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Duke Nukem 3D: 20th Anniversary World Tour
#2581 Posted 12 May 2017 - 05:18 AM
Funny, but not even modders on Duke4 are such whinny cunts who can't take criticism and these people work for free while produce better quality content. Yet a guy who supposed to make better quality stuff because it's his fucking job to do so is whining about "selfish" community, a guy who is getting paid to make this. He's even worse than Capcom which can't fix SFV and which also has better support from modders (many outfits from modders are better than official paid costumes). Is this some kind of parallel universe or something? Because I would like to go back then. In my country he would be eaten alive if he started business there.
#2582 Posted 12 May 2017 - 07:19 AM
#2583 Posted 12 May 2017 - 03:52 PM
Nancsi, on 12 May 2017 - 07:19 AM, said:
No workshop support in World Tour.
When asked about the expansions Randy had this to say.
![Posted Image](http://i.imgur.com/xOP3xtg.png)
Basically he has no reason except he just didn't want to..I mean it isn't like lots of people have complained about it...who gives a shit right?! Reissuing games with less content just because. Gotta love Randy. When asked again he suggested there could be room for it in a future definitive release...yeah sounds like Randy is totally not trying to squeeze as much money out of Duke with as little effort as possible.
This post has been edited by HiPolyBash: 12 May 2017 - 03:56 PM
#2584 Posted 12 May 2017 - 04:15 PM
HiPolyBash, on 12 May 2017 - 03:52 PM, said:
http://steamcommunit...34050/workshop/
The addons wouldn't work properly through the workshop anyway though
#2585 Posted 12 May 2017 - 04:23 PM
Lunick, on 12 May 2017 - 04:15 PM, said:
The addons wouldn't work properly through the workshop anyway though
I didn't think World Tour supported the Workshop...wasn't there some reason that it was basically useless?
#2586 Posted 12 May 2017 - 04:28 PM
This post has been edited by Sledgehammer: 12 May 2017 - 04:32 PM
#2587 Posted 13 May 2017 - 12:25 AM
Don't get me wrong, I like the new levels and Lee Jackson's music. But there were a lot of sloppy things which are still there that indicate they didn't really mean it. What bothers me most is JSJ's poor voiceacting performance (which he unfortunately continued in Bulletstorm, so it wasn't a one-timer) and the ep.5 boss which was simply trolling players.
My hope is that one day EDuke32 will fully support WT (although progress on that has kinda slowed down right now as far as I can see) and someone from the comm will at least provide a mod/fix to make the boss more challenging.
Personally, I am more excited about the Bombshell prequel by now than I have ever been regarding WT. Why? Because I know it's done by people who truly care about their game.
This post has been edited by NightFright: 13 May 2017 - 01:46 AM
#2588 Posted 13 May 2017 - 01:04 AM
It's just that the ep lacks polish in many areas and that frankly, especially if we look at it through our standard, the standard of people who can work YEARS on a single map obsessing over little details before releasing it.
HiPolyBash, on 12 May 2017 - 03:52 PM, said:
When asked about the expansions Randy had this to say.
http://i.imgur.com/xOP3xtg.png
Basically he has no reason except he just didn't want to..I mean it isn't like lots of people have complained about it...who gives a shit right?! Reissuing games with less content just because. Gotta love Randy. When asked again he suggested there could be room for it in a future definitive release...yeah sounds like Randy is totally not trying to squeeze as much money out of Duke with as little effort as possible.
I'm saddened to see he misses the big picture here. Yes, everyone complaining about the add-ons already has them, but that's the thing, those people like them so much they want others to discover them too. One who doesn't complain about it, because he doesn't know, if the add-ons were included, he'd play the original game, would be begging for more, so then he'd launch the add-ons and discover that Caribbean Life and Duke It Out In DC are really great. Even if at first hand, that person didn't particularly care simply because he didn't know.
But the most important is that it's part of DN3D's legacy. If the point of World Tour, like I think he said, was to replace the other versions and to become the ultimate version of the game, for all future generations, then the legacy should be complete and the add-ons should be there.
Except maybe Nuclear Winter, I wouldn't be mad if that one was forgotten.
#2589 Posted 13 May 2017 - 01:55 AM
If WT was the final "real" (independent) entry in the Duke Nukem franchise (at least right now it looks that), then it would have needed to be better.
This post has been edited by NightFright: 13 May 2017 - 01:58 AM
#2590 Posted 20 May 2017 - 11:47 PM
All I'll say is, judging from the two first levels, Blum and Levelord are as sharp as ever. Last fight in High Times emulates the 720 degree effect in Lunatic Fringe and is quite difficult, because the Fireflies bombard you with flamethrowers, and the two Battlelords make your life miserable.
![:(](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Incinerator is not particularly special, but probably good for crowd control. It's also a much needed grenade launcher-type of weapon in Duke, being similar to SW2013's flamethrower's alt fire.
The Firefly enemy reminds me of those shadow ninjas from SW1997, though not as destructive. Since they explode when killed, Shrinker is probably not a good weapon against them.
Duke says "Eat shit and die!" when killing Overlords. Appropriate, I'd say.
![:(](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Soundtrack of the first two levels is absolutely fantastic.
So yes, I'm really liking the new episode so far. In my money, WT didn't actually cost as much as in the US, so I'd say it was a worthwhile investment.
#2591 Posted 21 May 2017 - 12:30 PM
Maybe I will play the old levels with new lighting in EDuke32 one day, but right now I cannot say I feel the desire to do so.
This post has been edited by NightFright: 21 May 2017 - 12:32 PM
#2592 Posted 21 May 2017 - 06:22 PM
NightFright, on 21 May 2017 - 12:30 PM, said:
Maybe I will play the old levels with new lighting in EDuke32 one day, but right now I cannot say I feel the desire to do so.
Didn't even save the new maps/art/music/con for EDuke32 play? I had much fun of replaying and exploring some of the levels in Build.
This post has been edited by Nancsi: 21 May 2017 - 06:22 PM
#2593 Posted 21 May 2017 - 07:08 PM
NightFright, on 21 May 2017 - 12:30 PM, said:
Maybe I will play the old levels with new lighting in EDuke32 one day, but right now I cannot say I feel the desire to do so.
Yeah, that's my only interest in it as well, though Firefly and Incinerator are good additions. I plan to do the vast majority of my Duke-ing in EDuke32 anyway, as I was doing before. Hopefully we can run E5 in EDuke32 without much trouble in the future, as there's already progress in that front.
![:(](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#2594 Posted 21 May 2017 - 07:09 PM
#2595 Posted 21 May 2017 - 09:59 PM
Nancsi, on 21 May 2017 - 06:22 PM, said:
I did that, but right now I am playing other games I have ignored for quite too long. Shadow Warrior 2, for example.
![:(](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
#2596 Posted 22 May 2017 - 08:25 AM
It looked like a deliberate continuity of their old work.
This post has been edited by Nancsi: 22 May 2017 - 08:32 AM
#2597 Posted 22 May 2017 - 09:38 AM
#2598 Posted 22 May 2017 - 10:06 AM
Those 'minor' glitches are what is making the excellent new work from Mr. Blum, Mr. Gray and Mr. Lee pretty sad.
#2599 Posted 23 May 2017 - 12:13 AM
Hank, on 22 May 2017 - 10:06 AM, said:
Those 'minor' glitches are what is making the excellent new work from Mr. Blum, Mr. Gray and Mr. Lee pretty sad.
May I add that the new renderer itself was also quite nice...
#2600 Posted 23 May 2017 - 12:19 AM
Nancsi, on 22 May 2017 - 08:25 AM, said:
CTRL-C CTRL-V
They most likely referenced their original levels to get back up to speed on how to do things. When it comes to knowing the detailed ins and outs several people around here know far more than anyone paid to work with the engine ever knew.
#2601 Posted 25 May 2017 - 08:58 AM
1) Poor sprite placement. I've seen lots of sprites on top of sprites, in some cases eggs above other eggs.
2) Mini Cycloid needs to be made immune to its own rockets (like Cyberdemon in Doom). It had the potential to be a terrifying enemy, but it'll often blow itself up with its barrage of RPG fire.
3) Some monsters are placed poorly and have poor paths, so they're not as dangerous as they could've been. Often seen with minibosses.
4) Firefly is underutilized throughout the game. Apart from the first level, it's most often used in places where it's not as big a threat as it could've been.
5) Shrinker, Expander and Freezer are very underutilized. In the case of Shrinker it's a good thing, but Freezer lost its main utility (almost no Newbeasts so it's not as useful) and Expander ammo is ridiculously scarce. This was done to make room for Incinerator, but I find Incinerator too slow of a weapon and its only asset is shooting projectiles in an arc. It also helps keeping enemies at distance, but you can do the job with other weapons just fine.
6) Overuse of STAYPUT bosses and minibosses. In some cases this is not detrimental to difficulty because the fight is still difficult (Cycloid in Bloody Hell). In others, however, it makes the fights way too easy (Battlelord in Tour De Nukem), because you can cheese the bosses like there's no tomorrow.
7) Prima Arena (secret level) was clearly designed around pistol start, but the game will not let you pick secret levels on main menu (perhaps it does via command line on PC). If you go in there with an assortment of weapons, the Battlelord is just too easy to dispose of, which makes the level incredibly easy because the reason the Battlelord is there is to keep pummeling you with chaingun and mortar fire while you collect the keys. If you went into the level with only pistol, you'd have to collect the RPG and Devastator in the aqueducts to stand a chance against the Battlelord, which would make the fight a lot harder.
8) Last boss was designed by someone who clearly didn't get the point of Duke3D. In original Duke3D Atomic Edition, ALL the bosses have powerful ranged attacks, because they squish you in close quarters so you have to mind your distance and their ranged attacks are a way for them to reach you from afar. However, the Cycloid Incinerator's only attacks are a pitifully short-ranged Incinerator and summoning Fireflies, which is pointless because you're never going to stay close to the boss under normal circumstances and it's completely harmless against you at long range. Battlelord and original Cycloid shit all over this guy, heck, even the Overlord is harder, because Overlord missiles are game over if they hit and the arena is small with no cover. Queen is unfair to compare because the fight is underwater so it's harder by default.
Now the good things:
1) Map design is excellent. Probably not worth 20 bucks considering there are so many great community mods, but the levels look really good and have great design as well as good difficulty.
2) Mini Battlelords used as cannoneers from long range. Nice touch since they're incredibly accurate, and a new spin on what's effectively the most terrifying monster in the game.
3) Music is amazing. Lee Jackson far surpassed his work in the original Duke3D.
4) Troopers seem to employ jetpack assaults more often than in the original levels, which makes them a bit more challenging.
5) The boss fight in Red Ruckus is probably the best one in the game. Overlord by himself is not very dangerous, but add in a Mini Battlelord and a Mini Overlord and there's a lot more to deal with.
Overall, the package lacks polish and has some really bad issues that could've been addressed with better Q&A, but the levels are a nice addition to Duke lineup, Firefly could be an interesting enemy if utilized better, and Incinerator is an important additional weapon because of its grenade launcher style of play.
#2602 Posted 23 June 2017 - 09:07 PM
Found Out the lot of Duke Nukem Stuff is on Sale wish I could buy Bombshell it like 3 bucks right now love to do a let's play of that
This post has been edited by Duke Legacy: 23 June 2017 - 09:11 PM
#2603 Posted 28 June 2017 - 02:04 AM
Duke of Hazzard, on 25 May 2017 - 08:58 AM, said:
I had better tools this time around, and I used them to the best of my ability. I'm glad you liked the end result.
#2604 Posted 28 June 2017 - 04:53 AM
Lee Jackson, on 28 June 2017 - 02:04 AM, said:
I just wanted to say, even though I really disliked a lot of things in the world tour, the music was fantastic
![:P](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#2605 Posted 28 June 2017 - 09:21 AM
#2606 Posted 28 June 2017 - 04:07 PM
Lee Jackson, on 28 June 2017 - 02:04 AM, said:
I might be just another random internet guy but in the chance you read this I just wanna say that the new soundtrack you made doesn't contain one single music that isn't great. You did good, as usual.
![:P](https://forums.duke4.net/public/style_emoticons/default/dukeaffirmative.gif)
I wouldn't mind at all if Gearbox contacted you for the next Duke Nukem.
![;)](https://forums.duke4.net/public/style_emoticons/default/whistling.gif)
(unrelated but I also love your work on Shadow Warrior)
#2607 Posted 29 June 2017 - 06:46 PM
As a whole, the game is alright for what it is, but the business decisions involved in getting it out are sketchy at best (and I'll leave it at that). Anyways...
1) The new assets (weapon/monsters)
Adding a flame element in both arsenal and bestiary is pretty interesting, but the implementation doesn't work out well. The Incinerator is a powerful weapon against lesser enemies but useless against bosses (this is a major problem in Red Ruckus when you've about run out of every other ammo in the boss battle and all you have is a weapon that not only fires slow, but has minuscule, if any, effect on the bosses; at least you can exit that map anytime during the battle). The firefly is an interesting concept but it falls flat when it spends most of its time in its namesake mode and then proceeds to flamethrower you at far-from-effective range. The Cycloid Incinerator... I think everyone's covered that ground already. However, it would've been more effective if it spewed magma everywhere, creating a minefield of lava pools that'll fuck you over if you get unlucky.
2) The Duke
Okay, Jon St John, I get that DNF Duke (or as I like to call him, Douche Nukem) is a lot easier to voice, but when it comes to Duke Nukem 3D, at least try to keep to the more monotone, gruff action hero voice. That said, quite a few of the new lines are pretty good (heck, even the first coffee line got a chuckle out of me when I learned of the Amsterdam coffee shop thing, going there for the coffee and whatnot), but there are several shitty lines (shouldn't have done a second "...coffee" line, maybe like "Trippy, maybe I'll go for a vanilla latte next time"; not to mention the Serious Sam line, which could've done without calling him by name ("Hey, why so... Serious?")).
3) The music
I already told Lee Jackson a couple things regarding the music but I'll sum it up here: The new music is pretty damn good, and despite all the new toys Lee has access to, he still sticks to Sound Canvas a good amount, which I like. The renditions of the original music, however, are very meh, to the point where I myself have started doing a pack of Sound Canvas VA renditions of the original tracks. CC#32 (Instrument Map Select for SC devices) is very important if you're rendering MIDIs on an SC-88 or later.
4) The maps
I should play them more, but really, so far they're pretty good. The big complaint I have is that a lot of things seem closed off; it's alright to have an inaccessible door or two, but everything being locked to the point where progression is obviously linear is kinda a turnoff. Some maps like High Times could use some off-to-the-side rooms, even if just for exploration points. Hollywood Inferno is the exception, as it's a boss map.
This post has been edited by Minigunner: 29 June 2017 - 07:02 PM
#2608 Posted 30 June 2017 - 01:54 AM
Quote
This is one that I don't know how to respond to. I was asked to convert the music from EMIDI files to OGG audio, which meant stripping out all of the non-General MIDI information and recording the result through my SC-88. I recorded everything through a Mackie 1202-VLZ and a Focusrite Scartlett 2i2 (Gen. 1) into Adobe Audition as 44.1 KHz 24 bit WAVs. Those got mastered down to 44.1 KHz 16 bit OGG files, with metadata for copyright and for loop points.
In short, they're almost practically the same thing you would have got would you have played the original game with an SC-88 as your output source. The only difference is the conversion to OGG. I apologize if your copy sounded different.
#2609 Posted 30 June 2017 - 02:03 AM
icecoldduke, on 28 June 2017 - 04:53 AM, said:
![;)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
brullov, on 28 June 2017 - 09:21 AM, said:
LkMax, on 28 June 2017 - 04:07 PM, said:
![:P](https://forums.duke4.net/public/style_emoticons/default/whistling.gif)
Thanks to all of you. Before anyone says anything, no, I don't cruise the forums looking for positive remarks about the music (although I do like it when I find one). Instead, I'm judging whether there might be interest in an audio-file-only release of the World Tour music plus outtakes and extra tracks. If something like this were to appear on Amazon, would you consider kindly purchasing a copy of it?