Post Duke Nukem videos "I enjoy them"
#272 Posted 05 September 2020 - 09:50 AM
High Treason, on 05 September 2020 - 09:00 AM, said:
This stuff is great, thanks! I've bumped into your reply in another thread with an example map of using target/shooter for logic gates and got plenty of ideas for their usage, so probably will have to study this video on the go should I encounter any problems.
BTW, you have a perfect voice for online tutorials.
#273 Posted 08 September 2020 - 04:11 AM
Never really thought about the voice, it just is what it is, could probably be better, though I guess it could be worse if I resorted to the mic eating and fake accents that a lot of people seem to use instead of merely half-assedly following the script.
#274 Posted 08 September 2020 - 11:55 AM
#275 Posted 26 September 2020 - 09:44 AM
High Treason, on 05 September 2020 - 09:00 AM, said:
Cool, never imagined these things could be used in creative ways. Btw, is it safe to use the Duke 3d midi OST in videos? it would be lame if you get copyright strikes for that.
#276 Posted 07 October 2020 - 09:05 AM
ck3D, on 03 September 2020 - 05:39 AM, said:
`Tis true, Allen is the quiet-but all-powerful guru.
#277 Posted 07 October 2020 - 09:46 AM
#278 Posted 08 October 2020 - 12:03 PM
levelord, on 07 October 2020 - 09:05 AM, said:
Pardon me, but are you the real Richard "Levelord" Gray?
#281 Posted 08 October 2020 - 01:10 PM
Quote
Well then. Welcome good sir!
This post has been edited by jkas789: 08 October 2020 - 01:11 PM
#282 Posted 08 October 2020 - 01:14 PM
#283 Posted 08 October 2020 - 01:16 PM
stumppy84, on 08 October 2020 - 01:09 PM, said:
Well, thank you, stumppy84!
#284 Posted 09 October 2020 - 11:56 AM
"You're not
supposed
to be here"
I believe that this style inspired many other level designers when they filled their levels with some easter eggs.
This post has been edited by The Battlelord: 09 October 2020 - 12:51 PM
#285 Posted 09 October 2020 - 01:48 PM
The Battlelord, on 09 October 2020 - 11:56 AM, said:
"You're not
supposed
to be here"
I believe that this style inspired many other level designers when they filled their levels with some easter eggs.
#286 Posted 14 October 2020 - 09:50 AM
Please, check this thread: https://forums.duke4...-can-we-expect/
We are actually talking about Duke Nukem 3d level design and what should have been done for the anniversary. If you and Blum return for more (with more classic E1-E3 style) and without new port and shit, that would be awesome!
#289 Posted 21 October 2020 - 08:32 AM
#290 Posted 21 October 2020 - 02:58 PM
#291 Posted 16 November 2020 - 05:46 PM
This time we abuse the rendering engine's draw order to produce 'impossible' structures.
#292 Posted 17 November 2020 - 03:37 PM
#293 Posted 18 November 2020 - 03:13 AM
This post has been edited by ck3D: 18 November 2020 - 03:14 AM
#294 Posted 18 November 2020 - 03:28 AM
The first trace of it that I know of would be in Redneck Rampage Route 66, for the swing door/mask wall gates in Flea Market and House of Ill Repute (but there are probably earlier examples I'm unaware of):
Then there is the infamous one in Military Madness by Alejandro Glavic:
which takes this concept to the next level.
The bridge also looks like it takes it to the next level; the problem however with these things it that for obvious reasons the player can not walk underneath/above the sectors; even though it may look to him that he could. In the cases of those doors it's not a problem, but for big constructions it can lead to noticeable "invisible walls".
Cool stuff nonetheless!
This post has been edited by MetHy: 18 November 2020 - 03:29 AM
#295 Posted 18 November 2020 - 04:28 AM
ck3D, on 03 September 2020 - 05:39 AM, said:
Great video, I had missed it. Does anyone know what those 4 levels Levelord released for Doom are and if they can still be found? They're mentionned in the video.
Edit: also, it is known which multiplayer levels Levelord built for Opposing Force? Again, they're mentionned in the video.
This post has been edited by MetHy: 18 November 2020 - 04:36 AM
#296 Posted 18 November 2020 - 04:55 AM
MetHy, on 18 November 2020 - 03:28 AM, said:
The first trace of it that I know of would be in Redneck Rampage Route 66, for the swing door/mask wall gates in Flea Market and House of Ill Repute (but there are probably earlier examples I'm unaware of):
capt0008.png
capt0007.png
Then there is the infamous one in Military Madness by Alejandro Glavic:
capt0125.png
which takes this concept to the next level.
The bridge also looks like it takes it to the next level; the problem however with these things it that for obvious reasons the player can not walk underneath/above the sectors; even though it may look to him that he could. In the cases of those doors it's not a problem, but for big constructions it can lead to noticeable "invisible walls".
Cool stuff nonetheless!
Although swing doors can't move sprites, I've found that for small doors like that in Military Madness it might be better to just use "rotate rise bridge", which can act just like swing door and actually does move sprites - meaning the whole door can be made with spriteworks. The only downside is that it would always require switch to operate, but then it also can be masked within the door. On the other hand, slide doors... Maybe other possibility would be using very tiny 2-way trains which move sprites, but then they are harder to precisely control (and from what I've observed, seem to have some minimal travel distance).
#297 Posted 18 November 2020 - 05:38 AM
Pretty cool level, it reminds me of his mine level from the Quake's Scourge Of Armageddon in many ways. Tom Mustaine also did levels on both add-ons, I think his amusement park DM level for Opposing Force should be momerable to anyone who's ever seen it.
I can't seem to find the Doom levels though. I only find a spanish Doom guide called "Levelord" but which has nothing to do with him.
Edit: found the Doom levels
Aleks, on 18 November 2020 - 04:55 AM, said:
Remember that originally 2-way trains can only move actors; they only move all type of sprites in EDuke32.
This post has been edited by MetHy: 18 November 2020 - 07:08 AM
#298 Posted 18 November 2020 - 06:03 AM
MetHy, on 18 November 2020 - 05:38 AM, said:
Did they? Warp Factor's 2-way trains certainly had switches in it and I remember making a box made of sprites "flying" across a room with 2-way train in AlexCity, which was pre-Eduke.