Post Duke Nukem videos "I enjoy them"
#246 Posted 24 June 2020 - 12:20 PM
#247 Posted 25 June 2020 - 04:26 PM
https://youtu.be/tWq_7aleTgM?t=487
#248 Posted 26 June 2020 - 09:09 AM
#250 Posted 03 July 2020 - 01:26 PM
#251 Posted 03 July 2020 - 01:41 PM
I actually recorded the demo file where I finished the whole map in like 5 mins...and I gotta say, when you know where everything is, it's not as exciting as when I played it for the first time...
#252 Posted 03 July 2020 - 02:09 PM
#254 Posted 05 July 2020 - 12:15 PM
#256 Posted 20 July 2020 - 01:59 PM
But the actual level design is solid. I remember adapted some of the levels to classic Duke, and they played much better. I love Full House (the secret level), it indeed looks like a legit map from vanilla Duke, I also love Lost Lagoon, its awesome journey and clever tricks. And of course the boss level (Alien Remains) was a beauty, I modified the final room with the original textures and changed the cyclops to a battlelord, as it was a more sensible boss there. Too bad those amateur mistakes were left there during testing, like the wind54.voc issue which crashed both Voodoo Caves and Alien Remains on the DOS.
The levels I didn't like are the first one and the annoying theme park one. I might be a contrarian, but the first level does look cheap for most part, boring textures and no sense of actual beach atmosphere. The theme park level is probably disliked by most I guess for obvious reasons.
As for DC, I actually admire Smithsonian's design, it's BS indeed, but it's the only level by Travis which felt like his user maps prior to it, so I guess my nostalgia factor makes it better than it actually is. I mean there are a lot of similarities between Smithsonian and Betatwo/Aztec/Anslem. Even the ocean stuff returned from Betaone. The best level is however Nuked Files, it felt classic Duke, despite the abundance of pigcops. I also somewhat enjoy Metro Mayhem, the secret passage was done very well. Overall, DC was mediocre though, and the monster placement/lack of sounds/Washington jokes clearly dragged it down despite the occasional flashes of good design.
A remake project of DC would be interesting with strong focus on enhancing the gameplay and the atmosphere, but keep the good parts, like the base design by Travis.
This post has been edited by The Watchtower: 20 July 2020 - 02:00 PM
#257 Posted 20 July 2020 - 10:44 PM
I didn't grow up with Caribbean at all though, however I did play DC a lot as a kid since it was the only 'legit' quality episode included in the Kill-A-Ton collection I got quite early on - obviously it's got its low moments as far as gameplay is concerned, and quite the amount of misaligned textures but I used to have a lot of fun just wandering around the levels and exploring the nooks and crannies. I was a big fan of Robert Travis' user maps already at the time, and only realized he had been making the maps for DC a bit later. Coincidentally, I'm with you when it comes to my own favorite DC maps.
This post has been edited by ck3D: 20 July 2020 - 10:48 PM
#258 Posted 21 July 2020 - 09:18 AM
ck3D, on 20 July 2020 - 10:44 PM, said:
I didn't grow up with Caribbean at all though, however I did play DC a lot as a kid since it was the only 'legit' quality episode included in the Kill-A-Ton collection I got quite early on - obviously it's got its low moments as far as gameplay is concerned, and quite the amount of misaligned textures but I used to have a lot of fun just wandering around the levels and exploring the nooks and crannies. I was a big fan of Robert Travis' user maps already at the time, and only realized he had been making the maps for DC a bit later. Coincidentally, I'm with you when it comes to my own favorite DC maps.
What is terribly wrong with Caribbean are the 3 hitscan weapons and the inflatable monster. They look awful, and the inflatalbe is terribly annoying as well. Why couldn't they keep the enforcer as the iguana shown in the promos? Or why didn't they use the desert eagle for example as a pistol replacement? These things certainly didn't help the game's case. Also I didn't like the NPC women in the first level. They started screaming too easily, and their art was quite bad too.
This might be the reason I like classic style levels more (Lost Lagoon, Full House, Alien Remains) in the game, and pretend the original monsters/stuff are there.
This post has been edited by The Watchtower: 21 July 2020 - 09:19 AM
#259 Posted 21 July 2020 - 12:53 PM
DukeDC is by far the best add-on and my criticisms largely relate to what it didn't do. Perhaps sometimes it's better to not do something than to do it badly. DukeDC seemed to be focused on playing well, it basically serves to offer another episode of plain old Duke3D but with themed maps, the maps mostly play well and tick all the basic boxes. They're memorable enough, though as with anything, it's not perfect and there are a few low points. Overall I think it did what it set out to do; give you an extension to the existing Duke3D experience, more of what worked, and didn't stray from the established formula very much. Metro Mayhem is the weakest level for me, I tend to get lost because it all looks the same and frame rates are bad in there. Brown Water might be my favorite, if not Memorial Service, then the final two levels, Dread October and Nuke Proof. Overall the episode averages out about on par with The Birth, where The Birth's highs and lows are to a greater extent in either direction, but as a whole they're roughly as good as one another. Shame it didn't have its own music.
Nuclear Winter can be by no means considered great, but it's Christmas themed, and tacky Christmas things always come with disappointment, as does the holiday itself, so the bar was set low. The theming was correct, the humor was there, it did feel kinda cheap but it works for me in that 'this B movie is trash but it seems to know it's trash and is kinda fun' way, it's OK to dig it out once a year and forget about it for another eleven months. The level design wasn't as good as DC's, in that they didn't seem to play quite so well, but at the same time, it's kinda a shame because there are tiny little pieces that are extremely well designed, little glimpses of potential that couldn't be applied consistently.
Life's a Beach is a mess. Right from the start you're assaulted by crappy textures (what the hell, is that meant to be water!?) and the music is fun for 30 seconds before it becomes annoying, really annoying, it has that overly try-hard vibe that female video game composers of the time (except maybe Tomoko Sasaki, who was awesome) seemed really prone to for some reason - though in all fairness, it's far better than anything that dude who worked on the final version of Blood could have ever made. Voodoo Caves' music at least showed some potential but failed to deliver; awesome beat and bassline, sloppy lead that sounds unfinished, I honestly do wonder if the poor composer could do better, but simply ran out of time.
Not only are the textures bad, but they're often applied sloppily and the choices are weird, that pond in the hotel entrance has a bunch of these issues. The level layouts are garbage, because they obviously wanted to focus on the gimmicky looks but then couldn't execute that properly either due to the afore mentioned crappy application of said texturing and layouts that are awkward, and don't flow well. The level designers probably wasted all of their time actively trying to annoy the player, which is fine in small doses, but some dickhead thought it would be fun to put GPSPEEDs in literally every fucking elevator to make them painfully slow, that long one in Lost Lagoon is by far the worst as you have to ride it more than once - it's sadistic genius because a load of explosions are waiting up there, so you instinctively hit space to move the elevator out of the way and have to ride it back down and then back up, wasting minutes of time in which nothing happens, even more if the explosions kill you which isn't unlikely given sparse health placement. This is bad design.
Speaking of explosions, then there's those stupid gay coconut slinging inflatable pool toy things. They loved placing those enemies in cramped, blind corners or behind doors where you couldn't avoid the hits without knowing they were there already, if at all. The level designers almost certainly did it on purpose. This is bad design.
Resources like health are often relegated to secret areas, which is exacerbated by the coconut flingers. This is bad design.
Seagulls seem to be able to get out of bounds and damage you, or else end up intangible, so you take hits and can do nothing about it, or I assume this is what's happening as I can't see what is doing the damage and can't damage it in return. This is bad design.
Even without the major annoyances, levels are plagued by many small issues that show a lack of effort, like floating fires and water flowing the wrong way, in far greater numbers than DC had such issues. Feels like it wasn't playtested. This is bad design.
Voodoo Caves always sticks in my mind as a level with awful layout and progression, it is just painful and annoying to play, there are weird little pockets that make it look like even the designer didn't know what to do with it.
As noted, too much focus on the gimmicky theme, it's weird how Nuclear Winter could do this, but managed to flow better when playing even if it wasn't brilliant, it was at least acceptable, it's as if NW tried to be fun where LAB tried to piss the player off instead.
The lack of shotgun firing sound is really disorientating, the pig cops still have it, so why not the player?
The new lines are horrible. Also that ending, Comic Sans says it all. In all fairness, the Duke impersonator does a better job than JSJ usually does these days.
The installer, weird Sunstorm Manager and resulting hacks to the EXE cause some problems with the game in DOS. Said installer doesn't even bother to clear the screen upon exit, but has to exit so you can start the game manually, as it has no option to start the manager it just installed, then the manager crashes the EXE, breaks the audio system or makes other things happen that aren't entirely good.
There are many more problems I have with this add-on, but I'll leave it there. Overall I don't find it fun and it seems they designed it primarily to be annoying, rather than being fun, so whatever. If you enjoy it, good, don't let my thoughts on it take anything away from that. Similarly I am not attempting to invalidate people's criticisms of DC or NW, as those are your experiences with them and they're obviously just different to mine.
I haven't forgotten about DMT, I've just been too busy to make any more lately and will return to it as soon as I can.
This post has been edited by High Treason: 21 July 2020 - 12:54 PM
#260 Posted 21 July 2020 - 04:03 PM
High Treason, on 21 July 2020 - 12:53 PM, said:
High Treason, on 21 July 2020 - 12:53 PM, said:
It was JSJ.
#261 Posted 21 July 2020 - 05:08 PM
What I do know is that Weinerholder had something to do with some of the levels, which explains the quality issues, as everything that guy touches seems to turn to shit for some reason.
#262 Posted 21 July 2020 - 05:26 PM
High Treason, on 21 July 2020 - 05:08 PM, said:
No it was perfect for several reasons.
High Treason, on 21 July 2020 - 05:08 PM, said:
I mean... there are alternative methods to find out.
High Treason, on 21 July 2020 - 05:08 PM, said:
I'm 99.9% certain it was JSJ due to sending the VO requests to 3DR. That remaining 0.1% is because perhaps 3DR got a soundalike.
This post has been edited by RunRonRun: 21 July 2020 - 05:28 PM
#263 Posted 23 July 2020 - 02:18 AM
High Treason, on 21 July 2020 - 12:53 PM, said:
This is exactly how Duke DC would make me feel as a kid. I haven't played the add-on in ages but I watch playthroughs from time to time for the nostalgia trip; after all those years of playing user maps, I find that all those qualities still stand. The user art was also really good in that it complemented the vibe of the base game fairly well for what it was, and it looked more reasonable than the seemingly LSD-induced experimentation in Caribbean.
This post has been edited by ck3D: 23 July 2020 - 02:19 AM
#264 Posted 14 August 2020 - 09:35 AM
Of course, the playthrough has been up for five years and to this day, averages 50 views per video. I'm not sure any of them even showed up in search the last time I tried looking that episode up, seeing as I only ran into them just now. YouTube algorithms are so wonky sometimes.
edit - damn he got me, it's not even a full playthrough of the mod - dude just spends ages wandering around the levels and quits halfway through in the last video. Just a heads up so that no one watches this expecting some good gameplay, it's for inspiration's sake if anything.
This post has been edited by ck3D: 14 August 2020 - 09:47 AM
#265 Posted 15 August 2020 - 12:21 PM
This post has been edited by Major Tom: 15 August 2020 - 12:21 PM
#267 Posted 03 September 2020 - 05:39 AM
This post has been edited by ck3D: 03 September 2020 - 05:40 AM
#268 Posted 03 September 2020 - 06:17 AM
A Duke anime is probably well passed its expiration date, but I bet it would have been a major hit 15 years ago. There are not nearly enough good seinen action shows, and this was true even more so a decade ago. Shows like Elfen Lied became major hits which aren't exactly reviewed well nowadays. It would have been successful even if it had major flaws.
This post has been edited by Data Hivemind Thot Entity: 03 September 2020 - 07:15 AM
#269 Posted 03 September 2020 - 07:30 AM
Quote
New, bonus content in Episode 5: Duke Nukem finally gets a INCINERATOR to roast new Firefly enemies!
New Duke Talk plus high-fidelity re-recordings from Duke Nukems original voice actor, Jon St. John!
New musical score for Episode 5 created by Dukes theme song author and original game composer, Lee Jackson!
Original 1996 source code and 2.5D engine re-mastered in True 3D for PS4!
When in reality everyone else is just expecting new Duke games that would be good because they'd actually be the serious work of an enthusiastic and dedicated team under one solid and focused direction, not because they'd be a mishmash of whatever gimmicks are trending this month in other games or IRL on Reddit and also broken bosses.
I don't mean to talk shit though. Releasing World Tour on the Switch was a good choice for instance, although I'm not sure how much they actually planned that I feel like it became a very popular port and is drawing a new generation of players and mappers to the game. But they're drawn to the game because Duke 3D is genuinely a good game and not because of pocket sand.
This post has been edited by ck3D: 03 September 2020 - 07:38 AM
#270 Posted 03 September 2020 - 08:23 AM
ck3D, on 03 September 2020 - 07:30 AM, said:
Almost all anime is just a rehash of pre-existing anime. I just think they may have had a good formula with the 2 aforementioned side characters. Duke doesn't have to be an intergalactic hero fighting the alien race. Knowing Japanese anime tropes, his character would probably work better as a "corrupt" anti-hero who "discoveres" his "good side" over time, certainly after episodes and episodes of fabricated Japanese-style indecisiveness. Whenever his motives are questioned and he ponders his thoughts, he'll make that wall humping sound from Duke3D. And whenever he does something rash, Bombshell will say "eeeeeeehhhhhhh???". His team could be an outer space mercenary group, with the aliens getting in the way of most of their jobs. And then in the series finale, after being fed up with their antics, he destroys the alien planet once and for all, but this creates a time paradox that spawns numerous spin-off series in which continuity is no longer a factor, including a comedy OVA with chibi loli versions of the characters. I know this is weeb sh!t but I really think they could have had something if it was produced at the exact right time, perhaps 2004-2006 after the mecha craze and right before the harem student council boom.
This post has been edited by Data Hivemind Thot Entity: 03 September 2020 - 08:48 AM