
Peepee in the shoey.
>>
>>2850207
You're going to be able to judge for yourself.

Their next Bombshell game pretty much is that game with Duke replaced by Bombshell; a character which used to be an idea character for Duke Nukem games.
In that game they changed EDF (Earth Defense Force) to GDF (Global Defense Force). That's how far they went.

Same people who wanted to make a remake of DN3D in unreal tech; I'm glad that never come out because it looked terrible and gameplay in their ROTT game was glitched, broken and unfinished (despite the game having tons of good ideas)
>>
>>2851538
And by dragging their feet they all but guaranteed that we will NEVER get the Duke 3D alphas and betas.
>>
>>2805014
>favourite quotes

"Sharing is caring!"
"Turn that forwn upside down!"
"It's time to kick ass and eat granola! luckily for you, I've got plenty of granola!"

https://www.youtube.com/watch?v=6YGu4zQgTvg
>>
Is the music in this game any good, like Doom? Or should I play with my own tunes?
Am currently on shadow warrior, and the music is practically non-existent, so I'm wondering if Duke is like that as well.
>>
>>2852313
>Or should I play with my own tunes?

Fuck no. For starters, half of the soundtrack is done by Bobby Prince so there's no excuses. But if you take my advice Lee Jackson's tracks are far better.

Just be sure to get a competent MIDI device or download the SC-88 soundtrack.
>>
How do I git gud at Dukematch?
The last time I played it at a Stadium FFA (during a LAN party) I got completely rekt. Is flying viable or a waste of time? Should I prioritize hitscan weapons?
>>
>>2852861
Autoaim hits in the air as well.

>Should I prioritize hitscan weapons?
Absofuckinglutely. If you're using eduke or something, use the autoaim for just hitscan, it's not perfect but the mouse precision isn't very accurate in build. At distance the ripper is basically king and pistol will follow that up, up close the shotgun is wrecks pretty good. Though if you're good at aiming and don't have autoaim for rockets, that can work if they're near ground/wall. If they're in the air, unless you're really really good at aiming, it's gonna be mostly useless. Flying can help depending on the context, it can make you harder to see and you can shoot above the players vision assuming they don't have some cheats that fullbright your shit or NV goggles which will light you up. Devastator is harder to dodge than the RPG for a lot of people, so if you do flying, light them up and remember to lead appropriately. But use the RPG if you want, just be careful how you use it - if you're both ground level, try hopping more than not so you get a better angle at the ground where they're running. If they start dodging it, stop shooting only when you hop, people will potentially see that pattern and switch directions. Always keep picking up armor and health as much as possible while maintaining your ammo - important in any game really but people can often forget to pick up life while they're distacted by losing it in FPS games, pick that shit up, if you aren't learn to do it, if you don't know where it is, learn where it is. Always play your tactics to the level, not to your preferences. For example, stadium? Fuck using the shrink ray or the ice ray. Can you get kills, sure but it's slow and a pain in the ass, you're better off doing straight up damage with something that'll hit quickly and from distance. Gank the steroids and USE them, the faster you move the harder it is track you. Lastly, watch other players and steal the shit out of their tactics that work.
>>
>>2853112
Also, I should add, pay attention to what items they're going for and if you're using an RPG, aim at the item timed for when they're grabbing it.
>>
>>2852331
Yeah, I dunno I'm not really into dad rock
>>
>>2853126
this fucking post holy shit
>>
>>2851538
It doesn't look like Duke at all though, more like Lara Croft GoL.
>>
>>2852331
Oh, that's nice.
What's the deal with Shadow warrior then? I expected some balls-to-the wall tunes, and got... nothing.
>>
>>2851561
The owner of 3DR Fred Scheiber tried to blame a 12-year old autistic kid for the lack of beta releases, the guy is a fucking manchild and I'm glad they can't touch Duke anymore.
>>
>>2853719
Do you literally mean you got nothing, or you just don't like the tracks?

SW's soundtrack for the full release is all CD music, so if you literally get nothing than that's why. The steam release has the soundtrack with it (The demo version had midi music though)

I thought it's soundtrack was pretty good, it's too bad they couldn't make a unique track for each level like in Duke but what we got was good.
>>
>>2851538
It'll be interesting to see how the BUILD prequel turns out. I don't care about the main game itself, I hope I can buy the prequel seperately.
>>
>>2853770
It's very minimal, just whooshing and ambient noises, no melody. I have the steam release.
>>
>>2853791
Ah fair enough, yeah the soundtrack is a lot more ambient in nature than Dukes. I can see why you dislike it, I do really like it myself but apart from the theme tune and the boss theme it doesn't really have any melodies or especially memorable bits.
>>
>>2853647
Would you rather have rule 63 Duke?
>>
>>2854970
Is that supposed to be like this?
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>>2855409
Derp.
>>
>>2844438
anyone?
>>
>>2858389
I actually gave it a try when you asked.

It should be; but for some reasons I couldn't figure out how to get it to work with mine.
>>
>>2858391
Does it work on a mode or can I use a mouse at the same time?
>>
Why do people dislike Lunar Apocalypse so much? The way it begins is pretty cool, with that shot of space and rockets flying at you if you stand too close, and later the levels have some fun gimmicks like those space elevators between platforms.

I guess the amount of chaingunners and suicide robot heads is somewhat overwhelming at times, but it doesn't seem like a bad levelset, yet everyone I know shits on it, with favourite standings being something like L.A Meltdown > The Birth > Shrapnel City > Lunar Apocalypse.

Also, does anyone have that masterpost with good Duke mods? I'm tempted to try out Duke Hard.
>>
I remember playing in PS1 version when i was a kid and there was an incredibly spooky and atmospheric hotel level with multiple classic horror throwbacks like redrum.
It it on pc or it was console version exclusive?
>>
>>2858407

it's here:
>>2807080
>>
>>2858418
Wasn't that Blood?
>>
>>2858418
>>2858494
There is a famous DN3D usermap inspired by The Shining so maybe that's that; but it's on PC.
>>
>>2858494
>>2858502
Ah, found it.
http://www.youtube.com/watch?v=1o5dAIA5vXY
>>
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and this was supposed to be a joke
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>>2853791

That's not the Shadow Warrior I know; the first level should have a very memorable jaunty Asian tune. Perhaps your copy has something wrong with it? It was a mixed-mode CD originally....

>>2853842

I loved the SW soundtrack more than Duke3D or Blood, although the people who aren't using the GUS version of Blood's soundtrack really aren't getting the full-monty experience.
>>
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You know when you play maps that have so much detail and care put into it that impress you more than anything coming out this gen?
>>
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>>2860204
Yeah I know what you mean, personally I like MRCK's maps the most because of that, it has plenty of amazing realistic and often funny details. Like, hanging on a wall, a band poster made out of a hundred sprites for instance that some players will not even stop to look at.

As far as DN3D is concerned though I think there has to be a balance between detailing and gameplay for it to feel right. Too much details can hinder gameplay a lot, in many many ways. Though Flaming Shipwreck, the map you posted a screenshot of, is close to that balance I have in mind.

This being said, some modern FPS have tons of details too. I was impressed at times when playing the new Shadow Warrior or Wolfenstein games.

>>2860167
Fun mod.
>>
>there has yet to be a mapset built from Duke Caribbean
It's 2015!
>>
>>2861851
Make it yourself.
>>
I can't seem to get eduke32 working. Whole thing crashes as soon as I try and load up a game. Is it a driver problem?
>>
>>2861894
I-I'm not good at making maps that are interesting or fun to play ;_;
>>
you think Duke could ever have a comeback?

I mean as long as gearbox has the rights to him, it's doubtful, and He just isnt cut out for today's world, but I like to think there is still a place for him

id just hate to see his last game be the horrible DNF
>>
>>2863467
I think Duke could, hell, there's way you could do things in a modern way while still making it good.

While I prefer healthkits, regen health can be done in an ok way if you do it in increments.
In Far Cry 3, or that Riddick game who's name I forgot, you have regen health, BUT, it's in increments, blocks.
You start out with one block, but as you progress in the game, you get more (however I don't think this would be a necessity for a Duke game).
The thing is, while a block will regenerate if damaged, it will not heal if emptied, unless you take action to heal it.

This is if you absolutely HAVE to use regen health, and this is the only way you can do regen health in a way that's actually good, incremental.

Also, there's absolutely no reason for Duke to ever be able to carry less than four weapons ever, even then he should be able to carry six, with the pipebombs and pistol not taking up slots by themselves.

Ideally he should be able to carry everything, gamepads these days still have D-pads, that's like 8 selections there, even so you'd be able to cram in more weapons in there.
Items can be used with the D-pad too, just hold down a button and select them, release the button and the item goes into effect.

(this is about how Gearbox said that DNF had to have two weapon limit because "DURR consoles can't do better", which is a blatant lie, the PS3 port of HL2 was abysmal yet it didn't have that problem, all the weapons were there and you could carry them all)
>>
>>2805872
Duke3dw
>>
>>2863963
not to mention, some games use the weapon wheel method too
>>
>>2863467
He could but most modern devs have terrible ideas for him. There were a couple of articles on the internet interviewing plenty of devs and asking them what their idea would be if they had to make a new Duke game, and most of all was absolutely disgusting (from anti-sexist "let's not hurt anyone feelings", to turning Duke into a woman, etc)

I think the only way to do it right nowadays is the "not giving a fuck" attitude in the same way DN3D did, which is asking too much nowadays, or picturing Duke as an old outdated icon of another time who hasn't changed (which ONE dev in those articles thought of) and feels out of place.

I had a plot idea for a Duke Nukem comic book. taking place after DNF, Duke is an outdated star on the decline when he finds out he has a teenage son born from a hooker, and brought up as the only boy in a brothel.
He finds a new goal in life by teaching that son how to be a Man and ensure his replacement, all while having to thwart alien deeds, both on Earth and outerspace.
>>
Can we all agree that Gearbox should burn for not giving Duke Nukem back to 3DR after they were done with DNF?

They wont even let 3DR release D3D prototypes because "Duke Nukem is ours now, go away"
>>
>>2864375
B-but what if they want to monetize old, unfinished games 5 years from now that will only be purchased by a small group of diehard fans of gaming history? I mean they could surely make a few hundred bucks from that!

>>2864372
Yeah, the only Duke we'd have a chance of getting would be some terrible schlock where Duke has to atone for his past "sins" because the developers are embarrassed by him.
>>
>>2864375
Pitchford seems to be the kind of guy who loves inserting himself into successful stuff and then claim it's his doing all along.

When he won the last trial against 3DR and went away with the entire Duke franchise, he dared to wish good luck to 3DR with their Bombshell game and claimed he'd love to play it because he was there when Bombshell was first born in 3DR offices. As in, trying to say it's partly thanks to him if "Bombshell" even exists.
Turns out the first Bombshell character concepts date from 2 or 3 years before he joined 3DR.
>>
Do recordings of Duke's lines from the original in high quality exist?
>>
>>2863467
Randy Pitchfork said Duke franchise wasn't bought just to release DNF but to also continue the series. In his words Duke is "bigger" than anything Gearbox has ever created including Borderlands, and that the character must continue to live.

There were also news of Gearbox wanting to work with a 3rd party dev for the next Duke game. Not sure where that went.
>>
>>2864647
DNF was always gonna be a mess, it took too long, there was no way it wouldn't end up badly.
Gearbox probably just tried to patch up what they bought (though badly).

Randy is a cunt, but I think he understands the value and appeal of Duke Nukem
>>
Honestly, it'd just have been better if 3DRealms had just continued making episodes for Duke Nukem 3D than what Duke Nukem Forever turned into.
>>
>>2864715
It's this interview where Randy tells what future Duke needs to be in his eyes. The part starts around 33:42 point. Before that he talks about DNF and acquiring the brand. The interview was made this summer.

http://xbox360movies.ign.com/xbox360/audio/article/122/1225997/Podcast%20Unlocked%20Episode%2070.mp3
>>
>>2864715
> there was no way it wouldn't end up badly.
Ironically it was still better than nearly every other FPS released in the last ten years, so that's something.
>>
>>2865105
>Ironically it was still better than nearly every other FPS released in the last ten years
That's BLATANTLY fucking false.

Between the start of it's development and it's final release, we have lots of entries from:
>Half-Life series
>Systemshock
>Bioshock series
>Far Cry series
>Rainbow Six series
>Battlefield series
>Thief Series
>Timesplitters series
>Wolfenstein series
>Serious Sam series
>Turok series
>S.T.A.L.K.E.R series
>Quake series
>Unreal Tournament series
>SWAT series
Not to mention Painkiller and Prey, games which weren't part of a series.

Duke Nukem Forever was ABYSMAL game and I've never played an FPS that was as frustrating and anti-fun as that. There were dozens of amazing FPS games before and since. Are those series I mentioned flawless? Are all entries great or interesting?
No, but don't you EVER dare call DNF a good FPS, and say most else is shit, because you're a filthy fucking liar.
>>
>>2865162
Nigga u just refer to Thief as FPS?
>>
>>2865164
>first person sneaker

don't see the problem here chief
>>
>>2865236
>sneaker
top kick
>>
>>2863467

Only Devolver Digital could hope to make a good Duke game these days. PC first, port later.
>>
>>2865332
Devolver Digital is a publisher.
Maybe you mean Flying Wild Hog studios? The ones that rebooted Shadow Warrior?
>>
>>2865932

No, I mean Devolver Digital. The dev doesn't matter, it's DD's overseeing and knowing what to do with a game that make their games good.
>>
>>2866484
>tfw Atari are gigajews and demands an exorbitant sum for the source code and rights
>tfw no Megaton tier port of Blood on modern systems from Devolver
So that's pretty fucked for the time being, but what are the chances of Devolver porting Powerslave to modern systems?
>>
>>2866523

The chances are Slim (what if you win? wouldn't it be weird?-- Why, so guys can lie just to get me there? So you can, sit me here next to Britney Spears? Christina Aguilera better switch me chairs, so I can sit next to Carson Daily and Fred Durst, and hear 'em argue over who she gave head to first. Little bitch-- put me full blast on MTV-- yeah he's cute, but I think he's married to Kim, hehe!)
>>
>>2864938
that was pretty interesting.

good to see he gets Duke.

that it isnt just about being a joke character that spews one liners. 9although that is part of him) interesting when he mentions that to some, Duke was a Role Model, and that 3D celebrated his excessive machismo and reveled in it, not make it the joke like DNF did
>>
>>2865332
Unfortunately, gearbox owns the rights to "new" Duke games i believe.

Also, I love Devolver, but I think those guys just give the budget their games deserve. i dont think Fork Parker is there saying "add more naked harpie ladies" during development.
>>
>>2866653
> i dont think Fork Parker is there saying "add more naked harpie ladies" during development.
You don't know that, you don't know Fork Parker, he could be a great bro who really cares about the titties and their quality in his games, as well as overrall quality.
>>
How do I play online multiplayer in this game?
>>
>>2867378
Megaton or xduke.
>>
>>2867975
I like Megaton, but didn't it have poor multiplayer support? Or was that just consoles.
>>
>>2866653

>Also, I love Devolver, but I think those guys just give the budget their games deserve. i dont think Fork Parker is there saying "add more naked harpie ladies" during development.

If we can blame publishers like EA and Ubisoft when AAA games suck, I think it's fair to assume that DD has some input in the games they publish and can take credit for making them not suck
>>
Someone asked about multiplayer in Shadow Warrior Redux in the thread a while ago and I can't find the post right now.

http://steamcommunity.com/app/225160/discussions/0/485624149167527252/
>>
>>2805872
Either or, honestly.
Owning both, I can say the gameplay is still there regardless of which you choose.
I like the interfaces of eDuke32 better, but the Megaton is baby-mode simple.
>>
>>2867975
What does xduke do that eduke32 doesn't? Other than maybe double kick? Which is retarded that they took out.
>>
>>2866523
Powerslave is already being ported by the lads the ported system shock and turok
>>
>>2869902
>ported system shock

Why couldn't they add invert mouse in that game? So much hate.

Oh there's a download of PowerslaveEX beta floating around if you want to check out how it works on PC and what you might expect when it officially releases.
>>
>>2805014

> Fav level

Has to be either Dark Side, Flood Zone, or L.A Rumble.

> Fav weapon

Devastator has always been a favourite.

> Fav quote

"Blow it out your ass!"

> Least fav enemy

It's kinda my favourite and least favourite at the same time: Sentry drones. They creep me the fuck out with that unsettling hovering sound floating around the map, suddenly sliding out of a corner and into your face. They can be annoying, but for the most part, I'm too panicky to realize.
>>
>>2812774

I want to play this right now. What is it?
>>
>>2869883
XDuke's online is just much more stable than EDuke32's, which is much more likely to desynch during a match. The only real difference is the rendering and the lack of teammatches/support for expanded maps.

The double kick was a "feature" from the 1.3D version of the game, since it has been "removed" since 1.4, and all source ports are built upon 1.5, that means no source port supports the double kick.
>>
>>2871370
a dev shot of AMC TC ep3, I posted for that anon since he liked the other episodes. It won't be out for a long time but you can download AMC TC EP1&2 here:

http://www.moddb.com/games/the-amc-tc

you don't need Duke to play it.
>>
Do any of you play to try and beat your time?
I've never played Duke or Doom that way, but I know there are "par times" and "developer times" you can try beating. I've always just tried to play episodes to the end, without playing the same levels again. However, that means I don't really get to know the levels all that well.
Perhaps this way of playing gives a different, more fun experience. So, what I'm asking is, is playing for time fun for you?
>>
>>2871384
I was wondering what happened to Douk's bicycle kick. I remember I was able to do that back when I first played the game.
>>
>>2871456
That was patched pretty early on.

Though I kind of feel like Duke ought to be able to do it with the jetpack.

Can you imagine Duke rocketting in and using the momentum and both his boots to stomp some motherfucker in the face sideways?
>>
>>2871530
*powerstomp
>>
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Have a random video I uploaded of DN3D.

https://www.youtube.com/watch?v=oO4uJtodahM

Considering playing through that Duke Nukem Forever mod that's based off of the old trailers at a later date.
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