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Duke Nukem 5  "What will become of the next Duke game?"

User is offline   Martin 

#1

So DNF has come and gone, Gearbox have the license and are the ones who will be helming the next Duke game (or at least, the ones farming it out to a crappy developer). I know Duke Begins has been talked about, but that game has really slipped off the radar. I wouldn't be surprised if it never showed up again. I'm aware of the huge potential for this topic to be derailed due to the fallout of DNF and all the bad-blood it has caused.

To be clear, this thread is concerned with:

- The next mainline game in the series.
- What form you think it will take.
- When you think we'll get it.
- What direction Gearbox will take with it.

This thread is NOT concerning:

- The crappyness of DNF.
- How Gearbox are full of shit.
- How George Broussard will die passing cancerous lumps into his toilet, like Elvis.

By all means mention the above things, just don't go on a tirade about it whilst posting nothing on topic. DNF sucked. We know, we've all talked about it at great length for the past year and a half. There's nothing any of us can add on that front, be it the protracted-development, or Gearbox's acquisition of the game and the IP. On with the thread!

========================================================================

While I personally think all work has been abandoned on Duke Begins (just a hunch), it still wouldn't surprise me to see a reboot. I imagine that Gearbox would really want to make the IP their own with the next one, and start over. If they didn't do a reboot, then I can't really imagine how they'd go about it. I don't see a return to non-linear gameplay being on the cards. Almost all shooters are pretty linear, these days. I can imagine their will never again be a prevalence of school-yard potty humour, and Duke himself will be a challenge. It's hard to sell a dude who references 80/90s pop-culture so much when a large portion of the potential audience is too young to get any of the jokes, etc.

The current consoles are dying (which is really why I think work on Duke Begins has been scrapped). At this point, I would imagine they would be targeting the next generation. With that in mind, I don't think we'll see another Duke game for a few years. I basically have a hard time trying to imagine what they'll do with it. I'm hedging my bets with a reboot, though.

This post has been edited by Martin: 13 July 2012 - 07:04 PM

4

#2

Duke did matter to some of the people involved so I'm sure there is a push for a sequel. If we get one, it will probably be five years at most. Anything longer than that won't be worth the wait unless it's innovated and closer to what we want a Duke Nukem game to be. Maybe the budget won't be so high after all of the criticism and the developers will be forced to be creative.

The story? Something very simple. A + B = C.

Here's what I'd like to see:

-Everyone is going to say this but: explorable levels, alternate routes, secrets, re-playability.
-Duke should be the only man around. The only people you come across should be women. Most of men have been killed off or turned into Pig Cops.
-I'd like to see a return to Duke's classic humor; a series world, and Duke conflicting with it. He should ignore orders, or simply have his own way. Be more of an antihero like they initially planned.
-Better direction for voice actors. Where did this slap stick acting come from?
-Grittier. Even Duke 3D's spin offs maintained the game's atmosphere. Night time, night time, night time.
-Health, Armor, Atomic Health. Get rid of the weapons crates. Ego could serve some other purpose.
-No forced fighting. Very little scripted events.
-Cut scenes should be skipable, and in between levels (if they exist at all).
-The ability to kill anyone, even if they are part of the story. If they were important, welp too bad, the player is going to have to figure it out without them.
-If there is an area that needs to be explored, throw some bad guys in there, just ready to be shot at. I never liked how Duke is constantly ambushed every time he walks through a door in DNF.
-Saving babes Duke 64 style, as opposed to having to kill them (unless it's too late). Just no looking after them. Save them, then move on.
-No weapon limits.
-No orchestrated music.
-Auto Destruct buttons from DN3D, and emphasis on what they are (I already made a thread about those).

At risk of breaking the rules of this thread, I have to say my main fear is Gearbox actually being proud of what DNF was and not planning to change anything (if they do a sequel at all). I hadn't read or heard any interviews from developers commenting on the criticism from Duke's fan base (I'm talking about the lack of everything that made Duke 3D fun). This either means they are proud of what it turned out to be and this is the new formula, or they silently agree and we're in for a good surprise. I hope it's the latter.

So I agree with you Martin, I have a feeling that Gearbox isn't keen on non-linear gameplay for Duke. I won't go into why I don't like linearity to avoid derailing your thread.
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User is offline   Martin 

#3

View Posthismasterplan, on 13 July 2012 - 06:12 PM, said:

-Saving babes Duke 64 style, as opposed to having to kill them (unless it's too late). Just no looking after them. Save them, then move on.


Hmm, while just killing the women was a bit off-key in DNF, it is tradition. However, seeing as it was a bit uncomfortable in the latter game (maybe it's just impossible to feel anything for extremely pixellated 2D captives), perhaps a mechanic whereby the player must reach the women in time to really save them, otherwise they must be killed? Might add a nice layer of complexity. It'd also give the player a good reason to try and finish previously beaten levels with faster times, so they don't have to kill a single babe. Perhaps bonuses could be awarded to players who save all the babes, GoldenEye-style. If you're extremely slow, maybe the women could die via aliens erupting from their bellies. Don't know about that last one.

View Posthismasterplan, on 13 July 2012 - 06:12 PM, said:

-No weapon limits.


I'm on the fence on this one. If it is to be a linear game, they could have weapon limits. The ammo crates are just silly, though. Certainly, no weapon limits would be a huge "sorry" to long time fans.

View Posthismasterplan, on 13 July 2012 - 06:12 PM, said:

-No orchestrated music.


I actually liked a lot of the music in DNF. Was one of the stand-out features, for me.

View Posthismasterplan, on 13 July 2012 - 06:12 PM, said:

-Auto Destruct buttons from DN3D, and emphasis on what they are (I already made a thread about those).


Yes. Punching that button really put a nice end on a level.

View Posthismasterplan, on 13 July 2012 - 06:12 PM, said:

At risk of breaking the rules of this thread.. etc


It's not that you musn't mention DNF or some of Gearbox's failings. I just don't want this devolving into another one of those threads where there are long back-and-forths about the shittyness of DNF and how Gearbox are Satan-incarnate. We've talked/argued about those things at great, painstaking length. There's nothing anyone here can say on the shittyness of DNF or how Randy chuffs on huge donkey penis every night. We've all said it and read it before. By all means talk about DNF and Gearbox, just don't let it constitute the bulk of your post. Which you didn't, so you haven't broken anything. I edited the opening-post to better illustrate this.

This post has been edited by Martin: 13 July 2012 - 07:05 PM

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User is offline   OpenMaw 

  • Judge Mental

#4

No goddamn ammo boxes and no goddamn weapon limits. Duke3D was a runaway success and had no need for this silliness. SS3 has been a success and it didn't need to grab onto this modern trope that sucks ass.

Open environments that have secrets and areas to explore. Keycards.

A serious reduction in cinematic sequences and sequences that take the player away from the killing. Seriously. Just watch the first 15 minutes of Duke Forever, and then watch the first fifteen minutes of Duke3D. Now compare those two to Serious Sam 3. Serious Sam 3 introduced just enough story in the beginning and had just enough of a slow initial burn. That's what Duke 5 should do. A little setup, a little bit of a slow-pace burn, but get us into the action fairly quickly.

Toned down vulgarity. Replaced more with incidental humor and heroics. I was hoping since DNF first came to my attention that as the trailer implied you would be playing a genuine HERO. Much like how I felt whilst playing Duke 3D, Manhattan Project, and Zero Hour.

As Total Biscuit said, don't shove cutscenes, and "cool things" in the players face. Let users discover them ourselves organically as we are exploring the environment. (Shocking yourself in the socket, playing pool, playing with switches, playing with phones. Get rid of the indicators, and put them throughout the actual action environment, not in their own isolated cul de sacs.)

This post has been edited by Commando Nukem: 14 July 2012 - 07:01 PM

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User is offline   Martin 

#5

In everyone's opinion, what form might a modern non-linear Duke game take? We can't have him just searching for keys to locked doors. That would be a regression.
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User is offline   Micky C 

  • Honored Donor

#6

It wouldn't be a constant thing throughout, that would just get repetitive. Why not do something like there's one level where you have to go around, and bring babes scattered around the area to an escape teleporter, and other level where you have to kill all the aliens in the area, and perhaps another level where you have to find the exit within a given time limit.

Ok maybe not, but I can't think of any other way. Having a keycard or two in a few levels wouldn't be a bad thing though. I mean one of the reasons why I hate shadow warrior so much is that each level feels like it has 5 key cards or some ridiculous amount like that, definitely more than it should have given the level sizes.
1

#7

View PostMartin, on 13 July 2012 - 08:48 PM, said:

In everyone's opinion, what form might a modern non-linear Duke game take? We can't have him just searching for keys to locked doors. That would be a regression.


What I liked about Duke 3D is the key cards didn't always have to do with opening a door. Sometimes it was to blow up a space rocket, or building, or complete some other objective needed to progress. Objective-driven goals can still have exploration game play. It wouldn't have to be key cards every time as Micky C said.

How about making specific items harder to find, but more useful once you have them. Like one objective is to find a jet pack to reach the top of a building, or explosives to break through something heavy duty in order to move to the next area. Or there could an instance where you need to find and kill a certain alien that carries something important.
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User is offline   Kathy 

#8

I'm amazed no one has mentioned interactivity yet. Every item should be interactable or could be damaged/destroyed.
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#9

I agree whole-heartedly with Micky C, with more varied levels and places. There should be more instances where you do crazy awesome stuff, like having to run around in a dark complex trying to flip switches to open doors while the aliens continually spawn in areas that you can't see, or areas with a tunnel that's exploding behind you and you have to ride your motorcycle out of it while shooting aliens, just more kick ass, brutal and fun variation in game! Also there should be some more aliens, and more than just the 9 guns that were in the game, but some with more meaty explosive weapons that gibbed enemies into oblivion, and what about a return of the plasma gun from Duke Nukem 64?

And speaking of gibs, we need more than what DNF gave us. Sure there was blood and enemies exploding sometimes, but that was very commonplace in Duke 3D. We should have blood stay on walls and on the floors, and gibs should be more than just meaty chunks, IE how you could actually see arms and stuff laying/flying around in Duke 3D when you blew them up.

On a final note, there needs to be a hell of a lot more destructive environments. It would be so satisfying to shoot a wall with a rocket, only to have that wall fall over and crush the enemies below it, or for the rubble to knock enemies over and stun them. It would all be beautiful :( .
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User is offline   Jeff 

#10

Less puzzles. Duke himself said he wasn't a fan of them.
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User is offline   Martin 

#11

View PostSlippy_Pig, on 14 July 2012 - 07:54 AM, said:

On a final note, there needs to be a hell of a lot more destructive environments. It would be so satisfying to shoot a wall with a rocket, only to have that wall fall over and crush the enemies below it, or for the rubble to knock enemies over and stun them. It would all be beautiful :( .


It's this kind of thing that waylayed DNF's development and caused the final game to be a mish-mash of half-baked ideas. That kind of stuff is very difficult to pull off, and what with all the other stuff people are mentioning, GBX could never do it all without delivering another 'mixed-bag' Duke game. I think the design should be more concise, focussed. A common theme among the posts here is: Interactivity, and non-linear levels. If they were to add destructibility on a large scale like that, it'd need to not be an afterthought, or a 'cool extra' in my opinion.
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User is offline   trustn0! 

#12

Destruction is however a part of how DN3D worked.
Opening walls and whatnot.
Not to a grand scale but a certain amount of destruction is desired

Nothing spectacular but it would alleviate a feeling of a being stuck in a static environment.
And more importantly it would have to be consistent

Now beyond what people have already mentioned ill say this again.

Bulletstorm-esque combat.
Mix that up with the ego mechanic and you have a winning formula right there.
It fits with the character flawlessly.

If anyone has followed Furious 4(regardless of your feeling on its direction) reports have said that the combat is inspired by Bulletstorm(also jetpacks)
They have mentioned before that they transfer tech between projects so if they are still going ahead with that i would bet that those mechanics are not only going be present in a new Duke game but also expanded upon.

Also better music/soundtrack
More metal less orchestra(not that i dont want it but when it does hit it needs to be LOUD!)

And a more diverse color pallet is greatly appreciated.

I for one would like an actual cool and interesting story
This is a character who quite honestly has no limits as to what can happen with him.
Have an alien prison world start colliding with the solar system or some crap

Just go balls out.

Also more memorable NPCS and interaction with them
I aint asking for what we saw in DNF,where it force fed it to us like HL2,but a character like Doctor Valencia in TDWCM is a welcome addition imo.

Add these thoughts to the pile of stuff that other people have mentioned

This post has been edited by trustn0!: 14 July 2012 - 11:29 AM

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#13

I'm loving all of the ideas and I really hope what we and other Duke fans say gets across to the developers. On interactivity, destructive environments are cool but I am fine with it being limited, such as Duke 3D. You spot a crack or a weak point in the wall, suggesting it could blow up. On the other hand, if Red Faction was so destructible back in 2001, you'd think fully destructive environments could be doable now. That would score points with both fans and critics.

If by interactivity we mean mini-games, as cool as they were in 1996, that's not what I remember about Duke 3D. I don't understand why the developers seemed obsessed with them in DNF. It was almost to a point where it felt like that's why they were making game - so you could play air hockey. The whole 'Ego' bar was based on that. Mini-games can stay, but they should be kept in the background.

A great story is welcomed, as long as it is done right and doesn't interrupt game play. I personally could care less if it was very straight forward, but maybe that allows a chance for the players to be surprised.

Another thing I thought of was shrunken Duke. The segments were fun in DNF, but they would have been more fun if there were a time limit on how long you stay shrunk. It would make the segments more challenging, and funnier. I had never felt more proud of dying in a game than back in Duke 3D where Duke would grow back to normal size while in a small area; then hearing Duke scream and explode. That was all my fault and it was funny and made we play the segment faster.
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User is offline   necroslut 

#14

View Posthismasterplan, on 13 July 2012 - 06:12 PM, said:

Duke did matter to some of the people involved so I'm sure there is a push for a sequel. If we get one, it will probably be five years at most. Anything longer than that won't be worth the wait unless it's innovated and closer to what we want a Duke Nukem game to be. Maybe the budget won't be so high after all of the criticism and the developers will be forced to be creative.

The story? Something very simple. A + B = C.

Here's what I'd like to see...

I agree on pretty much everything except the orchestrated music. No metal in-game please...
As for the non-linearity, Gearbox's own Borderlands had a pretty non-linear structure, much more so than Duke 3D ever had, so I don't think they're hostile to less linear games. I don't think the errand boy setup would work well with Duke's character though, but there are other more natural ways to setup objectives, I think Half-Life did it quite excellently.
That doesn't mean I think Duke 5 should be nearly as non-linear as Borderlands, actually I don't think Duke 3D ever was non-linear. More like multi-linear. As for the key cards, you could replace them with other objects, much like they did in DNF.
I think the DLC did this a little bit better than DNF, by for example having to doors leading to a room, rather than just one. It's really the small things that does it IMO. Don't make the player feel like he's led on a leash.
It's my impression that almost everyone - both the fans and the press, both the people who liked and hated DNF - disliked the "modern" touches, like regenerating health, limited (weapon) inventory, heavily linear and scripted levels etc, so I don't find it impossible that they'll try a more classic design in those areas.

View PostMartin, on 14 July 2012 - 10:47 AM, said:

It's this kind of thing that waylayed DNF's development and caused the final game to be a mish-mash of half-baked ideas. That kind of stuff is very difficult to pull off, and what with all the other stuff people are mentioning, GBX could never do it all without delivering another 'mixed-bag' Duke game. I think the design should be more concise, focussed. A common theme among the posts here is: Interactivity, and non-linear levels. If they were to add destructibility on a large scale like that, it'd need to not be an afterthought, or a 'cool extra' in my opinion.

The way I see it, destruction is (and was in Duke 3D) part of both interactivity and nonlinearity. Being able to destroy things, at will or by accident, is one of the most basic forms of video game interactivity. Not having destructible environments in a shooter with Duke's level of destructive weaponry would make the whole world feel a lot less interactive - and believeable. And being able to blow holes through walls to find secrets or shortcuts leading to new or back to old places of the level also greatly helps both the feeling of freedom as well as the feeling that you're in an actual place - not just an obstacle course.
It wouldn't (and IMO shouldn't) be taken to extreme levels, like Red Faction Guerrilla or what he described, but being able to blow holes through some walls and destroy props I think is a must.

Some other things:
City levels! I'm surprised noone has brought this up yet. City levels was one of the new things D3D brought to the genre, and that many people remember it for, yet there weren't really any in DNF. There was a short run through Vegas street ruins, but that was pretty much it unless you count the casino and the construction site (and the strip club, which was a dream and not really a level anyway).
Coop. I know a lot of people missed it, and it's really popular these days. Would it be too weird to have two Dukes? That didn't seem to bother them in DNF's multiplayer. And there are other characters that could be used, like Dylan or General Graves (I'd prefer Lo Wang, but he's with 3DR I guess...).
Keep the interactivity aviliable in multiplayer! Remember those threads on 3DR forums where people would speculate about being able to play pool against each other, shrinking other players and flushing them down toilets etc. They should let us do those things! What's the point of creating a working air hockey game if we can't really play it? A lot of basic interactivity can be done with just physics engines these days anyway.

As for reboot vs sequel - I think when it comes to Duke, there's no real need to reboot anything. Almost every Duke game (except I think Duke 2) has been more or less stand-alone already. No need to change that. And no need to tell us Duke's backstory in a prequel, I think that would do more harm than good; deeper characters than Duke has been destroyed by prequels.
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User is offline   Micky C 

  • Honored Donor

#15

There was destructibility in DNF, for example there are some walls and pillars with parts that fall of when shot. Of course it was pretty pathetic as far as destructibility in a modern game goes. In fact, the interactivity was pathetic as well (ok almost all aspects of the game were pathetic but that's not what this post is about).

DNF, and Duke Nukem 5, should have at least the same amount of interactivity as half life 2, at least, a game released in 2004. You can't even really pick up things in DNF unless they're one of the half dozen scripted objects like barrels, weights, trophies and turds.. picking up objects has got to be one of the most easy and basic forms of interactivity, even DukePlus has it. If Duke Nukem 5 doesn't try to push for new ground in terms of game technology or gameplay, it should at least get right was games have already been doing for more than half a decade.
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User is offline   OpenMaw 

  • Judge Mental

#16

View PostMartin, on 13 July 2012 - 08:48 PM, said:

In everyone's opinion, what form might a modern non-linear Duke game take? We can't have him just searching for keys to locked doors. That would be a regression.


Hardly.

What exactly is in Duke Forever, or ANY modern shooter of it's kind, that compares to key-card hunting?

There is nothing. Nothing.

The closest you get to any key-card hunts are the instances where you have to pick up an item and insert it into something. You do that three times with the Duke Cave reactor, and once with the crane. The only other times you do anything of the sort are the gas cans for the truck. There are no other items you're really trying to locate and use.


Is it something that the next game should do constantly? No. I think it should be done where it would make sense. In high security military bases and such. Maybe have regular "key's" that you have to find to open other doors. Or maybe one off items you have to use here and there to open up other doors. (Like using a crowbar to break a chain off a steel fence-gate.).

In fact I think they should look at two of Duke's previous games - Time to Kill, and Zero Hour. On how to handle puzzles. in several instances you had to accumulate multiple items to get through certain sections. (Gun powder, a fuse...etc). I think i'd like more of that.

One thing from DNF that I think they should bring back and use more of is the code panels. having to explore areas and find security codes would be another way to switch it up in the aforementioned high-security areas.

Also, more minigame puzzles would be good. IE like the Duke Statue or the Wrecking ball section. I'd love to see something like that in an alien or science environment. Like having to play with some kind of an anti-gravity field or life support system. I think that would be good.

Honestly though, the more run-and-gun type stuff they do, where the puzzles and the combat are happening at the same time, the better.

Also, one thing they should bring back from Duke3D are the button-combo locks.

View PostMicky C, on 14 July 2012 - 05:05 PM, said:

There was destructibility in DNF, for example there are some walls and pillars with parts that fall of when shot. Of course it was pretty pathetic as far as destructibility in a modern game goes. In fact, the interactivity was pathetic as well (ok almost all aspects of the game were pathetic but that's not what this post is about).

DNF, and Duke Nukem 5, should have at least the same amount of interactivity as half life 2, at least, a game released in 2004. You can't even really pick up things in DNF unless they're one of the half dozen scripted objects like barrels, weights, trophies and turds.. picking up objects has got to be one of the most easy and basic forms of interactivity, even DukePlus has it. If Duke Nukem 5 doesn't try to push for new ground in terms of game technology or gameplay, it should at least get right was games have already been doing for more than half a decade.




As much as there was in Duke3D, honestly. Both Half-Life 2 and DNF hide behind their physics engine to imply there's more depth than there really is. Think about it. In Duke3D you are constantly being given button combo's, keycards, and many many area's to explore. In HL2/DNF ? Not really. It's mostly physics puzzles. Which aren't all that many, either. They're also far slower paced than some of the older Duke games.

As far as destructibility in the environment? There's is absolutely nothing in DNF that compares to what you could do in Duke3D as far as environment interactivity is concerned. Anything you can do in DNF, you can pretty much do in DUKE3D (With the exception of the weights, physics based puzzles(basketball included), and the pinball game.). In terms of blowing open walls and such? You never do that in DNF. It's all handed in scripted events. The pillars losing bits as you fight is nothing compared to blowing open secret cracks, or leveling the building in level 2. Which is stuff that Duke 5 should bring back. Absolutely. And there's no reason it cant be done. Serious Sam allowed the player to do more to the environment in some of it's locations. Let's bring Duke 5 to that level.

This post has been edited by Commando Nukem: 14 July 2012 - 07:11 PM

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User is offline   Micky C 

  • Honored Donor

#17

I'm not saying that HL2 and DNF have depth, I'm just saying that DNF and DN5 should take advantage and full potential of today's technology for maximum effect. DNF did the bare minimum pretty much everywhere, cutting corners. Super linear levels, blink-and-you-miss-it interactivity, two weapon limit, the same character models over and over and over... DN5 should cast away the chains.
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User is offline   Malgon 

#18

A lot of good things have been brought up on what a Duke 5 game should include, like no weapons limits, more city based areas, better atmosphere and so forth. If they go about correcting these sorts of mistakes that were made in DNF then that's a step in the right direction I think. If Gearbox doesn't acknowledge any of these issues as bad design decisions to begin with, then Duke 5 will follow on from DNF and fail as well. Here's hoping they do the right thing.

This post has been edited by Malgon: 15 July 2012 - 12:10 AM

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User is offline   Kathy 

#19

View Posthismasterplan, on 14 July 2012 - 12:35 PM, said:

If by interactivity we mean mini-games, as cool as they were in 1996, that's not what I remember about Duke 3D. I don't understand why the developers seemed obsessed with them in DNF. It was almost to a point where it felt like that's why they were making game - so you could play air hockey. The whole 'Ego' bar was based on that. Mini-games can stay, but they should be kept in the background.

By interactivity I don't mean just mini-games. I mean destroying a toilet, water hydrant, using some stupid things for the sake of it. It makes the world feel more real and that I can interact with it not because developer said I should for the campaign to get going, but because I simply chose to. In DNF it was extremely limited, especially when it should've evolved from Duke3d in that area.

This post has been edited by Burnett: 15 July 2012 - 12:28 AM

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User is offline   necroslut 

#20

View PostCommando Nukem, on 14 July 2012 - 07:06 PM, said:

Also, one thing they should bring back from Duke3D are the button-combo locks.

Haha, I think you're the only one who misses those...
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#21

I meant destructive environment as in what Duke Nukem 3D had, but maybe instead of the wall disappearing into nothing, it could fall over and crush enemies or send rubble everywhere. Something awesome like that.
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User is offline   Martin 

#22

Surprised no-one has mentioned mod tools!

As for the destruction and the fact there was some in Duke 3D, that's more or less what I meant. The destruction in that game was all focussed into certain scripted events, or certain walls/whathaveyou that you could destroy to reveal secrets or new paths through levels. I kind of got the impression that Slippy_Pig meant destruction on a Battlefield 3 scale.
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User is offline   Jeff 

#23

Wasn't it 2K's policy not to release mod tools? I remember someone saying that a while back.
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User is offline   Kathy 

#24

View PostJeff, on 15 July 2012 - 07:16 AM, said:

Wasn't it 2K's policy not to release mod tools? I remember someone saying that a while back.

Oh... for FUCK'S FUCKING FUCK! Some idiot said something out of his ass and I see it getting repeated every time there is a discussion about mod tools. Civilization V is OWNED by 2K and have mod tools while DNF isn't owned and don't have any.
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User is offline   Bloodshot 

#25

I love how people think BF3's destruction is hard to do. BF3's destruction system works basically the same way as many games in the 90s did it. You shoot walls with explosives, the wall gets replaced by a destroyed model and a rubble generator spawns. You shoot enough walls of a special type of building, and it triggers a pre-animated collapse effect that kills anyone who's inside instantly. It's not hard to do at all. The same effect can be achieved with custom mapping for source games if you wanted to do it. This stuff would easily be implemented in DN5, it would just be up to the level designers to design around that gameplay element, which would be hard if they allowed it all over.

You want real destruction? Check out the red faction games. THAT stuff would be hard to implement in a DN game.
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User is offline   trustn0! 

#26

Red faction series had great destruction to it.

Too bad Armageddon sucked dick in every damn way.
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#27

Ah, here's another overlooked detail that should be added to DN5:

Duke should run as fast as he did in DN3D. Have him jump higher too. And if it isn't too much more to ask, when Duke jumps, take out the "Hmp!" sound he makes. That got annoying fast.

No sprint option. Duke is always fast. If it's that big of a deal, have an option that controls how fast he runs and turns.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#28

View Posthismasterplan, on 15 July 2012 - 02:44 PM, said:

Duke should run as fast as he did in DN3D. Have him jump higher too. And if it isn't too much more to ask, when Duke jumps, take out the "Hmp!" sound he makes. That got annoying fast.

No sprint option. Duke is always fast. If it's that big of a deal, have an option that controls how fast he runs and turns.


Duke is a BEAST in DN3D. He could make the Kenyan Olympic team look sedentary. Sadly that's probably the reason why something like that will never be reimplemented.
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User is offline   Kathy 

#29

View PostAchenar, on 16 July 2012 - 08:16 PM, said:

He could make the Kenyan Olympic team look sedentary.

Not to nitpick, but Kenyan runners are almost exlusively win medals on long distances(800m+). Even me would be a beast on 50m against someone running several km.
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#30

If they won't bring back Duke's speed, the developers should at least take out the sprint option and make his sprinting speed standard speed. What do y'all think of the steroids in DNF? I had fun punching enemies and making them explode, but the ability to use a weapon (and faster moves) would be nice.
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