We play through a set of maps/mods during the month, and use this thread to discuss it as we're still all fresh with our comments/opinions/feelings about the maps.
What's the purpose?
Basically, there are 4 purposes:
- Showcasing some of the older mods/maps to wider public - they definitely deserve the attention!
- Getting more people to actually enjoy and appreciate the user content - because let's be honest, over the past 27 years this was really what kept Duke alive after all.
- ...and while we're at it - keeping Duke alive by still enjoying it, as there's no new games in the franchise on the horizon (and let's be honest, they wouldn't be as good as some of this stuff!).
- Having a more structured discussion on maps than what's going in "Last map you played" thread - which is great, but it's basically a monologue most of the time.
Can I join?
Sure, as long as you find some spare time during the month to play the stuff that's on the table!
Why a month?
Because people have lives, jobs or other stuff to do (like mapping). For smaller maps, this could be shorter time - it's all up to debate in the future!
What port should I use? Are mods allowed? Where to get the maps?
It's entirely up to you how you play the game, so you can use whatever port or mod allowed - it would be cool to state in your posts what you're using too, as there might be some slight differences between the ports! As for the maps, they should be always linked within the first post.
How should I play the maps or post about them?
Again, it's up to you. You can finish them all in one go or play them one by one whenever you feel like. On Doom forums, there's a rule that you should keep the pace by not posting about a map that has a higher number than the day of the month, so e.g. on 6th you shouldn't post about map 7 etc. I think that might be a good practice if there's a large interest in this, but first let's see how active the thread is for a start - so if there's nothing going on, feel free to post about whatever map you want to.
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Introduction
This is not an April Fools joke! We take a break from the usual Duke Nukem action and instead, we visit the countryside to battle aliens and rednecks, while admiring the rural environments. That's right, this month we are playing through the fellow Build Engine game, Redneck Rampage!
Redneck Rampage was created by Xatrix Entertainment and published by Interplay Entertainment. RR was released on April 1997 and contains 15 SP levels split across two episodes, with a third separate multiplayer episode containing 7 levels.
The story is simple and focuses on two brothers, Leonard and Bubba, who are the local residents of Hickston. Aliens attack Hickston, cloned some of the local residents and stole the brothers' prized pig, Bessie. You play as Leonard and have to find Bubba at the end of most levels and whack him with your crowbar to move on to next level, while supposedly looking for your stupid pig!
The game was a commercial success and spawned an entire franchise, though for this month, we are only focusing on the original Redneck Rampage!
You can buy the game at GOG, which costs 10 euros. The GOG version includes the main game, the Cuss Pack addon/DLC, the Route 66 addon/expansion and the standalone sequel, Redneck Rampage Rides Again!
Or, you can download the demo version! Note that direct links aren't provided for the rare demo versions (Early Years and Possum Bayou) because of their questionable legality status, as they were only released in retail and not as a free download!
Alternatively, you can buy RR from Amazon, eBay and other similar websites if you prefer to have a physical copy of the game. Installation instructions and download links are offered below in the post.
Presentation
Redneck Rampage is directly based off an intermediate version of Duke Nukem 3D (somewhere between versions 1.3D and 1.4) and much of the interface should be familiar. Please note that no patches were ever released for any RR games, although a few demo versions of the main game exist, which are documented below.
When you first start the game, you will see a cutscene with several UFOs flying towards the Earth. After it finishes, it starts the second cutscene with the mailbox Interplay, the publisher of the game, getting shot by a shotgun. Then starts the third cutscene with that wind thing (sorry, I don't know its name in English, it's not my native language if anyone's wondering) which shows the developer Xatrix Entertainment! Then it shows an ugly loading screen with our main characters (Leonard and Bubba) and the word LOADIN' in the middle of screen. The gameplay demo has now started.
The first demo shows E1L1. After the initial scene with the pickup truck running over chickens, the player turns around and finds a secret area containing a shotgun and a bottle of whiskey. The demo finishes while shooting the animals with the shotgun. It doesn't show much, suggesting that the demos were recorded in a rush. When the demo ends, it shows the cutscenes again (just like it happens in Duke3D v1.3D) before starting the next demo, unless you were in the main menu, in which cause it skips straight to the next demo.
The second demo shows E2L1. The player blows up the gas station, he doesn't kill the pistol guy who somehow survived the explosion, grabs the Ripsaw, goes the right path, tries to kill the big-ass alien and gets killed before the demo ends, suggesting a minor desync (demo should end at the exact moment the player dies) has happened in the meantime.
The third demo shows again E2L1. This time the player picks up Dynamite behind the garage door, blows up the gas station, kills the pistol guy, grabs the Ripsaw, goes the left path, tries to kill the shotgun guy but fails and demo ends abruptly while the player still has 69 health left. Whether or not it was intended, we can definitely reach the conclusion these demos were half-assed and they should have showed more of the game instead of shitting around.
Anyway, when you begin a new game, you are given the option between selecting OUTSKIRTS and DOWNTOWN. The episode/level structure is very similar to Quake Mission Pack 2: Dissolution of Eternity! Which came a month prior, although it could be simply a coincidence. When you make your episode selection, be sure to select the first episode, as once you finish it, the game immediately advances you to the second episode. If you select the second episode, you skip the first one entirely!
The third episode PISSIN' CONTEST, is not selectable in the main menu (at least not in the original DOS version, while source ports may offer this option) as it is only meant for multiplayer and only accessible with command line parameters. More on that later.
After you made your episode choice, then you have to choose the skill level. The alpha demo version had only four skills which were nearly identical to the Duke3D equivalents (except no enemy respawn on the hardest skill, which is carried on to the full game). This time you've got five skills. I will explain each of them and what they do:
Wuss - Easy difficulty. Minimum amount of enemies encountered in the level. When selecting this skill, Leonard does a retarded laugh.
Meejum - Medium difficulty. Moderate amount of enemies encountered in the level. When selecting this skill, Leonard says "City Folk!".
Hard Ass - Hard difficulty. Maximum amount of enemies encountered in the level. When selecting this skill, Leonard says "Jesus Palomino!".
Killbilly - Same as Hard Ass, except cheats are now disabled! When selecting this skill, Leonard says "Holy Shit!".
Psychobilly - Same as Killbilly, except SAVING AND LOADING ARE NOW DISABLED! When selecting this skill, Leonard says "Hot Damn!".
Please note that the damage between players and enemies is identical across all skill levels, much like in Duke Nukem 3D and Shadow Warrior, so don't be surprised if the enemies are still kicking your ass even on the easiest difficulty! At least there is a mechanic where you can get damage reduction if you manage your meters well (more on that below).
Oh and also, unlike Duke3D, the enemies don't respawn on hardest skills, with the exception of one alien enemy that respawns if its corpse is not blown up within 25-30 seconds, regardless of the difficulty chosen. You will see that later when playing the game. But for now, I recommend sticking to one of the easier skills if it's your first time playing through Redneck Rampage, especially if it's your first Build Engine game. If you have played Duke Nukem 3D before and are familiar with how Build Engine works, then you may start with one of the higher skills if you want an extra challenge. Good luck trying to beat the game on the hardest difficulty, though. It's nearly impossible!
Redneck Rampage Versions
Redneck Rampage Alpha Demo Test Version 0.7 (Moonshine) -> The official demo version of Redneck Rampage with various minor differences from the final release. Includes a cut down first level of the game, where your only objective is killing all the enemies in the level to receive the message "YOU DONE KILL'EM ALL!" at the top of the screen. Released on 20th January 1997.
Redneck Rampage Release 1.01 (Moonshine) -> The official full release of Redneck Rampage. Released on 7th April 1997.
Redneck Rampage: The Early Years -> 5-Level OEM Version 1.00. Includes 5 playable levels: E1L1-E1L5. Released on 13th November 1997.
Redneck Rampage: Possum Bayou -> 7-Level Version 1.00. Includes 7 playable levels: E1L1-E1L7. Released on 3rd September 1998.
I don't think any of the source ports support any of the demo versions. If playing RR in a source port, it is recommended to use the full version of the game.
Alpha Demo Test Version 0.7 can be downloaded right here at DOS Games Archive: https://www.dosgames...file.php?id=724
The game comes pre installed and ready to play in DOSBox.
Here's a few screenshots of the Alpha Demo Test Version of Redneck Rampage:
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See if you can spot the differences.
Buy the RR collection right here on GOG for 10 euros: https://www.gog.com/...page_collection
Please note that the game doesn't seem to get discounted often, so I'd recommend waiting for a sale if you plan to pick it up.
Installation
If you've got the original Redneck Rampage CD, just look for the REDNECK.INS file on your CD. You don't need to run the installer to install the game. Just copy that file mentioned earlier into a directory you created, named "REDNECK" (without quotes) and extract that file using 7-zip into the folder. The game will be extracted quickly and that way the timestamps of the files will be preserved as well. Using the installer (whether you use DOSBox or not) will NOT preserve the original date of files!
After you've done that, delete the REDNECK.INS file to save disk space, run SETUP.EXE to configure the game (recommended to play on a minimum resolution of 640x480, unlike most other Build Engine Games that default to 320x200), move the brightness slider to middle (otherwise, the default setting is too dark in some levels/places), enable the crosshair (optionally) by pressing the I button and enjoy the game!
To play on a source port, just copy the REDNECK.GRP file to your source port's directory. At the moment of writing, the only source ports that support RR are the following: BuildGDX, RedNukem and Raze.
Optional steps
1) Install the Cuss Pack to add more profanity to the game. This will overwrite most of the talk in the game with more offensive versions of the same lines. It will also overwrite at least one con file (COOT.CON), so I would recommend making a copy of the REDNECK folder before you plan to check out the cuss pack. Don't worry about hard disk space in this day and age. The REDNECK folder (which is 138 MB by default, the sequel is 209 MB by the way) will be copied, renamed to CUSSPACK and then paste the contents into the folder. Note that the Cuss Pack becomes extremely repetitive over time. If this only made the characters say these lines sometimes (mixed with the original lines), then this would have been a nice addon. But as it stands, it's not really recommended.
2) Install the Soundtrack. The game's soundtrack is very cool and one of the main highlights of the game! Featuring music by Mojo Nixon, The Beat Farmers, The Reverend Horton Heat and Cement Pond. Installing the soundtrack requires you to insert the CD in drive (or mount a CD image, though if you bought the game digitally, you should have the soundtrack already) to hear the music in game. Unfortunately, as with the cuss pack, it becomes repetitive after a while because the whole soundtrack loops (tracks aren't assigned to a particular level) and you will most likely hear the entire selection for each level, especially as how long and confusing most levels are. You can choose to not have any music at all and only hear the game's sounds. This is what I have experienced so far in all past RR playthroughs. But now, for the first time, I will be playing with the soundtrack (mounting a CD image) which really adds to the atmosphere. Also, getting the soundtrack to work in source ports is a bit tricky. I can't offer further instructions but for DOS version, if playing in DOSBox, you can just mount the CD image and you will hear the music in game. Instructions for that will be offered later.
Some helpful hints about Redneck Rampage
1) In the original DOS version, saving is a bit buggy. You often get asked whether you want to overwrite your saved game, even after you confirm, in which case you must mash the "Y" button repeatedly until the game accepts saving. Sometimes, the saved game screenshot is also glitched for no reason at all. This glitch was only partially fixed in the sequel, as sometimes you are still asked when to overwrite the save and the screenshot also gets glitched occasionally.
2) In the original DOS version, quitting is a bit buggy as well. I am guessing there are supposed to be splash screens when game is quitting, like in Atomic and Shareware versions of Duke Nukem 3D. But for some reason, they forgot to remove their code, so the game displays invisible screens that makes it look like the game froze. To fix this, just press a random key (e.g. spacebar) twice. This bug was fixed in the sequel, where the game exits properly to DOS.
3) Skill levels 3-5 have IDENTICAL ENEMY PLACEMENT in the original Redneck Rampage! Only the addon and sequel (Route 66 and Rides Again) have even more enemies present on skills 4 and 5. Because of that, there is no difference between playing the main game on higher skills, except for the cheats/saves being disabled and showing "N/A" enemies left at end of level (a leftover from Duke3D's Damn I'm Good skill level), meaning you can't tell if you've killed everyone or not. Not that it matters, since the kill count is glitchier than the original Duke3D!
4) In most levels with Bubba present, whack him with your Crowbar to finish the level! Don't kill him or else you die as well! Don't try to hurt him either because if you hurt him enough, it is possible to make the level unwinnable, as he will die when hit by the crowbar! Hope you have a backup save!
5) Enemies generally have high health, while dealing high damage in return, even when compared to the original Duke3D enemies. Find out which weapon works the best against a particular enemy and consume the health items with care!
6) Pistol guys almost always drop their pistols upon death, which means you will not have to worry about running low on ammo anymore. However, while the pistol deals decent damage and it is excellent for sniping enemies from far away (especially in the first level of the game), it is quite slow and boring to use.
7) The Alien Hulks will respawn after 30 seconds if their corpse isn't blown up by explosives. After putting them down with your weapons, be sure to gib their corpse and get the Alien Arm Gun as a reward! I also recommend conserving explosives for situations like these! Luckily, these aliens are completely absent from the first episode if you are playing on the easiest skill setting but this also means you don't get the Alien Arm Gun until the second episode.
8) Health pickups are generally plentiful in most levels but you need to consume them with care, as mentioned above. You can only consume food/drink if your health is less than 100. Don't drink too much alcohol or else you will suffer nasty side effects, like walking sideways and having the view turned sideways, making it extremely difficult to move around or shoot at your enemies! Consuming food items is generally safe, although you will suffer from uncontrolled farting which alerts nearby enemies. In fact, confusing food items (unless you farted) allows you to sneak up on enemies, which is something that wasn't possible in the original Duke Nukem 3D!
9) Health items are the following: Whiskey bottles contain full 100% (which are used in increments of 10%), while Beer and Cow Pies are given in a 6-pack (each usage gives 5 HP) and Large Pork Rinds are basically the equivalent of Large Medkit from Duke3D, it is immediately consumed on pickup and gives 30 HP. When you come across an inventory item, make sure the one you are carrying is fully used before grabbing the new one or else you waste precious health points! There are also the Delicious Goo-Goo Clusters that are basically the Atomic Health equivalent for this game but unlike Duke3D and other similar games of the era, they are incredibly rare and mostly found out inside secret places.
10) XXX Moonshine is the game's Steroids equivalent, giving you a speed boost and even a slight damage reduction. When it reaches 0% and disappears from your inventory, it resets both of your Alcohol and Gut meters to zero. This is a great way to clear the drunkenness immediately!
11) If you get drunk from consuming too much alcohol, you can consume food to lower the alcohol levels, as long as you are below 100 health.
12) If the level contains a toilet, you can use it to pee like you did in Duke3D (gain 10 HP and quickly lower the alcohol levels) or even take a dump by crouching on the toilet (completely lowers the gut meter but sadly no health increase).
13) There is a "Yeehaw!" button bound by "Y" by default. Pressing it causes Leonard to say "YEEHAW!" and gain 1 HP if his health is less than 100. This can be done anytime and anywhere. Just take into account there is a delay of about five seconds before the next "YEEHAW!", so this is a very boring and slow way to recover your health if you are stuck in an unpleasant situation.
14) There is a "Piss" button bound by "~" by default (the tilde key below ESC). Pressing it once in a while causes Leonard to pee, lowering the Alcohol level and gain 2 HP if his health is less than 100.
15) Try building up your Alcohol and Gut meters in the green zone. If having either in the green zone, you will absorb 25% damage and if both are in the green zone, you will absorb 75% damage! Note that, much like the armor in Duke3D, this only works if your health is high enough, otherwise, you will still die from fatal shots.
16) Alcohol and Gut meters are reset on the next level. It is possible to end a level while drunk and in the next level, Leonard will be back to normal.
17) Having either/both of the meters in green zone will nullify the damage done by fire, drowning and getting attacked by chickens/pigs, etc.
18) Crates of Dynamite and Powder Kegs can be exploded by gunfire. If you are caught in the explosion, you will die instantly, regardless of whether you have the meters in green zone or not. The only way to survive is to have more than 100 health, since the explosions in the game deal EXACTLY 100 damage!
Source Port Hints
Meters/Numbers in Rednukem and Raze source port if played with the EDuke32 HUD enabled:
Between 0 and 30: Yellow - No side effects
Between 31 and 65: Green - Minor side effects and damage reduction
Between 66 and 87: Orange - Moderate side effects
Between 88 and 100: Red - Major side effects
Have fun!