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Duke Nukem 3D: 20th Anniversary World Tour

User is offline   markanini 

#3301

The RAP-10 has slightly brighter/more aggressive drums that sound particularly good on Grabbag. I prefer that track rendered on SC-55 family modules myself. Hear the difference for your self: https://www.wavetabl.../duke-nukem-3d/

This post has been edited by markanini: 29 July 2020 - 11:47 AM

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User is online   MusicallyInspired 

  • The Sarien Encounter

#3302

Most likely a result of having a sampling rate of 44.1 KHz instead of 32 KHz. Higher sampling rate allows for brighter sound (higher frequencies).
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User is online   Ninety-Six 

#3303

Personally I think Lee's tracks sound better on the 88, Grabbag and Gotham in particular. I myself wouldn't mind the difference in sound as long as they all sound great.
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User is online   MusicallyInspired 

  • The Sarien Encounter

#3304

I'd consider it, except I don't have an SC-88. I see a couple ST and VL models on ebay but I just spent too much money recently on Space Quest big game boxes. Gonna be a tighter month next month. Wouldn't mind getting an SC-88 though sometime.
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User is offline   FistMarine 

#3305

Alright, I finally started playing Episode 5! But before that, let's clarify some things I said earlier. Turns out, I'm an idiot. Why? Because even though I had DirectX 12 installed (according to Intel Graphics Settings), when I went to install DirectX myself from Microsoft website, I then finally got sound and music working in World Tour! So it doesn't have anything to do with the fact I had WT pirated. The crashes I had before were random and since then, I didn't have any more crashes. I have also done episodes 3 and 4 but since I did first 2 without sound and music, I decided to turn off the sounds and music anyway for episodes 3 and 4 since I didn't enjoy playing the original levels through World Tour that much. The mouse aiming in this port is a bit messy and sometimes I miss my shots and get hit by enemies. To me the best way to play the original 4 episodes is still in DOSBox (versions 1.3D and 1.5, with default keyboard controls) and in EDuke32 (with proper controls and mouse aiming). I only replayed them in this port to see what else they changed and I have noticed a couple more things changed in some levels which I will list down below:

Sharks don't count/add as kills anymore (just like with the eggs, although I had no more missing enemies in E3, I still had some levels in E4 with missing enemies but there were few others that also had for example 70/69 kills, I suspect the slimers are once again the culprit as they eat enemies and cause me to have enemies missed at end of level)
There are also some noticeable map changes in E3L3, E3L7 and E3L8:
E3L3 - pedestal added in the small underwater room that holds yellow card
E3L7 - the area near firetruck has been "finished"
E3L8 - only one atomic health instead of two atomic health pickups

Related to last one, I noticed some levels had a bit different item placement because there were times I expected an item to be there and wasn't. I really wish someone documented all the maps differences at TCRF. The only thing I have seen listed there are the few maps changed between 1.3D and 1.4 which is exactly what I wondered years ago (before the TCRF page was updated with this information) but thankfully someone explained me here the differences. Now it's time for someone to list all the maps changed in World Tour. Yes I realize most maps have lights added and the developer commentary icons but I'd still want to have all differences listed.

Oh and also for some stupid reason, I died two more times in E3L4 because I jumped to get those tripmines and instead I got squashed inside walls??? Probably has to do with the fact that the earthquake got triggered and sectors overlapped and squashed me, not sure why. You can see the exact location where I got squashed in the screenshot below. As bonus, another screenshot shows a misaligned texture in E3L7 which I'm sure it didn't happen in the DOS versions 1.3D and 1.4/1.5.

Regarding the Dark Side wall texture, this is strange but it may have to do with the fact if you save game, quit game and continue later in E2L8, the texture may be glitched, which means you have to do the level in one go to not have the glitch occurring. It's not just that particular texture, even when riding a train, you will notice some parts are glitched too. What's funny is this bug may have also been happening in Megaton Edition. I remember reading the Megaton topic many years ago (when I was lurking on the forum) and noticed someone mentioning this glitch happening in megaton as well. I will have to test later in DOS versions as well when I get around to replaying all 4 episodes in CGS in Pistol Starting each level.

I also managed to die once more in Derelict because I wanted to grab that atomic health and was crushed after I grabbed it and was going back. I'm ashamed to admit I have died more on Let's Rock than I have died on Come Get Some. How? In summer 2015 when I last played Duke Nukem 3D Atomic Edition (in DOSBox) I did all episodes and EVEN the expansions (DC, Caribbean, NW) without dying once! (though I didn't do the extra levels E1L7 and E1L8 as I didn't know the command line parameters to access them back then). Now I died 4 fucking times while playing this shitty-ass WT port on the Let's Rock difficulty. How lame is that? Although to be fair, I only died by getting crushed which is instant death and very unpredictable due to the glitchy nature of BUILD engine and I don't usually die in Duke3D these days as the enemies themselves are predictable and easily dealt with but sometimes do quite a bit of damage on me and even if I'm low on health, I have medkit and there's usually health nearby that can save my ass. Oh and screw those random explosions happening in my face, nearly killed me in 2-3 levels! :) (though that was my bad that I exploded some canisters and didn't expect those explosions coming RIGHT in my face where I was standing, even if I was a few meters away). Don't ask why I'm complaining, I don't care. I felt the need to rant a bit as I admit I get frustrated sometimes when dying in video games due to unfairness, glitchyness and bullshit that shouldn't have killed me in first place as I'm always careful and checking corners when playing. I even remember most of enemies placed in level so I know most of time what weapon to use against what enemy and so on. It's just that...I feel like sometimes it is luck based if you can make it out alive in certain levels.

I also learned a new lesson: Don't play on easier skill levels and instead play on Come Get Some as the game is meant to. Because from my playing so far on Let's Rock (I normally play Duke3D on CGS and I know most people do that as well), there was barely any difference between the two skills. If I'm not mistaken (correct me if I'm wrong), enemies that are scripted to spawn (if you touch a certain sector, kill a babe or finding them inside trash cans) will always spawn regardless of whatever skill level you are playing. Even if you play on lowest skill setting (which is usually Piece of Cake, though a Skill 0 also exists which can also remove all enemies from level), the spawned enemies are unaffected. It doesn't matter if you have half of the initial enemies to kill, Duke3D is full of scripted enemies spawning, which is one of reasons why is much tougher than Doom is. That and the BUILD engine randomness. This is just my opinion. Though the Doom games also have their own bullshit mostly in form of the RNG.

Oh and I forgot to talk about E5. So far I liked the first level. I have seen it on YouTube before and while I had to look out for the secret at beginning (i tried pressing on the differently colored wall, turns out it was an elevator and had to press in other direction), I remembered the other secrets just from what I watched years ago. A bit sad I waited 4 years to play E5 and back then I got spoiled a bit from those videos. But hey, better late than never!

I will play the rest levels later. I think the new levels and new music are top notch! I know there may be few people who don't like E5 but to me the new levels are great. It's only the WT port that sucks and the fact the expansions are missing. I mean I wasn't a huge fan of Megaton either but I can understand why people prefer Megaton over WT, mostly because of having more content.

Attached thumbnail(s)

  • Attached Image: Duke3D_WT_E3L4weirdglitch.png
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This post has been edited by RunningDuke: 05 August 2020 - 01:15 AM

2

User is offline   NightFright 

  • The Truth is in here

#3306

I guess ep.5 is mostly OK if you don't try to see it as a coherent episode like the others. It's like a best of, a roadtrip of some sort, with Duke visiting different places and you skip the travelling parts in between. Still doesn't excuse the rather lame flamethrower, the super lame endboss and the lamest-ever "episode" ending screen, though.

My favorite episode is still and shall always be Shrapnel City. It was when the Levelord was at his all-time high.

This post has been edited by NightFright: 05 August 2020 - 12:53 PM

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#3307

Episode 4 is no more coherent than episode 5. Randy's three levels had their own The Birth-y universe, in fact these levels ironically inspired Duke mapping more than Blum or LL maps with their more vibrant texturing and wider scale. The rest are either episode 3 rejects or stuff that look like episode 1/2/Lameduke (ie Derelict).

Episode 5 has 4 Levelord maps that are very coherent in their style and narratives (ie Big Bad ending), while Blum kept his original style in his levels except for High Times. The best levels in episode 5 are the outlier ones, that don't really belong to the episode's mainstream facade.

Episode 3 is a very coherent work, but it also lacked novelties and most maps were either nerfed for framerate reasons or glued from multiplayer only arenas. It rarely feels like a singleplayer adventure (Flood Zone, LA Rumble and Freeway are the exceptions), and levels lacked the urban grandness as well. They are also too short. Bank Roll for example can be done easily in 4 minutes.

This post has been edited by The Watchtower: 05 August 2020 - 09:38 PM

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User is offline   NightFright 

  • The Truth is in here

#3308

Well, Episode 4 is basically a collection of maps that didn't make the cut for the original release, so it's kinda natural they don't feel like a real unit. Maps like "Critical Mass" for example don't really fit in. Anyway, it has a nice atmosphere, kinda weird at times, but enough to make it different from the other three episodes.

This post has been edited by NightFright: 05 August 2020 - 10:09 PM

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User is offline   Lunick 

  • Snazzy Ex Tazzy

#3309

At least Episode 4's maps connected in some way to each other, there's none of that in Episode 5
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User is online   Jimmy 

  • Let's go Brandon!

#3310

The older I get the more I appreciate Critical Mass, though. What a great map.
1

#3311

View PostLunick, on 05 August 2020 - 11:33 PM, said:

At least Episode 4's maps connected in some way to each other, there's none of that in Episode 5


There were loose connection between the levels if any. Duke-Burger, Shop-n-Bag and Babe Land are connected (if we consider the security monitor in DB as one), then XXX-Stacy, Critical Mass and Derelict are also connected. The rest are standalone levels, and the three Randy levels even had different theme as well. Of course that's more than what we saw in E5, but on the other hand, E5 had an actual running theme in Levelord's maps that made them recognisable at least.
1

#3312

View Post/Defiatron\, on 06 August 2020 - 12:26 AM, said:

The older I get the more I appreciate Critical Mass, though. What a great map.


I feel the opposite. I loved the map as a kid, blown away by its atmosphere and traps, now I feel it isn't aged that well, and way too short to really excel. Nowadays I consider it more like an atmospheric intro map to Derelict, despite the different author/aesthetics, these two work well together. Playing CM before Derelict is also a must because Derelict doesn't support pistol start (or not to the level it should do), so having some supplies there is very helpful.

This post has been edited by The Watchtower: 06 August 2020 - 12:48 PM

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User is online   jkas789 

#3313

Hi there. I'm kinda new here and though my taste in Duke Nukem and build games level design isn’t as refined as The Watchtower’s, I though I could give what I believe is a more layman’s take on DN3D: 20th AWT.

I have always being a fan of fps games however the only contact I had with build fps games was Blood. First time I played DN3D was the Megaton edition, shortly before it was taken off steam. I instantly fell in love with it, and bought it for the psvita as well (For that portable experience! It really is a nice port, although it chugs like a fat kid on a rally when playing Duke it out in DC). Fast forward World Tour comes out, and I don't buy it because eduke32 (still the best way to play Duke IMO) exists, and IMO it was a little to pricey for a 20 year old game.

It wasn't until this year when it came out on the switch that I finally caved in and bought it on my PC, PS4 and Switch. So I have atm played it 3 times from start to finish on the Come get some difficulty. Now that the history lesson is over, what did I think about World Tour?

I'm not a fan of it. On my switch and ps4 the game runs surprisingly smooth with no noticeable glitches or stutters. Granted I wasn't looking too close but I though they ran fine, and if you are looking for a great portable experience than the switch is a good choice. The PC port however. Oh boy.

Right out of the bat I couldn't run the damn thing in fullscreen because somehow, every time the intro or outro cinematic for an episode ran it would play a blackscreen and crash. Now I’m not a uber PC gamer master race however the machine I’m using (intel core i7 6700HQ cpu, 16 gb ram, gforce gtx 960m) should be able to run it without problems. So I had to compromise to running it in windowed mode at 1600x900 so that both sound and audio could work.

With that out of the way I have to admit that the playing experience didn’t change that much, sure the lighting was better but overall it was as if I was playing on eduke32. Also sometimes the game see to (strangely) stutter when there were shaking effects on screen. I gotta agree with RunningDuke, there is something weird going on with the aiming in this port. With auto aiming turned off shots that should have hit my enemies seem to randomly miss, even at short range.

The sound design is a mixed bag. I liked the music and sound effects, but Dukes voice is really bad. To the point were I had to turn the legacy duke voice option on. They really should change voice actors for Duke at this point, because Jon St. Jonhn sounds really damn old and tired in this one. His performance was way better in Ion Fury as Dr Heskel than as freaking Duke, his call to fame.

Episode wise 1-4 are all there without any changes I could see, but if they were Im sure I missed them. Regarding episode 5, I (again) have mixed feelings about it. On one hand I really like some maps like High Times and Bloody Hell, but then there is Mirage Barage with its dumb maze (which you can cheese btw) and Red Ruckus which was boring AF. Also the episode feels disjointed, as if someone at Gearbox had found the levels somewhere on the office and decided it was a good idea to bundle them together and call it a day. Even Plug and Pray feels more unified thematically than this.

Finally fuck firefly troopers. Of all the new enemies they could have chosen they add those annoying pieces of alien scum. They are even worse then drones and I swear the hit detection on them is borked to hell.

At this point I’m just waiting for eduke32 to push an update to be able to play episode 5 on PC the way it was meant to without the stopgap. And for gearbox to give a damn and support World Tour as it deserves. Maybe to add community content like Bethesda has done with new Doom ports?
5

User is offline   necroslut 

#3314

The Fireflies do suck. Personally I really, really like Red Ruckus though. It's one of those maps I just keep coming back to.

I never really got the bit about changing voice actors. If Gearbox can't direct John, that problem would probably remain even with another VA.
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User is online   jkas789 

#3315

View Postnecroslut, on 08 August 2020 - 07:25 PM, said:

The Fireflies do suck. Personally I really, really like Red Ruckus though. It's one of those maps I just keep coming back to.

I never really got the bit about changing voice actors. If Gearbox can't direct John, that problem would probably remain even with another VA.



I didn't like Red Ruckus. There was just something about the level design and color palette that made me sleepwalk through it. Then again, my taste in Duke Nukem 3D levels is shit. I actually like Penthouse Paradise.

But was it really a problem of Gearbox unable to direct John? As I said, IMO John VA feels really tired, as if he was just going through the paces.
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User is online   Jimmy 

  • Let's go Brandon!

#3316

The programming on the Firefly and the Incinerator are worse than some things in the pre-release of the game.
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User is offline   Lunick 

  • Snazzy Ex Tazzy

#3317

The incinerator is really quite fun tbh, maybe too overpowered against a lot of the lower tier enemies. The Firefly is just a pain in the ass and it's easiest to get rid of them by exploding them with the RPG etc.
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User is offline   ck3D 

#3318

View Post/Defiatron\, on 08 August 2020 - 09:00 PM, said:

The programming on the Firefly and the Incinerator are worse than some things in the pre-release of the game.


Not to mention that dysfunctional last boss - I'm not even into video games all that much and even I can tell releasing something so broken is a fucking joke. It's as though there was zero quality check or even full testing. As though the legacy of Duke 3D didn't warrant even such basic considerations.

This post has been edited by ck3D: 08 August 2020 - 09:55 PM

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User is online   jkas789 

#3319

View PostLunick, on 08 August 2020 - 09:38 PM, said:

The incinerator is really quite fun tbh, maybe too overpowered against a lot of the lower tier enemies. The Firefly is just a pain in the ass and it's easiest to get rid of them by exploding them with the RPG etc.




I agree the incinerator get much more flack than it deserves. My problem with the Firefly is that they can shrink themselves and depending on the amount of action happening on screen (or the background, come to think of it) you can loose sight of them pretty easily.
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User is offline   Player Lin 

#3320

View Postjkas789, on 08 August 2020 - 06:56 PM, said:

And for gearbox to give a damn and support World Tour as it deserves. Maybe to add community content like Bethesda has done with new Doom ports?



Well, at least Shovelware tried(but at their best? I don't think so, WT port just too sloppy and I don't feel anything they put any of their heart on the port like their Borderlands shit), but I don't think they were like something Bethesda, and they never really push any shit since then, beside the switch port, which not changed too much.

About JSJ, it just other example that Shovelware also didn't care too much, change VA won't help too much I'm sure.
Even that really worked, it doesn't changed every other problems in WT port at all.
1

#3321

I like the incinerator because it works very well in some situations but not in others (actually all the weapons are like this, and should be like this). In fact it's a gun that is perfect for crowded places like Red Ruckus' or Tour de Nukem's inside areas filled with pigcops and enforcers as it has the power to take them down with one shot, but it's useless in large scale maps like Golden Carnage, because it has very short range. It has its place in the catalog and it should have never been scrapped from the original game. The gun is also a sentimental favourite because how much I marveled its unfinished beta graphics in the v1.0 version when it was still there, so hats off to add it finally 20 year later. What was wrong with it is the cheap-ass recolor graphics which was vomit inducing. Also it should have been like the Expander or Shadow Warrior's riot gun or guardian head: just modify something on the freezer's setting and now it fires flames. But Randy and his team were too dumb to get some sense.

As for the maps, I always wanted to like High Times. As you all know, I'm an autistic Allen Blum fanboy, and always see the science behind his mapping. High Times had its strong points, but the ugly out of place graphics, the cheap recycled elements like the old babe sprites or the table game, the lukewarm remake of the 720 degree room dragged it down and cried for usermap quality which would have never been greenlighted by Broussard.

I would appreciate Red Ruckus and especially Tour de Nukem much more if they were just standard city maps in the Birth episode. Unlike High Times, which despite its numerous flaws was an essential Amsterdam map, these levels are NOT Moscow or Paris. Just remove the ugly skybox, the irrelevant shitloads of various signs and whatnot, you get plain old LA maps with Red... being somewhat similar to Randy's It's Impossible at places while Tour is literally an updated (well, technically) version of Sewer. And boy these maps would be hailed as fantastic if Levelord released them this way and without the overuse of sprites, fake doors and stuff. In comparison Sewer looks very empty at times, but that, along with the great use of shadows and the brilliant layout gives the map a strong aesthetic appeal that sadly Tour doesn't have due to the overuse of sprites and the fake french stuff.

As for Bloody Hell, really, I don't like this map. I think the London Tower looked nice and I'm glad a map like this happened, but the rest of it was just meh.

This post has been edited by The Watchtower: 09 August 2020 - 02:00 AM

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User is online   jkas789 

#3322

View PostThe Watchtower, on 09 August 2020 - 01:57 AM, said:

I like the incinerator... What was wrong with it is the cheap-ass recolor graphics which was vomit inducing.


I agree on the incinerator. Personally I liked High Times because of the location and set pieces but I can see why you would dislike it as well. The same with Bloody Hell, which I will admit felt it dragged at the end. Like I suppose 99% of the rest of the forum I want to like the 5th episode,I really do.

And as whole its ok. Its fine. It not perfect but its fine I guess. But the more I look at the levels the more I get the feeling of "Is this it?" "20 + years of awesome community maps in a post DNF world and this is what they come up with?" For me, the whole episode feels underwhelming.


Granted as I said before I'm new (ish) to the community (even though I have been lurking on here for a while) and I admittedly have shit taste, so what do I know?

By the way, whats your opinion on Mirage Barrage? IMO its the weakest map in AWO.
1

#3323

View Postjkas789, on 09 August 2020 - 02:35 AM, said:

I agree on the incinerator. Personally I liked High Times because of the location and set pieces but I can see why you would dislike it as well. The same with Bloody Hell, which I will admit felt it dragged at the end. Like I suppose 99% of the rest of the forum I want to like the 5th episode,I really do.

And as whole its ok. Its fine. It not perfect but its fine I guess. But the more I look at the levels the more I get the feeling of "Is this it?" "20 + years of awesome community maps in a post DNF world and this is what they come up with?" For me, the whole episode feels underwhelming.


Granted as I said before I'm new (ish) to the community (even though I have been lurking on here for a while) and I admittedly have shit taste, so what do I know?

By the way, whats your opinion on Mirage Barrage? IMO its the weakest map in AWO.


Mirage Barrage is a huge highlight in the episode for many reasons, and it was one of the three elements here (other than Golden Carnage, and Lee Jackson music) that didn't sink the entire thing into a total farce, at least IMHO. Most of the other maps are just underwhelming city levels, MB is an ambitious, exotic map with some memorable fights and set pieces. I know the maze was kinda annoying at first, but when you complete it, you can see it from above and it looks mega impressive, and you have the feel the worst part of the level is over, now the fun stuff comes. The idea of putting the Giza pyramids in a Duke level and add a surprise space ending (Fifth element and Space Odyssey connection) is also definitely more than the generic city levels before and after it. In fact it's kinda sad the rest of the episode is not as ambitious as this level. I would have loved to see a map in Athens for example with the Acropolis, the Marrakesh market or other arabian theme, or maybe a Mexico theme with the Chtitzen Itza, or other grandiose stuff that give the "world tour" name a service. I would also have loved to see maps take place in the middle of the Pacific Ocean, maybe with an underwater base or a nearby island, like the brilliant Easter Island. Even the Moscow could have been something else, ie. seven sisters, the Red Square, the subway, something that is truly russian. Something else than the same old, you know.

In many ways, MB is also the closest experience you get in episode 5 related to the original episodes. I mean it had easter eggs, clever nonlinear (but very followable) layout in the pyramid, sector based shading which is nonexistent in the other levels, and space, the underrated element of Duke 3D. MB is somewhat of an outlier in Duke due to its theme, I would say it would have worked best if Allen comes up with it as a single user map. It has minor flaws mostly related to the port's shortcomings, ie. a single rocket can destroy every enemy that is in sleeping stage (just think about the three commanders at the maze's exit) or Newbeasts spit shrinker at sloped areas, but the goods still massively outweigh the weak moments.

Overall, I don't know why you think it's the worst one. I'm not that surprised, many people think that maps like The Abyss, Derelict or the entire episode 2 are bad, while the 4 minute city romps in episode 3 and in the middle of episode 4 are the good, I feel the opposite. Duke is the best when he visits dark, infested, oppressive or huge (and exotic) places. My favourite level is still Golden Carnage, because as I said it, that's the only map in episode 5 with the old 3DRealms logo, Broussard and 1996 written over it. I was literally felt I'm playing a new game in 1996 when I first visited that map.
4

User is offline   ck3D 

#3324

View PostThe Watchtower, on 09 August 2020 - 04:50 AM, said:

or maybe a Mexico theme with the Chtitzen Itza


Ha! I've had that one on my mind for a next map for quite a bit...
1

#3325

View Postck3D, on 09 August 2020 - 07:22 AM, said:

Ha! I've had that one on my mind for a next map for quite a bit...


You should release it for this autumn's equinox then. :) (But that would be too harsh, maybe in the next spring)
I'm interested and will play it for sure. It's something very different from your previous maps... maybe you should go with the v1.3D textures only this time as once said.

This post has been edited by The Watchtower: 09 August 2020 - 09:11 AM

1

User is offline   ck3D 

#3326

View PostThe Watchtower, on 09 August 2020 - 09:09 AM, said:

You should release it for this autumn's equinox then. :) (But that would be too harsh, maybe in the next spring)
I'm interested and will play it for sure. It's something very different from your previous maps... maybe you should go with the v1.3D textures only this time as once said.


Ooh, that's actually a brilliant idea. Will definitely keep it in mind when the time comes.

Don't hold your breath for it though - I want that map as part of my project, which as a whole isn't seeing the light of the day anytime soon.

This post has been edited by ck3D: 09 August 2020 - 09:41 AM

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#3327

View Postck3D, on 09 August 2020 - 09:18 AM, said:

Ooh, that's actually a brilliant idea. Will definitely keep it in mind when the time comes.

Don't hold your breath for it though - I want that map as part of my project, which as a whole isn't seeing the light of the day anytime soon.


Never mind, quality over quantity any day.
1

User is online   jkas789 

#3328

View PostThe Watchtower, on 09 August 2020 - 04:50 AM, said:

Mirage Barrage is a huge highlight in the episode for many reasons...

Overall, I don't know why you think it's the worst one. I'm not that surprised, many people think that maps like The Abyss, Derelict or the entire episode 2 are bad, while the 4 minute city romps in episode 3 and in the middle of episode 4 are the good, I feel the opposite. Duke is the best when he visits dark, infested, oppressive or huge (and exotic) places. My favourite level is still Golden Carnage, because as I said it, that's the only map in episode 5 with the old 3DRealms logo, Broussard and 1996 written over it. I was literally felt I'm playing a new game in 1996 when I first visited that map.



Perhaps the beginning of the map colored my view of the rest way too much. I guess taste is a matter of perspective or something. And again, I'm kind of self aware that I have shit taste. The fact that I genuinely like Penthouse Paradise and the large amount of japanese romance light novels on my ebook library (at least 1/5) are kind off a testament to that.
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#3329

View PostThe Watchtower, on 09 August 2020 - 04:50 AM, said:

I know the maze was kinda annoying at first, but when you complete it, you can see it from above...

Or when you jump out of it pretty much right from the start and run straight to the blue key. :)

I wouldn't have minded the maze if it had been deeper so that it gave the sense of being down in an excavation more weight. As it was it feels closer to an arbitrary purple wall, and then if you find out it's entirely skippable just makes it feel even cheaper. However I agree that the aspiration was good and some cool stuff went on inside.
1

User is offline   ck3D 

#3330

Honestly, for one, I kind of like how the maze is skippable - it reminds me of those level sections from the base game that one could cheese entirely if they had the jetpack or just generally played smart. Think of all those levels in E3 one could complete in just seconds if they knew where the exit was and how to get there, too. Most likely unintended in part, but at least one gets the option of escaping the maze if they feel like it now instead of being confined in arguably a boring gameplay segment - probably better than without that dimension, and having to just deal with and stick through it.
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