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Duke Nukem 3D: 20th Anniversary World Tour

User is offline   Jblade 

#1111

The levels look pretty good, not gonna jump on that bandwagon. Sound is bad though, but looking forward to checking out the music.
1

User is offline   Lunick 

#1112

The sound should be easily fixable, it's just odd that they haven't done so yet...
0

User is offline   HiPolyBash 

#1113

Positives:

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.
3

User is online   Danukem 

  • Duke Plus Developer

#1114

View PostMarphy Black, on 21 September 2016 - 09:49 PM, said:

What's the deal with this wacky Firefly?

https://my.mixtape.moe/mdsegr.webm


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.
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User is offline   MetHy 

#1115

I'm sad to hear Paris isn't based on anything real. Also "Bistrot de Saut" doesn't mean anything and "Bière déliceux" has wrong grammar.

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

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#1116

View PostMetHy, on 22 September 2016 - 12:02 AM, said:

I'm sad to hear Paris isn't based on anything real. Also "Bistrot de Saut" doesn't mean anything and "Bière déliceux" has wrong grammar.

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.
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#1117

Arghhh these shitty gameplay videos are killing me, find somebody who can actually play properly please!
1

User is offline   MetHy 

#1118

Fix what? Based on those screenshots, the Incinerator still looks like shit.

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

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#1119

View PostMarphy Black, on 21 September 2016 - 09:49 PM, said:

What's the deal with this wacky Firefly?

https://my.mixtape.moe/mdsegr.webm


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.
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#1120



Sorry, couldn't help it.
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#1121

View PostMetHy, on 22 September 2016 - 12:02 AM, said:

I'm sad to hear Paris isn't based on anything real. Also "Bistrot de Saut" doesn't mean anything and "Bière déliceux" has wrong grammar.

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

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User is offline   MetHy 

#1122

Oh damn, my bad, Looks like I went through it all very quickly. I had to re-read it 3 times to see the "secret level" bit.
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

-1

User is online   Danukem 

  • Duke Plus Developer

#1123

View PostDoom64hunter, on 22 September 2016 - 12:32 AM, 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.


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.
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#1124

View PostTrooper Dan, on 22 September 2016 - 01:05 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.


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

1

User is offline   X-Vector 

#1125

View PostHigh Treason, on 21 September 2016 - 08:15 PM, said:

The music does not fit well with the more ambient sound of the original game either, it lacks the atmosphere and instead just relies on being backed by a guitar, something that pretty much never happened before.


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.
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#1126

View PostX-Vector, on 22 September 2016 - 01:34 AM, 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.


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.
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User is offline   MetHy 

#1127

Did Levelord forget how to align textures properly when there is a bottom and top one at the same time?

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

1

User is offline   Tea Monster 

  • Polymancer

#1128

They re-coloured the Cycloid for the end boss? Gearbox couldn't find a creature guy to make a model and pose it for them to make sprites from?
1

User is offline   MetHy 

#1129

View PostTea Monster, on 22 September 2016 - 03:07 AM, said:

They re-coloured the Cycloid for the end boss? Gearbox couldn't find a creature guy to make a model and pose it for them to make sprites from?


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

1

User is offline   Micky C 

  • Honored Donor

#1130

I'm a little annoyed that they're claiming these are the largest maps ever in a Duke game, and that players will be surprised by the size, for two reasons:

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.

View PostHiPolyBash, on 21 September 2016 - 10:33 PM, said:

Positives:

Music seems good


Did we watch the same video? The references to stalker were nice, but pretty much everything else was bland and forgettable.

View PostMetHy, on 22 September 2016 - 02:38 AM, said:

Did Levelord forget how to align textures properly when there is a bottom and top one at the same time?

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.
1

User is offline   MetHy 

#1131

View PostMicky C, on 22 September 2016 - 03:26 AM, said:

I'm a little annoyed that they're claiming these are the largest maps ever in a Duke game, and that players will be surprised by the size, for two reasons:

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

Still hyped about the new episode and how it's supposedly in the spirit of the original levels?


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

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User is offline   HiPolyBash 

#1132

View PostMicky C, on 22 September 2016 - 03:26 AM, said:

Did we watch the same video? The references to stalker were nice, but pretty much everything else was bland and forgettable.

I would have just looped this


0

User is offline   Tea Monster 

  • Polymancer

#1133

View PostMetHy, on 22 September 2016 - 03:13 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.


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

5

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1134

View PostMicky C, on 22 September 2016 - 03:26 AM, said:

Did we watch the same video? The references to stalker were nice, but pretty much everything else was bland and forgettable.


As opposed to the regular Duke3D soundtrack where every track was some major hit? I liked it.
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User is offline   Shaq Fu 

#1135

View PostMusicallyInspired, on 22 September 2016 - 05:32 AM, said:

As opposed to the regular Duke3D soundtrack where every track was some major hit? I liked it.


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

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#1136

View PostMicky C, on 22 September 2016 - 03:26 AM, said:

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.


Well every preview video thus far has been played with controller (and the player fucking sucks, no apologies).
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User is offline   Kathy 

#1137

View PostTheZombieKiller, on 22 September 2016 - 12:13 AM, said:

Arghhh these shitty gameplay videos are killing me, find somebody who can actually play properly please!

Aside from being played on gamepad/console, that new level video was okay. Not sure why you're upset.
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User is offline   brullov 

  • Senior Artist at TGK

#1138

A long time ago I made Duke Nukem's instagram just for fun and forgot about it. Found it few minutes ago. The first idea was to create funny scenes with Dukes friend Jim, an assault trooper.

https://www.instagra...m/dukegotballs/
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User is offline   Jimmy 

  • Let's go Brandon!

#1139

This is just so poorly put together. As for the people asking if they forgot how to use BUILD, Blum, Levelord, and Jackson are the only people who worked on this who had ever touched BUILD or Duke3D in any capacity. It looks amateurish because it is amateurish.

This post has been edited by Jimmy Gnosis: 22 September 2016 - 12:19 PM

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User is offline   Mike Norvak 

  • Music Producer

#1140

What everyone seems to forget is that the comunity has been mapping and coding "uninterruptedly" for the last 20 years so the experience and learning developed by many people in that time is worth considering, even if great maps and mods came few time after the original release they weren't created with a strict deadline and commercial pushed interest.

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

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