Duke Nukem 3D: 20th Anniversary World Tour
#1711 Posted 12 October 2016 - 08:43 PM
#1713 Posted 12 October 2016 - 09:01 PM
One of my fav Duke lines here is "Are you crazy, is that your problem?" from Big Trouble in Little China, classic.
#1714 Posted 12 October 2016 - 09:02 PM
#1715 Posted 12 October 2016 - 09:05 PM
#1716 Posted 12 October 2016 - 09:21 PM
(Yes Jarmo, I messed up the audio again, sue me)
Edit:
#1717 Posted 12 October 2016 - 11:04 PM
PsychoGoatee, on 12 October 2016 - 09:01 PM, said:
With the music on? I'll let you know, the music for the Paris level (Paris Manson) was one of the most difficult tracks in the whole game to get right. You'd be shocked at how many plugins, virtual instruments, drum kits (yes, there's more than one drummer), and channel strips I had to employ to get the right sound. I'd tweak one area and something would sound wrong somewhere else. It was a beast of a song to pull off.
#1718 Posted 12 October 2016 - 11:21 PM
Lunick, on 12 October 2016 - 09:21 PM, said:
(Yes Jarmo, I messed up the audio again, sue me)
Edit:
Oh snap!! Why couldn't they spend the tiny amount of time you took to make that to make the Firefly's animations that smooth?
#1719 Posted 12 October 2016 - 11:23 PM
Kralex, on 12 October 2016 - 11:21 PM, said:
To be fair, I just replaced all the Assault Trooper tiles. The Firefly's tiles in tiles20.art are laid out in the same way as the Assault Trooper's though so I don't know what went wrong...
#1720 Posted 12 October 2016 - 11:53 PM
#1721 Posted 13 October 2016 - 12:00 AM
Lunick, on 12 October 2016 - 07:58 PM, said:
Faces of Death is now accessible in The Abyss and has a nuke button placed in it
The secret exit to it is of course the old DM exit.
This means that you can essentially play episode 1 forever in an endless Abyss/Faces of Death loop.
It also seems like they fixed that you can get from episode 2 into E3L1 through using the DM exit in Overlord. Whether that was intentional or not is another question.
This post has been edited by Doom64hunter: 13 October 2016 - 12:11 AM
#1722 Posted 13 October 2016 - 12:29 AM
Robman, on 12 October 2016 - 01:02 PM, said:
You shouldn't.
As for best Egypt maps...
Hendricks266, on 12 October 2016 - 02:12 PM, said:
I don't understand why not have EDuke32 detect if you have WT installed somewhere else on your computer already like for Megaton, is it for conveniency because Megaton was a 'clean' install with just GRP files while for WT you need lot's of loose files which are all over the place?
NightFright, on 12 October 2016 - 12:57 PM, said:
This, and this exactly the issue here. There are probably lot's of reasons to it, but most of these maps feel like an average usermap. It's like, just like so many (user)mappers, they got lost into the possibilities of the engine when you don't have to care about performance, and the result creates tons of issues which are common to usermaps and which were hardly ever the case in the original game. For instance having tons of sprites for decoration, and having some of those block the player movement or block shots during gameplay. This is just an example, but basically the reason I was disappointed is exactly because those are merely usermaps, and average ones at that because other usermappers got 20 years to get good at that sort of style, and instead I was hoping they'd be back to show everyone how FPS level design of that time really was.
NightFright, on 12 October 2016 - 12:57 PM, said:
Issue with the drug trip though is that it was done already in MRCK's Happy Hangover, and it was done a hell of a lot better at that.
Although the main issue I have with the drug trip is that almost everything about it is built like for an usermap, like using custom palettes, having arbitrary invisible walls block the couch because the effect requires them to turn around, etc The pro way of doing this, the way you'd expect the game's own devs to do rather than usermappers, would be not to use old effects in non-intended ways but instead to create new effects.
This is the same reason why I'm pissed at the coffee shop, which has a non working table soccer and old 1.3 plant sprite pass up as weed. They had a team of coders and artists for them out there, they should have created a table soccer from scratch, and a functionnal one for interactivity, and have them draw an actual new sprite for weed.
This post has been edited by MetHy: 13 October 2016 - 12:32 AM
#1723 Posted 13 October 2016 - 12:39 AM
HulkNukem, on 12 October 2016 - 09:02 PM, said:
At least the left the 3DR-Demolition sign in Red Light District in.
This post has been edited by fuegerstef: 13 October 2016 - 12:39 AM
#1724 Posted 13 October 2016 - 12:47 AM
Hendricks266, on 12 October 2016 - 02:12 PM, said:
I need to figure out why these Oggs cause problems. They don't cause a crash or a conventional infinite loop as far as I can tell. Reencoding lossy audio is a sin.
[...]
The crashes are definitely caused by the OGGs (using eduke32_win64_20161009-5888). As soon as you resample them to quality level 3 (I know, I shouldn't do it - it's just for testing purposes), the crashes disappear. I remember that EDuke32 used to have similar issues in the past (such as here or here). Maybe investigating the fixes applied back then could lead to a solution.
#1725 Posted 13 October 2016 - 12:49 AM
I am working on assembling my package as I write this.
#1726 Posted 13 October 2016 - 03:03 AM
fuegerstef, on 13 October 2016 - 12:39 AM, said:
Looks like they didn't touch every artworks related 3DRealms mock signs, I load E3L5 and I see those "3DRealms Studio" signs.
But yeah, that intro is so cool. Too bad it's Gearbox not 3DRealms anymore.
This post has been edited by Player Lin: 13 October 2016 - 03:03 AM
#1727 Posted 13 October 2016 - 04:22 AM
MetHy, on 12 October 2016 - 12:06 PM, said:
For the uploader to work you need to rename it to duke3D.exe and pretend to launch the game through Steam. I think they just 'forgot' to add an option to launch the workshop when you launch the game.
As for the uploader : you can only submit map files. That's it. Not even music.
I honestly don't know if I'll bother.
At 1st I didn't understand your directions (I was exhausted from upgrading my level all night), but after some sleep I got it to work.
Thanks heaps
This post has been edited by Captain Massive: 13 October 2016 - 05:02 AM
#1728 Posted 13 October 2016 - 04:28 AM
GameSpot gave Duke Nukem 3D: World Tour a 5/10, not an 8.8/10. Get your facts right, Gearbox!
#1729 Posted 13 October 2016 - 04:57 AM
AdrenalinDragon, on 13 October 2016 - 04:28 AM, said:
GameSpot gave Duke Nukem 3D: World Tour a 5/10, not an 8.8/10. Get your facts right, Gearbox!
8.8 is the score they gave the original DN3D.
Are trailers lying about review score liable to be sued?
This post has been edited by PikaCommando: 13 October 2016 - 04:58 AM
#1730 Posted 13 October 2016 - 05:05 AM
AdrenalinDragon, on 13 October 2016 - 04:28 AM, said:
GameSpot gave Duke Nukem 3D: World Tour a 5/10, not an 8.8/10. Get your facts right, Gearbox!
Wow, that review is terrible. It talked down the game for all the wrong reasons. Namely that the art is low-res and therefore automatically ugly. He also talked about how the levels are far too maze-like, and that even the new episode is a labyrinth. I take it from those here who have played it that it's relatively linear? According to the reviewer, Duke 3D is a great example for seeing how far level design has come over the last 20 years. Naturally a straight path with cutscenes everywhere is the pinnacle of gameplay.
This post has been edited by Micky C: 13 October 2016 - 05:06 AM
#1731 Posted 13 October 2016 - 05:19 AM
#1732 Posted 13 October 2016 - 05:20 AM
i'll just have to wait a couple weeks until it turns into abandonware, or when I can get it for pennies on the dollar.
#1733 Posted 13 October 2016 - 05:45 AM
This post has been edited by Fox: 13 October 2016 - 05:49 AM
#1734 Posted 13 October 2016 - 06:16 AM
Edit: some wont share like max payne 3.
Edit Edit: could be limited to same PC I don't recall.
This post has been edited by Captain Massive: 13 October 2016 - 06:23 AM
#1735 Posted 13 October 2016 - 06:19 AM
This post has been edited by December Man: 13 October 2016 - 06:19 AM
#1736 Posted 13 October 2016 - 06:29 AM
December Man, on 13 October 2016 - 06:19 AM, said:
Randy is what I call a Hard too like Person
#1737 Posted 13 October 2016 - 06:31 AM
#1738 Posted 13 October 2016 - 06:32 AM
Fox, on 13 October 2016 - 05:45 AM, said:
maybe I won't have to wait until christmas, it'll be abandonware by halloween.
it's cool. I'm more curious than desperate to play it. I 'm patient.
This post has been edited by Forge: 13 October 2016 - 06:35 AM
#1739 Posted 13 October 2016 - 06:36 AM
Fox, on 13 October 2016 - 05:45 AM, said:
That's... amazing. How could this be?
December Man, on 13 October 2016 - 06:19 AM, said:
And you know that's the issue here. If anything it should have been Randy talking in this level, instead we get "devs commentary" by those who didn't make this level, might as well be anyone.
Also, I seem to recall TerminX saying that in the DN3D betas he found an old version of Mission Improbable. Meaning that the map is based on a scrapped beta map (=not by Randy), but there is nothing about that here. Nothing to learn about the map, either.
And that sadly summarizes most of the dev commentary, not much interesting there, just dudes recording themselves chill while playing the game most of the time.
There are some interesting bits in New World Order commentary though, I find it funny how they actually use the commentary as a mean to either give hint to the player on what to do and where to go; or to explain some level design ideas, which, if they need explaining at all, just shows that they don't work well (for instance : the "DO NOT CROSS" sign and the secondary path in the Paris map, or the bloody footsprints at the end of the same map as a hint which they felt needed explaining).
When making a map, if there is something that occurs to you that may be an issue, I have learnt that the issue will be true for some players. So if any thought like that crosses your mind while mapping/testing, you should fix it rather than reject it to the back of your mind as a "maybe/maybe not". These commentaries prove that it occured to them some level design ideas may not work, but that they didn't do anything about it, and for me some of these things did seem like they didn't work very well before I even heard the commentary.
Blum mentions an EDuke32 TROR version of the San Francisco bridge map though, which is something I'd like to see.
Meanwhile, another glitch with this Firefly not getting hit by hitscan weapons and not firing back at me:
This post has been edited by MetHy: 13 October 2016 - 06:52 AM
#1740 Posted 13 October 2016 - 06:44 AM
This post has been edited by NightFright: 13 October 2016 - 07:00 AM