Duke Nukem 3D: 20th Anniversary World Tour
#1111 Posted 21 September 2016 - 10:17 PM
#1112 Posted 21 September 2016 - 10:29 PM
#1113 Posted 21 September 2016 - 10:33 PM
Map looks good
Music seems good
Rewind feature from XBLA version
Negatives:
Jon sounds like shit
SFX are shit quality
Fighting the cycloid again as a final boss? srsly?
$20, none of the third party addons.
#1114 Posted 21 September 2016 - 11:27 PM
Marphy Black, on 21 September 2016 - 09:49 PM, said:
They forgot how to use BUILD? It looks like the offsets on some of the art tiles are way off...that shit needs to be fine tuned.
My impression of the Firefly and the flamethrower weapon is that they forgot how much work and care went into creating the old assets. Retro doesn't mean lazy and easy.
#1115 Posted 22 September 2016 - 12:02 AM
The new lights and post processing look just as bad in those screenshots, where levels (could) have been made with them in mind, but at least you can turn all that shit off.
Tons of copy-pasted cars and stuff everywhere.
The way the bridge look.. this could be so much better.
The "Firefly"... it's so obvious it's just a shitty Liztroop. The way it looks reminds me Total Metldown kind of bad, stuff that didn't have a "completed" treatment to make them look consistent, they could have spent a little more effort with it.
Personally I'm not going to watch any video of the new levels not to spoil too much though. I'm still excited about these new levels.
I have just watched the first seconds of the video and I can tell you that the Flamethrowing Cycloid isn't the final boss, because in the first second of the video it clearly shows that Hollywood is not the final level. Also, on Gearbox's page levels are listed in order.
This post has been edited by MetHy: 22 September 2016 - 12:06 AM
#1116 Posted 22 September 2016 - 12:05 AM
MetHy, on 22 September 2016 - 12:02 AM, said:
The new lights and post processing look just as bad in those screenshots, where levels (could) have been made with them in mind, but at least you can turn all that shit off.
Tons of copy-pasted cars and stuff everywhere.
The way the bridge look.. this could be so much better.
Personally I'm not going to watch any video of the new levels not to spoil too much though. I'm still excited about these new levels.
We can only hope that this shit will be fixed. Not a chance is the feeling I'm getting.
#1117 Posted 22 September 2016 - 12:13 AM
#1118 Posted 22 September 2016 - 12:27 AM
Edit : about the Cycloid, you can clearly see here that it's a small version of it. Further proof that, at least in this level, it's not the final boss and just a mini-boss version of the boss, like the Moscow screenshot with the 2 mini-Overlord we can find on the Steam page.
This post has been edited by MetHy: 22 September 2016 - 12:31 AM
#1119 Posted 22 September 2016 - 12:32 AM
Marphy Black, on 21 September 2016 - 09:49 PM, said:
I don't know what concerns me more -- the fact that the sprite jitters and disappears like that, or that they seem to be using explosion effects as flame projectiles.
Though other screenshots show a proper projectile for the flames so I really hope it's just an old version.
#1121 Posted 22 September 2016 - 12:36 AM
MetHy, on 22 September 2016 - 12:02 AM, said:
The new lights and post processing look just as bad in those screenshots, where levels (could) have been made with them in mind, but at least you can turn all that shit off.
Tons of copy-pasted cars and stuff everywhere.
The way the bridge look.. this could be so much better.
The "Firefly"... it's so obvious it's just a shitty Liztroop. The way it looks reminds me Total Metldown kind of bad, stuff that didn't have a "completed" treatment to make them look consistent, they could have spent a little more effort with it.
Personally I'm not going to watch any video of the new levels not to spoil too much though. I'm still excited about these new levels.
I have just watched the first seconds of the video and I can tell you that the Flamethrowing Cycloid isn't the final boss, because in the first second of the video it clearly shows that Hollywood is not the final level. Also, on Gearbox's page levels are listed in order.
The colloseum is a secret level, it says so on the website, so Hollywood Inferno is the last level.
And I can guarantee you 100% that the red cycloid will be the boss for the episode, since they seem to have based pretty much everything new around the fire mechanic.
This post has been edited by Doom64hunter: 22 September 2016 - 12:37 AM
#1122 Posted 22 September 2016 - 12:44 AM
Also the mini Cycloid and the red one are obviously two different enemies.
"Prima Arena made for Deathmatch..." does that mean that other levels aren't made for deathmatch... ? Almost every level in the original game was designed to be played with SP, COOP AND DM at the same time. It's kind of something they forgot for The Birth though, and it looks like it slipped here as well.
This post has been edited by MetHy: 22 September 2016 - 12:45 AM
#1123 Posted 22 September 2016 - 01:05 AM
Doom64hunter, on 22 September 2016 - 12:32 AM, said:
It's an homage to shitty old mods?
As for the flamethrower weapon: maybe someone found a CON-hacked freezethrower replacement on their hard drive that they made back in 1997, and decided to include it.
#1124 Posted 22 September 2016 - 01:09 AM
Trooper Dan, on 22 September 2016 - 01:05 AM, said:
As for the flamethrower weapon: maybe someone found a CON-hacked freezethrower replacement on their hard drive that they made back in 1997, and decided to include it.
Technically, isn't the freezethrower a CON-hacked flamethrower replacement?
Also, why is an older Liztroop of all things the new enemy? Why recolor the Cycloid as the final boss as if we haven't learned that lesson already from Santa Emperor in Nuclear Winter? Why not another new enemy like the Pig Cop Tank in The Birth?
This post has been edited by PikaCommando: 22 September 2016 - 01:12 AM
#1125 Posted 22 September 2016 - 01:34 AM
High Treason, on 21 September 2016 - 08:15 PM, said:
My feelings exactly, all the suspense of the original Stalker tune has been nullified in this "rawk!" version.
As for the rest, I like the new lighting in general, but there are some strange things going on here; the streetlights are on even though the skybox suggests daytime and some of the indoor parts are really dark despite the abundance of overhead lights (the grow room for instance).
There's also an overall "not right" feeling about this Amsterdam map, which just cements my opinion that Duke's natural habitat is the USA, particularly "bright lights, big city" places like LA, Las Vegas and possibly New York.
#1126 Posted 22 September 2016 - 02:22 AM
X-Vector, on 22 September 2016 - 01:34 AM, said:
As for the rest, I like the new lighting in general, but there are some strange things going on here; the streetlights are on even though the skybox suggests daytime and some of the indoor parts are really dark despite the abundance of overhead lights (the grow room for instance).
There's also an overall "not right" feeling about this Amsterdam map, which just cements my opinion that Duke's natural habitat is the USA, particularly "bright lights, big city" places like LA, Las Vegas and possibly New York.
Yeah, instead of a world tour, they should just get him to tour the USA instead.
Hollywood, NYC, Miami, Texas, Grand Canyon, Mt. Rushmore, San Francisco, and Las Vegas. There, the transition from DN3D to DNF.
#1127 Posted 22 September 2016 - 02:38 AM
Also the more I look at those screenshots, and the more it seems to me that the new levels were built with dynamic lights in as the main lighting/shading method. What happened to strong shadows and contrasts? Or even wall shading at times... These screenshots look bland in that regard, this isn't how DN3D looks.
It's like they built the levels, crammed details, without bothering to think of shading most of the times, because they were going to use dynamic lights anyway.
That screenshot I just linked to for instance looks very bland in that regard.
This post has been edited by MetHy: 22 September 2016 - 02:39 AM
#1128 Posted 22 September 2016 - 03:07 AM
#1129 Posted 22 September 2016 - 03:13 AM
Tea Monster, on 22 September 2016 - 03:07 AM, said:
What makes you think Nerve would have been able to do that even if they were given the means? Maybe you need to have a closer look at the Incinerator. Even with a tight budget there is no excuse for it to look so bad.
This post has been edited by MetHy: 22 September 2016 - 03:13 AM
#1130 Posted 22 September 2016 - 03:26 AM
1. We've been pumping out giant-sized maps for years and years.
2. They're the ones who split up the DNF maps into tiny chunks in the first place, in order to squeeze the game onto consoles.
Even if they're talking about the length of play instead of the actual physical size, the level was only 10 minutes. There are high quality user maps out there that are damn near an hour long.
HiPolyBash, on 21 September 2016 - 10:33 PM, said:
Music seems good
Did we watch the same video? The references to stalker were nice, but pretty much everything else was bland and forgettable.
MetHy, on 22 September 2016 - 02:38 AM, said:
Also the more I look at those screenshots, and the more it seems to me that the new levels were built with dynamic lights in as the main lighting/shading method. What happened to strong shadows and contrasts? Or even wall shading at times... These screenshots look bland in that regard, this isn't how DN3D looks.
It's like they built the levels, crammed details, without bothering to think of shading most of the times, because they were going to use dynamic lights anyway.
That screenshot I just linked to for instance looks very bland in that regard.
Still hyped about the new episode and how it's supposedly in the spirit of the original levels?
I only super-skimmed the video myself, but another thing that struck me that you haven't mentioned is that the whole layout was incredibly flat/horizontal. What ever happened to the verticality that made Duke 3D so great?
Part of me suspects it's to make the game easier to play on consoles.
#1131 Posted 22 September 2016 - 04:07 AM
Micky C, on 22 September 2016 - 03:26 AM, said:
1. We've been pumping out giant-sized maps for years and years.
2. They're the ones who split up the DNF maps into tiny chunks in the first place, in order to squeeze the game onto consoles.
Even if they're talking about the length of play instead of the actual physical size, the level was only 10 minutes. There are high quality user maps out there that are damn near an hour long.
I think they mean official maps, but even then Duke It Out In DC has the Smithsonian Museum and had a map with several submarines too (and bigger ones).
Quote
Wait and see but this looks like it's going to be somewhere in between The Birth... and usermaps. I've skimmed through the level video just now as well, very quickly, and looking at the table football game in the pool room, which is made out of enemy sprites and can't obviously be used, I can't help but think that the "pro" way it should have been done would be to have built new sprites for it and to make it interactive like the pool table. The way it is, again, it just screams "usermap", like the absence of new sprites for weed.
This post has been edited by MetHy: 22 September 2016 - 04:08 AM
#1132 Posted 22 September 2016 - 04:13 AM
Micky C, on 22 September 2016 - 03:26 AM, said:
I would have just looped this
#1133 Posted 22 September 2016 - 05:11 AM
MetHy, on 22 September 2016 - 03:13 AM, said:
It cost them to hire programmers to do the lighting code and whatever else they did to the source to get networking and other stuff in there. It cost them to get Blum and LL back to make the maps. It cost them to get Jackson to do the music.
It wouldn't cost them them the Earth to get one of the artists (this is a game company, remember) to whip something up. It didn't even need to be particularly detailed as it's only going to be so many pixels tall anyway.
For the incinerator, they could even re-use one of the hands from an existing game as nobody is going to notice at screen resolution.
This post has been edited by Tea Monster: 22 September 2016 - 05:13 AM
#1134 Posted 22 September 2016 - 05:32 AM
Micky C, on 22 September 2016 - 03:26 AM, said:
As opposed to the regular Duke3D soundtrack where every track was some major hit? I liked it.
#1135 Posted 22 September 2016 - 07:43 AM
MusicallyInspired, on 22 September 2016 - 05:32 AM, said:
Me too. I think the new song sounds really cool -- especially the intro. I don't know if it would have passed the infamous "George filter" but it still sounds great.
This post has been edited by Shaq Fu: 22 September 2016 - 07:44 AM
#1136 Posted 22 September 2016 - 11:26 AM
Micky C, on 22 September 2016 - 03:26 AM, said:
Part of me suspects it's to make the game easier to play on consoles.
Well every preview video thus far has been played with controller (and the player fucking sucks, no apologies).
#1137 Posted 22 September 2016 - 11:48 AM
TheZombieKiller, on 22 September 2016 - 12:13 AM, said:
Aside from being played on gamepad/console, that new level video was okay. Not sure why you're upset.
#1138 Posted 22 September 2016 - 11:57 AM
https://www.instagra...m/dukegotballs/
#1139 Posted 22 September 2016 - 12:18 PM
This post has been edited by Jimmy Gnosis: 22 September 2016 - 12:19 PM
#1140 Posted 22 September 2016 - 12:39 PM
I mean, Levelord "©" clearly hasn't been continuously mapping all this time and is comprehensible if he has actually forgot some things.
BTW has the name Levelord always been a trademark?or this is new?
This post has been edited by Mike Norvak: 22 September 2016 - 12:46 PM