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Duke Nukem 3D: 20th Anniversary World Tour

User is offline   Duke Legacy 

  • 1,008

#2731

I wanted to post this last night but wasn't sure if anyone mention it before, I started to play Duke Nukem 3D World Tour for pc for the second time last night, and I ran into a problem with the cardslots seems that the last door you open click on the keycard slot that door will open and close


it like this say you play eps 1 level 3 death toll go to the green door from the other side, unlock it open the door then you click on the yellow keycard slot and it will close that green door.



guess it is similar to the lift on eps 1 level 1 Hollywood when I use lift go to the red-key card slot


also note it will break your use button cause it did it to me and I couldn't open or close anything, so don't try the glitch numbers of times or you can say goodbye to use button.

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1

User is online   Sanek 

  • 379

#2732

Will there ever be any kind of a sale of WT? To my own shock, I still haven't played it, but now I feel like I really want to.
2

User is offline   Nancsi 

  • 229

#2733

Hmmm, there are some modifications in the original levels other than point lights as I see here. Maybe there are more.

Attached Image: FloodZone.png
(the platform wasn't there)

Attached Image: HotelHell.png
(flipped the fire sign)

This post has been edited by Nancsi: 03 November 2017 - 12:39 PM

3

User is offline   Lunick 

  • Snazzy Ex Tazzy
  • 4,517

#2734

View PostSanek, on 03 November 2017 - 08:35 AM, said:

Will there ever be any kind of a sale of WT? To my own shock, I still haven't played it, but now I feel like I really want to.

There have definitely been numerous sales across the platforms it has been on.

View PostNancsi, on 03 November 2017 - 12:38 PM, said:

Hmmm, there are some modifications in the original levels other than point lights as I see here. Maybe there are more. FloodZone.png(the platform wasn't there) HotelHell.png(flipped the fire sign)

There was a floor change in Fahrenheit too I believe.

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3

User is offline   axl 

  • 86

#2735

View PostNancsi, on 03 November 2017 - 12:38 PM, said:

Hmmm, there are some modifications in the original levels other than point lights as I see here. Maybe there are more.


Interesting. Does anyone know if there's a list out there with all the changes ?
1

User is offline   Nancsi 

  • 229

#2736

View PostLunick, on 03 November 2017 - 01:05 PM, said:

There have definitely been numerous sales across the platforms it has been on.


There was a floor change in Fahrenheit too I believe.


Indeed.

Attached Image: Fahrenheit.png
1

User is offline   Nancsi 

  • 229

#2737

View Postaxl, on 03 November 2017 - 01:15 PM, said:

Interesting. Does anyone know if there's a list out there with all the changes ?


Unfortunately no. It seems Levelord modified his maps more often than Blum as all the above are from Episode 3. Too bad they didn't modify the map bugs like the typo in Area 51 start area etc. or the unused cameras/respawns.
0

User is offline   Micky C 

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#2738

View PostSanek, on 03 November 2017 - 08:35 AM, said:

Will there ever be any kind of a sale of WT? To my own shock, I still haven't played it, but now I feel like I really want to.


It's never been 75% off to my knowledge? I might pick it up next time it gets to 50% off or more. I'm not paying more than that for 1 episode of content.

Btw, has there been any progress on trying to persuade Gearbox to release the source for WT?

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User is offline   axl 

  • 86

#2739

I also wonder why they didn't create a new "duke.grp" file for WT with all the new map, art, etc files all in one little package. Like 3D realms did with the atomic version. That way, EDuke32 would be able to let you choose which version of Duke you want to play: 1.3d, the atomic version or WT.
1

User is offline   RunningDuke 

  • 233

#2740

I'm also interested in knowing the full list of changes made to original levels in WT.

View Postaxl, on 04 November 2017 - 10:13 AM, said:

I also wonder why they didn't create a new "duke.grp" file for WT with all the new map, art, etc files all in one little package. Like 3D realms did with the atomic version. That way, EDuke32 would be able to let you choose which version of Duke you want to play: 1.3d, the atomic version or WT.

I've wondered the same thing before but I'm guessing it's because if they were to make a new DUKE3D.GRP file that contains the WT specific stuff inside as well, then the GRP file wouldn't be compatible anymore with old mods that require Atomic Edition (assuming you try playing in EDuke32 that would auto-detect the GRP file because I don't think WT's own exe has support for loading mods at all). But if you refer to why wasn't that WT exclusive content made into its own separate WT.GRP file (or something like that) is something I've also asked myself.

This post has been edited by RunningDuke: 04 November 2017 - 12:16 PM

2

User is online   NightFright 

  • 612

#2741

Besides obvious texture changes, I noticed a few things by myself while I am currently playing through the WT editions of the original ep.1-4 maps:

- Due to the new lighting, many sectors now appear much brighter than before. This also has an impact on secret messages that can now often be read even without NV goggles (e.g. the monolith chamber in "Dark Side"). Light switches are also often useless since rooms are already bright enough.
- The four big pistons/columns in "Fusion Station" (in the chamber with flickering lights) seem to move a LOT slower now than they used to, making it easier to crawl into the spaces below to find the secret/hit the switch.
- Battlelord Sentries spawning in "Tier Drops" when killing slimebabes also spawn Devastator/RPG ammo now, dunno if they did that before.
- Rails in "Rabid Transit" don't electrify you any more when you walk over them, at least protection boots are not consumed.

There may be more, will add it once I find anything else.

In general, the colored lights were surprisingly carefully added to the maps and add a lot of atmosphere. I was surprised that they made a thorough review of the old maps instead of just adding new ones. See example from "Rabid Transit" below. (Note: This shot was taken in EDuke32 with Polymer, not with the WT renderer).

Attached thumbnail(s)

  • Attached Image: rabid_transit_wt.jpg


Duke Nukem 3D Highres Pack: Duke3D HRP 5.4
Help us to add stuff still missing in the HRP: Duke3D HRP To-Do List

This post has been edited by NightFright: 09 November 2017 - 02:29 AM

3

User is offline   Nancsi 

  • 229

#2742

Actually none of those things were modified. There were always some item (devastator, rpg, atomic health) spawn in Tier Drops, Rabid Transit never really electrifed you (maybe Dark Side, if you go back to track from the secret area), and the gpspeed values in the Fusion Station engines are identical (actually two of them are faster than the other two in both versions).
2

User is online   NightFright 

  • 612

#2743

Hmmm... well, I haven't played the original maps in a while, so this seemed unfamiliar. I really thought the tracks in Rabid Transit would electocute you. Never got far without boots. But well, I guess changing lighting and textures are noticable changes already. Too much deviation from the original gameplay was probably also not desired, was more like a visual polishing.

Duke Nukem 3D Highres Pack: Duke3D HRP 5.4
Help us to add stuff still missing in the HRP: Duke3D HRP To-Do List

This post has been edited by NightFright: 13 November 2017 - 01:38 PM

0

User is offline   Nancsi 

  • 229

#2744

View PostNightFright, on 13 November 2017 - 01:34 PM, said:

Hmmm... well, I haven't played the original maps in a while, so this seemed unfamiliar. I really thought the tracks in Rabid Transit would electocute you. Never got far without boots. But well, I guess changing lighting and textures are noticable changes already. Too much deviation from the original gameplay was probably also not desired, was more like a visual polishing.


It's not a good idea to stand on the track because trains are fast and they are always behind you. However the map AFAIK doesn't have protective boots and some secrets and even progression need entering the track itself.
0

User is offline   Jblade 

  • 1,418

#2745

Damn, to be fair I also remembered the tracks hurting you but sure enough Nancsi's right, it's just a regular texture. So many user maps have their tracks set to the shocking floor that I just placed those memories on top of the original game as well.
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User is online   NightFright 

  • 612

#2746

I probably really played too many custom maps in the meantime. That's what happens when you take a break from the original maps for some years, then play them again and see changes everywhere. xD

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Help us to add stuff still missing in the HRP: Duke3D HRP To-Do List
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User is offline   Paul B 

  • 370

#2747

I'm a bit disappointed with this new title. While I'm not finished the episode yet here are a few things that bothered me while playing it for the first time.

1) The mouse movement is really bad and difficult to aim, not sure if this was done to compensate for the console market? But it feels like I have just as much control with the cross hairs as I do when I play with a joystick on a PS4 which sucks.
2) When you use the new flame thrower weapon on the Battlelord he becomes invincible and you can't kill him.
3) You can no longer shrink the Battlelord.
4) I find it a bit over the top the amount of end bosses they have throw in a map. Makes it feel like AI was just randomly sprinkled and the environment wasn't taken into consideration when placing AI units.
5) The new Flame thrower seems to throw off the weapon balance. While I like it, I find something wrong about it. Perhaps it's how slow it takes to deplete the ammo and how much damage it can do.
6) I quickly tried to fire up a custom multi-player game with a custom map file and there didn't appear to be a way to start a multi-player game without using the stock maps? That's odd, how do you even create a multi-player game with even a workshop Duke map? Is that even possible?
7) The save menu is some what goofy when saving a game. I like to name my saved games before I save.


The restore to a previous point in time is a cool feature especially with the way this new episode plays out. A saving grace!


This post has been edited by Paul B: 20 November 2017 - 08:10 AM

0

User is offline   Marphy Black 

  • 896

#2748

View PostPaul B, on 20 November 2017 - 08:04 AM, said:

3) You can no longer shrink the Battlelord.

This is not correct (and I presume you mean the Battlelord Sentry). You can even shrink the new mini-Overlords and mini-Cycloids.

Posted Image

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aka Revenant100
1

User is offline   Paul B 

  • 370

#2749

View PostMarphy Black, on 20 November 2017 - 08:53 AM, said:

This is not correct (and I presume you mean the Battlelord Sentry). You can even shrink the new mini-Overlords and mini-Cycloids.

Posted Image


Yea, that is the overlord. I mean the battlelord. Battle Lord

It may be possible that I hit the battlelord with the flamer thrower first before attempting to shrink him and because he was invincible it may not have let me shrink him. In any case there still is a bug of some sort lurking in the shadows.


This post has been edited by Paul B: 20 November 2017 - 10:31 AM

0

User is offline   Forge 

  • 5,160

#2750

View PostPaul B, on 20 November 2017 - 10:04 AM, said:

Yea, that is the overlord. I mean the battlelord. Battle Lord

the full sized boss battlelord could be shrunk in the original game? I did not know that.
I knew about the mini-battlelords (sentry), but not the boss.
I've emptied 50 rounds from a shrinker into one in a user map & I guess I was just unlucky.
Learn something new every day.

This post has been edited by Forge: 20 November 2017 - 10:43 AM

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User is offline   axl 

  • 86

#2751

View PostForge, on 20 November 2017 - 10:39 AM, said:

the full sized boss battlelord could be shrunk in the original game? I did not know that.
I knew about the mini-battlelords (sentry), but not the boss.
I've emptied 50 rounds from a shrinker into one in a user map & I guess I was just unlucky.
Learn something new every day.


No, I think only the Sentry can be shrunk:

http://dukenukem.wik...attlelord_(DN3D)

"Worst weapon choice: Shrinker (Immune)"
1

User is offline   MusicallyInspired 

  • 2,470

#2752

The boss cannot be shrunk. The minibosses can. Always been that way. I tried it once. I just shrink ray beamed him to death. No shrinkage.

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This post has been edited by MusicallyInspired: 20 November 2017 - 11:54 AM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!
  • 4,303

#2753

The big Battle Lord could never be shrunk, as you can see in GAME.CON
    ifspritepal 0 nullop
    else
      ifwasweapon SHRINKSPARK
    {
      sound ACTOR_SHRINKING
      ai AIBOSS1PALSHRINK
      cstat 0
      break
    }

1

User is offline   Paul B 

  • 370

#2754

I was pretty sure I was facing the mini Battle lord because the boss didn't seem to be too big compared to the larger overlord next to him. However, the battlelord still wouldn't shrink so maybe he was suppose to be the full size battle lord? Thanks for the feedback guys, appreciated! I also have learnt something as well. The map I experienced this on was the Battlelord at the red keycard in Red Ruckus. I just assumed it was a mini battle lord, I'll play around with it later tonight some more.

Anyway, the game is riddled with game play glitches more than the original release. I also wasn't a big fan of the new Duke voice. That also doesn't really suit Duke's Character. They should have kept to the original sound.

I realize i'm about a year late throwing all these concerns, but it's new to me as I just picked up this title this weekend and I'm spending about 35 minutes per map going through it. Bare with me =)


This post has been edited by Paul B: 20 November 2017 - 12:31 PM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!
  • 4,303

#2755

The game sets the bosses to their correct sizes when a map is loaded. If I am not mistaken World Tour changed this. So you may have seen a "big" Battlelord with the wrong size.
1

User is offline   Paul B 

  • 370

#2756

View PostFox, on 20 November 2017 - 12:16 PM, said:

The game sets the bosses to their correct sizes when a map is loaded. If I am not mistaken World Tour changed this. So you may have seen a "big" Battlelord with the wrong size.


Well call me crazy, I loaded my saved game and shrunk the Battle Lord Sentry first try. Thinking it was fluke, I repeated the process and it he shrunk again. Perhaps what happened was I hit him with the flame thrower then tried to shrink him after that? Strange, but now we seem to be friends.
https://www.dropbox....Friend.jpg?dl=0

The problem lies when you hit the Battle Lord Sentry too many times with the flame thrower he can't be shrunk or take any sort of damage. Yet becomes totally pissed and can cause a lot of hurt to Duke in this state.

Unlike if he is shrunk and isn't squished he doesn't do any damage at all after restoring back to his original size. The only way to kill him is to re-shrink him and squish him. ( I think this behavior is how the original game was too).


This post has been edited by Paul B: 20 November 2017 - 05:54 PM

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User is offline   Paul B 

  • 370

#2757

I have completed the New World Tour episode and the final boss was… humorous. The levels are very original & very well designed. However, I wish some of the maps would have provided the ability to back track, as there were instances where you could not. The original mappers did a hell of a great job! It was refreshing to see their mapping style surface again. However, it was obvious some of the maps were rushed and not properly tested.

I was eager to figure out how I could upload my custom Duke Nukem 3D maps into the World Tour Workshop to play online Multi player... something I have been waiting to do for 20 years. It appears some people have actually posted a few maps in the Word Tour Workshop but there is absolutely NO MEANS of playing these maps in Multi-player Death match or Co-op.

It’s like Gearbox doesn’t know why Duke is actually still kicking? Could that be possible? It has to do with “Community driven online content”. It seems Gearbox did not get the memo. The entire purpose of making Duke successful again was omitted from the game and they wonder why there is no one using the multi-player feature. The only reason any game has replay value is because of multi-player & online custom content. You take away that from a game and you might as well release the game on 5.25-inch floppy disks.


This post has been edited by Paul B: 20 November 2017 - 09:39 PM

5

User is online   Sanek 

  • 379

#2758

DN3D:WT is finally on sale - 66% off! I think I'll buy it.

http://store.steampo...ary_World_Tour/

However, it's still way too much for such a product.
0

User is offline   Micky C 

  • Honored Donor
  • 3,394

#2759

I'd say it's worth it at that price. I just bought it. I'm still pretty busy so I probably won't get time to try it out until the next weekend. The general impression seems to be that the levels themselves and the music are pretty good, even if there are a few minor aspects of sloppiness. That final boss is pretty unforgivable though.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
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User is offline   Forge 

  • 5,160

#2760

considering the three main expansions all cost $20 when the came out in the later 90's, I'd say less than $10 for the new episode is a fair deal and worth it.

think of it as the polar opposite of nuclear winter - mostly good levels and a crappy end boss.
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