Duke Nukem 3D: 20th Anniversary World Tour
#1801 Posted 14 October 2016 - 02:27 AM
Some sprites like blood, and the number "8" in the hud, gliched out
http://images.akamai...B6C69E1B0C320D/
http://images.akamai...C21E41E0B6A630/
and then turned to this
http://images.akamai...93F154C1DE6D49/
This is so fucked up. Also notice how the level stats don't fit when using a 4/3 resolution.
BTW - getting back to the final boss: he DOES shoot lava pools around the area; it's just that he never seems to do it properly and it's very rare; and it's like he always aim them far away from the player. I also seemed to notice that the last (couple?) fire sprites of his fire launcher don't seem do any damage?
The more I play this...
This post has been edited by MetHy: 14 October 2016 - 02:34 AM
#1802 Posted 14 October 2016 - 02:41 AM
High Times and Hollywood Inferno are definitely the worst levels. No complaints with Lee Jackson's music, though. I might increase my rating for Alien World Order to an 8/10, which would put it up to Duke It Out In D.C. territory.
#1803 Posted 14 October 2016 - 03:28 AM
#1804 Posted 14 October 2016 - 03:34 AM
Doom64hunter, on 14 October 2016 - 03:28 AM, said:
It's not just that, there's no reasonable explanation about how he gets to each of these locations.
#1805 Posted 14 October 2016 - 03:35 AM
#1806 Posted 14 October 2016 - 03:44 AM
Earlier ITT I was dreaming of a the Champ Elysee and visiting the Arc De Triomphe. I think both would be really awesome to see in Duke, you start the level in the Champ, and then work your way up to inside the Arc de Triomphe; I know it's EXACTLY how it is at the start of Onimusha 3, but it's so damn good I wouldn't mind seeing it redone in Duke too.
Museum inside the Arc:
Bossfight on the rooftop :
Hell, I might as well just DO that map myself one of these days.
This post has been edited by MetHy: 14 October 2016 - 03:45 AM
#1807 Posted 14 October 2016 - 03:46 AM
Hendricks266, on 14 October 2016 - 02:10 AM, said:
Added to the report. Thanks for the update!
This post has been edited by NightFright: 14 October 2016 - 06:38 AM
#1808 Posted 14 October 2016 - 03:52 AM
Lunick, on 14 October 2016 - 03:34 AM, said:
And also no real incentive for him to go to any of these places.
They could've easily done some small story thing like
Quote
And of course Duke's gotta stop them because Lo Wang is on Sabbatical
which would also explain why there's multiple Overlords and Emperors this time around. Just, a small cutscene at the beginning that shows what's going on, like with Episode 4.
Instead we only get "I'm getting too old for this shit" which might be more of a testament to Jon's performance than any real explanation as to why Duke's in Amsterdam. (or anywhere else for that matter)
This post has been edited by Doom64hunter: 14 October 2016 - 04:24 AM
#1809 Posted 14 October 2016 - 04:00 AM
Which obviously, is a story that doesn't even hold in maps like Paris or France.
#1810 Posted 14 October 2016 - 04:03 AM
Also, does Alien World Order break the Duke Nukem canon? Because now there's multiple Cycloid Emperors (I assume the one in DNF is the same one in DN3D, hence the black eye).
This post has been edited by PikaCommando: 14 October 2016 - 04:08 AM
#1811 Posted 14 October 2016 - 04:38 AM
#1812 Posted 14 October 2016 - 05:56 AM
MetHy, on 14 October 2016 - 12:15 AM, said:
The dark splotch under the credit card symbols is from the new normalmaps added to the textures. A seemingly unintentional consequence of their presence is that the normalmaps don't account for the varied and often unorthodox ways the tiles were used in the original maps, so they may create strong visual artifacts where there weren't any before.
MetHy, on 14 October 2016 - 12:15 AM, said:
Some of the original maps have received additional cosmetic modifications to accommodate the new lighting. Just to illustrate this point, here's a clear look at the Rabid Transit change:
This post has been edited by Marphy Black: 14 October 2016 - 06:03 AM
#1813 Posted 14 October 2016 - 06:28 AM
Marphy Black, on 14 October 2016 - 05:56 AM, said:
Right, the texture was misaligned to begin with, they didn't change it, it's just that the normal maps make these kind of issues stick out.
It's kind of a shame that they went their way to add new lights to the old maps, even change some textures and add some nukebuttons (face of death etc), but didn't spend a few more seconds to fix the most obvious texture misalignement. Oh well.
#1814 Posted 14 October 2016 - 06:44 AM
This post has been edited by NightFright: 14 October 2016 - 06:46 AM
#1815 Posted 14 October 2016 - 06:48 AM
#1816 Posted 14 October 2016 - 07:00 AM
NightFright, on 14 October 2016 - 06:44 AM, said:
Well, if you look at the original screenshot, the placement of the light texture and the shading don't fit at all. In the new version they do. In this case it's not changing the light so they can cast it a different place, but cast it in the same place and change the texture so it fit.
Now - why would they bother to make sure the lights fit in this case, but not in the other cases, I wonder. I already mentionned but in Red Ruckus and Bloody Hell for instance, there are dynamic lights set around lightbulb sprite #979, the sprite can be destroyed but the light remains. Then there are natural cave areas full of dynamic light but no visual cue of what's emitting them.
According to TerminX earlier ITT it's Levelord and Allen Blum which added the dynamic lights to the old maps, so it's safe to say it's also them who took care of any change.
I'd love to see a comparison of their changes by the way, for instance Hollywood Holocaust has 8 more sectors but when playing it I couldn't spot any difference myself.
This post has been edited by MetHy: 14 October 2016 - 07:01 AM
#1817 Posted 14 October 2016 - 07:47 AM
Now we know they went back and tinkered with the old maps to adjust stuff for the lighting.
Then it comes time to getting the monster and the boss and absolutely zero effort expended. None, nada, nyet, zip.
What were they doing during development? I mean, really?
#1818 Posted 14 October 2016 - 08:24 AM
It was truly a red cross massacre. And it seems "Discover" was renamed to "Disckver".
Also, I like how the ending of the sentence in the help screen about the free stuff was changed from a full stop to an ellipsis. I guess someone on the World Tour development team was forlorn they didn't receive any freebies.
This post has been edited by Marphy Black: 14 October 2016 - 08:26 AM
#1819 Posted 14 October 2016 - 09:08 AM
This post has been edited by NightFright: 14 October 2016 - 09:18 AM
#1820 Posted 14 October 2016 - 09:26 AM
#1821 Posted 14 October 2016 - 09:36 AM
Lunick, on 13 October 2016 - 09:31 PM, said:
bit late but Blood Hell does have dev commentary; it's located in a secret area on top of the main big building. You can get to it inside by heading to one of the corner library areas and shooting a small switch on top of the wall.
#1822 Posted 14 October 2016 - 09:48 AM
How many secrets did you guys find on your first run?
#1823 Posted 14 October 2016 - 09:53 AM
I found a fun untagged secret message myself
I wonder if there are more of them.
PikaCommando, on 14 October 2016 - 09:48 AM, said:
How many secrets did you guys find on your first run?
Here :
http://steamcommunit...s/?id=779347398
I found 2/3rd of the secrets myself, most of them on the first run. Levelord maps are the hardest to find (Bloody Hell for instance), but most secrets are pretty lame honestly. Like the dozen of exploding cracks "secrets"...
This post has been edited by MetHy: 14 October 2016 - 09:57 AM
#1824 Posted 14 October 2016 - 10:09 AM
Jblade, on 14 October 2016 - 09:36 AM, said:
Was there a Steam update or something? Bloody Hell has commentary icons in the outside area now.
#1825 Posted 14 October 2016 - 10:42 AM
Marphy Black, on 14 October 2016 - 08:24 AM, said:
It was truly a red cross massacre. And it seems "Discover" was renamed to "Disckver".
Also, I like how the ending of the sentence in the help screen about the free stuff was changed from a full stop to an ellipsis. I guess someone on the World Tour development team was forlorn they didn't receive any freebies.
#1826 Posted 14 October 2016 - 10:57 AM
I didn't notice that they removed the erroneous fullbright pink pixels from the skycar. Interesting.
#1827 Posted 14 October 2016 - 11:05 AM
AdrenalinDragon, on 14 October 2016 - 10:09 AM, said:
Okay ; I understand now, it's all a misunderstading. The E5L3 (Bloody Hell) dev commentary tracks are stored in the "E5L02" folder and named "Commentary_E5L02[...]"
#1828 Posted 14 October 2016 - 12:00 PM
MetHy, on 13 October 2016 - 02:19 PM, said:
I think the Incinerator is cool... except for all the little things which make it not cool. Setting lava pools as traps is the most effective way to use the weapon, but they seem kind of glitched: for instance sometimes enemies flying ABOVE them, like Sentry Drones, will get damaged for no apparent reasons. Also, on mini-bosses like Overlord, the Overlord makes sound and spawns blood like it's taking damage, except I swear to god it's like he's not taking any or it's VERY VERY little.
Then, there is the fact that every burnt corpse is the same sprite. The burning kind of suck, just spawning small fire all around the body with a red palette... If you compare this to how Blood handles its fire weapons, like how most enemies have their own dedicated burning animations or burnt corpses (even rats!), the Incinerator is just a quick hack job in comparison, and Blood was Build from 1997, there is no excuse.
The "episode5boss" (which seem to be its name according to the con file) would be a lot better if he had a 2nd attack for when the player is out of reach; just having him throw the same kind of fireballs the Incinerator does, spawning pools of lava all around the area, would have made it a lot better while sticking with the theme. The player would have to pay attention to where he walks, since those pool deal insane damage.
Late reaction: I do agree with most of what you say here. The Incinerator could have been a lot better and the effects pale in comparison to Blood.
But purely from a tactical point of view, the weapon does come in handy quite a few times. I especially used it against pig cops and enforcers, because they stop shooting once they start burning.
The boss should definitely have a long range attack. He can't even hurt you if he's not close to you, it's ridicilous.
A shame, since the arena itself could be entertaining. You can actually blow up the hollywood sign bit by bit, which would have been epic during an intense fight.
Quote
That would have been cool to see. But hey, you can always play Roch 7!
#1829 Posted 14 October 2016 - 12:45 PM
#1830 Posted 14 October 2016 - 12:51 PM
Merlijn, on 14 October 2016 - 12:00 PM, said:
Roch7 is great but its Arc is just a small decoration compared to the real thing (which is really huge) and having an entire map based off it.
AdrenalinDragon, on 14 October 2016 - 12:45 PM, said:
It's mentionned in the dev commentary. At the end of the main corridor indoor on the upper floor, near the switch that opens the doors to the outside. There is a silly dead end made into a secret place where you have to blow up a crack to find armor; the dev commentary mentions this used to connect to the lower floor but he got rid of it because he thought it was too confusing for players in SP.
Would be interesting to reconnect it, I might give it a try. I hadn't checked it in the editor and it's super silly because he left 2 pigcops and a slimer there, meaning you can't get 100% kills in the map.
This post has been edited by MetHy: 14 October 2016 - 12:52 PM