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Duke Nukem 3D: 20th Anniversary World Tour

User is online   Sanek 

  • 391

#2761

Finally bought WT on sale...
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.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!
  • 4,339

#2762

View PostSanek, on 25 November 2017 - 12:07 PM, said:

-Mouse behavior just feels off

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.

View PostSanek, on 25 November 2017 - 12:07 PM, said:

-They changed the red cross signs on medkits for some reason.

It's a copyrighted symbol of the Red Cross.
0

User is offline   Paul B 

  • 398

#2763

Would it be infringing on copyright to publicly publish World Tour's Art files? Probably a dumb question.


This post has been edited by Paul B: 25 November 2017 - 09:24 PM

0

User is offline   Hank 

  • 1,556

#2764

View PostPaul B, on 25 November 2017 - 09:04 PM, said:

Would it be infringing on copyright to publicly publish World Tour's Art files?

http://www.gearboxsoftware.com/eula/

I say yes, you'd break the license agreement :)

The things I don't know could fill libraries.

This post has been edited by Hank: 25 November 2017 - 10:21 PM

1

User is online   Nancsi 

  • 232

#2765

View PostSanek, on 25 November 2017 - 12:07 PM, said:

Finally bought WT on sale...
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.
1

User is offline   axl 

  • 92

#2766

View PostNancsi, on 26 November 2017 - 03:01 AM, said:

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.


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 :lol:

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.
1

User is online   Sanek 

  • 391

#2767

A new episode is the major reason I bought the game, but before I'll play new maps I want to check out the new port and stuff like that. The way I play the game is my business only. I'll play the new episode tomorrow if you don't mind. <_<
0

User is online   Nancsi 

  • 232

#2768

View PostSanek, on 26 November 2017 - 05:27 AM, said:

A new episode is the major reason I bought the game, but before I'll play new maps I want to check out the new port and stuff like that. The way I play the game is my business only. I'll play the new episode tomorrow if you don't mind. <_<


I don't mind anything, just said we have different priorities.
0

User is online   Sanek 

  • 391

#2769

The mini-Overlords seems to have the infinite amount of health. Does anybody encounter bug like that?
1

User is offline   Hank 

  • 1,556

#2770

View PostSanek, on 27 November 2017 - 03:13 AM, said:

The mini-Overlords seems to have the infinite amount of health. Does anybody encounter bug like that?

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.

The things I don't know could fill libraries.
3

User is offline   Newken 

  • 10

#2771

WT for $5 at Chrono.gg
3

User is offline   Duke Legacy 

  • 1,008

#2772

Damn that agood deal

Duke4 Supporter
0

User is online   Phredreeke 

  • 57

#2773

View PostFox, on 20 November 2017 - 11:55 AM, said:

The big Battle Lord could never be shrunk, as you can see in GAME.CON


Not to mention, there are no shrinker pickups yet at that point of the game

View PostPaul B, on 20 November 2017 - 05:38 PM, said:

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.


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
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User is offline   Redxplatinum 

  • 3

#2774

View PostPaul 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

1

User is offline   Micky C 

  • Honored Donor
  • 3,398

#2775

I finally finished the new episode. Overall the maps are pretty high quality. IMO there are higher quality user maps. Some of the maps were better than others but overall it was a good package worth the sale I got it in, even though I don't have a strong urge to use the port again any time soon. Most of the new Duke Talk wasn't as bad as I expected, especially once you get used to it, however the bad bits are really bad. The pain sounds come to mind.

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.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   Paul B 

  • 398

#2776

View PostRedxplatinum, on 02 December 2017 - 08:55 AM, said:

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.



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

0

User is online   Nancsi 

  • 232

#2777

View PostMicky C, on 05 December 2017 - 03:31 AM, said:

I finally finished the new episode. Overall the maps are pretty high quality. IMO there are higher quality user maps. Some of the maps were better than others but overall it was a good package worth the sale I got it in, even though I don't have a strong urge to use the port again any time soon. Most of the new Duke Talk wasn't as bad as I expected, especially once you get used to it, however the bad bits are really bad. The pain sounds come to mind.

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.
0

User is offline   Paul B 

  • 398

#2778

View PostRedxplatinum, on 02 December 2017 - 08:55 AM, said:

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.


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

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