25th anniversary soon.. what can we expect?
#241 Posted 15 October 2020 - 03:59 AM
In this case it was absolutely necessary to rework those areas as the alternative would be complete removal.
As Rabid transit was mostly centered around a freely moving subway they had basically two options: Cut a very memorable level or re-do half of the map while keeping as much of the concept intact as possible.
There are many areas in Duke64 where this limitation forced complete overhauls. Bank roll is another example since it relied on the huge rotating gears for the main gimmick.
Personally I think they respected good design guidelines very well and I don't think there is much that could be done better.
While I do agree that these are indeed hacks to get around the limitations (with downgrades), I do not agree with the unnecessary statement
#242 Posted 15 October 2020 - 04:00 AM
This post has been edited by ck3D: 15 October 2020 - 05:17 AM
#243 Posted 15 October 2020 - 04:56 AM
This post has been edited by December Man: 15 October 2020 - 04:57 AM
#244 Posted 15 October 2020 - 08:54 AM
ck3D, on 15 October 2020 - 04:00 AM, said:
I always thought the store, which can't even be reached normally or from a backdoor (the entire level essence in the classic part), only by teleport in E1L1 hack was totally out of place. And so was the police station. To each his own, I guess.
This post has been edited by The Watchtower: 15 October 2020 - 08:54 AM
#245 Posted 15 October 2020 - 09:38 AM
oasiz, on 15 October 2020 - 03:59 AM, said:
There are many areas in Duke64 where this limitation forced complete overhauls. Bank roll is another example since it relied on the huge rotating gears for the main gimmick.
Worth mentioning is that the Saturn version instead cut the train cars outright, while keeping the general layout.
Similarly, Bankroll replaced the rotating gears with simple doors.
#246 Posted 15 October 2020 - 10:30 AM
The Watchtower, on 15 October 2020 - 08:54 AM, said:
Yeah, just to be specific though, I agree that teleporter sucked in essence (the first time I found it, I had no idea what that new area it had just sent me to was, and how it was related to the map in any way), then later I saw blueprints of the level in a magazine and realized where exactly that room was in the map (IIRC the convenience store physically is behind the wall it should be, even if you can't open the door), and the revelation of being inside the walls of that one building kind of blew my mind. The base game also had its fair share of seemingly pointless teleporters in odd locations too (E3 in particular has a few that look even more out of place than in E2), it was never my favorite trick either way though. Probably because it's commonly used as a quick patch for bad or lazy design.
This post has been edited by ck3D: 15 October 2020 - 10:31 AM
#247 Posted 15 October 2020 - 11:12 AM
Teleporters are fine when done right, but I never once thought to look in that one spot in E1L1 and it still makes no sense to me since being shown it a couple of years back - why would you ever look in that spot to enter something on the opposite side of the map? Until then I had assumed the store interior was for display only.
Personally I prefer to reserve teleporters for dodging limitations, like stacking floors, avoiding the sprite limit or else creating effects that would otherwise be impossible. Suppose they'd be more at home in a futuristic space level, perhaps even to eliminate some backtracking in general, but that one, no, that one in E1L1 is just crap.
#248 Posted 15 October 2020 - 11:49 AM
This post has been edited by ck3D: 15 October 2020 - 11:54 AM
#249 Posted 15 October 2020 - 12:04 PM
ck3D, on 15 October 2020 - 10:30 AM, said:
Did E3 have that much teleporters? The ones in Raw Meat were mostly made for multiplayer (like the original level), and weren't really blocked for single play. LA Rumble helicopter teleport was pretty interesting, although it would have been nice to have an elevator and a rooftop area with that, but probably it wouldn't work with an already jetpack heavy level. The one in Hotel Hell was a pathway to the secret jungle, and the secret level. I can't think of others.
#250 Posted 15 October 2020 - 12:14 PM
This post has been edited by ck3D: 15 October 2020 - 12:24 PM
#251 Posted 15 October 2020 - 01:39 PM
The Watchtower, on 15 October 2020 - 03:43 AM, said:
I don't agree. 1. It wasn't unnecessary. It was a mission statement of doing the port, that Duke 64 would have unique content to interest players who had it on PC or PS1 to try it on the 64. 2. Whether the work was hacky or not, the presentation was great. As was said, it helped give the levels some additional atmosphere that they would have otherwise lacked. I thought it was great to see the subway system in Gun Crazy and then go to Rabid Transit and look down into Gun Crazy. That was smart.
Now in terms of atmosphere, the PC version is still the superior way to play, but I think N64 does what it has to to create its own atmosphere. Which was one of the goals of the port in the first place. They had to change things up. By removing the titties they had to plug in the holes, and then of course we have the technical aspects which caused limits. It's actually one of the reasons I hate the Saturn version of the game, it feels SO cut down from the PC version by comparison.
#252 Posted 15 October 2020 - 02:18 PM
#253 Posted 15 October 2020 - 03:25 PM
#254 Posted 15 October 2020 - 04:00 PM
ck3D, on 15 October 2020 - 12:14 PM, said:
It does sound like the kind of thing that might have been cut for framerate reasons.
OpenMaw, on 15 October 2020 - 01:39 PM, said:
Personally, one problem with some of the added areas in Duke 64 is that they violate the before-mentioned "Romero rule" -- adding areas is cool and all, but adding non-accessible areas (in say E1L1) breaks the rules the game is built around.
#255 Posted 15 October 2020 - 06:43 PM
necroslut, on 15 October 2020 - 04:00 PM, said:
Personally, one problem with some of the added areas in Duke 64 is that they violate the before-mentioned "Romero rule" -- adding areas is cool and all, but adding non-accessible areas (in say E1L1) breaks the rules the game is built around.
This. There is nothing more annoying then seeing something cool and figuring out it is out of bounds. However Personally I don't think Duke 64 broke the rule that much if at all. There was a clear divide between out of bounds areas and the actual level I feel.
#256 Posted 15 October 2020 - 11:37 PM
#257 Posted 15 October 2020 - 11:52 PM
#258 Posted 15 October 2020 - 11:52 PM
Granted Duke 3D is NOT an open world game. However it did a good job of not teasing the player with zones, doors or tunnels that looked like a continuation of the level but were actually an invisible wall IMO.
#259 Posted 16 October 2020 - 12:04 AM
OpenMaw, on 15 October 2020 - 11:37 PM, said:
I feel like Duke was already breaking the rules somewhat even back then. You have a lot of levels that show a future level, like Raw Meat showing Bank Roll (and vice versa) or Critical Mass showing Derelict. Duke64 continued this idea in a way, I guess. I actually like this kind of thing a lot, it builds a world. Really, I think the point of the Romero Rule is to not get crazy with extraneous environment. Build your unreachable locations in such a moderate way that everyone realizes it's just set dressing and they won't even want to go there. This could also inspire players to find secret levels by thinking "Okay, I actually am supposed to find a way there." But there's such a fine line here.
jkas789, on 15 October 2020 - 11:52 PM, said:
One could argue that Duke might have started all of this, because Doom and it's many clones were quite abstract or fantasy type locations. Duke3D was notable for feeling like places that could be real.
This post has been edited by Jimmy: 16 October 2020 - 12:06 AM
#260 Posted 16 October 2020 - 12:40 AM
The Watchtower, on 15 October 2020 - 11:52 PM, said:
I wouldn't be against all this, however I can't imagine them wasting money on something that is already up and done with their 20th anniv WT version IMO. I mean, the problems are still there, but I can see Gearbox saying "good enough" and moving on to talking about the budget for the next Borderlands 3 DLC.
#261 Posted 16 October 2020 - 07:44 PM
Jimmy, on 16 October 2020 - 12:04 AM, said:
One could argue that Duke might have started all of this, because Doom and it's many clones were quite abstract or fantasy type locations. Duke3D was notable for feeling like places that could be real.
A more modern comparison is the large skyboxes of Half-Life 2. It's still very clear what is going to be playable space and what is atmosphere. You can see the citadel everywhere, but you obviously don't go there until later in the game. That, to me, is fine because it's generating a sense of visual continuity. As you said, world building. A sense of place.
The problem comes when you're in a playable space and the designer puts in these things that act as arbitrary blocks. Invisible walls just, because, doors that won't open for no apparent reason. Especially with a suped-up badass like Duke. Why isn't he kicking the doors in? Why isn't he blowing them off their hinges. It pulls the player out of it for a moment.
Having buildings that you cant access on the other side of a wall doesn't do that, to me. In point of fact, Doom itself "breaks" Romero's own rule if you think about it. E1M1 shows you an area you cant access. The outdoor area where you get the armor in. You can't go out there. Or how about the elevated outdoor area in E1M2? Sure, you can go outside, but you can't go everywhere out there.
I'm probably splitting hairs here, but I think the point stands. No rule should be absolute like that. Especially in a creative pursuit like a video game.
I think as far as the player is concerned, the playable space should feel cohesive, versitile, and authentic. Not necessarily "realistic" but authentic. It should feel right. Lot's of things about the realistic locations in Duke 3D aren't exactly realistic. Lot's of dead end streets with no explanation, lot's of structures that make no sense, don't use the space very well when compared to the real thing, etc... It's still abstract and gamey, but it feels authentic.
#262 Posted 16 October 2020 - 07:49 PM
OpenMaw, on 15 October 2020 - 11:37 PM, said:
I wasn't really talking about the Rabit Transit connection, but more about stuff like the added street areas in E1L1.
The Watchtower, on 15 October 2020 - 11:52 PM, said:
I still want that "definitive edition" of Duke 3D, and it would obviously need to be based on EDuke32. Both Megaton and World Tour were major missed opportunities as far as I am concerned. It would also be cool to get an official v1.6, including .con bugfixes. Really, it should have been done back when Megaton was first released.
#263 Posted 16 October 2020 - 08:11 PM
necroslut, on 16 October 2020 - 07:49 PM, said:
I still want that "definitive edition" of Duke 3D, and it would obviously need to be based on EDuke32. Both Megaton and World Tour were major missed opportunities as far as I am concerned. It would also be cool to get an official v1.6, including .con bugfixes. Really, it should have been done back when Megaton was first released.
I also want this. However I can't see Gearbox doing it. The only way we will get that is if it comes from the community.
#264 Posted 17 October 2020 - 10:54 AM
#265 Posted 17 October 2020 - 11:11 AM
#266 Posted 17 October 2020 - 02:28 PM
#267 Posted 17 October 2020 - 02:41 PM
#268 Posted 21 December 2020 - 08:03 PM
The Watchtower, on 17 October 2020 - 02:41 PM, said:
MAP29 was epic. When I was a kid i was scared to play it, it was too big to finish. I saw all these monsters in the distance shooting and it felt like hell.
#270 Posted 30 January 2021 - 03:03 AM
The Watchtower, on 30 January 2021 - 12:12 AM, said:
Just as an FYI, the 20th Anniversary Edition wasn't teased until September of 2016. If Gearbox has anything up their sleeves, it'll be announced later in the year rather than today