Story and Design problems of Max The Revenger. "How to make it better"
#1 Posted 18 October 2013 - 08:19 AM
Therefore, I want to know what you think about the project and how to improve the project.
Here's the official page.
http://www.moddb.com/games/mtr
Just tell what do you want from the oldschool FPS? What Black Ice Team must to do to make it better than knock-off or copycat of DNF/DNR?
P.S. Original thread on duke4.net:
http://forums.duke4....x-the-revenger/
#2 Posted 18 October 2013 - 09:08 AM
#3 Posted 18 October 2013 - 09:23 AM
#4 Posted 18 October 2013 - 05:26 PM
#5 Posted 18 October 2013 - 05:41 PM
Stick with your vision.
If you want to make a character Max ( Максим ) The Revenger ( мститель ), so be it. The most important thing here is that the character works.
added
It just occurred to me, perhaps you translated from Russian to English? Why not use the Russian only. Would sound intriguing.
This post has been edited by Hank: 19 October 2013 - 12:07 AM
#6 Posted 19 October 2013 - 03:44 AM
Micky C, on 18 October 2013 - 05:26 PM, said:
It was a Photoshop magic.
Max The Revenger:
Duke Nukem 3D: Reloaded:
My parody:
But there's no sense for trying to find anything that can look like a copy+paste, because DNV had promised again that he will find the way to make it better or to change some stuff.
He has some ideas about premise.
And he has time.
This post has been edited by lambdist: 19 October 2013 - 03:47 AM
#7 Posted 19 October 2013 - 06:39 AM
#8 Posted 19 October 2013 - 07:11 AM
fuegerstef, on 19 October 2013 - 06:39 AM, said:
I hope it will be released when it's done after several redesigns.
#9 Posted 19 October 2013 - 07:20 AM
#10 Posted 19 October 2013 - 11:12 AM
lambdist, on 19 October 2013 - 07:11 AM, said:
That's your goal? This is doomed.
This post has been edited by Radar: 19 October 2013 - 11:13 AM
#11 Posted 19 October 2013 - 12:40 PM
Ronan, on 19 October 2013 - 07:20 AM, said:
Don't forget the many engine changes and only releasing one or two shitty concept images every year.
#12 Posted 19 October 2013 - 10:02 PM
#13 Posted 20 October 2013 - 04:27 AM
#14 Posted 20 October 2013 - 05:30 AM
fuegerstef, on 19 October 2013 - 10:02 PM, said:
It's always the same goddamn 3DSMax tutorial I bet. It's been like this since Half-Life - not even 2! Grand news posts of untextured guns are highly associated with vaporware...
#15 Posted 20 October 2013 - 05:49 AM
Radar, on 19 October 2013 - 11:12 AM, said:
I think he was attempting humor and you missed it Radar.
#16 Posted 20 October 2013 - 11:09 AM
Mark., on 20 October 2013 - 05:49 AM, said:
He's not the only one
#17 Posted 20 October 2013 - 04:34 PM
This post has been edited by ReaperMan: 20 October 2013 - 04:34 PM
#18 Posted 20 October 2013 - 10:06 PM
ReaperMan, on 20 October 2013 - 04:34 PM, said:
Hello, new poster! Welcome to the thread! Make yourself at home. Enjoy your stay and have some biscuits or fruit from the lounge. Oh! And don't forget to read up on all the latest chatter so that you're not behind!
Welcome again!
#19 Posted 20 October 2013 - 11:03 PM
This post has been edited by Colon Semicolon: 20 October 2013 - 11:21 PM
#20 Posted 20 October 2013 - 11:48 PM
Colon Semicolon, on 20 October 2013 - 11:03 PM, said:
That's why the main idea of thread "How to make it better".
#21 Posted 21 October 2013 - 01:35 AM
A setting that's not been used in games much would help, for starters. I always found lots of interest in the layered cities of Bladerunner and older scifi movies, and very few games have actually explored such a landscape. If you have little understanding of how to create such environments, look at the real world inspirations of such things (in Bladerunner's case, the city was inspired by the sprawling walkways between buildings in the city of Minneapolis due to it's harsh climates) and go from there.
Build up from the environment and world, what people might do there, then work on who the major characters are. It's okay to have a main character idea in mind, but it's always going to be a first draft until you set the ideas of the environment down. They will have to change with the world that you create, so don't get attached to them. infact, think about the worst case scenario where they can fail and/or die, and get used to that possibility. And for the record: don't just go and attempt to recreate real life. Real life is boring, and your project will get lost in the sea of shit that looks the same if you go that route. Create an ambiance, make something truly amazing, and you can go far and stand out.
Or don't. You can just as easily ignore this advice, but it's very much an important aspect of being a creator in any way, shape, or form.
This post has been edited by Colon Semicolon: 21 October 2013 - 01:39 AM
#22 Posted 21 October 2013 - 05:02 AM
MusicallyInspired, on 20 October 2013 - 10:06 PM, said:
Read? This thread? Is that some sort of joke?
#23 Posted 21 October 2013 - 05:10 AM
All in jest, my friend, all in jest.
#25 Posted 22 October 2013 - 03:24 AM
#27 Posted 22 October 2013 - 05:29 PM
lambdist, on 22 October 2013 - 03:24 AM, said:
Why not go in a unique direction?
Or:
Let the gameplay dictate the character?
Otherwise:
Gunnar from the Expendables in character but give the model different looks or we end up with an older Duke without shades.
This post has been edited by fuegerstef: 23 October 2013 - 12:01 AM
#28 Posted 23 October 2013 - 02:23 AM
Mark., on 20 October 2013 - 05:49 AM, said:
This project is an attempt at humor, yet Lambdist seems to be serious about it. That's why I missed it.
#29 Posted 24 October 2013 - 03:41 AM
I'm out of this thread and out of this story.
If you have questions to project leader, so you can ask him.
Here's his contacts:
http://forums.duke4.net/user/682-dnv/
http://vk.com/duke_nukem_king
http://www.moddb.com/members/dnv
#30 Posted 17 November 2013 - 02:52 AM
Everything had changed.
Gameplay, story and level design inspired by Duke Nukem Forever 2013, Duke Nukem 3D: Reloaded and other mods/games/remakes.
Maybe, you'll see beta and one great feature in it SOON (or never, because everything can happen).
Now they are not so bad guys as they had been before (bitards turn into badasses).
But they still trying to make their old forgotten DNF with russian, blackjack and hookers.
Thanks god it's not commercial as they decided to make it in future before.
And they abandoned awful idea with Unity 3D and OUYA (jesus, it could be really awful).
Screenshots:
P.S. They have some problems but they solve it.
P.P.S. WHEN IT'S DONE. Or never done. Who knows what can happen.
Attached File(s)
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Pavel Perepelitsa - Ambient City 1.mp3 (3.52MB)
Number of downloads: 202
This post has been edited by lambdist: 17 November 2013 - 03:04 AM