Duke Nukem 3D BETA BUILD 0.995
#2 Posted 26 November 2021 - 10:32 AM
Duke 9D, on 26 November 2021 - 09:32 AM, said:
<link removed>
Interesting.. Where did you obtain this?
#3 Posted 26 November 2021 - 10:40 AM
Tekedon, on 26 November 2021 - 10:32 AM, said:
Found it oun YouTube. Was posted last month & seems to be an exclusive leak...
This post has been edited by Duke 9D: 26 November 2021 - 10:48 AM
#4 Posted 26 November 2021 - 11:10 AM
#5 Posted 27 November 2021 - 01:01 AM
#6 Posted 27 November 2021 - 06:10 AM
Based on what I've heard, they seemed to have milestone dates and this was the case already with LD so you can always use that as a good way to spot fakes.
FYI, even the one TX showed was marked as a december beta or something.
I'd say it's safe to ignore anything pretending to be 0.9xx
#7 Posted 27 November 2021 - 08:04 AM
oasiz, on 27 November 2021 - 06:10 AM, said:
Based on what I've heard, they seemed to have milestone dates and this was the case already with LD so you can always use that as a good way to spot fakes.
FYI, even the one TX showed was marked as a december beta or something.
I'd say it's safe to ignore anything pretending to be 0.9xx
Thanks for the info & getting to the bottom of this!
#8 Posted 27 November 2021 - 09:56 AM
#9 Posted 27 November 2021 - 10:26 AM
The Watchtower, on 27 November 2021 - 09:56 AM, said:
They want attention, by fooling beta junkies who don't know any better.
Or maybe is just how they cope with the abscence of actual prototypes.
#10 Posted 27 November 2021 - 10:32 AM
#11 Posted 27 November 2021 - 09:52 PM
It's mostly people just craving about the, I guess "hypotheticals in unobtanium"
Like a schoolyard hoax combined with a dream.
Except guess combining 0.99 data with "full version" stuff could be considered beneficial as it exhibits partial coding for full version stuff and can increase the scope of exploration.
Based on this I would instead like to see a mod that "restores" 0.99 to a state where you could actually use the registered stuff without barriers and do the rest of the game.
Although this will involve more than editing just few hex strings as many things are introduced at compile-time instead of just a runtime flag.
Need to remember that a lot of the EP2/EP3 stuff just wasn't done, some map effects might simply not work.
#12 Posted 29 November 2021 - 12:46 AM
oasiz, on 27 November 2021 - 09:52 PM, said:
AFAIK most maps by Blum were shaping up nicely at this point, Spaceport, Tiberius Station, Lunar Reactor, Dark Side and Derelict were more or less done layout-wise.
What I still don't know, how Levelord started his work at 3DRealms. Was The Abyss his initial level for the game? Did he have others in the bag at this point? Sweeney maybe?
#13 Posted 29 November 2021 - 01:41 AM
While layout might have been done for the most part, they are clearly still WIP as seen on existing screenshots and videos / 2D map posts.
This I would say is the the time consuming part as you'd need to get stuff actually working, remove placeholders and most likely fix a bunch of regressions over the months related to various game side changes.
Considering that the main gimmick of Abyss was slopes which got added around late august, I would say that it's a very late map.
Need to remember that the may video showing the space map was confirmed to be an early warp factor, timing the video for may I would say that LL started that around april. It has a lot of LL telltales and even some concepts that survived mostly so I don't think Allen worked on this.
During 0.99 all focus was obviously on making shareware work well so I wouldn't be surprised if most of the full game stuff was just mostly on pause until 96.
The game changed a ton during the latter half of 95.
From what they did seems very similar to what we did with Fury where the preview campaign's experience ended up shaping a lot of major changes, tweaks and features that helped change many of the full game's maps and balancing, although we had more than just a couple of months to pull it together.
#14 Posted 29 November 2021 - 12:15 PM
Looking at early Episode 3/4 stuff, it seems like even pretty late into development they were still trying to do the large city block thing like that level from LameDuke quite a bit before it got scaled down to what we got.
#15 Posted 29 November 2021 - 10:36 PM
Gingis Khan, on 29 November 2021 - 08:53 AM, said:
Credit where credit is due, at least it branded itself as a stand-alone mod
Anyway, that sort of shit talk doesn't belong here.
#16 Posted 29 November 2021 - 11:48 PM
Jimmy, on 29 November 2021 - 12:15 PM, said:
Looking at early Episode 3/4 stuff, it seems like even pretty late into development they were still trying to do the large city block thing like that level from LameDuke quite a bit before it got scaled down to what we got.
Yeah, you could say that derelict is probably the only map that fits the original grand scale of things, some maps in EP3 got a lot of larger areas chopped in nearly half.
FYI, some maps in LD such as L6 and M1 were built on "then" maximum map grid size, you could tell that they really tried to push towards a maximum size at one point. L6 has the underwater areas outside of this "old grid" area as well, further giving some insight on the map's age and evolution (Board size was increased on Aug 94)
#17 Posted 30 November 2021 - 03:24 AM
As for L6, it was a giant missed opportunity for Allen Blum to not redo this one for World Tour with all the limitations gone. I guess he had his visions of Mirage Barrage and Golden Carnage, which are both super levels with great scaling, but adding an L6 style city with the same size would have brought the episode a lot closer to the classic IP. Possibly he didn't really care about it by this time, but still he should have done it reworking the old betas instead of laying an egg and showing us his middle finger with that awful final level.
#18 Posted 30 November 2021 - 04:02 AM
Later on Quake did encourage a new baseline system config, 486 was mostly out and more people had pentiums by 97. Atomic had a HUGE perf advantage.
As for cuts, It's easy to think that "more is better" but a lot of times when designing levels you get to a point where streamlining progression and areas really helps. Having things spread across a larger surface area vs. having things nicely interconnected and work well also in DM. Some things were cut to get the product out but there were "cuts" that really made for a better map overall. Remember that these are WIP maps and it might be that even the designer wasn't 100% happy with how things were.
At least the LA Rumble's "expanded areas" were unfinished, mostly copypaste rooms combined existing things we're familiar with, but spread further away or completely missing. In some cases it was clearly for perf but there are cases where the extra areas were just boring dead ends or filler. Don't look too closely to "cutting is shipping"
As much as I love L6, doing it again at a scale what they had planned originally would likely have resulted in a strange level as it's clearly meant to be more like an hour long epic, would've been out of place on WT I think. L6 seems to be a result of limit removals and experimentation, but an open level like that is a nightmare to make work with Build and it's AI. May/95 build did try to piece a progression together but even then it kind of feels more like a random show for the demoreel.
#21 Posted 01 December 2021 - 05:36 AM
#22 Posted 01 December 2021 - 06:17 AM
ck3D, on 30 November 2021 - 06:10 PM, said:
Nah, this is the only relevant post in this thread.
#24 Posted 02 December 2021 - 05:41 AM
#25 Posted 02 December 2021 - 05:55 AM
Phredreeke, on 02 December 2021 - 05:41 AM, said:
Your Duki Nuki wasn't for in vain.
https://forums.duke4...058#entry367058
#26 Posted 02 December 2021 - 06:12 AM
Phredreeke, on 02 December 2021 - 05:41 AM, said:
ROFL
#27 Posted 04 December 2021 - 09:56 AM
Phredreeke, on 02 December 2021 - 05:41 AM, said:
Sometimes I think that he's your reply to everything