
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#167 Posted 01 May 2012 - 04:59 PM
#168 Posted 01 May 2012 - 05:13 PM
state boss3lobbedstate ifcansee { ifactioncount 2 resetactioncount else ifactioncount 1 { ifcount 32 { } else ifcount 30 shoot RPG } else ifcount 64 ifrnd 16 state checkboss3seekstate } else state checkboss3seekstate ends state boss3shootenemy ifcount 72 state checkboss3seekstate else ifaction ABOSS3SHOOT ifactioncount 2 { ifpdistg 2048 ai AIBOSS3LOBBED else { shoot SHOTSPARK1 resetactioncount } } ends
At this point the Overlord would also shoot bullets. If you check that screenshot of an early overlord (that I am using as avatar) he got some guns attached.
This post has been edited by Fox: 01 May 2012 - 05:19 PM
#169 Posted 01 May 2012 - 11:49 PM
Fox, on 01 May 2012 - 05:13 PM, said:
At this point the Overlord would also shoot bullets. If you check that screenshot of an early overlord (that I am using as avatar) he got some guns attached.
Too bad they took this out and that the art is probably lost. The Overlord's the most boring boss since he only has a single attack.
#170 Posted 02 May 2012 - 12:31 AM
James, on 01 May 2012 - 11:49 PM, said:
He also charges at you, and the Overlord boss fight area is probably the smallest boss arena making his charging attack more deadly than all the other bosses'.
#171 Posted 02 May 2012 - 08:40 AM
Micky C, on 02 May 2012 - 12:31 AM, said:
Eh, I don't really see that as an attack since you can out-run anything in the game really easily. Duke doesn't move as fast as the Doom marine, but he still moves pretty damn fast.
#172 Posted 03 May 2012 - 05:34 PM
Hendricks266, on 01 May 2012 - 01:52 PM, said:
If you have magazines with beta screenshots, scan them. (Please.)
I had them, somewhere. Main problem is, I don´t have a scanner.
What I remember of those were a few lizmans in a moonlike level, and they was wearing a different armor, more like medieaval armor.
#173 Posted 03 May 2012 - 06:08 PM
This post has been edited by Fox: 03 May 2012 - 06:09 PM
#174 Posted 03 May 2012 - 07:05 PM
#175 Posted 03 May 2012 - 07:16 PM
#176 Posted 03 May 2012 - 08:04 PM
Dukespaña (the duke site in spanish) had a sort of library with lots of scanned pages, but unfortunatelly the link seems to be dead. I just sent a PM to the admin, asking for them again. Will let you know what he answers. Maybe we don´t find that exact thing i mentioned, but there were a lot of cool stuff.
#177 Posted 05 May 2012 - 05:08 PM
#178 Posted 21 May 2012 - 03:36 PM

As for the old footage from the John Romero interview video (nice to know he likes Duke Nukem 3D and Age of Empires

[Edit] Just noticed an obvious idiocy on my part, calling John Romero John Carmack. Sorry!
This post has been edited by MrFlibble: 27 May 2012 - 05:36 AM
#179 Posted 21 May 2012 - 06:11 PM
MrFlibble, on 21 May 2012 - 03:36 PM, said:

I don't know, but I am not particularly a fan of that kind of level because there aren't many details in the streets, just some flat repeated textures all over the place, not to mention that you won't be able to get inside most of the buildings. It turns out Doom II had some levels like that. It's much better to have just one street with lot of stuff.
On the other hand, a level of that kind with details and indoor areas is too large, which turns out to be exhaustive. So if you was to ask me, I think 3DRealms did a good job in how they made the city levels.
This post has been edited by Fox: 21 May 2012 - 06:18 PM
#180 Posted 21 May 2012 - 09:28 PM
Gambini, on 03 May 2012 - 08:04 PM, said:
Dukespaña (the duke site in spanish) had a sort of library with lots of scanned pages, but unfortunatelly the link seems to be dead. I just sent a PM to the admin, asking for them again. Will let you know what he answers. Maybe we don´t find that exact thing i mentioned, but there were a lot of cool stuff.
PC Mania even had a section dedicated to level design (it was called "tiempo real") and they were using BUILD for some time... I actually got into BUILD due to this magazine, as I didn't have access to the Internet back then. Too bad they later switched to Worldcraft

This post has been edited by Diaz: 21 May 2012 - 09:34 PM
#181 Posted 22 May 2012 - 03:30 PM
Fox, on 21 May 2012 - 06:11 PM, said:
For some reason I feel nostalgic when looking at those screenies (and playing the large city levels in LameDuke. Maybe it's partially the colours, I like the light red-brown colour of the LameDuke era more than the grey of the full version. BTW, I just remembered that the Freeway secret level in Episode 3 is rather large and spacious, although I still would like intersections, several buildings etc., which is more like a real city, even if there weren't too much detail. I'd say there is some charm in the old games that do go for creating realistic environments yet the limits are still felt, and it requires a certain suspension of disbelief to maintain the illusion of reality

As for Doom II, I remember that the urban levels are rather abstract, like pretty much everything else there. ZPC, on the other hand, has some nice urban areas (infested by weird zombies, no less), but it has a very distinct artistic style courtesy of Aidan Hughes. (ZPC is hard to find these days but one urban level is present in the "mega" demo v1.2.)
#183 Posted 27 May 2012 - 06:41 AM
High Treason, on 26 April 2012 - 03:41 PM, said:
- 2:05 - That Parallax Sky seems to be like a Day version of the LA one, I think we saw a bit of it in an old screenie. The level is clearly an earlier version of Red Light District which we've seen screenshots of, now we can see the layout much more clearly in the video. If you're quick, you can see the room Duke jumps out of (Blue key was here in final - looks like Duke has a red one) appears to continue through a doorway too so maybe there was more to this building before?
Come to think of it, I don't remember any daylight sky levels in the final version of Duke3D (the closest thing to it is the sunset sky in Rectricted Area). Am I right? If yes, any idea why such a preference for nighttime levels?
#184 Posted 27 May 2012 - 08:24 AM
The Nintendo 64 version has a day sky though.
#185 Posted 27 May 2012 - 09:39 AM
#186 Posted 27 May 2012 - 10:06 AM
As High Treason wrote, the first thing you looked for is a half decent sky texture for the daylight.
This post has been edited by Hank: 27 May 2012 - 10:11 AM
#187 Posted 27 May 2012 - 03:58 PM
High Treason, on 27 May 2012 - 08:24 AM, said:
The Nintendo 64 version has a day sky though.
#199 was also used in Total Meltdown level Nightmare Zone.
#188 Posted 28 May 2012 - 03:34 PM
Hank, on 27 May 2012 - 10:06 AM, said:
In fact, I was almost sure Raw Meat is in daylight for presumably the same reason. Outdoor areas that are well lit, and the night sky isn't immediately visible, produce the impression of daytime.
As for the N64 version, I guess they decided that a blue cloudless sky would be more realistic than a black starless sky. I think there's some internal limitation of the N64 version that does not allow normal sky textures. Oh, and BTW, I do like how there's an inaccessible area behind the Innocent sign in level 1 on N64. Makes the level feel more spacious somewhat

#189 Posted 28 May 2012 - 03:41 PM
#191 Posted 28 May 2012 - 04:41 PM
Who knows for sure.
#192 Posted 28 May 2012 - 06:00 PM
High Treason, on 28 May 2012 - 04:41 PM, said:
Who knows for sure.
I'd venture to say that was probably the case. Duke Nukem : Zero Hour would go on to have similar lighting effects after all.
#193 Posted 28 May 2012 - 07:06 PM
MrFlibble, on 28 May 2012 - 03:34 PM, said:

I once asked William Beacham (aka Bill Beacham) about it, and he answered that they did it because it looks better.
Also note that the gradient sky you see in the N64 version is also an image (tile #3979 in the Rom). So I am very sure they could have used a paralaxed sky if they wanted.
#194 Posted 28 May 2012 - 07:18 PM
#195 Posted 29 May 2012 - 01:05 AM
Micky C, on 28 May 2012 - 07:18 PM, said:
Even though all it did was reveal low res, shitty looking sky boxes.
It actually looked better at night. We saw what it looked like at night thanks to all the leaked stuff in 2009/2010.