Hello everyone,
I'm not a frequent user on this board but I wanted to share my map for Doom 2, Overlook City, which is a recreation of the popular city hub level from Duke Nukem: Time to Kill. Here's a video where I play through it with a weapons mod:
For those of you who might be interested in playing it, here's the link: https://www.doomworl...ts/m-o/overlook
I think that this console Duke game had some very good level design that still holds up to this day, even if the gameplay quite doesn't imo.
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My remake of Duke Nukem: Time to Kill's E1M1 in Doom
#1 Posted 02 February 2023 - 07:23 PM
#2 Posted 03 February 2023 - 03:00 PM
Hi! Watched the video, really cool idea and nice execution. I was trying to save you the typical 'now I wish this were the Build engine' comment (especially as your first piece of feedback), and in fact can't resist getting it out of the way but only because I think your approach to shaping space and architecture looks like it would lend itself to that engine in particular really well (but it does look good in Doom too, and my observation also implies you used the Duke 3D assets well). Also, it never really struck me how fitting in Build that level really would look and feel until now. I had taken notice of the first Zero Hour level in such a way before, but never of this one (despite, I think, having seeing a couple of very crude recreation attempts in Duke 3D). Sweet stuff.
This post has been edited by ck3D: 03 February 2023 - 03:02 PM
#3 Posted 03 February 2023 - 05:52 PM
ck3D, on 03 February 2023 - 03:00 PM, said:
Hi! Watched the video, really cool idea and nice execution. I was trying to save you the typical 'now I wish this were the Build engine' comment (especially as your first piece of feedback), and in fact can't resist getting it out of the way but only because I think your approach to shaping space and architecture looks like it would lend itself to that engine in particular really well (but it does look good in Doom too, and my observation also implies you used the Duke 3D assets well).
When I started the map in 2018 (but only finished recently), it was meant to be part of my Blood-inspired TC for Doom, so that's why I chose both the Blood textures to design it and the Doom engine of course. However, I must admit that doing the map for either Blood or Duke Nukem 3D would have never been something I'd consider, because I never actually made a level for those games as opposed to Doom, for which I have made a bunch since 2011.
ck3D, on 03 February 2023 - 03:00 PM, said:
Also, it never really struck me how fitting in Build that level really would look and feel until now. I had taken notice of the first Zero Hour level in such a way before, but never of this one (despite, I think, having seeing a couple of very crude recreation attempts in Duke 3D).
Back in 2018, I made a recreation of another DN: TTK level, the Wild West one. I managed to finish that one in time and there are many gameplay videos of it on YouTube:
I'm glad that despite taking so many years I was able to finish and release the city one, too. I would love to some day do like another version of it sticking solely to Duke Nukem 3D assets and textures, which might probably be easy to do since I got the impression that a lot of Duke Nukem: Time to Kill's props and textures seem to have like some sort of DN3D equivalent. That would be a trip to enact like some sort of alternate timeline where n-Space decided to make DN: TTK a FPS instead.
*Mod request: Could it be possible to move this thread to the "Duke Nukem General" subforum? It was only after I made the post that I realized that posting it here might not have been the correct place.*
This post has been edited by MrFroz: 03 February 2023 - 05:57 PM
#4 Posted 13 February 2023 - 12:32 PM
MrFroz, on 03 February 2023 - 05:52 PM, said:
*Mod request: Could it be possible to move this thread to the "Duke Nukem General" subforum? It was only after I made the post that I realized that posting it here might not have been the correct place.*
Done
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