
THE IMPERIUM RELEASED!
#31 Posted 21 August 2011 - 08:23 AM
#32 Posted 21 August 2011 - 09:12 AM
#33 Posted 21 August 2011 - 09:21 AM
t800, on 21 August 2011 - 09:12 AM, said:
One of those Octabrains (the one that started nearest the blue keycard door) dropped a blue keycard when it died. If you get near the dropped keycard, there should be message that says "AN ACCESS CARD HAS BEEN DROPPED!". I suppose it is possible that the keycard dropped in a place where it can't be seen (although that never happened in playtesting). If you really can't find it, you can give yourself the keycard by opening the console and typing "spawn accesscard"
#35 Posted 21 August 2011 - 09:39 AM
DeeperThought, on 21 August 2011 - 09:21 AM, said:
I stumbled upon game bug, my octobrains wont drop keycard, I carefully examined thier corpses and I found nothing. No message, no keycard. (And I intentionally killed them not above lava because I wanted to prevent possible disappearing of keycard.) But thank you for your help.
#36 Posted 21 August 2011 - 09:45 AM
Oh and I agree with James on the super troopers: they're awesome, but they can be really, really tough! In some cases I had more trouble defeating them then the minibosses.

#37 Posted 21 August 2011 - 10:32 AM
Merlijn, on 21 August 2011 - 09:45 AM, said:
Not to mention all of the playthroughs of all the beta testers. The code for dropping stuff has been around for a long time and I don't think there are any loopholes that would cause it to fail at this point. A more likely scenario is that the keycard dropped but due to a rare glitch it went through a sector boundary and ended up somewhere it cannot be reached. To be absolutely safe, when a monster is supposed to drop a keycard then it should be made a stayput monster and the sector it is in should have open space around it, so that there is no way the keycard can get anywhere inaccessible.
The supertroopers can be hard, but they have weaknesses. There are points in their animation when they will not deflect shots. Also, they are very vulnerable to splash damage. If you have a rocket, do not fire directly at them, fire at their feet so they cannot deflect it (it helps if you don't use autoaim).
#38 Posted 21 August 2011 - 11:41 AM
DeeperThought, on 21 August 2011 - 10:32 AM, said:
The supertroopers can be hard, but they have weaknesses. There are points in their animation when they will not deflect shots. Also, they are very vulnerable to splash damage. If you have a rocket, do not fire directly at them, fire at their feet so they cannot deflect it (it helps if you don't use autoaim).
I always thought the best way to get rid of the supertroop is actually with the quick kick, he dies with 3 or 5 kicks...
#39 Posted 21 August 2011 - 12:43 PM
zykov eddy, on 21 August 2011 - 06:01 AM, said:
1.I don't like big maps with lots of action. I hate sensless killing. The levels are huge and awesome, I would never make such a buty in my life, but the gameplay was just boring to me. I liked the beginning, but eventually I just started cheating to get through the big levels.
??? I thought this was Duke and it was all about killing aliens. I guess not everyone will be happy with the gameplay aspect unless there's nothing but puzzles and tricks with an occasional enemy to remind you of why Duke picks up weapons. There's no pleasing everybody; I personally enjoy running around blasting creatures.
zykov eddy, on 21 August 2011 - 06:01 AM, said:
Sounds to me like you're tired of Duke3D as a whole.
#40 Posted 21 August 2011 - 02:49 PM
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No. I understand him. It´s not Duke3d as a whole, it´s some aspects of Dukeplus that are getting old. I have not played the released episode yet but from what i could see, some maps (at least the first map) are done with heavy use of some dukeplus effects that were innovative in its time, but don´t make much sense these days. Like those invisible bridges that can be seen only using the nightvision.
Even when this would generate a paradox in time regarding old maps that use some effects and new maps that use other effects. Some old stuff should be giving room for new stuff, instead of having so many things. Right now Dukeplus seems like a F1 car, but with monster truck tires and wings with missile launchers. Sometimes less is better.
I´m downloading the mod right now and will post my impressions as soon as I´m done playing it.
#41 Posted 21 August 2011 - 03:07 PM

This post has been edited by rasmus thorup: 21 August 2011 - 03:08 PM
#42 Posted 21 August 2011 - 04:42 PM
Gambini, on 21 August 2011 - 02:49 PM, said:
Even when this would generate a paradox in time regarding old maps that use some effects and new maps that use other effects. Some old stuff should be giving room for new stuff, instead of having so many things. Right now Dukeplus seems like a F1 car, but with monster truck tires and wings with missile launchers. Sometimes less is better.
I´m downloading the mod right now and will post my impressions as soon as I´m done playing it.
Funny that you should pick that example, because the use of the invisible bridge feature in Imperium is the one place where it does make perfect sense, since it is explicitly explained in the episode by a view screen, and there is even an accompanying model for it. It's all of the other maps that have used that feature where it "doesn't make sense", or at least wasn't explained (actually it was always fine in terms of gameplay).
That section of the first map that you are complaining about was made by WG as a tutorial for various features that were new at that time. Several years passed before the episode was released, and so now we get complaints about it for not being fresh and new. As far as I can tell, this is purely based on the expectations of a handful of people like yourself who are very familiar with DukePlus, and has nothing to do with the quality of the maps. And your analogy is wrong. It's like an F1 car with a kit for putting on monster truck tires if you want them, and a kit for putting on missile launchers if you want them, and kits for various other options if you want them. No one is forced to put any of those features in their maps. When you have actually played the episode, then you can tell us whether the maps have a bunch of pointless effects thrown into them, which is you seem to expect based solely upon playing a tutorial section.
#43 Posted 21 August 2011 - 04:43 PM
A few bugs i have found:
-At the very beginning of the second level, there´s a cutscene, after that the underwater section doesn´t look underwater anymore.
-Just after finishing the 1st level i was reloading my pistol, which had 4 bullets + 2, in the next level i had only 4 bullets.
-One of the sharks in the ocean view, at this 2nd level, is upside down.
-Flying liztroops are flat sprites (or only the ones in the end of level 2).
-In the end of level 2 I just had thrown my last pipebomb (i was completely out of ammo, at all, because ammo is very very tight). in the beginning of level 3 I had one pipebomb left.
- The last fight in the 2nd level is nearby impossible, mostly considering I only had 8 bullets and 9 chaingun bullets. Which went away quickly trying to fight that blue lizman whileas pushing to not get dragged by the current. This would be just another fight if it weren´t because the ammo is very tight.
Will keep reporting as long as I get deeper into this strange world

#44 Posted 21 August 2011 - 04:55 PM
DeeperThought, on 21 August 2011 - 04:42 PM, said:
That section of the first map that you are complaining about was made by WG as a tutorial for various features that were new at that time. Several years passed before the episode was released, and so now we get complaints about it for not being fresh and new. As far as I can tell, this is purely based on the expectations of a handful of people like yourself who are very familiar with DukePlus, and has nothing to do with the quality of the maps. And your analogy is wrong. It's like an F1 car with a kit for putting on monster truck tires if you want them, and a kit for putting on missile launchers if you want them, and kits for various other options if you want them. No one is forced to put any of those features in their maps. When you have actually played the episode, then you can tell us whether the maps have a bunch of pointless effects thrown into them, which is you seem to expect based solely upon playing a tutorial section.
First of all, I did not complain, I gave my opinion regarding why I understand some people getting tired of Dukeplus. In the past,I have told you in private conversations everything I ever thought was off in DP. However, i give you my right hand about prejudging the overuse of DP effects in the episode. At least at this stage of my playthrough. I don´t know if it´s that you (the team) removed some stuff or I picking a different skill level (or I being in a better mood than when trying the beta) but this final product feels a lot more balanced. Still there are a few cliches I´m also getting tired, like the skycar, which didn´t seem necessary or the powerfull pistol which I don´t have chances to change.
#45 Posted 21 August 2011 - 05:09 PM
Gambini, on 21 August 2011 - 04:55 PM, said:
If you don't like the skycar then why did you use it? The view screen next to it explains that it's an optional way to skip part of the level and explains you will miss some equipment (like pipebombs which you ran out of) if you do. That's the only skycar in the episode, by the way.
#46 Posted 21 August 2011 - 05:16 PM
I ended up using God mode for the last two levels or so because I got sick of dying. I still thought it was really fun even though I knew I couldn't die.
It was also really easy to get stuck in some places because it's not always clear where to go. In those situations it took a lot of backtracking until I finally figured out what to do.
#47 Posted 21 August 2011 - 05:30 PM
DeeperThought, on 21 August 2011 - 05:09 PM, said:
I attemped to make my way on foot but went back to the skycar after seeing a high cliff that would demand a lot of time to climb. It´s not that "i don´t like the skycar" it is that there´s some stuff that´s bound to be recyclable and some other stuff that isn´t. The skycar have been used in at least 5 different projects, that´s the reason of why it is getting old. In contrary, I have used the Mossberg shotgun in about a hundred maps and that doesn´t bother me at all -it is an obvious analogy but helps-.
#48 Posted 21 August 2011 - 05:39 PM
If there's going to be a revision, maybe we'll add some more ammo just before that last part.
The skycar was an idea of DeeperThought, because he thought the climbing was too tedious. I think it works well (and like DT said, it's the only time in the episode it's used.. most of the levels are actually a lot more subtle and modest when it comes to using DP effects - you'll see)
At least you seem to enjoying it!


BTW, I came across those flat liztroops sprites today haha. It's just a stupid little visual bug, I wonder how they ended up as flat sprites though.
This post has been edited by Merlijn: 21 August 2011 - 05:40 PM
#49 Posted 21 August 2011 - 06:03 PM
Gambini, on 21 August 2011 - 04:55 PM, said:
i mentioned the same during testing, but as pointed out, it's optional and it's there for replay value.
The cliff climb might be initially daunting, but it really wasn't too bad. Taking the long way allows you to get more ammo, kill a few aliens, dodge some missile turrets, solve a couple puzzles; all of which more than make up for having to climb a cliff.
#50 Posted 21 August 2011 - 06:21 PM
I´m stuck. Wasted half hour looking for a bloody red keycard in the third level. I´m gonna keep trying tomorrow, or will put dnclip + steroids and get to the final boss in a few minutes

So far I have a grandious conclusion (no offence to anybody): The second level kicks everyone else´s maps right in the ass (haha that´s what you take marteensucks and willianmsucks by not commenting on my it lives thread

EDIT: I don´t know why but i was 100% confident that map 2 was done by Merljin. Now seeing the credits, I realize i was wrong. Kudos to Numan, his map was very good too (i didn´t know he had other skills more than being a biased and grumpy moderator). Just starting level 4 right now.
This post has been edited by Gambini: 21 August 2011 - 07:10 PM
#51 Posted 21 August 2011 - 07:12 PM
Gambini, on 21 August 2011 - 06:21 PM, said:
#52 Posted 21 August 2011 - 09:37 PM
Quote
That's my personal favourite of the levels, together with level 4 (the alien mothership). Maarten outdid himself on it, it's by far his best map.
#53 Posted 22 August 2011 - 01:28 AM
I'd do it myself but somebody who knows the actual development history should write a short article and include some pics.
#54 Posted 22 August 2011 - 03:24 AM
Gambini, on 21 August 2011 - 06:21 PM, said:
Forge, on 21 August 2011 - 06:03 PM, said:
didn't know i was typing in fine print

#55 Posted 23 August 2011 - 08:55 AM
http://www.livestrea.../survivalhorror
#56 Posted 23 August 2011 - 09:10 AM
Micky C, on 22 August 2011 - 01:28 AM, said:
I'd do it myself but somebody who knows the actual development history should write a short article and include some pics.
That would be great! I can write an article and post it here, just tell me how long you want it to be, and what kind of content it should have (something about the history of the episode, or just a description of it?).
@ Methy: that's very cool! I'm surely going to watch it. (although this episode is NOT a survival horror.. there are some horror elements in it, mostly in some of the later maps, but for the most part it's an action packed shooter).
Also, the music is going to be posted on youtube, stay tuned!
EDIT: great watch Methy, I'm really enjoying watching someone else playing through the Imperium!

This post has been edited by Merlijn: 23 August 2011 - 09:29 AM
#57 Posted 23 August 2011 - 12:08 PM
#58 Posted 23 August 2011 - 01:47 PM
Loved Methy's video btw.
#59 Posted 23 August 2011 - 04:17 PM
#60 Posted 23 August 2011 - 04:21 PM
Mikko_Sandt, on 23 August 2011 - 04:17 PM, said:
and very likely because of the green rain in that level. It's too late now, but if you want to turn off rain you can do so by entering "setvar raining 0" in the console.