
The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#200 Posted 29 May 2012 - 11:14 PM
This post has been edited by Fox: 29 May 2012 - 11:16 PM
#201 Posted 31 May 2012 - 09:43 AM
Hendricks266, on 29 May 2012 - 10:54 AM, said:
http://ie.ign64.ign....0/150085p1.html
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http://www.jonof.id....picseen#msg8123
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#202 Posted 31 May 2012 - 11:13 AM
#203 Posted 01 June 2012 - 02:54 AM
We used Build to make the maps, yes. (We actually used it to make maps for Duke Nukem: Zero Hour too, although with custom functionality added by our coders).
This post has been edited by Fox: 01 June 2012 - 02:54 AM
#204 Posted 02 June 2012 - 07:54 AM
Fox, on 01 June 2012 - 02:54 AM, said:
We used Build to make the maps, yes. (We actually used it to make maps for Duke Nukem: Zero Hour too, although with custom functionality added by our coders).
So they converted the Build maps for use with the true 3D DN64 engine? Or was it already outfitted with the Build map format compatibility option?
#206 Posted 17 June 2012 - 01:00 PM
Also if you set the lo-tag of a switch to -1 it works as a Nukebutton, just like setting the lo-tag of the sector to -1 ends the level.
#207 Posted 23 June 2012 - 11:31 AM
Fox, on 17 June 2012 - 01:00 PM, said:
Also if you set the lo-tag of a switch to -1 it works as a Nukebutton, just like setting the lo-tag of the sector to -1 ends the level.
Huh, I never knew that. So all that time I was typing 65535, I could have typed -1?
That's pretty cool, actually. Allows for many different ways to end the level (as long as you make it obvious enough for the player to interact with something)

Something I always found interesting about the Mighty Foot are the changes it went through between various versions. In Duke 0.99 the quick kick lowered your current weapon to kick, taking extra time. But then in Duke 3D 1.3 they made it much, erm, quicker. So quick that if you have the kick selected and use the quick kick at the same time Duke will kick with both feet, and then later they finally fixed it so that only one foot would kick at a time.
It'd be interesting to know if they experimented with any other melee functionality after LameDuke but before 0.99. At one point it looks like the Pistol was going to have unlimited ammo, so perhaps not.
#208 Posted 23 June 2012 - 11:55 AM
#210 Posted 25 June 2012 - 07:09 AM
On a somewhat unrelated note, I remember there's a level in LameDuke where you can find the Sonic Resonator in a secret room but you can't pick it up.
This post has been edited by MrFlibble: 25 June 2012 - 07:10 AM
#211 Posted 25 June 2012 - 12:08 PM
Captain Awesome, on 24 June 2012 - 02:52 PM, said:
In some of the shots the pistol is selected when the Unlimited Ammo is highlighted.
#212 Posted 25 June 2012 - 12:24 PM
MrFlibble, on 25 June 2012 - 07:09 AM, said:
Yeah, it acts like a wall and you can't pass through it or pick it up. I think it was in the fourth episode, but I can't remember what level it was on.
#213 Posted 26 June 2012 - 04:53 AM
Slippy_Pig, on 25 June 2012 - 12:24 PM, said:
IIRC tt's the same level as the one this screenshot comes from (don't remember the title though):

The level itself is one of my favourites

#214 Posted 22 July 2012 - 12:23 PM
This link consists of the two unfinished levelord levels, Sweeney and Sewer, finalized by me. Fixed many bugs, including corrupted or missing sounds, a few graphical glitches, badly functioning door in Sweeney etc etc... But the main difference is the redone gameplay, enemy and weapon placement is like what we used to see in the original game. The formerly released versions have wrong skill settings as well, as you start with Let's Rock, you really get the Come Get Some setting.

Number of downloads: 1025
Sorry for those who dislike the idea, but I think it's kinda fun to play these levels really finished.
#215 Posted 23 July 2012 - 10:17 AM
#216 Posted 24 July 2012 - 10:14 AM
This post has been edited by zykov eddy: 24 July 2012 - 10:14 AM
#217 Posted 24 July 2012 - 01:24 PM
zykov eddy, on 24 July 2012 - 10:14 AM, said:
I haven't discovered that glass glitch, really never ever tried to shoot through them

I don't know if this worth further uploads as these levels are not my maps by any means, my only goal was to fix the bugs and add better gameplay to the levels. Any report is welcome though.
#218 Posted 24 July 2012 - 11:50 PM
Nancsi, on 24 July 2012 - 01:24 PM, said:
. However I don't know which elevator do you refer to? The one with the yellow key door or the one that triggers an explosion to the red key area? I think they are fine.
I used the elevator again and this time it worked fine. When I used it the first time, it got stuck on the top. Weird

#219 Posted 29 July 2012 - 01:47 AM
There are a couple of things you don't see in Levelord's city maps:
- keyslot 1 (which have been used in E1 and E4)
- automatically moving sectors (that is very typical AHB, and you have many of them in these two)
- sprites like fire hydrants, toilets, rubber cans, fire etinguishers with fire sign next to them (toilets aside you can find all of these in Sewer)
- sewers actually, there are none of it in E3
- earthquakes with spawned jibs (well, actually you can see that in the helicopter crash, and in the "quake site", but not with random explosions, again it's more AHB-esque)
- in Build, the monster size is generally 48:40 in Levelord maps, but these has 40:40.
Also, both maps, and especially Sewer have the atmosphere of E1. The level is more realistic looking, and has more ambience. Levelord's levels are about brute force, and intense gameplay.
With that said the levels still has some levelordish style as well, like trashcans with items and enemies in them, Cola and Snacks machines, elevators protected by slide doors etc. Inmy opinion these 2 unreleased levels were cooperatively done by both authors. Maybe that's the reason they have been left in the cold.
This post has been edited by Nancsi: 29 July 2012 - 01:52 AM
#220 Posted 29 July 2012 - 03:21 AM
Nancsi, on 29 July 2012 - 01:47 AM, said:
Something tells me no AHB stuff is contained: sewer.txt and sweeney.txt. Why would Levelord omit crediting him?
Your maps played fine, btw. I couldn't remember serious flaws in the originals tbh., but I'm quite lenient towards little shortcomings.
#222 Posted 29 July 2012 - 11:09 AM
Nancsi, on 29 July 2012 - 01:47 AM, said:
Not even Flood Zone --> LA Rumble?
#223 Posted 29 July 2012 - 12:47 PM
This post has been edited by Fox: 30 July 2012 - 02:14 AM
#224 Posted 29 July 2012 - 03:58 PM
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It would be fair to say that, when developing the levels for the original game, Levelord and Allen Blum had practically identical styles.
#225 Posted 30 July 2012 - 12:53 AM
Hendricks266, on 29 July 2012 - 11:09 AM, said:
I meant green, hurtful sewers. The flow in Flood Zone is just normal water. The Bank Roll stuff is electricity.
Anyway, this was mostly speculation. We all know the E4 controversy, so this can happen anytime. No matter what, Sewer is a map fits much more to the E1 style than to the E3 style.
#226 Posted 30 July 2012 - 02:15 AM
#227 Posted 30 July 2012 - 02:23 AM
Fox, on 30 July 2012 - 02:15 AM, said:
It doesn't really matter, just a shame these stuff were left out of the game.

#228 Posted 30 July 2012 - 04:43 AM
Also Sweeney would come after Bank Roll, and followed by Sewers, which would lead you to what probably is Rabid Transit.
definelevelname 2 1 E3L2.map 00:00 S.P.E.R.M. BANK definelevelname 2 2 E3L3.map 00:00 SEWAGE COMPANY definelevelname 2 3 E3L4.map 00:00 THE SEWERS BELOW definelevelname 2 4 E3L5.map 00:00 RTD SUBWAY