Duke Nukem 3D: 20th Anniversary World Tour
#2761 Posted 25 November 2017 - 12:07 PM
I didn't play the new episode yet, just checking the port and listening to devs commenary.
-The new renderer is not good in my opinion. Some colored lights looks nice I guess, but the original levels and the whole game with it's low-res textures and sprites doesn't match up with all that 3D lighting. I play it on my laptop right now, and the framerate is so low that's impossible to play. I turned the thing off so I can play the game properly.
-Mouse behavior just feels off
-They changed the red cross signs on medkits for some reason.
#2762 Posted 25 November 2017 - 12:33 PM
Sanek, on 25 November 2017 - 12:07 PM, said:
In the original DOS version the mouse is more sensible the closer the crosshair is to the horizon. This is because it used a tangent instead of an angle to calculate the vertical movement of the mouse. Unfortunately World Tour did not bother in fixing this.
Sanek, on 25 November 2017 - 12:07 PM, said:
It's a copyrighted symbol of the Red Cross.
#2763 Posted 25 November 2017 - 09:04 PM
This post has been edited by Paul B: 25 November 2017 - 09:24 PM
#2764 Posted 25 November 2017 - 10:20 PM
Paul B, on 25 November 2017 - 09:04 PM, said:
http://www.gearboxsoftware.com/eula/
I say yes, you'd break the license agreement
This post has been edited by Hank: 25 November 2017 - 10:21 PM
#2765 Posted 26 November 2017 - 03:01 AM
Sanek, on 25 November 2017 - 12:07 PM, said:
I didn't play the new episode yet, just checking the port and listening to devs commenary.
-The new renderer is not good in my opinion. Some colored lights looks nice I guess, but the original levels and the whole game with it's low-res textures and sprites doesn't match up with all that 3D lighting. I play it on my laptop right now, and the framerate is so low that's impossible to play. I turned the thing off so I can play the game properly.
-Mouse behavior just feels off
-They changed the red cross signs on medkits for some reason.
Interesting that some people have different priorities. When I heard about the new episode I immediately jumped into it without even waiting an hour and didn't care about anything else. When I finished every level at least 3 times, I started caring about the also ran stuff like the weak coding of the new enemies or the change of red cross.
#2766 Posted 26 November 2017 - 03:45 AM
Nancsi, on 26 November 2017 - 03:01 AM, said:
Likewise. A new episode by the original makers? Seemed like a no brainer to me ! I actually set my alarm clock in the middle of the night, so I could play the new episode immediately at release
There's a few games that I will love forever and whenever there's new official stuff, I will buy it blindly... This goes for Classic Doom, Duke Nukem 3D and Blood 1.
#2767 Posted 26 November 2017 - 05:27 AM
#2768 Posted 26 November 2017 - 10:36 AM
Sanek, on 26 November 2017 - 05:27 AM, said:
I don't mind anything, just said we have different priorities.
#2769 Posted 27 November 2017 - 03:13 AM
#2770 Posted 27 November 2017 - 05:52 PM
Sanek, on 27 November 2017 - 03:13 AM, said:
Sure.
https://forums.duke4...post__p__265236
and
https://forums.duke4...post__p__265237
But it's been a year, and I doubt it will get fixed up.
#2773 Posted 01 December 2017 - 11:21 PM
Fox, on 20 November 2017 - 11:55 AM, said:
Not to mention, there are no shrinker pickups yet at that point of the game
Paul B, on 20 November 2017 - 05:38 PM, said:
Did you by any chance have autoaim turned on the first time? I find it makes shrinking the mini battlelords pretty much impossible unless you shoot them at an angle
#2774 Posted 02 December 2017 - 08:55 AM
Paul B, on 20 November 2017 - 09:01 PM, said:
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.
Launch the game. Skip the intro. Hit Multiplayer. Hit Create Lobby. Hit the Level tab. Go through the Episode until you reach Workshop Maps. Create your game.
Duke 20th anniversary doesn't have the automatic download like megaton, so players has to have the map installed when they enter the lobby.
This post has been edited by Redxplatinum: 02 December 2017 - 09:37 AM
#2775 Posted 05 December 2017 - 03:31 AM
As for the maps themselves, several of them felt really small in scope. There are several maps where you visit famous cities but don't visit any locations that are recognizable besides seeing them in the skybox texture. For example it would have been great in Tour de Nukem (a play on words I assume of the Tour Eiffel or Eiffel Tower), you'd actually gotten to visit some place such as the Eiffel Tower or Louvre or one of the many other famous destinations. Several of the other maps also suffer from this problem, unlike Duke it Out in DC which revolved around this concept. As a result in terms of conceptual grandness and scope they feel unambitious. Sure they're fun and high polished (at least from a visual point of view), but for a commercial product I would have expected them to push the boundaries a bit more.
Contrary to the above, Golden Carnage did this very well. It finally visited a famous landmark, employed original concepts of progression, and used the limitations of the engine as a source of creativity (i.e the map wouldn't have been as good if the bridge was 3D and intact instead of in the water). The 5th element reference was also very nicely done. More maps should have been been creative with recognizable components as opposed to being vaguely related to them. Also the lack of connect and consistency between the maps didn't make it feel like an "episode" as much as a collection of user maps. I got the slight impression that the game was using the pop culture power of recognizable locations as a crutch, which I hope won't be the case with the franchise going forward. I realize this paragraph is somewhat self-contradictory, but what I'm saying is if you're going to include a bunch of references in the game, do them cleverly and creatively instead of haphazardly lumping them together.
On the other hand, there were some nice touches such as being able to blow up panels on the Hollywood sign, and the incinerator filled a niche in the weapon wheel well enough.
#2776 Posted 05 December 2017 - 06:38 AM
Redxplatinum, on 02 December 2017 - 08:55 AM, said:
Duke 20th anniversary doesn't have the automatic download like megaton, so players has to have the map installed when they enter the lobby.
I don't recall seeing workshop maps under the multi-player section, only under the single player option. I'l give this a shot when I have some time, I must have missed this. Thanks for the feedback!
This post has been edited by Paul B: 05 December 2017 - 06:39 AM
#2777 Posted 05 December 2017 - 08:50 AM
Micky C, on 05 December 2017 - 03:31 AM, said:
As for the maps themselves, several of them felt really small in scope. There are several maps where you visit famous cities but don't visit any locations that are recognizable besides seeing them in the skybox texture. For example it would have been great in Tour de Nukem (a play on words I assume of the Tour Eiffel or Eiffel Tower), you'd actually gotten to visit some place such as the Eiffel Tower or Louvre or one of the many other famous destinations. Several of the other maps also suffer from this problem, unlike Duke it Out in DC which revolved around this concept. As a result in terms of conceptual grandness and scope they feel unambitious. Sure they're fun and high polished (at least from a visual point of view), but for a commercial product I would have expected them to push the boundaries a bit more.
Contrary to the above, Golden Carnage did this very well. It finally visited a famous landmark, employed original concepts of progression, and used the limitations of the engine as a source of creativity (i.e the map wouldn't have been as good if the bridge was 3D and intact instead of in the water). The 5th element reference was also very nicely done. More maps should have been been creative with recognizable components as opposed to being vaguely related to them. Also the lack of connect and consistency between the maps didn't make it feel like an "episode" as much as a collection of user maps. I got the slight impression that the game was using the pop culture power of recognizable locations as a crutch, which I hope won't be the case with the franchise going forward. I realize this paragraph is somewhat self-contradictory, but what I'm saying is if you're going to include a bunch of references in the game, do them cleverly and creatively instead of haphazardly lumping them together.
On the other hand, there were some nice touches such as being able to blow up panels on the Hollywood sign, and the incinerator filled a niche in the weapon wheel well enough.
Just like in the original 4 episodes, Allen Blum pushed the boundaries more in his maps (considering concept, layout, scale). Levelord's maps are like his square maps in Shrapnel City, just more polished and detailed. Tour de Nukem deserves credit for reusing the concept of Levelord's Sewer map.
#2778 Posted 10 December 2017 - 01:01 PM
Redxplatinum, on 02 December 2017 - 08:55 AM, said:
Duke 20th anniversary doesn't have the automatic download like megaton, so players has to have the map installed when they enter the lobby.
Okay, I finally got around re-checking the Multi-player menu system and the option for Workshop maps just isn't there under Multiplayer on my install. Can anyone else confirm if they have the option to choose workshop maps from the World Tour Multi-player game menu?
As Duke would say.... "Hmmm. I don't have time to play with myself".
*** Updated *** Okay I figured it out. You need to subscribe to a Workshop map in the Steam Workshop before the Workshop option becomes available. Ooops! My mistake, Gearbox's fault!
Seriously, the documentation for the World Tour Workshop and how to upload a map is scarce. I guess we should automatically be able to read the minds of the developers.
This post has been edited by Paul B: 10 December 2017 - 01:52 PM
#2779 Posted 19 December 2017 - 05:47 AM
https://dleejackson....lity-at-a-cost/
#2780 Posted 26 December 2017 - 07:20 PM
I'm incredibly disappointed that I didn't know about Megaton Edition before it was pulled from stores. Why coudln't it have just been bundled with World Tour? Some of my friends play Duke multiplayer but they all use Megaton Edition since I'm apparently the only person who plays Duke but doesn't own Megaton. I think the new episode in World Tour is great but I would gladly trade it all for a chance to purchase Megaton Edition.
#2781 Posted 27 December 2017 - 01:32 AM
Poorchop, on 26 December 2017 - 07:20 PM, said:
I can think of a few reasons.
1. It'd probably confuse and/or annoy some players, having multiple versions of the same game to choose from, and having to choose different versions for different features.
2. World Tour was kind of sold as the ultimate version of the game, and including an older re-release goes against this.
3. If people are getting Megaton in a bundle of any kind, they'd have to pay Termit, Devolver, the eduke32 guys and anyone else who had involvement in the code.
I imagine point 3 is by far the biggest. The whole point of putting in so much effort was so that they could keep the profit. Example: They didn't even offer a small discount to Megaton owners, whereas other companies have given away entire re-releases for free to those who had the old copy.
Randy claimed we were paying entirely for the new episode. However, this is clearly false as they would want to be compensated for the work invested in building the port itself, which is largely independent of the new episode. I'm not saying it isn't a valid reason, but it's certainly not the whole story.
#2782 Posted 27 December 2017 - 08:53 AM
#2783 Posted 27 December 2017 - 09:43 PM
Also saying that people who really wanted it already have it is patently false. I really want it and I'm willing to pay what they're asking for World Tour, yet I can't get it. If Randy "let it go" for so many years, then why remove it now? The answer it pretty obvious as per Micky's list above but I'm annoyed nonetheless. Playing through the regular campaign recently was one of my most enjoyable gaming experiences in decades and all I'm asking for is the opportunity to enjoy the three additional campaigns that came with Megaton. Being able to play multiplayer with my friends would just be a nice bonus.
#2784 Posted 28 December 2017 - 01:07 PM
#2785 Posted 29 December 2017 - 08:53 AM
This post has been edited by MusicallyInspired: 29 December 2017 - 08:54 AM
#2786 Posted 29 December 2017 - 11:50 AM
This post has been edited by Forge: 29 December 2017 - 11:53 AM
#2787 Posted 29 December 2017 - 06:56 PM
I've read a lot of negative things about Nuclear Winter but like it or not, seems to me like it's a part of Duke history especially since it was part of a major release. Is it theoretically even possible to play those other episodes online for people who don't have Megaton? I didn't do a ton of exploring but I don't remember seeing any option to launch custom maps over multiplayer with eduke.
#2788 Posted 29 December 2017 - 09:25 PM
Fox, on 27 December 2017 - 08:53 AM, said:
I don't think that's what he's saying... I think he means that (in his/Gearbox's view) Megaton was a violation of the agreement between 3DR and Gearbox regarding Duke rights - not that they didn't get rights for the add-ons.
Poorchop, on 29 December 2017 - 06:56 PM, said:
I've read a lot of negative things about Nuclear Winter but like it or not, seems to me like it's a part of Duke history especially since it was part of a major release. Is it theoretically even possible to play those other episodes online for people who don't have Megaton? I didn't do a ton of exploring but I don't remember seeing any option to launch custom maps over multiplayer with eduke.
In my experience, Megaton had more network issues and lag issues than the old JFDuke/EDuke32 multiplayer. I'm pretty sure that, at the time it came out, I remember other people stating the same.
Nuclear Winter is far from great, but I found it well worth playing, a few times even. Some maps are pretty awful, but some are better.
The World Tour episode beats all the Megaton expansions IMO, but it would still be nice to have them after you're done with the base game. Of course, I still have Megaton, but for the ones who don't.
#2789 Posted 29 December 2017 - 10:39 PM
#2790 Posted 30 December 2017 - 10:13 PM
Poorchop, on 27 December 2017 - 09:43 PM, said:
Also saying that people who really wanted it already have it is patently false. I really want it and I'm willing to pay what they're asking for World Tour, yet I can't get it. If Randy "let it go" for so many years, then why remove it now? The answer it pretty obvious as per Micky's list above but I'm annoyed nonetheless. Playing through the regular campaign recently was one of my most enjoyable gaming experiences in decades and all I'm asking for is the opportunity to enjoy the three additional campaigns that came with Megaton. Being able to play multiplayer with my friends would just be a nice bonus.
You can still get Megaton Edition through grey market sites like G2A, just be prepared that it will be expensive as fuck because the sellers there are vultures. Hey, Ukranian credit card thieves and drug dealers have to eat too!
This post has been edited by Zaxx: 30 December 2017 - 10:19 PM