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Duke Nukem Total Meltdown
#1 Posted 16 February 2012 - 08:01 AM
#3 Posted 16 February 2012 - 12:43 PM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
#4 Posted 16 February 2012 - 02:39 PM
I think it would be great if somebody could construct an entire remake of the episode , i wonder if this has already been done?
#5 Posted 16 February 2012 - 02:43 PM
Slippy_Pig, on 16 February 2012 - 12:43 PM, said:
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
That's a problem with the emulator, not the ROM.
#6 Posted 16 February 2012 - 02:49 PM
This post has been edited by Wolfe: 16 February 2012 - 02:50 PM
#7 Posted 16 February 2012 - 03:05 PM
Wolfe, on 16 February 2012 - 02:49 PM, said:
is there a reason why nobody has tried remaking the episode ?
#8 Posted 16 February 2012 - 03:12 PM
#9 Posted 16 February 2012 - 05:09 PM
This post has been edited by NUKEMDAVE: 16 February 2012 - 05:12 PM
#10 Posted 16 February 2012 - 05:43 PM
Rebecca, on 16 February 2012 - 03:05 PM, said:
You're welcome to try. Why not learn to map and do the remake yourself?
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/wink.gif)
Oh, wait..
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#11 Posted 16 February 2012 - 06:31 PM
Rebecca, on 16 February 2012 - 03:05 PM, said:
The first one is that exclusive textures have not been properly ripped yet.
#12 Posted 16 February 2012 - 11:19 PM
#13 Posted 17 February 2012 - 07:10 AM
Micky C, on 16 February 2012 - 05:43 PM, said:
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/wink.gif)
Oh, wait..
..Imagine trying to remake a painting, say the Mona Lisa, from scratch, by hand, and trying to make it look exactly the same. Depending on what you want to do, making a map, let alone an entire episode can be a lot of work. When you're forced to have to constantly check another game for every single detail that pretty much doubles the work, and makes it oh so much more tedious. ..There's a remake in the works for the nintendo 64 levels, and they're trying to remake the levels to be exactly[size="2"] the same (and I really do mean exactly the same), with all their imperfections and stretched textures, and it's taking years and years, it's going about as fast as a snail's crawl on a slow day.
I believe Wolfe had already answered the question,
This post has been edited by Rebecca: 17 February 2012 - 07:15 AM
#14 Posted 17 February 2012 - 11:13 AM
Lunick, on 16 February 2012 - 11:19 PM, said:
He should totally post that stuff in the Community Stockpile thread, as well as provide a little walkthrough about how to rip stuff.
#15 Posted 17 February 2012 - 01:09 PM
#16 Posted 17 February 2012 - 01:21 PM
#17 Posted 17 February 2012 - 02:23 PM
shame that the episode never has been released by the original creators really, it was a very fun and interesting one. my fav level was the haunted hotel. love the song for it too
This post has been edited by Rebecca: 17 February 2012 - 02:24 PM
#18 Posted 17 February 2012 - 02:25 PM
I once asked William Beacham (aka Bill Beacham) about the Duke Nukem 64 maps, and he said it wasn't usual to keep something like that at the time. He also told me they used a modified Build editor to create the levels for Time to Kill and Zero Hour.
#19 Posted 17 February 2012 - 02:30 PM
although for anyone with a PS1, i do recommend picking up a cheap copy of total meltdown from amazon or ebay for the ultimate experience of the original total meltdown and it's exclusive episode. It is well worth the price you can find the game for. i find the ps1 controll doesn't work great but once you get the hang of it you're pretty much good to go
This post has been edited by Rebecca: 17 February 2012 - 02:30 PM
#20 Posted 17 February 2012 - 05:40 PM
Lunick, on 16 February 2012 - 11:19 PM, said:
He told me he had all textures ripped and he said the maps can be ripped, but they're in a different format.
#21 Posted 17 February 2012 - 08:02 PM
#23 Posted 18 February 2012 - 02:16 PM
Fox, on 17 February 2012 - 02:25 PM, said:
VERY interesting. I've always thought this. Even if it doesn't run off of the Build engine, whatever engine they built has a lot of the same funky quirks.
NUKEMDAVE, on 17 February 2012 - 05:40 PM, said:
Lunick, on 17 February 2012 - 08:02 PM, said:
Can anyone get in touch with him? Even if he doesn't have time to rip the stuff himself, it'd be great if he could provide the hookup.
#25 Posted 01 March 2012 - 07:59 PM
Captain Awesome, on 16 February 2012 - 02:49 PM, said:
Captain Awesome, on 16 February 2012 - 03:12 PM, said:
Captain Awesome, on 17 February 2012 - 11:13 AM, said:
Radar1013, care to explain the downvotes on these posts, all of which really deserve neither an upvote nor a downvote in the first place? Instead of acting in cowardice, my door is always open and you can take it up with me personally, rather than apparently acting out against me in incredibly petty ways. I'm really interested to hear your response here.
This post has been edited by Captain Awesome: 01 March 2012 - 08:06 PM
#27 Posted 02 March 2012 - 05:53 AM
This post has been edited by MetHy: 02 March 2012 - 05:53 AM
#28 Posted 02 March 2012 - 06:31 AM
#29 Posted 02 March 2012 - 10:56 PM
#30 Posted 04 March 2012 - 11:09 AM
Captain Awesome, on 01 March 2012 - 07:59 PM, said:
Are you the same person who often claims to not care about votes? Just let it go, man...