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RELEASE: DUKE NUKEM FOREVER 2013  "it wasn´t a hoax."

User is offline   zykov eddy 

#181

I can understand the hype and I'm glad what people are finally interested in Duke 3D modding, but at the same time I feel kinda sorry for other mods like AMC TC or IW2, which were in development for many years and didn't get as much attention as DNF2013.
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User is offline   Radar 

  • King of SOVL

#182

One of the things I really respect this mod for is the fact that it works with my 11 year old computer. Good job keeping the mod very detailed yet conservative on the level of resources consumed.

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

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#183

Posted Image

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!
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User is offline   Jottle 

#184

Is there any way to run this on the mac version of eduke32? I know I can't open up .bat files, but are the command line arguments I could use? Any help (step by step) for a newb would be appreciated!
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User is offline   ReaperMan 

#185

View PostColon Semicolon, on 02 May 2013 - 10:38 AM, said:

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!

They have been number 1 since its release.
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User is offline   NNC 

#186

Actually I think this mod is rather addictive, and replayability is one of its "selling points". I'm not fogiving the problems (the lack of interactivity, NPC problems, invisible walls), but it's addictive. It's quite rare. Nowadays when I play a Duke mod, either good or bad, it won't get much replay... This one gets. Hopefully we will see an updated version soon, and moreso a continue with more DNF related stuff, like the Doctor who cloned me.

Btw. which levels were Gambini's and which were Mikko's?
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User is offline   Mikko 

  • Honored Donor

#187

View PostNancsi, on 02 May 2013 - 11:43 AM, said:

Btw. which levels were Gambini's and which were Mikko's?


Spoiler

3

User is offline   Kathy 

#188

View PostLkMax, on 02 May 2013 - 06:48 AM, said:

You could also take a few notes from the motorcycle maps on Redneck Rampage RA, where you could leave the vehicle to explore and find goodies across the roads. Some of the new sprites were also well done and it was fun to fight the berseker pigcops and the terminators, but the last boss was... well, let's say it was weird.

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

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User is offline   LkMax 

#189

View PostJames, on 02 May 2013 - 08:56 AM, said:

How is any of this related to Mikko and Gambini or the mod itself, and why should it factor into the mod's review?

Well, this was more of an observation, it had no weight on the review actually. Should've said it before or after indeed.

View PostMikko_Sandt, on 02 May 2013 - 08:58 AM, said:

This idiotic point was already refuted by others. There are just two cutscenes, and they're where they should be (you really think the mod would be better without them?), and you're just twice locked with no ability to move, and that lasts a few seconds at the most. I'm sorry your attention span is too short to cope with our extremely long and tedious cutscenes. Believe me, had DNF been released in, say, 2000, it'd have had a billion cinematic cutscenes. You seem to be taking the fanatical and idiotic position that anything that didn't exist in 1996 is somehow bad design.

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 */

View PostMikko_Sandt, on 02 May 2013 - 08:58 AM, said:

And where was it decided that Hollywood Holocaust is the pinnacle of level design? We don't believe in maps where you're forced to bounce around like a gas molecule at room temperature.

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.

View PostMikko_Sandt, on 02 May 2013 - 08:58 AM, said:

Yeah, that's all we rely on, nostalgia and "recycled" content...

You got it.
-1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#190

Cutscenes that you can't skip SUCKS.
1

User is offline   Jblade 

#191

Quote

You got it.

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

Cutscenes that you can't skip SUCKS.

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

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User is offline   MetHy 

#192

If you guys get interviewed somewhere, be sure to mention WGRealms2, AMC TC and Metropolitan Mayhem somewhere in it
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User is offline   Bloodshot 

#193

Right now this seems more like "I don't like linear levels so your mod is worse then others" then actually stating what's wrong with them from a gameplay standpoint.

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

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User is offline   MetHy 

#194

I really don't see what wrong with the level design. These levels weren't made to be classic Duke3D levels, they were made to be like DNF or more exactly like what the DNF trailers show.
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.

View PostBloodshot, on 02 May 2013 - 12:54 PM, said:

Honestly in that regard this mod doesn't really have that issue, though there are sometimes some oddly placed invisible walls that are annoying.


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

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User is offline   uh . . . . 

#195

I don't get why people like it so much more than DNF. I like DNF 2011 and the 2013 mod, but I'm just not seeing what DNF 2013 does so much remarkably better. There's a few really cool unique sections in the mod but when those moments are over it's back to linear and directed level design just like DNF 2011.
1

User is offline   Forge 

  • Speaker of the Outhouse

#196

so i found time to finish the first level
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
0

User is offline   Gambini 

#197

There are so many things flying around this mod that im sort of fed up of feedback.

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.
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User is offline   Bloodshot 

#198

Ported the new stuff over to MrGlasses (or is it pappiman's?) DNF gloves

Posted Image

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Also made a semi-new kick sprite

Posted Image

Posted Image

This post has been edited by Bloodshot: 02 May 2013 - 04:12 PM

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User is offline   Gambini 

#199

Good work. But I don´t like those gloves. They resemble the actual game. And personally, I think real men don´t need gloves. I like Duke´s bare hands and that´s what we´re going to stick with.

EDIT: Also, shame on you using polymost! :)

This post has been edited by Gambini: 02 May 2013 - 05:24 PM

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User is offline   Hank 

#200

View PostGambini, on 02 May 2013 - 03:36 PM, said:

I´m sorry for all those that think this is getting much more attention than deserved, to some degree, I agree.

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.Posted Image

This post has been edited by Hank: 02 May 2013 - 07:14 PM

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User is offline   Radar 

  • King of SOVL

#201

The early pranks with this mod aren't to blame. Anything else named "Duke Nukem Forever" would have gotten the same attention.
0

User is offline   Mblackwell 

  • Evil Overlord

#202

View PostJottle, on 02 May 2013 - 10:46 AM, said:

Is there any way to run this on the mac version of eduke32? I know I can't open up .bat files, but are the command line arguments I could use? Any help (step by step) for a newb would be appreciated!


Follow the directions and then run eduke32 -gDNF.GRP -xDNFGAME.CON

This worked for me on Linux at least.
0

User is offline   Forge 

  • Speaker of the Outhouse

#203

View PostGambini, on 02 May 2013 - 03:36 PM, said:

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.

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

1

#204

So let me guess.... Since this mod is a huge success I was wondering... Maybe one day (within a few years), will there ever be a standalone called Duke Nukem Forever: Reloaded? It could feature the exact same gameplay in this mod - only that it would be better to have the general to be voiced by Paul Eiding (He is a pretty good voice actor for the colonel - that's how the Metal Gear Solid games got their very good ratings) and Jon St. John (of the Duke series) in the series - Oh and I think the Source Base might work out well too (since I know that the Source is actually good - I know that Black Mesa Source was recreated in that engine and it gotten a lot of great reviews).... and maybe the map size to be a lot bigger too... Even so, I was just curious as well.
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User is online   Lunick 

#205

View PostDetinator73, on 02 May 2013 - 07:55 PM, said:

So let me guess.... Since this mod is a huge success I was wondering... Maybe one day (within a few years), will there ever be a standalone called Duke Nukem Forever: Reloaded?


:)
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User is offline   Green 

  #206

Interceptor Entertainments Dave Oshry has done a full playthrough of the Duke Nukem Forever mod.


4

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#207

Polymost noob!
2

User is offline   Kathy 

#208

View PostGambini, on 02 May 2013 - 05:05 PM, said:

EDIT: Also, shame on you using polymost! :)

But the game is defaulted to Polymost/Opengl in options.
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User is offline   DaveyDoomsday 

  • Interceptor PR

#209

View PostGreen, on 02 May 2013 - 09:15 PM, said:

Interceptor Entertainments Dave Oshry has done a full playthrough of the Duke Nukem Forever mod.



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

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User is offline   NNC 

#210

View PostMetHy, on 02 May 2013 - 12:43 PM, said:

If you guys get interviewed somewhere, be sure to mention WGRealms2, AMC TC and Metropolitan Mayhem somewhere in it


Or Last Reaction and Water Bases TC. That tops everything IMHO (and I think Mikko and James agrees on that too...)
0

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