Super Nukem Bros. "It's like Super Mario Bros. on steroids...literally."
#1 Posted 11 September 2011 - 07:08 PM
http://dukeisforever.../duke3dmods.htm
The second level should have been built with TROR, but I built it way before TROR was available. I might rebuild it later.
Tips:
You can shoot the top or bottom out of a question mark block to get the item it contains. You can also just walk on top of the block to get the item or jump up and bump your head against it.
This post has been edited by NUKEMDAVE: 15 October 2014 - 10:00 PM
#3 Posted 11 September 2011 - 08:01 PM
#4 Posted 11 September 2011 - 08:21 PM
I also like the presentation of the mod at the beginning. The font is good, as are the intro screen and menu sounds. If I were to resurrect the Mario Nukem TC, I would definitely be looking to borrow some stuff from this.
#6 Posted 11 September 2011 - 08:40 PM
ReaperMan, on 11 September 2011 - 08:37 PM, said:
Well the health replacements are shrooms.
#7 Posted 11 September 2011 - 08:42 PM
Lunick, on 11 September 2011 - 08:40 PM, said:
Does he get taller and become a giant ass kicking Duke Nukem?
#8 Posted 11 September 2011 - 08:44 PM
ReaperMan, on 11 September 2011 - 08:42 PM, said:
Unfortunetly Not, I would actually like to see the steroids do that actually.
#9 Posted 11 September 2011 - 08:50 PM
#10 Posted 11 September 2011 - 10:27 PM
Plagman, on 11 September 2011 - 08:01 PM, said:
I'm sure I could.
DeeperThought, on 11 September 2011 - 08:21 PM, said:
The font is called Super Plumber Brothers I believe. It looks good all except the zero.
The biggest reason I made this was because I was impatient for another release of Mario Nukem. If you do return to Mario Nukem and need help, I could probably do some mapping. I'm just not good with the actual coding and all that you do. The only thing I really done with this mod was change the jumping height.
Lunick, on 11 September 2011 - 08:40 PM, said:
That's what they were in the version you got. I removed them in the version I posted here.
#11 Posted 11 September 2011 - 10:57 PM
NUKEMDAVE, on 11 September 2011 - 10:27 PM, said:
Yeah, I feel badly about abandoning that for so long. But I only have time to focus on one project at a time, and right now that project is WGR2. The other thing is, I feel that the Mario Nukem/Super Nukem bros. project lacks a unique identity. Originally it was going to be like the old 8-bit Mario games in 3D, but with Duke Nukem thrown into the mix. I liked the idea of Duke being in Mario's world. He would be able to run and jump like Mario, but sometimes he would get hold of a rocket launcher or some other weapon and be able to reduce goombas and koopas to bloody jibs. But no one else liked that idea, so I just let it go and coded a straight Mario game in 3D, while the modelers made straight (and awesome) Mario style models for the enemies and such. But without Duke, there's a danger of it becoming a Mario 64/Mario Galaxy knockoff. I mean, if it's just another 3D Mario game, then why bother? It won't be as good as what Nintendo makes, and it won't have its own identity. I suppose the idea that it is based on the 8-bit games and is played in first person is something approaching originality, but doesn't really go far enough in my estimation. And on top of that, Nintendo could potentially shut it down, and we wouldn't even have the defense of arguing that it is a parody (and thus protected speech). So, I don't know what to do with it, and that has been a major sticking point.
#12 Posted 11 September 2011 - 11:07 PM
#13 Posted 12 September 2011 - 09:15 AM
Hendricks266, on 11 September 2011 - 11:07 PM, said:
Almost all of Sonic gameplay, scoring system, rings(as armor bonus)/machines(?, just like Sonic, it's has item icon,and player jumps on it to destroy it and get the item), Zone/ACT style levels, bonus levels etc.(Thank god, no lives system in the mod. xD)
http://zdoom.org/wiki/Super_Sonic_Doom
http://homepage.ntlw...lark13/ssd.html
And, try using old ZDooM version(2.0.94f) to run it if someone want to try it...
The author also made a custom 2.0.94f ZDooM exe for the mod(can download on his SSD page, because it abuses a lot of DooM/ZDooM engine bugs to deal with its effects, cause this mod would bugged on later ZDooM versions, I was played this mod with GZDooM(official version based on ZDooM 2.1.7/2.2.0) and it was ran good but had many glitches or performances problems, but still playable at all, really nice mod.
(Maybe the latest official/SVNs ZDooM builds fixed some of glitches but not all of them.)
This post has been edited by Player Lin: 12 September 2011 - 09:21 AM
#14 Posted 12 September 2011 - 01:59 PM
#15 Posted 12 September 2011 - 06:11 PM
rasmus thorup, on 12 September 2011 - 01:59 PM, said:
There will probably be future releases. We'll see. There's a reason I put a detour exit at the end.
The mouse at the end is a parody of this:
At 0:28.
This post has been edited by NUKEMDAVE: 12 September 2011 - 06:12 PM
#16 Posted 12 September 2011 - 06:47 PM
NUKEMDAVE, on 12 September 2011 - 06:11 PM, said:
/head explodes
#17 Posted 13 September 2011 - 01:44 AM
How about a Duke Nukem version of original Sonic the Hedgehog?
Anyone?
#18 Posted 13 September 2011 - 01:53 AM
zykov eddy, on 13 September 2011 - 01:44 AM, said:
I thought about that while I was making this mod. I guess it would be possible now with TROR.
#19 Posted 13 September 2011 - 06:06 AM
This post has been edited by thelegend4ever: 13 September 2011 - 06:06 AM
#20 Posted 14 September 2011 - 12:08 AM
thelegend4ever, on 13 September 2011 - 06:06 AM, said:
This is a little off topic but it's never too late to learn how to map
The learning curve is nowhere near as steep as with modern map editors, it's mostly just a matter of learning the keys.
Quote
I'm surprised there hasn't been a TROR map released yet. There's a few which use TROR in the upcoming WGRealms 2 update, but that's probably still a few months away. Zaxtor might be working on something for his TC, and I'm also working on a map in my free time, but I thought given how long the feature has been out, somebody would have actually finished and released something by now
#21 Posted 17 September 2011 - 10:28 PM
#22 Posted 17 September 2011 - 10:50 PM
DukeFTW, on 17 September 2011 - 10:28 PM, said:
On the Piece of Cake difficulty, they're in the exact same places as the enemies are in the original Super Mario Bros. The higher difficulties have extra enemies added.
#23 Posted 19 September 2011 - 07:17 PM
#24 Posted 20 September 2011 - 05:48 AM
#25 Posted 20 September 2011 - 04:11 PM
I'm sure your mod is better though.
#26 Posted 20 September 2011 - 04:27 PM
Hendricks266, on 20 September 2011 - 04:11 PM, said:
That walkway is too narrow in my opinion. I thought about making mine narrow like that, too, but it just wouldn't have worked out well.
#27 Posted 20 September 2011 - 06:02 PM
#28 Posted 24 July 2012 - 12:53 AM
ReaperMan, on 11 September 2011 - 08:37 PM, said:
Now he can.
Download:
(Outdated link removed)
The EDuke version included is a little old. I tried the current version. It worked, but it was showing up some errors.
Also, I would like to thank James and High Treason for helping me get rid of the fall damage while keeping falling death. This version is about the same as my last release, but with a few improvements. No new maps yet. I wanted to wait until I made a few more before I made a new release, but oh well. I think everyone will enjoy the next maps that I build. They won't be remakes of the original levels, but wide-open randomness.
This post has been edited by NUKEMDAVE: 15 October 2014 - 09:57 PM
#29 Posted 15 October 2014 - 10:39 PM
I don't plan on remaking anymore of the original levels. However, I did add a third episode called The Alternate World, which will be an episode for randomly-built maps. Duke64Nukem is or was making a map for this episode, but I went ahead and made a map to start the episode off:
I'm willing to add more to that episode if anyone wants to build a map(s) for it, depending on the quality of what you build. That's really the purpose in me making the episode. I'd like to see what other people can come up with. All I ask is that you make use of the Super Mario Bros. art that I've added as much as possible, but you can still use the Duke3D art, too.
Anyway, the download link is in the first post of this thread. I will continue to update the package when/if more maps are made and included, or if I make any changes or improvements.
#30 Posted 15 October 2014 - 10:47 PM
Jimmy, on 20 September 2011 - 06:02 PM, said:
There is a classic view on the top-left screen, no?