Duke Nukem First Person Shooter
#1 Posted 22 February 2010 - 02:47 PM
#2 Posted 22 February 2010 - 06:30 PM
Postal, on Feb 23 2010, 06:47 AM, said:
Go Play Duke Nukem Advance (if you haven't already) it's a kickass Duke game and it's not made by 3DR. It's even got elements that are relevant to the All American nature of DNF. Additionally it is very similar in it's style to Duke3D and quite worth at least one playthrough.
This post has been edited by Jinroh: 22 February 2010 - 06:31 PM
#3 Posted 23 February 2010 - 03:30 AM
The PSP version of Duke Nukem Trilogy seems to be (at least parts of it) and FPS as well.
You could also look forward to the Duke Nukem Eternity mod.
#4 Posted 23 February 2010 - 03:34 AM
necroslut, on Feb 23 2010, 07:30 PM, said:
Sorry, I mean that in it's style it was similar, maybe I was unclear. DNA had all the style of Duke IMO but in a BSP styled renderer.
Let us run down a list for a moment:
------------------------------------------
*Real World Locales
*Duke-isms
*Shinker/Freeze Ray
*Might Foot
*Look Up Down
*Jumping Puzzles
*Colourful textures
*Innuendo
I think it portrays the style of Duke hehe. Though I will agree that the renderer is very much more similar to Doom. They did a terrific job making a Doom style renderer having the Duke style and atmosphere.
#5 Posted 23 February 2010 - 05:46 AM
#6 Posted 23 February 2010 - 06:08 AM
ReaperMan, on Feb 23 2010, 09:46 PM, said:
Yeah I liked it a lot too. The city area with the Camel Gas Station and such was really cool. I liked that. I started remaking Level 1 for Duke3D, but didn't get very far I started the first room, but I'm not a very good mapper. =_= IIRC It even had the BUILD shake effect right? Which was cool like for the epic last part of the game.
#7 Posted 24 February 2010 - 04:50 PM
Jinroh, on Feb 23 2010, 12:34 PM, said:
Let us run down a list for a moment: ...
I understood what you meant, I just don't agree with you.
On topic: Duke Nukem: Zero Hour for the Nintendo 64 has a cheat code that let's you play in first person mode.
#8 Posted 24 February 2010 - 07:56 PM
necroslut, on Feb 25 2010, 08:50 AM, said:
No problem. I just wasn't convincing enough I guess. hehe.
necroslut, on Feb 25 2010, 08:50 AM, said:
Cool! I did not know about that one.
EDIT:
GameStop needs to update their DNA images. I don't remember this reflective (water/floor?) being in the final game. ^o^ Maybe part of the Pre-9/11 DNF as IIRC in an interview they changed the game to reflect 9/11 or something like that. Or just an early build showing off potential featues. hehe. lol. LameDNA.
This post has been edited by Jinroh: 24 February 2010 - 08:02 PM
#9 Posted 09 March 2010 - 06:11 PM
This post has been edited by Duke Nukem Atomic: 09 March 2010 - 06:12 PM
#10 Posted 09 March 2010 - 07:30 PM
Duke Nukem Atomic, on Mar 9 2010, 11:11 PM, said:
I like DNA's desert eagle
#11 Posted 09 March 2010 - 08:38 PM
ReaperMan, on Mar 10 2010, 11:30 AM, said:
Yeah DNA's Deagle was cool since it's like DNF, but the Duke3D Pistol would have been handy too hehe.
#12 Posted 09 March 2010 - 08:54 PM
#13 Posted 09 March 2010 - 09:05 PM
ReaperMan, on Mar 9 2010, 08:30 PM, said:
Me too, I was just saying it would be cool to have that good ole' Duke3D Pistol in the Game.
#14 Posted 09 March 2010 - 10:27 PM
Lunick, on Mar 10 2010, 12:54 PM, said:
Yeah it probably wouldn't be too hard except for ripping the textures.
I started remaking Level1 but I'm not a very good mapper so it's kinda shitty and uses Duke3D textures. All the architecture in the game is classic vanilla doom-like so it would be no stretch for BUILD. Everything's rendered using a Doom Style BSP so nothing's freely movable either.
This post has been edited by Jinroh: 09 March 2010 - 10:28 PM
#15 Posted 09 March 2010 - 10:45 PM
Jinroh, on Mar 10 2010, 05:27 PM, said:
I started remaking Level1 but I'm not a very good mapper so it's kinda shitty and uses Duke3D textures. All the architecture in the game is classic vanilla doom-like so it would be no stretch for BUILD. Everything's rendered using a Doom Style BSP so nothing's freely movable either.
Well I dont even know how to map lol
#16 Posted 09 March 2010 - 11:13 PM
#17 Posted 10 March 2010 - 12:50 AM
Jinroh, on Mar 10 2010, 06:13 PM, said:
Thats probaly exactly what I would have done
#18 Posted 10 March 2010 - 12:17 PM
Just curious.
This post has been edited by ReaperMan: 10 March 2010 - 12:22 PM
#19 Posted 10 March 2010 - 08:16 PM
ReaperMan, on Mar 11 2010, 04:17 AM, said:
Just curious.
You can use programs like Visual Boy Advance to rip tiles from video memory. Though for something like DNA a custom utility will be needed.
#20 Posted 04 September 2010 - 12:49 PM
It looks like the DNA engine was called the Southpaw Engine and was also used for the Doom II port and Ice Nine
It also had many interesting features that were sadly not utilized in DNA.
'Wikipedia' said:
The engine allows first person games to be reproduced with a maximum of 19 levels, 8 enemies and 5 save game slots, to fit within an 8MB Game Boy Advance cartridge.
The game engine is most likely retired with no titles announced using the Southpaw engine.
Engine Features
* Mip Mapping
* Transparent Textures
* Reflective water
* Destroyable textures and objects
* Security Cameras
* Look Up/Down; Shooting Up/Down
* Screen shake
* Moving geometry
* Floor and Ceiling textures
* Multiplayer game variation and 2 player cooperative
* Sniper views
* Night vision
* Night and day cycle
* Path finding AI
* Dynamic lighting
* Ladders
* Proximity sound effects
* 16 channel mod music tracks
Source: http://en.wikipedia....Southpaw_engine
#21 Posted 04 September 2010 - 11:24 PM
This post has been edited by ReaperMan: 04 September 2010 - 11:24 PM
#22 Posted 05 September 2010 - 05:22 AM
Jinroh, on Feb 24 2010, 07:56 PM, said:
Cool! I did not know about that one.
EDIT:
GameStop needs to update their DNA images. I don't remember this reflective (water/floor?) being in the final game. ^o^ Maybe part of the Pre-9/11 DNF as IIRC in an interview they changed the game to reflect 9/11 or something like that. Or just an early build showing off potential featues. hehe. lol. LameDNA.
Thanks for posting that I wasn't aware of that being in the game at any point during development. This is indeed what you suggest, reflective water is a feature that the Southpaw Engine could in fact achieve.
ReaperMan, on Sep 4 2010, 11:24 PM, said:
I actually got a hold of some of the people at Torus who made Duke Nukem Advance as well as Duke Nukem for GBC... I was planning on contacting them later on on some information that I may need later on.
This post has been edited by Nacho: 05 September 2010 - 05:25 AM
#23 Posted 05 September 2010 - 07:05 PM
Nacho, on Sep 5 2010, 09:22 AM, said:
You should nag them about the source code while your at it.
#24 Posted 05 September 2010 - 07:27 PM
#25 Posted 05 September 2010 - 07:32 PM
Captain Awesome, on Sep 5 2010, 11:27 PM, said:
neither is the reflective floor.
#26 Posted 05 September 2010 - 07:58 PM
Quote
Source: Game Target Interview
That reminds me I wanna edit the Wikipedia article on Southpaw to include BSP Traversal Rendering.
#27 Posted 05 September 2010 - 10:18 PM
#28 Posted 05 September 2010 - 10:58 PM
Maybe Duke was gonna go to New York City and shoot up alien bastards in the World Trade Center or something. Like what they had to cut out with the Spiderman 2 movie.
#29 Posted 06 September 2010 - 06:36 AM
Jinroh, on Sep 5 2010, 10:58 PM, said:
Maybe Duke was gonna go to New York City and shoot up alien bastards in the World Trade Center or something. Like what they had to cut out with the Spiderman 1 movie.
Mistake fixed.
#30 Posted 06 September 2010 - 08:13 AM
I thought it was pretty awesome that it was originally going to have Asynchronous Multiplayer. It's a shame that it got cut. T_T I never did get a chance to Dukematch with anybody in DNA though. I had DNA, Doom 1 &2 for the GBA when I was in High School and we used to Doom Deathmatch on the bus on the GBA but nobody but me bought DNA. T_T
This post has been edited by Jinroh: 06 September 2010 - 08:21 AM