RELEASE: DUKE NUKEM FOREVER 2013 "it wasn´t a hoax."
#331 Posted 06 May 2013 - 11:18 AM
#332 Posted 06 May 2013 - 11:24 AM
#333 Posted 06 May 2013 - 11:33 AM
James, on 06 May 2013 - 11:18 AM, said:
You're taking it out of context. The "rant" was followed by this: This, consequently, often ruins the spirit of the original game.
So obviously it's not criticism of TCs that have nothing to do with the "spirit of the original game", such as the AMC TC. There are tons of vanilla usermaps that come with out-of-place custom textures and that's what MRCK was talking about.
#334 Posted 06 May 2013 - 11:56 AM
#335 Posted 06 May 2013 - 12:14 PM
Mikko_Sandt, on 06 May 2013 - 11:33 AM, said:
So obviously it's not criticism of TCs that have nothing to do with the "spirit of the original game", such as the AMC TC. There are tons of vanilla usermaps that come with out-of-place custom textures and that's what MRCK was talking about.
That's fair enough, although to me one of the only people who ever really got the 3DR sprit perfect was Highwire because he was an avid DM player and knew that 3DR levels worked great as DM maps as well as SP ones (and were built to flow that way) That's not to knock people who tried but there is more to the original levels than just the texture choices.
#336 Posted 06 May 2013 - 12:19 PM
Mikko_Sandt, on 06 May 2013 - 11:33 AM, said:
So obviously it's not criticism of TCs that have nothing to do with the "spirit of the original game", such as the AMC TC. There are tons of vanilla usermaps that come with out-of-place custom textures and that's what MRCK was talking about.
yeah that is what i meant, sorry if it conveyed the wrong impression. I just felt the new art in this mod really lined up very well with the aesthetics and overall feel of the original tiles of the commercial episodes (kind of like the atomic edition tiles managed to complement the 1.3d tiles without looking out of place, if you catch my drift) ; and i thought that was remarkable, because a lot of user map releases (not always the best maps you always hear about of course) come with 'new art' that is just random decoration thrown in just for the sake of it, unnecessarily more often than not (sometimes similar results can be achieved, and even look better using the original tileset), and more often than not that new art is shitty and doesn't even blend well in the original duke nukem 3D style. i just thought the new tiles included in this mod had the opposite type of science to them, making for a perfect counterexample, which was worth pointing out in a review. i was not talking about the people who make the conscious choice to include new art in their projects as long as they have a mental guideline and vision of how they want things to look, even if it's a departure from the original game look, as long as it is coherent. maybe i should have made myself clearer. or maybe i just did ?
This post has been edited by ck3D: 06 May 2013 - 12:22 PM
#337 Posted 06 May 2013 - 12:21 PM
James, on 06 May 2013 - 12:14 PM, said:
that paragraph you took my words from was solely about the new art, of course i wholeheartedly agree there is more to the original levels than just the texture choices.
This post has been edited by ck3D: 06 May 2013 - 12:22 PM
#338 Posted 06 May 2013 - 12:27 PM
ck3D, on 06 May 2013 - 12:19 PM, said:
That's fair enough and I get your point now, although to be honest I can't actually remember the last time a usermap came out with custom art unless it was part of an episode. The whole super-detailed spritework thing didn't really start until Pascal and Bob Averill hit the scene, so back in the day adding new userart was the best solution if you wanted to make something 'new'
#339 Posted 06 May 2013 - 03:30 PM
#340 Posted 06 May 2013 - 03:37 PM
And look at that community meet point and you´ll see images too!
We´re writting history
#341 Posted 06 May 2013 - 04:06 PM
Gambini, on 06 May 2013 - 03:37 PM, said:
And look at that community meet point and you´ll see images too!
We´re writting history
Well worth it ! You deserve the exposure man! Imagine what you could pull off in 12 months of work. =)
This post has been edited by Paul B: 06 May 2013 - 04:07 PM
#342 Posted 06 May 2013 - 04:14 PM
Gambini, on 06 May 2013 - 03:37 PM, said:
And look at that community meet point and you´ll see images too!
We´re writting history
Wow.
#343 Posted 07 May 2013 - 01:32 AM
It actually shows the PCGAMER's article...
http://www.pcgamer.c...odders-fix-dnf/
Actually, it's nice.
#344 Posted 07 May 2013 - 02:34 AM
Nancsi, on 06 May 2013 - 11:56 AM, said:
Nothing wonrg here. I think if we're here we all have something autistic regarding Duke Nukem 3D. Just look at me, I was debating over the number of invisible walls the mod has a couple of pages ago.
This post has been edited by MetHy: 07 May 2013 - 02:34 AM
#345 Posted 07 May 2013 - 06:01 AM
Player Lin, on 07 May 2013 - 01:32 AM, said:
It actually shows the PCGAMER's article...
http://www.pcgamer.c...odders-fix-dnf/
Actually, it's nice.
What I meant is that it shows up on the news about DNF, I know it shows the pcgamer article
#346 Posted 07 May 2013 - 06:29 AM
Gambini, on 06 May 2013 - 03:37 PM, said:
And look at that community meet point and you´ll see images too!
We´re writting history
Ownage checklist:
[x] Gearbox
[x] Steam
[ ] The World (WIP)
BTW: Couldn't be more well-deserved. ^^ Gearbox should be grateful, too, as this brings back some attention to their own game (maybe not in a positive way, but well, they could always just try and simply do better next time).
This post has been edited by NightFright: 07 May 2013 - 07:03 AM
#347 Posted 08 May 2013 - 05:21 AM
NightFright, on 07 May 2013 - 06:29 AM, said:
They could... But they probably won't.
#348 Posted 08 May 2013 - 06:57 AM
DavoX, on 07 May 2013 - 06:01 AM, said:
Just for those who don't have DNF, or don't use Steam at all.
#349 Posted 08 May 2013 - 07:18 PM
Player Lin, on 08 May 2013 - 06:57 AM, said:
just give them the link here
http://steamcommunit.../app/57900/news
unbelievable
#350 Posted 08 May 2013 - 11:25 PM
#351 Posted 09 May 2013 - 02:05 AM
Jimmy, on 04 May 2013 - 04:15 PM, said:
The Energy Leech could be made of single segments, like you often find in 2D games or for example in Space Harrier.
Here is what I mean:
Of course with appropriate graphics.
That way it would be also much easier for him to emerge from the sand and kill the donkey, like in the trailer, and help put more emphasize on the ending.
Oh and have you thought about converting the motorbike into a Jetski? I assume it wouldn't be that hard. Just make a huge lake and have the motorbike drive on water. A huge (static) spaceship above the lake spawns some enemies and you are done with another sequence of the trailer.
The above are just some ideas. I read that Gambini wants his own vision. But hey, a true DNF would need a DLC anyways.
This post has been edited by fuegerstef: 09 May 2013 - 02:06 AM
#352 Posted 09 May 2013 - 02:08 AM
fuegerstef, on 09 May 2013 - 02:05 AM, said:
The motorbike already works the same way on land as it does on water. If you replace the HUD sprite, it would be pretty convincing.
#353 Posted 09 May 2013 - 08:00 AM
Quote
That´s a good idea but the underwater leech doesn´t seem to belong to the old DNF. However there´s one on the desert....
Quote
I´m always one step ahead. Enjoy that shot because you´re not gonna see anything nor know anything in a long time
This post has been edited by Gambini: 09 May 2013 - 08:01 AM
#354 Posted 09 May 2013 - 11:38 AM
This post has been edited by Jimmy: 09 May 2013 - 11:38 AM
#355 Posted 09 May 2013 - 12:07 PM
#357 Posted 09 May 2013 - 01:24 PM
darkcaleb, on 09 May 2013 - 12:07 PM, said:
If you are actually concerned that your user map could be problematic for some reason, talking about it in PMs would be a better option.
What I'm guessing will happen is that if you release your map, it will be an unofficial add-on. The devs have very specific standards for the mod (map style, art and sound format/style) so I doubt they would want an outside user map to be part of the official package.
#358 Posted 09 May 2013 - 01:58 PM
Trooper Dan, on 09 May 2013 - 01:24 PM, said:
What I'm guessing will happen is that if you release your map, it will be an unofficial add-on. The devs have very specific standards for the mod (map style, art and sound format/style) so I doubt they would want an outside user map to be part of the official package.
Well the whole point of the user map is that this not something officïel to mod. It's just something a want to share with the forum (a little side story). I have been building so much ideas in the past, made so much that i have lost so much projects( a Year a ago crashed hard drive) that this still keeps me motivated for bringing some of my ideas to life. Hopefully i can get this done this time.
#359 Posted 09 May 2013 - 02:34 PM
darkcaleb, on 09 May 2013 - 12:07 PM, said:
Well considering you´re using new art, new sounds and whatnot and that the theme is nowhere related to DNF. What´s the point of making it for this mod instead of regular Duke? I won´t include nor support any map unless it´s something like what Micky C is doing. Which may be included in a compilation of user maps as a 2nd episode. Your map doesn´t seem to met the conditions though.
#360 Posted 09 May 2013 - 03:04 PM
Gambini, on 09 May 2013 - 02:34 PM, said:
Way to cake the cat out of the bag Gambini
I hadn't actually announced I was working on a map here. It was going to be a surprise.
Trust = broken.
Well I might as well go into some details then. I've been working on a relative short (15 minutes) map for this mod, loosely inspired by many leftover 1998 references that weren't included in the original episode. I might post some pics later.
@darkcaleb, don't feel bad; Gambini was very strict when I talked to him about making a user map. No polymer (I didn't mind that so much), I could use TROR though, and I expected to make some fairly complex stuff using the classic renderer, then he said it had to be 100% compatible with polymost as well, which pretty much throws most of the TROR I had planned out the window, and a lot of it was practical, not just for decoration.
But when I finally agreed to his terms and started building, the limitations didn't actually bother me as much as I thought they would. I might have been able to make something cooler with TROR, but it would probably also take longer, so it's better to get this thing out the door relatively quickly.