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Interceptor Entertainment is doing a Rise Of The Triad remake.

User is offline   ReaperMan 

#451

View PostCaptain Awesome, on 05 February 2013 - 05:00 PM, said:

I always thought the blue on the MP40 was merely bad coloration, not that it was literally meant to be blue.

Still looked cool.
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User is offline   Kathy 

#452

View PostBloodshot, on 05 February 2013 - 03:35 PM, said:

Hence why i cited RTCW as a reference :P.

Man... I just realised that RTCW is not Wolf3d. Shit...
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User is offline   Saiyuki234 

#453

the next Duke Nukem game should follow ROTT 2013's example. it has modern elements like iron sights and reload animations, and retro 90's elements like ammo pickups,health packs, big labyrinthine levels,secret areas,traps,no weapon limit,etc
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User is offline   ReaperMan 

#454

View PostSaiyuki234, on 05 February 2013 - 07:40 PM, said:

iron sights

Ehhhh.... it could do with out that one.
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User is offline   Saiyuki234 

#455

View PostReaperMan, on 05 February 2013 - 08:00 PM, said:

Ehhhh.... it could do with out that one.


Actually, it could be in there, but not for ALL the weapons. it could work for the Handgun & shotgun
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User is offline   Jimmy 

  • Let's go Brandon!

#456

View PostSaiyuki234, on 05 February 2013 - 07:40 PM, said:

the next Duke Nukem game should follow ROTT 2013's example. it has modern elements like iron sights and reload animations, and retro 90's elements like ammo pickups,health packs, big labyrinthine levels,secret areas,traps,no weapon limit,etc

LOL.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#457

Hahaha. Iron sights. Hahaha.

(restrains self from making a "Call Of Dukey" joke)

This post has been edited by Achenar: 06 February 2013 - 04:50 AM

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User is offline   Micky C 

  • Honored Donor

#458

View PostSaiyuki234, on 05 February 2013 - 07:40 PM, said:

the next Duke Nukem game should follow ROTT 2013's example. it has modern elements like iron sights and reload animations, and retro 90's elements like ammo pickups,health packs, big labyrinthine levels,secret areas,traps,no weapon limit,etc


Sigh. It's such a shame when something like "ammo pickups" and "health packs" are considered retro Posted Image

Then again it's funny how COD fanboys blindly seem to think that running down a single path, and being able to absorb literally an infinite amount of damage (over a time frame that is) requires just as much intelligence as being able to navigate a complex layout and have a limited amount of health for each level.
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User is offline   Kathy 

#459

New Vegas had iron sights and it was an awesome addition, quite frankly.
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User is offline   ReaperMan 

#460

View PostSangman, on 02 February 2013 - 05:39 AM, said:

I'm sorry but the level design I've seen so far looks very amateurish.

I can't believe i didn't see this before. You do know that one of the level designers is Elzee... the guy who did the Return of the Triad mod. So here's hoping he will do just as good of a job as he did with Return of the Triad for mapping.



Edit: He made that map... and most of the other ones on that TC.

This post has been edited by ReaperMan: 06 February 2013 - 04:24 PM

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User is offline   DaveyDoomsday 

  • Interceptor PR

#461

View PostReaperMan, on 06 February 2013 - 04:18 PM, said:

I can't believe i didn't see this before. You do know that one of the level designers is Elzee... the guy who did the Return of the Triad mod. So here's hoping he will do just as good of a job as he did with Return of the Triad for mapping.



Edit: He made that map... and most of the other ones on that TC.


Elzee a/k/a Leon Zawada is actually our lead level designer. The levels in ROTT 2013 are primarily based off the best levels in ROTT 95 and some of the added elements have been based directly on Return of the Triad levels. If you're familiar with Leon's levels you'll definitely recognize some of the areas in ROTT 2013.

5hfifty a/k/a Simon "Simmo" Rance (co-creator of Return of the Triad) is one of our artists and as such creates many of the assets for Leon's levels.

Needless to say, it's pretty great having them on the team.

This post has been edited by DaveyDoomsday: 06 February 2013 - 09:12 PM

4

User is offline   Mr. Tibbs 

#462

View PostDaveyDoomsday, on 06 February 2013 - 09:10 PM, said:

Elzee a/k/a Leon Zawada is actually our lead level designer. The levels in ROTT 2013 are primarily based off the best levels in ROTT 95 and some of the added elements have been based directly on Return of the Triad levels. If you're familiar with Leon's levels you'll definitely recognize some of the areas in ROTT 2013.

5hfifty a/k/a Simon "Simmo" Rance (co-creator of Return of the Triad) is one of our artists and as such creates many of the assets for Leon's levels.

Needless to say, it's pretty great having them on the team.


That's pretty awesome hiring two talented, clearly passionate guys from the community. That certainly bodes well for ROTT. Were they already familiar with UDK, or did you take them on board because of their awesome mod?

Edit:
Also, if I shoot porridge will it give me a health bonus like in the original ROTT?

This post has been edited by Mr. Tibbs: 06 February 2013 - 11:08 PM

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User is offline   Frederik Schreiber 

  • Slipgate Studios

#463

I hired both Leon and Simon partly based on their work on Return of the Triad, and their skills in UE3.
Leon has extensive scripting and gameplay flow experience in UE3, and is one of the most solid level designers I have met.
Simon is also a great Environment Artist, having created the majority of our Episode 2 Assets in the game. :P
Shooting priest porridge with a rocket will indeed "Cook" it and give you more health :D

This post has been edited by Frederik Schreiber: 07 February 2013 - 02:03 AM

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User is offline   Mr. Tibbs 

#464

View PostFrederik Schreiber, on 07 February 2013 - 02:02 AM, said:

I hired both Leon and Simon partly based on their work on Return of the Triad, and their skills in UE3.
Leon has extensive scripting and gameplay flow experience in UE3, and is one of the most solid level designers I have met.
Simon is also a great Environment Artist, having created the majority of our Episode 2 Assets in the game. :P
Shooting priest porridge with a rocket will indeed "Cook" it and give you more health :D

Oh man, now I really want this game! Cheers for the response.
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User is offline   Spirrwell 

  • tile 1018

#465

Man, it'd be cool if this game was released on February 17th. But that's too much to hope for. Also if you don't know why I'd shoot for that date, you're in the wrong place. :P At least a general time frame, will it at least be released by this year? Is that likely? I know you don't want to set dates, I'm just curious if there's any idea.
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User is offline   Green 

  #466

Posted Image Posted Image

Posted Image Posted Image

Posted Image Posted Image

Wanted: Testers for "Rise of the Triad"
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User is offline   DaveyDoomsday 

  • Interceptor PR

#467

That shot from Episode 3 is what I was talking about when I said we have levels that give off a real Wolf 3D Ep. 2 vibe. As you can see, the Ballistikraft clean the floors hourly.

This post has been edited by DaveyDoomsday: 08 February 2013 - 02:40 PM

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User is offline   Mr. Tibbs 

#468

That's one shiny floor! I'm definitely loving how distinct the environments are.

This post has been edited by Mr. Tibbs: 08 February 2013 - 05:51 PM

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User is offline   thatguy 

#469

Color me impressed, more so than before. Loving the environments. Like Tibbs said, the contrast is intriguing. :P Man i can't wait to play this game. Glad they are formed through Episodes. I miss the classic business.
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User is offline   Frederik Schreiber 

  • Slipgate Studios

#470

Thank you very much for the comments Guys :P
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User is offline   Mr. Tibbs 

#471

View PostFrederik Schreiber, on 08 February 2013 - 06:05 PM, said:

Thank you very much for the comments Guys :P

No problem, sir.

I saw a post over on one of your Youtube videos that some levels will have multiple exits. That's so damn cool! It provides such a great incentive to replay a level and see what secrets and items you missed. Takes me back to the glory days of Blood and Duke.

This post has been edited by Mr. Tibbs: 08 February 2013 - 06:20 PM

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User is offline   Saiyuki234 

#472

View PostFrederik Schreiber, on 08 February 2013 - 06:05 PM, said:

Thank you very much for the comments Guys :P


your welcome Frederik. (: after you finish developing and releasing ROTT 2013 on PC, will you be releasing Console ports as well? if you do make console ports please for the love of Duke, dont Console ize it!
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User is offline   Frederik Schreiber 

  • Slipgate Studios

#473

Hi Saiyuki - The console market is very interesting. We have played the game a lot with the Xbox360 Gamepad, and it plays remarkable well.
If the game does well, it's definitely possible :P
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#474

I hope you get to nail the 2 concept art pics and get the actual maps to look as close to them as possible, because those 2 areas look like they've got lots of potential to resemble remade wolf3d maps.
As for that shiny floor, while I do like that level design and contrasting of the white walls and black shiny floor, I think its really silly to claim that the floor is actually well polished.
That floor looks extremely wet, even covered in motor oil based on that shader.
There is no way in hell that a stone like texture could ever look so damn reflective without being wet.
If you want to present the scene as having a shiny floor, you should replace the texture with something that resembles some marble or metal or glass or what ever but not that rock texture.
If you want to keep that texture and have that shiny reflective map on it, put some sprinklers on the ceiling or something and have them all spray water like mad because right now the floor looks wet even though there's no apparent reason for it to be wet.
And don't tell me it's well waxed because that type of chipped and scratched stone floor does not receive waxing.

This post has been edited by Mr.Deviance: 11 March 2013 - 08:59 PM

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User is offline   Micky C 

  • Honored Donor

#475

Are you talking about the labs? Since that area is entirely man made I'd be willing to give it the benefit of the doubt.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#476

Sure, but not that particular texture. Tiles, maybe. But not that rock texture.
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User is offline   Mark 

#477

Its obvious to me. The facility recently had budget cuts and could not afford new floor tiles. So to keep things from deteriorating further they spread on a shiny sealer coating. :P
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#478

It just....looks wrong.
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User is offline   Spirrwell 

  • tile 1018

#479

View PostDaveyDoomsday, on 08 February 2013 - 02:30 PM, said:

That shot from Episode 3 is what I was talking about when I said we have levels that give off a real Wolf 3D Ep. 2 vibe. As you can see, the Ballistikraft clean the floors hourly.

Hourly? On Facebook it says every two hours... :P I'm just being a jerk, but anyway I'm going to say what I said before on Facebook, "I had no idea the people making these levels were Gods... :D"
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User is offline   Green 

  #480

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