Duke Nukem 3D: Megaton Edition Released for PC & Mac
#1 Posted 20 March 2013 - 11:00 AM
Duke Nukem 3D: Megaton Edition is the definitive compilation of the landmark first-person shooter that includes enhanced versions of Duke Nukem 3D: Atomic Edition and three unique expansion packs as well as the original version of the classic game.
The iconic Duke Nukem battles it out against a slew of alien foes in the original four episode "Atomic Edition" single-player campaign and three over-the-top expansion packs that take the loudmouthed hero to a tropical paradise, a winter wonderland, and even Washington D.C.
Duke Nukem 3D: Megaton Edition features polished OpenGL visuals, native compatibility with modern PC and Mac computers, Steam Achievements, and Steam Cloud support. Duke Nukem 3D: Megaton Edition will continue to receive feature updates including Steamworks-enabled online multiplayer, new achievements and integration of additional Duke Nukem 3D expansion packs.
Duke Nukem 3D: Megaton Edition includes:
Duke Nukem 3D: Atomic Edition - Enhanced version of the iconic shooter with all four officially released episodes with smoother visuals and new Steam Achievements.
Duke Nukem 3D Classic - All four officially released episodes of the iconic shooter with carefully restored visuals, timeless gameplay, and challenging Steam achievements.
Duke Caribbean: Life's a Beach - Grab your water gun and sunscreen as Duke battles vacationing aliens in beach side hotels, tropical lagoons and even a cruise ship!
Duke It Out in D.C. - Duke takes his special brand of politics to Washington D.C. to turn back the alien invasion set against the White House, the Lincoln Memorial, and even FBI headquarters.
Duke: Nuclear Winter - Take a brutal walk through this winter wonderland as Duke gets into the holiday spirit by bringing the battle to the North Pole!
Duke Nukem 3D: Megaton Edition is out now on Steam for PC & Mac and is priced at $9.99.
#5 Posted 20 March 2013 - 11:31 AM
Tea Monster, on 20 March 2013 - 11:27 AM, said:
No idea, its just not there.
#6 Posted 20 March 2013 - 12:44 PM
#7 Posted 20 March 2013 - 12:47 PM
SHODANFreeman, on 20 March 2013 - 12:44 PM, said:
Classic runs in DOSBox.
#8 Posted 20 March 2013 - 12:54 PM
#9 Posted 20 March 2013 - 01:41 PM
Is there anything that makes this release worthwhile other than the availability of the expansion packs?
#10 Posted 20 March 2013 - 01:54 PM
BTW, bought it.
#11 Posted 20 March 2013 - 02:04 PM
I've put my HRPv5 trailer as a video response to the devolver trailer both to better show off some action, and some HRP visuals that you can have with eduke32. Apparently devolver have to allow the video response before it can be shows (or not).
#12 Posted 20 March 2013 - 02:08 PM
Teaches me to read the description. Ah, well..
If this makes good sales do you think we might see Shadow Warrior as an enhanced version too?
#13 Posted 20 March 2013 - 02:10 PM
KedZee, on 20 March 2013 - 02:08 PM, said:
Teaches me to read the description. Ah, well..
If this makes good sales do you think we might see Shadow Warrior as an enhanced version too?
If it makes you feel better it wasn't there when the trailer first came out.
There's a good chance of it. IMO between Duke 3D+ and Shadow Warrior iOS, most of the work would have already been done and it would just be a matter of patching it into JFSW. I'm just speculating though, in reality I have no idea.
This post has been edited by Trooper Mick: 20 March 2013 - 02:10 PM
#14 Posted 20 March 2013 - 02:44 PM
This post has been edited by James: 20 March 2013 - 02:45 PM
#15 Posted 20 March 2013 - 02:52 PM
- You can't run usermaps through the menu directly with it while you could in the original jonof. Only when adding -map mapname.map in launch options by right clicking on the game in your library. Why removing that?
- Can't change music and SE volumes independantly. There is only one bar; You could do that in the original game in DOS. Why removing that?
- Musics stop for half a second at the end when looping instead of looping smoothly
- can't play the "+" version without opengl even though opengl fucks up shading
- mouse sensitivity setttings not precise enough : it's either too slow or too fast
- can't quicksave/quickload, have to go through the menu
- can't change HUD size on the fly, have to go through the menu
I'm very disappointed. ESPECIALLY concerning the lack of usermap section and the music.
And I mean why removing or beaking things that were just fine the way they were?
This post has been edited by MetHy: 20 March 2013 - 02:53 PM
#16 Posted 20 March 2013 - 02:54 PM
the controls feel wierd to me, they dont feel as smooth compaired to playing on eduke.
#17 Posted 20 March 2013 - 03:20 PM
SHODANFreeman, on 20 March 2013 - 01:41 PM, said:
Is there anything that makes this release worthwhile other than the availability of the expansion packs?
Beside the forthcoming Steam-integrated multiplayer, not really, I gather.
KedZee, on 20 March 2013 - 02:08 PM, said:
Teaches me to read the description. Ah, well..
If this makes good sales do you think we might see Shadow Warrior as an enhanced version too?
Where have you been anyway?
http://forums.duke4....steam-database/
#18 Posted 20 March 2013 - 03:20 PM
MetHy, on 20 March 2013 - 02:52 PM, said:
- You can't run usermaps through the menu directly with it while you could in the original jonof. Only when adding -map mapname.map in launch options by right clicking on the game in your library. Why removing that?
+ - Can't change music and SE volumes independantly. There is only one bar; You could do that in the original game in DOS. Why removing that?
- Musics stop for half a second at the end when looping instead of looping smoothly
- can't play the "+" version without opengl even though opengl fucks up shading
- mouse sensitivity setttings not precise enough : it's either too slow or too fast
- can't quicksave/quickload, have to go through the menu
- can't change HUD size on the fly, have to go through the menu
I'm very disappointed. ESPECIALLY concerning the lack of usermap section and the music.
And I mean why removing or beaking things that were just fine the way they were?
Usermap support is coming.
I don't know about you but my music loops just fine...
Why do you want to play the + version without OpenGl when that is one of the core marketing points of this?
I'm not sure why you want to change the HUD size on the fly...
#19 Posted 20 March 2013 - 03:25 PM
Lunick, on 20 March 2013 - 03:20 PM, said:
I'm not sure why you want to change the HUD size on the fly...
Because playing with a small use is better because you have a better vision, and changing the hud size on the fly allows you to quickly look at ammo for all your weapons as wella s the keycards you're holding.
and why defending those points? There is simply not reason to REMOVE any feature except if you believe your customers are incredibly dumb and that a couple more keys you can press is too much for them to handle. This is insulting.
This post has been edited by MetHy: 20 March 2013 - 03:29 PM
#20 Posted 20 March 2013 - 03:35 PM
#21 Posted 20 March 2013 - 03:47 PM
MetHy, on 20 March 2013 - 03:25 PM, said:
and why defending those points? There is simply not reason to REMOVE any feature except if you believe your customers are incredibly dumb and that a couple more keys you can press is too much for them to handle. This is insulting.
Yes, I did something similar when playing Redneck Rampage (only used full statusbar to see some specific info like "drunk-o-meter" and "fat-o-mether").
Nothing they can't fix with a patch though.
#22 Posted 20 March 2013 - 03:56 PM
MetHy, on 20 March 2013 - 03:25 PM, said:
I really don't see it as insulting, they were building this from the JFDuke port and have forgotten things here and there or removed things that were not used often. Read down some more.
uh . . . ., on 20 March 2013 - 03:35 PM, said:
Released without multiplayer so they could get their deadline. If you guys had been reading, you would have seen that this wasn't going to be released with multiplayer and was going to be added in at a later date with other cool features. Patience is needed guys.
LkMax, on 20 March 2013 - 03:47 PM, said:
Exactly, you guys know that General Arcade here takes in feedback well and I know they are quick to fix things. I've been in the Beta test for this since February and they have fixed a whole lot of things. Just let them do their job, no 1.0 release is perfect ever without bugs.
#23 Posted 20 March 2013 - 04:19 PM
Lunick, on 20 March 2013 - 03:20 PM, said:
I don't know about you but my music loops just fine...
Why do you want to play the + version without OpenGl when that is one of the core marketing points of this?
I'm not sure why you want to change the HUD size on the fly...
Music does not loop fine at all Lunick.
I agree on ALL points made by MetHy, especially the fucking mouse sensitivity, it's completely fucked and retarded.
One second it's to fast so I turn it down in the options then it's too slow, then it's all over the fucking show.
And I also wanted to resize my HUD on the fly, but no... A feature from the original duke3d.exe is gone.
Where is the damn source code at so we can fix this already. Fuck.
Lunick, on 20 March 2013 - 03:56 PM, said:
And no offence at you at all Lunick, but they really should have given the Beta to people that knew what it should have played like, I would have picked MetHy as a beta tester over NukemDave any day of the week. (He knows what to look for)
This post has been edited by NZRage: 20 March 2013 - 04:23 PM
#24 Posted 20 March 2013 - 04:27 PM
... And I have to agree. Why in the frick would you release this without the multiplayer? That's arguably one of the biggest draws to a port like this.
#25 Posted 20 March 2013 - 04:28 PM
SHODANFreeman, on 20 March 2013 - 12:44 PM, said:
Atomic Edition adds the Plutonium Pak expansion, which is a really really good thing.
#26 Posted 20 March 2013 - 04:31 PM
NZRage, on 20 March 2013 - 04:19 PM, said:
In the other thread somebody said that it would be released a week after they put it on Steam. I wish they would make it so we could just download the source port for free... I mean since they are going to be releasing the source code.
#27 Posted 20 March 2013 - 04:31 PM
NZRage, on 20 March 2013 - 04:19 PM, said:
Where is the damn source code at so we can fix this already. Fuck.
And no offence at you at all Lunick, but they really should have given the Beta to people that knew what it should have played like, I would have picked MetHy as a beta tester over NukemDave any day of the week. (He knows what to look for)
No offense taken at all, the source code is being released in a week.
Also, from sitting in IRC I remember plagman saying he had a copy of the game and I also saw that Yatta and TX got a copy of the game a day before release.
#28 Posted 20 March 2013 - 04:32 PM
dognose, on 20 March 2013 - 04:28 PM, said:
This is wrong, Duke Nukem Classic is run through DosBox where as the other option is there JonoF port with all the missing controls and options.... :facepalm:
#29 Posted 20 March 2013 - 05:10 PM
NZRage, on 20 March 2013 - 04:19 PM, said:
I knew what to look for, but nobody asked me about it. I was aware of everything and I knew that the mouse controls weren't the same as EDuke32's. That's one of the first things I mentioned to Lunick. Even though they're different, you adapt to them after you play it for a while. After I got used to them, I had the same problem when I went back to EDuke32. I had to get used to Eduke32's mouse controls again.