Duke Nukem Saturn speedrun "Not mine but why not"
#1 Posted 03 June 2022 - 06:02 AM
Posting this because seeing speedruns of the console ports is quite the rarity, and the Saturn version even more so.
#2 Posted 04 June 2022 - 01:44 PM
This was a pretty interesting run of the game, and shows some of the major differences in level design and engine quirks from this version compared to other ports. Hopefully he'll get E3 done soon.
This post has been edited by DNSKILL420: 04 June 2022 - 02:10 PM
#3 Posted 07 June 2022 - 09:12 AM
DNSKILL420, on 04 June 2022 - 01:44 PM, said:
This was a pretty interesting run of the game, and shows some of the major differences in level design and engine quirks from this version compared to other ports. Hopefully he'll get E3 done soon.
I was always fascinated by that port ever since I found out about the whole deal with the engine, it is my understanding that someone had to recreate every single level from the original blueprints by hand in SlaveDriver for this (all the while having to deal with the lack of room-over-room support and having to make arrangements accordingly), that must have been such a tough or at least weird experience. Because of that, Saturn Duke 3D to me feels like something akin to a fan recreation or reinterpretation, very much à la Doom the Way iD Did or that one type of purely off-memory remakes. It looks sketchy as hell with the weird palette, low res and stretched textures everywhere, but that's also its charm, when in comparison a Duke 64 looks a lot cleaner and more like an official extension of the PC game (and also has its own charm, in fact all things considered 64 may be my preferred version).
It's not too dissimilar to how I think some (original) Game Boy games were essentially glorified, officially licensed fan recreations of home console hits sometimes, because they had different studios or teams work on what was considered inferior hardware and so there could be this big gap in fidelity in the pseudo 'ports' there (Duke Nukem GBC vs. PC Duke Nukem II being an especially intriguing, albeit late example). 3D franchises being brought to 2D out of necessity and thus the devs having to come up with something original but under the guise of an established imagery, making for Doki Doki Panic type of situations. Funny business.
This post has been edited by ck3D: 07 June 2022 - 09:25 AM
#4 Posted 07 June 2022 - 04:27 PM
#5 Posted 07 June 2022 - 05:50 PM
#6 Posted 08 June 2022 - 12:17 AM
Jimmy, on 07 June 2022 - 04:27 PM, said:
Because that project actually took certain design liberties whereas here they were trying to follow more or less exact blueprints I assume you mean? Right if yes but I'm sure you catch my drift. Process is different but in both cases on practical terms, you have people try and reinterpret a base product, albeit in different ways, dimensions and for different reasons. I also mentioned the off-memory recreation projects because that actually sounds a bit closer, but in reality that process too is a different thing. It's all toying with the lines of approximation around a base game as its own meta theme and reference, whether consciously or not.
But the case of Saturn Duke 3D is particularly fascinating, especially because it was a licensed port but had to be remade in a home-brewed but also inappropriate engine. A lot of the strengths in the base Duke 3D levels relied on the at-the-time novel sector-over-sector design style; take that away and suddenly they feel a lot more generic. Honestly, as a user mapper, even if someone paid me to not just to remake all the base Duke 3D levels by hand but also and most importantly without all the fun stuff, dooming them to be inferior ersatz before they're even there I would probably find the experience so depressing.
This post has been edited by ck3D: 08 June 2022 - 12:19 AM
#7 Posted 08 June 2022 - 01:14 AM
#8 Posted 08 June 2022 - 02:42 AM
This post has been edited by ck3D: 08 June 2022 - 02:46 AM
#9 Posted 08 June 2022 - 03:00 AM
ck3D, on 08 June 2022 - 02:42 AM, said:
I don't think there's any true 3D engine that can do that sort of thing without relying on tricks like portals, silent teleports, and instant walls... Not even GZDoom seems capable without those same tricks.
#10 Posted 08 June 2022 - 04:02 AM
Ninety-Six, on 08 June 2022 - 03:00 AM, said:
Not familiar with any engine but Build personally but if that's true (which would also confirm both my original impression and dedication to Build out of all engines) then that's two key points about the base game that SlaveDriver literally couldn't replicate, really dooming part of the whole idea from the start. But only makes it all the more valiant that they actually came through with no less than a somewhat credible product.
Guess I should have said non-Euclidian possibilities to begin with and not sector over sector, but in my head both are pretty much synonymous, the former being the latter just cooler as the way I like it. Whereas to me 3D platforms are 3D platforms whether sprite- or sector-based I don't really give a hoot past differences in in-game behavior.
This post has been edited by ck3D: 08 June 2022 - 04:11 AM
#11 Posted 08 June 2022 - 08:33 AM
ck3D, on 08 June 2022 - 12:17 AM, said:
DTWID are completely original maps intending to replicate the design philosophy of the original episodes.
Phredreeke, on 08 June 2022 - 01:14 AM, said:
It looks like any of the other changes were purely down to keeping the framerate stable. It seems SlaveDriver doesn't like large wide open areas.
I think Saturn Duke is a great port all things considered but I think if it had a few more weeks, few more months in the oven it would have been a great game on its own. Pretty clearly a rushed product.
Ninety-Six, on 08 June 2022 - 03:00 AM, said:
It looks like they were trying to come up with some solution to this problem with DNF '01 looking at some of the test maps.
This post has been edited by Jimmy: 08 June 2022 - 08:35 AM
#12 Posted 08 June 2022 - 09:38 AM
Jimmy, on 08 June 2022 - 08:33 AM, said:
Gotcha and so I think I've made it clear enough that I understand that. But that's just another strength or at least reason for my interest in the Saturn 'port', its existence alone raises the question of the limit, what's a port, what's a recreation, what's a derivative. Maybe it's because I'm a mapper that I see this but since the files weren't directly ripped, someone in SlaveDriver actually had to manually redraw all those walls, so the level design is in a sense original/personal and just constrained by much tighter imposed restrictions (e.g.. has to match the general idea, design and feel of the game as exhaustively as somewhere in the upper 90%, instead of say as little as 3, 5 or 10% in the case of a more 'philosophical' approach). A lot of mapping and/or level design has to do with synthesizing established, existing concepts (or real-life structures) and in a way reinterpreting them into the language of whatever the game is, flexing it just right around the given mechanics, so I'm easily intrigued by that aspect and mostly I just recognize and appreciate the work when I see it.
I'm starting to imagine this may be the whole reason for Urea 51 too or whatever the toilet map was called. Regardless of how enthusiastic a human being could have been about doing level design for a Duke game, redrawing and reworking the original layouts within a completely different system with the least originality as possible as an oppressive motto must have destroyed their sanity when the time came to finally make the bonus level. Wouldn't be surprised if they literally wished to piss and shit all over the 'port' at this point. And regardless, they did eventually pull it off.
#13 Posted 08 June 2022 - 09:51 AM
Jimmy, on 08 June 2022 - 08:33 AM, said:
Guess they wanted to make surreal Escher levels a staple of the franchise going forward? That's pretty awesome if true.
#14 Posted 08 June 2022 - 10:21 AM
ck3D, on 08 June 2022 - 09:38 AM, said:
I'm starting to imagine this may be the whole reason for Urea 51 too or whatever the toilet map was called. Regardless of how enthusiastic a human being could have been about doing level design for a Duke game, redrawing and reworking the original layouts within a completely different system with the least originality as possible as an oppressive motto must have destroyed their sanity when the time came to finally make the bonus level. Wouldn't be surprised if they literally wished to piss and shit all over the 'port' at this point. And regardless, they did eventually pull it off.
Except the maps are not original creations or recreations. They are very clearly converted from the original maps, and then just pared down where needed. I think that's why the textures are all fucked up. Looks like their xy info didn't convert properly and every texture had to be fixed manually. My guess is they only got to finish the important textures and whatever was left was just fucked up. Powerslave's textures are not misaligned everywhere like Duke is.
Ninety-Six, on 08 June 2022 - 09:51 AM, said:
I know you haven't played DNF '01 yet, but the end of the Hollywood Holocaust recreation gets into bizarro stuff too.
This post has been edited by Jimmy: 08 June 2022 - 10:39 AM
#15 Posted 08 June 2022 - 10:24 AM
#16 Posted 08 June 2022 - 10:45 AM
Quote
Ezra: For Quake, all the levels were rebuilt by hand using our in house tool “Brew”. For Duke, we had a way to import the level data into Brew, but it still required substantial reworking.
Jimmy, on 08 June 2022 - 08:33 AM, said:
I think Saturn Duke is a great port all things considered but I think if it had a few more weeks, few more months in the oven it would have been a great game on its own. Pretty clearly a rushed product.
I know that the first level of Quake had an extra wall added for that very reason.
Saturn has my favourite rendition of the Duke3D soundtrack. And for its flaws at least it didn’t chug along like the PS1 port.
#17 Posted 08 June 2022 - 11:08 AM
Saturn's soundtrack is excellent, it's just a shame they weren't able to do the entire soundtrack. I also really love the dynamic lighting system. I wish EDuke32 had something comparable. Polymer's lighting felt too modern to me, something about the Saturn lighting feels just right.
This post has been edited by Jimmy: 08 June 2022 - 11:09 AM
#18 Posted 08 June 2022 - 11:56 AM
Jimmy, on 08 June 2022 - 10:21 AM, said:
Oh so this would invalidate a lot of my praise indeed, I'll take your word for it. I really wasn't under that impression at all upon watching footage over and over, there always seemed to be tiny things off such as this or that wall's odd length or angle, might have been renderer or engine differences. But it's true that some other elements such as the more or less cheaply 'retextured' building sandwiching the window in E1L2 (which I actually kind of like) should have been just as many dead giveaways of some kind of conversion process. Maybe it's those little touches that give off the 'artisanal take' vibe. I have a completely different of what the development process must have been now, less drawing but a shit load more cutting and duct-taping until either the deadline or the product passes.
This post has been edited by ck3D: 08 June 2022 - 11:57 AM