Duke Nukem Forever 1998-2003 Homebrew Remake [POLL]
#32 Posted 22 January 2013 - 05:48 PM
Lordareon, on 22 January 2013 - 04:33 PM, said:
Well, one thing to keep in mind, is that the whole "Stadium flashback" element was not a part of the original game concept in 1998 and 2001. That was something they did with the 2007-2011 version of Duke Forever.
The locations featured in the 1998/2001 version of Duke Nukem Forever were as follows.
Lady Killer Hotel and Casino. (night)
The Streets of Las Vegas (night) - Including a highway chase.
The Nevada Desert/Ghost Town/Grand Canyon/Area 51
Hoover Dam
Some kind of a space outpost on the moon.
The weapons between the 1998 version and the 2001 version were as follows
Fist/Melee/Mighty Foot
Desert Eagle/Sniper Pistol
Mossberg Cruiser Shotgun (early on it had a scope mounted to it)
AR/M4/M16 style rifle with an American flag strapped around the carry handle. (With underslug grenade launcher.)
Rocket Launcher/Duke 3D style RPG
Some kind of a Lightning Gun (Seen briefly in the 2001 video)
A Flame Thrower with all kinds of interesting environment interaction. (Confirmed by Weider)
Pipe Bombs (2001)
Trip mines (2001)
Shrink Ray (2001)
Riot Shield (2001)
Some kind of an Alien Creature/Bomb (2001)
Although the Pig Cops were back in the early versions of DNF(Along with the Octabrains) there were also much more varied and kind of interesting monsters inhabiting certain locations of the game. "Army" Ants which later become "people turning into monsters." There were Grey-type aliens at Area 51 location. Some kind of Tremors type worm creature. Alien hover craft.
I think starting with everything that WAS different from those early trailers and using those elements to create a genuinely alternate experience to what DNF 2011 was would be the better way to go. Not trying to do something "sorta different" from it. I mean keep the locations and level concepts as they were back int he late 90s and early 2000s.
That's just my opinion, though. You, again, have to find exactly what you want to do with this project, and then get the ball rolling before you try to get people involved. People are very weary of these kinds of projects. They often get started, and rarely get finished.
#33 Posted 22 January 2013 - 06:04 PM
Well.. i just read the whole Duke Nukem 1998 Topic and i've been thinking on the plot through lately.
the idea of the plot was to get the plot you just said and do it but i imaginated a little different beginning, with the stadium not being a flashback or game inside a game.. just redo it as if duke was in E3L9 and after finishing that level tell that duke went on vacation to Las Vegas and then the alien attack and resumes the normal original plot...
i got what you said about creativity, and i built this demo just to showcase what we can do and what im willing to do.. im still thinking before announcing anything...
besides that.. if i would preset this to gearbox, how i would so, and what should i send them?
i got working on the highway chase though i havent put it on the demo
i chosen other skybox, it looks cooler now
This post has been edited by Lordareon: 22 January 2013 - 06:06 PM
#34 Posted 22 January 2013 - 06:25 PM
This post has been edited by Micky C: 22 January 2013 - 06:25 PM
#35 Posted 22 January 2013 - 06:54 PM
#36 Posted 22 January 2013 - 07:28 PM
#37 Posted 22 January 2013 - 07:31 PM
This post has been edited by Lordareon: 22 January 2013 - 07:34 PM
#38 Posted 22 January 2013 - 07:34 PM
Lordareon, on 22 January 2013 - 07:28 PM, said:
Trust me. From experience. They will shut you down. There is literally no reason to flag their attention. Once you have something ready for release, and put it out there, there is literally nothing they can do about it.
After a years work, we were shut down by 3D Realms. Don't get their attention.
#39 Posted 22 January 2013 - 07:46 PM
#40 Posted 22 January 2013 - 07:55 PM
What is Gearbox going to do, sue you? I'm guessing you don't have a large amount of money, and you're not a company, and you're not even selling the game. The fact is it's not worth Gearbox's time, money and effort suing you for whatever little amount of money they can get.
#41 Posted 22 January 2013 - 07:58 PM
#42 Posted 22 January 2013 - 08:00 PM
Lordareon, on 22 January 2013 - 07:58 PM, said:
Get it done under the radar and get it out there before they can C&D you. Simple. They're not gonna bother once it's out there.
Like, Alien Quake. The team behind it was forced to shut down after releasing version 1.1 back in the late 90s. But it's still out there, easy to find.
#43 Posted 22 January 2013 - 08:06 PM
Micky C, on 22 January 2013 - 06:25 PM, said:
But if the c&d me, what if i just ignore the c&d, they still can only sue me, which is not going to happen
#44 Posted 22 January 2013 - 08:23 PM
But to avoid stuff like that, like commando nukem said about Alien Quake - get it out there, and it will ensure its survival in some form.
They can't close down the entire internet - all it would really take is to give the product to 5 people on this forum, and as long as those people aren't going to turn into dicks it will get out.
Yeah so I'm gonna go ahead and recommend you disregard my previous post about this subject
Commando Nukem, on 22 January 2013 - 05:48 PM, said:
Fist/Melee/Mighty Foot
Desert Eagle/Sniper Pistol
Mossberg Cruiser Shotgun (early on it had a scope mounted to it)
AR/M4/M16 style rifle with an American flag strapped around the carry handle. (With underslug grenade launcher.)
Rocket Launcher/Duke 3D style RPG
Some kind of a Lightning Gun (Seen briefly in the 2001 video)
A Flame Thrower with all kinds of interesting environment interaction. (Confirmed by Weider)
Pipe Bombs (2001)
Trip mines (2001)
Shrink Ray (2001)
Riot Shield (2001)
Some kind of an Alien Creature/Bomb (2001)
You forgot this bad boy:
This post has been edited by Bloodshot: 22 January 2013 - 08:31 PM
#45 Posted 22 January 2013 - 08:38 PM
Bloodshot, on 22 January 2013 - 08:23 PM, said:
But to avoid stuff like that, like commando nukem said about Alien Quake - get it out there, and it will ensure its survival in some form.
They can't close down the entire internet - all it would really take is to give the product to 5 people on this forum, and as long as those people aren't going to turn into dicks it will get out.
Yeah so I'm gonna go ahead and recommend you disregard my previous post about this subject
You forgot this bad boy:

Got it! Thanks for the help from you all, well then ill keep posting the updates at the same rate as i can because university is coming back now so i dont know.. Then after i got some solid base ill search for a team and develop at closed doors
#46 Posted 22 January 2013 - 09:55 PM
Lordareon, on 22 January 2013 - 06:04 PM, said:

Something more along the lines of this would look even better:
#47 Posted 22 January 2013 - 10:12 PM
And whats you opponion nukemdave? Bout the "project"?
#48 Posted 22 January 2013 - 11:14 PM
Lordareon, on 22 January 2013 - 10:12 PM, said:
And whats you opponion nukemdave? Bout the "project"?
It looks interesting for the little bit that is there. I'll have to see more first. I say go for it if you think you can do it. If it was on the Build Engine instead, though, I could probably help. I started to build the Lady Killer Casino in Mapster32 a while back.
#49 Posted 23 January 2013 - 01:10 AM
Why is it that whenever people mention remakes or whatever of DNF, DNE never gets mentioned? Is it because not many people were able to play it due to the system requirements?
#50 Posted 23 January 2013 - 01:27 AM
Micky C, on 23 January 2013 - 01:10 AM, said:
Why is it that whenever people mention remakes or whatever of DNF, DNE never gets mentioned? Is it because not many people were able to play it due to the system requirements?
Yeah, I think that's part of it. My computer can play DNF on max settings with a stable frame-rate. I can't do the same with DNE. It's a great project, and it really pushes the envelope in a lot of ways. It looks and plays just like a modern Duke Game should (IMHO) but at the same time it still is essentially just a "Build engine/Duke3D Mod." I think many people want something that goes beyond that.
#51 Posted 23 January 2013 - 02:13 AM
With polymer, DanM was able to create very realistic 3D geometry and layouts just as you would in any 3D engine. Plus with the normal and spec-mapped HRP textures and models, and of course plenty of dynamic polymer lights, it easily could get away as a 2004/2005 game in many ways. And since he used curved and circular walls and sectors at pretty much every opportunity, he completely avoided the whole blocky look of most 2.5D engine maps. As if that wasn't enough, the numerous amazing coded features, effects and cutscenes really gave it that extra bit of freshness, wow-ness, and (modding) professionalism.
This post has been edited by Micky C: 23 January 2013 - 02:14 AM
#52 Posted 23 January 2013 - 06:46 AM
#53 Posted 23 January 2013 - 07:38 AM
#54 Posted 23 January 2013 - 07:56 AM
#55 Posted 23 January 2013 - 09:51 AM
This post has been edited by Lordareon: 23 January 2013 - 09:53 AM
#56 Posted 23 January 2013 - 03:24 PM
#57 Posted 23 January 2013 - 03:34 PM
i think that Blood 2 Engine would be EXACTLY what duke Forever would look if it was released at 1998
after that ill try to redo this scene in Duke, and try to make it look as close as i can
This post has been edited by Lordareon: 23 January 2013 - 03:36 PM
#58 Posted 23 January 2013 - 04:02 PM
I doubt the quality is going to come close to DNE anyway. The only reason in my mind that it isn't the ultimate DNF experience is that it doesn't have any outer space levels or giant desert/canyon levels, but the city levels are awesome. The only thing your project would hold over DNE is that people would be able to play it without Duke3d.grp, however it would take an insane amount of work to replace all the textures, models and code, and make all the maps to get to that point.
I would love a DNF that looks a bit like this:
http://forums.duke4....&attach_id=5665
and this:
http://forums.duke4....&attach_id=5640
Edit: Let's not forget this:

This post has been edited by Micky C: 23 January 2013 - 04:15 PM
#59 Posted 23 January 2013 - 04:16 PM
polymer graphics IMHO have some light reflections much advanced to what a DNF 98~01 would be.. the only thing i think polymost doesnt have is the fancy colored light that quake have and onwards.. well ill gather the textures from that scene i mentioned and ill try to remake it on several engines... the one that comes better will be the one.
While this i managed to recover that nuke lights from the background, its not very perfect but to mockup purposes will fit well
This post has been edited by Lordareon: 23 January 2013 - 04:18 PM

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