
Duke Nukem 3D: 20th Anniversary World Tour
#2297 Posted 20 November 2016 - 04:15 AM
#2298 Posted 20 November 2016 - 08:24 AM
Frog, on 20 November 2016 - 04:15 AM, said:

I haven't played it, but I do read this thread. While someone like me won't likely notice all of these things that seem to be drops in quality from Duke 3D of the 90s, I still would not expect the same mappers to produce the same quality now.
CatNapDreams
#2299 Posted 20 November 2016 - 11:19 AM
E5 is more detailed, sometimes even too detailed, although the authors' style can be very well seen in some of the levels. The mentioned Golden Carnage for example wouldn't be out of place from the Birth episode, it clearly has the same vibes as Derelict, and Blum's style is easy to spot. Tour de Nukem is another level where the original vibes can be seen, especially in the metro/sewer/alien base part, which is a great mix of The Abyss and Sewer. The pyramid and the space parts of Mirage Barrage are crying for Blum style as well.
The level that looks the least classic to me is Bloody Hell (probably because it has a Randy touch), although that strange teleport puzzle in the basement looks clearly Levelord.
This post has been edited by Nancsi: 20 November 2016 - 11:19 AM
#2300 Posted 21 November 2016 - 02:41 PM
Specs:
i7 4710hq (2,5 ghz to 3,5 ghz) quadcore
Nvidia Geforce GTX 850m 2gb ddr3 (overclocked)
8 gb system ram
Win 10
When using "real 3d rendering" in full-hd I get around 15 - 30 fps max. Seems like this is worse optimized than Polymer. How come then recommended specs are a GTX 610? I would not have expected a game from 1996 to run this crappy, sure it's updated but still. Even without "real 3d rendering" I get drops below 60 fps sometimes. UNACCEPTABLE.
#2301 Posted 21 November 2016 - 02:53 PM
No matter what the levels were, they wouldn't please everybody. If Duke 3D was released today it wouldn't please all Duke 3D fans (bear with the time paradox on this example). Way too many subjective variables, it's all personal experience with some interactive entertainment. That said, I think it's pretty out there to say Allen and Levelord don't still have it.
This post has been edited by PsychoGoatee: 21 November 2016 - 02:57 PM
#2302 Posted 21 November 2016 - 03:56 PM
#2304 Posted 21 November 2016 - 04:28 PM

#2305 Posted 21 November 2016 - 04:42 PM
Looks cool, boring and confusing to play.
#2306 Posted 21 November 2016 - 05:13 PM
#2307 Posted 21 November 2016 - 07:13 PM
Sure, it was not your 'normal' look for a key, go through that door, go find the next key and go through that gate and shot everything in sight type of level. Personally, Abyss is the map that earned my deep respect for Mr. Gray aka Levelord. Lot's of magic imagination embedded in this map.

But, that's just me.

This post has been edited by Hank: 21 November 2016 - 07:58 PM
#2308 Posted 21 November 2016 - 11:31 PM
This post has been edited by Tea Monster: 21 November 2016 - 11:34 PM
#2309 Posted 22 November 2016 - 12:20 AM
#2310 Posted 22 November 2016 - 03:20 AM

E1L3 was a bitch, not only that the first pigcop easily killed me, but it had to encounter many traps. I fell down in the gear area, had troubles with the tripwires in the yellow key room, and while managed to get past the poster easily, I haven't realised that those cracks can be blown.
E1L4 was first problematic with the shrinker, then it had those gears and I couldn't figure out what to do.
E1L5 was hard, because I didn't trigger the earthquake and the shrinker, so I wandered aimlessly for an hour or so.
So many good memories.

I'm not sure if I had any serious issues with the registered maps though. Critical Mass gave me goosebumps with those booby traps. Derelict and The Queen were quite difficult back then.
#2311 Posted 22 November 2016 - 04:02 AM
Also, I never really got the "storytelling via level design" stuff, like what Tea Monster described with The Abyss. I've never thought too deep about the lava and the alien ship (didn't realize it was a spaceship until someone here pointed it out) or other stuff like whether Fusion Station is a human space station turned alien or alien in origin because I just brushed them off as wacky 90s level design.
#2312 Posted 22 November 2016 - 04:53 AM
Hendricks266, on 22 November 2016 - 12:20 AM, said:
Same here. I hadn't seen the Shawshank Redemption yet and I didn't have access to the internet at that time. So I was really stuck in Death Row.
I also got stuck in Fusion Station... where you had to shoot the little button in the pipeline... These are the only 2 levels that gave me problems. Good times :-D
#2313 Posted 22 November 2016 - 06:47 AM
axl, on 22 November 2016 - 04:53 AM, said:
That's why they point you towards that cell in the prison's overview (right next to the room with the Cycloid's hologram).

This post has been edited by fuegerstef: 22 November 2016 - 08:22 AM
#2314 Posted 22 November 2016 - 07:11 AM
#2315 Posted 22 November 2016 - 12:03 PM
Sledgehammer, on 22 November 2016 - 07:11 AM, said:
Ah yes, if we include the plug N Pray episode, yes, then I would also mention Nightmare Zone and Faces of Death (the nuke button was extremely hard to find).
Anyway, back on topic...one last thing I also noticed in the new world tour episode, is that the secrets were much simpler than those in the original 4 episodes... often, they are just "cracks" in a wall with an item behind them (examples being in Red Ruckus, Golden Carnage, Hollywood Inferno, ...). Maybe I'm too harsh, but I remember the secrets in the original duke episodes being a lot more clever.
This post has been edited by axl: 22 November 2016 - 12:07 PM
#2316 Posted 22 November 2016 - 02:21 PM
#2317 Posted 22 November 2016 - 03:59 PM
Tekedon, on 21 November 2016 - 02:41 PM, said:
Specs:
i7 4710hq (2,5 ghz to 3,5 ghz) quadcore
Nvidia Geforce GTX 850m 2gb ddr3 (overclocked)
8 gb system ram
Win 10
When using "real 3d rendering" in full-hd I get around 15 - 30 fps max. Seems like this is worse optimized than Polymer. How come then recommended specs are a GTX 610? I would not have expected a game from 1996 to run this crappy, sure it's updated but still. Even without "real 3d rendering" I get drops below 60 fps sometimes. UNACCEPTABLE.
If it's like most laptops, the game might be using the Intel Integrated Graphics instead of your discrete GPU. Add World Tour's EXE to the NVidia Control Panel's Manage 3D Settings -> Program Settings page, then make sure to set it to use the NVidia GPU instead of onboard.
#2318 Posted 23 November 2016 - 12:57 PM
Striker, on 22 November 2016 - 03:59 PM, said:
Thank you sir! You've just solved the problem for me. Difference is night and day. Strangely all other games use gtx850m automatically. I also realized I've been running Polymer with Intel HD 4600.. and I have been complaining that it's poorly optimized, also runs extremely well now. Big thanks!

#2319 Posted 23 November 2016 - 01:24 PM
#2320 Posted 23 November 2016 - 01:49 PM
#2321 Posted 23 November 2016 - 02:26 PM
TerminX, on 23 November 2016 - 01:49 PM, said:
More patches? That's great news!!
This post has been edited by axl: 23 November 2016 - 02:26 PM
#2322 Posted 23 November 2016 - 07:35 PM
TerminX, on 23 November 2016 - 01:49 PM, said:
Glad I waited!
Now I'll be able to finally see what this is like.
#2323 Posted 23 November 2016 - 08:37 PM
#2324 Posted 23 November 2016 - 08:50 PM
TerminX, on 23 November 2016 - 01:49 PM, said:
It should have launched at $13.99. I don't understand developers and publishers who gouge the prices of their games and then complain when they don't sell. Another example would be the launch of Bombshell when the game was close to the price of a full AAA release for a top-down shooter, in a genre populated largely by titles that sell for $9.99 while being a new unknown franchise that had a shaky development which resulted in it launching in a clearly unpolished state. A game like Bombshell should have launched at $15 or $20. Yet another re-release of Duke Nukem 3D missing third party content with a few new additions should be $10 or at the most $15 considering all the past releases of it and with the game having been given away for free in the past.
Maybe the developers don't think they'll make as much money but if that's how they think then they're completely ignorant to the fact that a consumer is more likely to purchase something out of interest if it's priced lower especially when it comes to a game they haven't heard of from a small or unknown developer.
Gearbox also seems to be planning to announce something Duke related in December?

This post has been edited by HiPolyBash: 23 November 2016 - 09:19 PM
#2325 Posted 23 November 2016 - 10:50 PM
TerminX, on 23 November 2016 - 01:49 PM, said:
Good to hear more patches are coming. I'll wait for a bigger sale though, since with the Australian dollar exchange rate I'd be paying close to the original $20 anyway. Plus I'd feel more confident if the patches had already come out before my purchase, i.e that final boss...
Duke Legacy is Dead, on 23 November 2016 - 08:37 PM, said:
Yeah who would have thought the game would go on sale eventually

Edit:
Who wants to speculate what the announcement will be about? A new Duke game? A crossover? Or perhaps just more content for Duke 3D, i.e some kind of Duke Collection that includes all the third party expansions (plus the other stuff like Duke 64/Plug n Prey).
This post has been edited by Micky C: 23 November 2016 - 10:52 PM
#2326 Posted 23 November 2016 - 10:52 PM
HiPolyBash, on 23 November 2016 - 08:50 PM, said:

Let's hope he doesn't disappoint.......again.