RELEASE: DUKE NUKEM FOREVER 2013 "it wasn´t a hoax."
#181 Posted 02 May 2013 - 10:15 AM
#182 Posted 02 May 2013 - 10:30 AM
For comparison, AMC and WGRealms are near impossible for me to play on this machine
This post has been edited by Radar: 02 May 2013 - 04:18 PM
#183 Posted 02 May 2013 - 10:38 AM
just thought you guys might want it documented that for now, you're ranked number 1 on the list of mods on MODDB
that's a rather big deal!
#184 Posted 02 May 2013 - 10:46 AM
#185 Posted 02 May 2013 - 10:54 AM
Colon Semicolon, on 02 May 2013 - 10:38 AM, said:
that's a rather big deal!
They have been number 1 since its release.
#186 Posted 02 May 2013 - 11:43 AM
Btw. which levels were Gambini's and which were Mikko's?
#187 Posted 02 May 2013 - 11:51 AM
Nancsi, on 02 May 2013 - 11:43 AM, said:
#188 Posted 02 May 2013 - 11:55 AM
LkMax, on 02 May 2013 - 06:48 AM, said:
Then you'll need way bigger map cause stopping every now and then is not a good pace. Once I realised there weren't much to look at without a bike I just drove, which was a better experience.
And yeah, the boss battle wasn't that good. No challenge whatsoever. Sorry guys.
Btw, I had a problem with opening the door after descent into pit with a shitload of octabrains. Basically, I ran out of ammo and couldn't shoot button through the fence.
This post has been edited by Cathy: 02 May 2013 - 12:27 PM
#189 Posted 02 May 2013 - 12:20 PM
James, on 02 May 2013 - 08:56 AM, said:
Well, this was more of an observation, it had no weight on the review actually. Should've said it before or after indeed.
Mikko_Sandt, on 02 May 2013 - 08:58 AM, said:
Congratulations, you are being fully retarded!
If I was "taking the fanatical and idiotic position that anything that didn't exist in 1996 is somehow bad design", as you say, I would be also bashing the motorcycle (the first vehicles in a FPS were introduced in 1997 in Shadow Warrior) and crapping on other (actually good) mods like WGRealms 2 and DukePlus and it's "too modern" features (including features borrowed from games from 2000 and beyond).
Also, I never said the cutscenes were too long nor did I said it shouldn't exist, I said "you can't move or skip them". But I guess it would involve too much work to do it. /* sarcastic */
Mikko_Sandt, on 02 May 2013 - 08:58 AM, said:
Again, I never said Hollywood Hollocaust is the pinnacle of level design but it certaily is better than anything you can come up with since aparently your "attention span is too short" and you would get lost if you just had to choose between two paths. I'm sorry for you, this probably sucks.
Mikko_Sandt, on 02 May 2013 - 08:58 AM, said:
You got it.
#191 Posted 02 May 2013 - 12:33 PM
Quote
But this simply isn't true. The levels are of a good quality and while you can argue from the point of view that they're not hugely ambitious when it comes to gameplay, outside of the scale they're still well done and would review well if they were standalone levels. They filled in the blanks with good Duke gameplay so I never once got the impression the mod was just a slideshow of scenes recreated in Duke 3D.
Quote
There is one cutscene at the beginning of the mod, and while it can't be skipped (and it should be allowable) you can DNSCOTTY past it. It's not even that long at all. I already said there's 3 moments in the mod where your movement is locked for a couple of seconds, which is nothing at all with the rest of the size of the mod.
This post has been edited by James: 02 May 2013 - 12:35 PM
#192 Posted 02 May 2013 - 12:43 PM
#193 Posted 02 May 2013 - 12:54 PM
By the logic going on here, the best Crysis levels should be considered better then Duke 3D's simply because they offer way more freedom of choice and chances to explore.
There's nothing wrong with linearity. It's when the linearity becomes visibly forced that it becomes an issue. Some of the best instances of level design are linear levels but they naturally lead you in a way that doesn't feel like you are being funneled down a path, and the barriers are actually there instead of consisting only of waist-high walls and clipping brushes.
Honestly in that regard this mod doesn't really have that issue, though there are sometimes some oddly placed invisible walls that are annoying.
This post has been edited by Bloodshot: 02 May 2013 - 12:57 PM
#194 Posted 02 May 2013 - 01:23 PM
The trailers don't show non linear level design, they show a succession of cool stuff. What we got with the mod was a succession of cool stuff. Job done.
Bloodshot, on 02 May 2013 - 12:54 PM, said:
2nd time I hear about those invisible walls, but tbh except for the bike ride where most of them needed to be for technicals reasons, and if you're trying to jump on roofs in the first level; I can't remember any other moments with invisible walls. I even asked them to remove one (which they did) at the entrance of the EDF base.
This post has been edited by MetHy: 02 May 2013 - 01:24 PM
#195 Posted 02 May 2013 - 02:34 PM
#196 Posted 02 May 2013 - 02:49 PM
linear, but with alot of elbow room to explore around
the background scenery was amazing - the playing field was mostly well done, but had a few spots that could have been better. like for example where the blue key card is. A long elevator ride just to end up in a dull little room was a bit disappointing.
health items placement could have been better. there was too much on the hotel side of the semi truck and barely enough on the blue key/lock side
could have used a bit more pistol ammo to take care of all the trooper-snipers
i found it funny that it took all the devastator ammo to kill the spawned mini-battle lord - kinda made grabbing it pointless, but for a good little fight
there should have been something guarding the bike
fun factor was pretty high overall
#197 Posted 02 May 2013 - 03:36 PM
I´m sorry for all those that think this is getting much more attention than deserved, to some degree, I agree.
This was a quick project, in six months I did like five enemies, four maps, many textures and characters, all the setting and research. Mikko learned to code and coded many of those things, plus he made a big HQ map. As a reference point, my last map (a single map) took almost three years. You´re obviously not going to get the same level of perfectionism and overall quality. But in the other hand this was a very well invested time and the result is very positive. I know many things could have been improved, but then the mod would have taken much longer. After all, we didnt even mention it until the trailer. So don´t blame us for being so popular How many bands got the top chart with a silly and repetitive music? Was that fair to those musicians that spent much more time on their music? Who knows.
What I don´t agree is that people is labeling it as a linear experience. These maps are nowhere as linear as the maps of the actual DNF. In DNF you´re basically in one of those little trains that go accross an amusement park. You can´t even chose when to punch someone and to avoid a 10 years old kid that wants his book signed. Try the maps again and look for alternative routes, you may be surprised.
#198 Posted 02 May 2013 - 04:12 PM
Also made a semi-new kick sprite
This post has been edited by Bloodshot: 02 May 2013 - 04:12 PM
#199 Posted 02 May 2013 - 05:05 PM
EDIT: Also, shame on you using polymost!
This post has been edited by Gambini: 02 May 2013 - 05:24 PM
#200 Posted 02 May 2013 - 05:19 PM
Gambini, on 02 May 2013 - 03:36 PM, said:
Take it all in strides, man. You and Micco dropped a bomb into this community, it exploded and people want to be part of the excitement. Enjoy the ride, people love a winner, so get used to the attention.
This post has been edited by Hank: 02 May 2013 - 07:14 PM
#201 Posted 02 May 2013 - 05:44 PM
#202 Posted 02 May 2013 - 06:23 PM
Jottle, on 02 May 2013 - 10:46 AM, said:
Follow the directions and then run eduke32 -gDNF.GRP -xDNFGAME.CON
This worked for me on Linux at least.
#203 Posted 02 May 2013 - 06:46 PM
Gambini, on 02 May 2013 - 03:36 PM, said:
i've never played DNF beyond the first level of the demo. i'm pulling the linear label from comparison with other Duke3D official/user made maps.
Like I said before, i could care less what the subject matter is, Duke could be riding my little pony into battle against smurfs armed with fully automatic chinchilla launchers.
All that DNF hype means about as much to me as the color of my shirt. Other people might have the nostalgic gleam in their eyes, but I was never really into it.
Even if I did play DNF i wouldn't compare this to DNF. This is a Duke3D mod, not a DNF mod.
Now I'm glad that it's taking me so long to find the free time to finish it and Merlijn will end up doing the review for CGS.
I call it like i see it and if the rest of the levels play out like the first, then the write-up is going to have "linear" all over it.
From my point of view linear in this instance is not a bad thing. There's elbow room to move around and explore the open areas, and little tricks to get from one section to the next. so overall it doesn't feel funneled, but it is what it is.
So far it's fun, but people besides the modders seem to have invested more into what this project means and feel the need to "defend the territory".
I'd rather distance myself from being a pariah when i don't give this a 99 and say nothing but flattering and idolizing praise
This post has been edited by Forge: 02 May 2013 - 06:48 PM
#204 Posted 02 May 2013 - 07:55 PM
#205 Posted 02 May 2013 - 08:23 PM
Detinator73, on 02 May 2013 - 07:55 PM, said:
#206 Posted 02 May 2013 - 09:15 PM
#208 Posted 02 May 2013 - 09:29 PM
Gambini, on 02 May 2013 - 05:05 PM, said:
But the game is defaulted to Polymost/Opengl in options.
#209 Posted 02 May 2013 - 09:33 PM
Green, on 02 May 2013 - 09:15 PM, said:
A FULL PLAYTHROUGH PAINSTAKINGLY EDITED WITH CLIPS FROM DNF 98, 2001, 2003 and 2006 MIGHT I ADD!
This post has been edited by DaveyDoomsday: 02 May 2013 - 09:34 PM
#210 Posted 02 May 2013 - 10:05 PM
MetHy, on 02 May 2013 - 12:43 PM, said:
Or Last Reaction and Water Bases TC. That tops everything IMHO (and I think Mikko and James agrees on that too...)