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What have you been playing? (posting about Duke 3D maps)

User is offline   geomancien 

#331

In Duke Nukem 3D: Savior of Babes we will escape from this prison of hell infested with aliens :


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User is offline   geomancien 

#332

Dans Duke Nukem savior of babes ,chapons-nous de ce sous-marin piégé pour nettoyer ce complexe toxique. n'hésitez pas à vous abonner pour faire évoluer la chaîne. merci les amis. https://youtu.be/U4wHLgkhYVc
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User is offline   NNC 

#333

I never understood the gore fetish in some of these amateurish half baked mods. It doesn't make the game any better, in fact, the exact opposite.
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User is offline   geomancien 

#334

Hello everyone, I'm looking to develop my channel and attract as many people as possible, if you could subscribe to reach my goal of 200 subscriptions,
I'll make you a special video.
In the meantime, I leave you with this freshly released VOD:


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User is offline   geomancien 

#335

Hello everyone, today we are cleaning this space station in Duke Nukem Savior of Babes,
my channel badly needs to be better referenced so do not hesitate to subscribe if you like the content.
Thank you everyone and see you soon.

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User is offline   dnskill 

  • Honored Donor

#336

View PostThe Watchtower, on 11 March 2023 - 11:47 PM, said:

I never understood the gore fetish in some of these amateurish half baked mods. It doesn't make the game any better, in fact, the exact opposite.

I agree. I always felt that BUILD engine games did gore well enough as it is. Perhaps having gibs remain on the ground isn’t such a bad idea (leaves a trail for the player to remember where they’ve been if they get lost), but just making everything splash with red is a bit much for me personally.

This post has been edited by DNSKILL5: 24 March 2023 - 12:41 PM

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User is offline   geomancien 

#337

Hello everyone ! If you are a fan of Duke Nukem 3D and VOD, then you will love my Youtube channel dedicated to this cult game.
Join me for epic games, tips and fun live moments! Subscribe now so you don't miss a thing!

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User is offline   geomancien 

#338

Duke Nukem 3D in 3-player co-op finally available in this hilarious VOD on the new Roch map series,
come and subscribe to the channel so you don't miss the next multiplayer coming soon,
thank you all again for your support.


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User is offline   jimbob 

#339

been playing WG realms 1 and 2. great fun :)
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#340

View Postjimbob, on 04 April 2023 - 10:15 AM, said:

been playing WG realms 1 and 2. great fun :)


Cool! Do you mean Siege Breaker or Demon Throne?
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User is offline   geomancien 

#341

New VOD available on Duke Nukem savior of babes, come and witness the ultimate carnage in this diabolical level, and don't hesitate to subscribe so you don't miss any of the next VODs, thank you all.
(Lives on the level WG Realms are coming soon too)

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User is offline   geomancien 

#342

are you ready for co-op Duke?

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User is offline   geomancien 

#343

Bonjour à tous, et vous n'avez pas encore vu cette VOD ? Pensez à vous abonner pour ne rien rater de la suite
https://youtu.be/h-C1QjP4oHU
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User is offline   jimbob 

#344

View PostWilliam Gee, on 04 April 2023 - 05:07 PM, said:

Cool! Do you mean Siege Breaker or Demon Throne?

demon throne.. you mean there's more? :)

how did you do the ship thing?

This post has been edited by jimbob: 24 April 2023 - 11:49 AM

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User is offline   Danukem 

  • Duke Plus Developer

#345

View Postjimbob, on 24 April 2023 - 11:48 AM, said:

demon throne.. you mean there's more? :)

how did you do the ship thing?


The "ship thing" sounds like a reference to Demon Throne which is the most recently packaged version of the WGR2 levels with new levels, effects and story added.

Assuming that is what you meant, the flying ship effect is created by having a stationary ship surrounded by walls/ceiling on all sides that have a special texture. In another part of the map, a special scripted camera sprite flies around following a route through part of the map. More code then does a number of things. The view from the camera is controlled by the player and pasted onto the surfaces with the special texture, creating the illusion that the ship is flying. The player's position on the ship is tracked and the sprite view is offset appropriately so that when you walk on the ship, the view moves appropriately. If the player jumps off of the ship, the player is seamlessly teleported to the corresponding relative location in the map. There is also some code for teleporting the cannonballs, so that if you fire the cannons on the ship, the cannonballs will shoot out into the corresponding part of the map and not hit the special textured walls around the ship.
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User is offline   jimbob 

#346

that is just amazing
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#347

View Postjimbob, on 24 April 2023 - 11:48 AM, said:

demon throne.. you mean there's more? :)


Good.
Demon Throne is the most up to date WGR2. Only reason I asked is cause some people play the very old out of date version that was siege breaker.
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User is offline   geomancien 

#348

Hello everyone, come and discover the latest hilarious video in multi cooperation. Don't hesitate to help the channel by subscribing. Thank you for your support.


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User is offline   geomancien 

#349

Hello everyone if you could give me your opinion on this Duke burger VOD:

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User is online   ck3D 

#350

Didn't play them since they're not public (yet), but this guy made those two maps in 1996 when he was 12, fuck me right:




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User is offline   Anvil 

#351

Pretty impressive maps.
The author noted he would upload these maps soon, but didn't.
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User is offline   Forge 

  • Speaker of the Outhouse

#352

maybe you should give them a friendly reminder to upload them
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User is offline   Danukem 

  • Duke Plus Developer

#353

I have just posted a request for him to upload them on the YT video but I don't know if he'll notice. He has a twitter account mentioned on his YT but I don't use twitter, so...
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User is offline   Forge 

  • Speaker of the Outhouse

#354

View PostDanukem, on 19 November 2023 - 06:04 PM, said:

I have just posted a request for him to upload them on the YT video but I don't know if he'll notice. He has a twitter account mentioned on his YT but I don't use twitter, so...

same.
i posted on his yt around the same time i posted here earlier, but i don't have twit or facebook.
figured if enough people ask, he might respond

This post has been edited by Forge: 19 November 2023 - 09:21 PM

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User is offline   Radar 

  • King of SOVL

#355

I commented on his video too, for whatever it's worth.
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User is offline   Forge 

  • Speaker of the Outhouse

#356

been 4 months since his youtube post.
starting to think he only posted curated videos to advertise his brand, and has no real intentions of ever uploading them.
he mentioned something about the game not being politically correct; that's sus and he probably doesn't want to offend the circle of people he mingles with.
same thing with geoffrey van dijk, he's now a conceptual artist and has distanced himself from the maps he used to make
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User is online   ck3D 

#357

Not making a thread because I'm not sure whether Loke is still around on here and I wouldn't want to rob them, but MSDN just published a new map they made: https://msdn.duke4.net/hotsikhl.php

Apparently the release is weeks old but I never saw the map posted anywhere on here (maybe that's my bad). Looks great either way, so much stuff releasing these days it's never been this difficult to keep up with everything since the mid 2000's I think and I love to see it.

This post has been edited by ck3D: 05 June 2024 - 10:53 AM

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User is offline   Aleks 

#358

Just played SIKHL last night and it's a great map, very strong and original visuals, engaging story (!) and rather challenging combat with pretty tight balance. Great attention was put to detailing and texturing - everything looks very "3D", from walls which have this "post-Quake" feeling with lots of slopes and trimming to clever use of TROR without being too "in your face". There are a lot of genuine and innovative use of textures, Loke takes all the advantage from texture rotation or sloped sprites and seamlessly combines all these "newer" techniques with good old "BobSP, but on steroids" kind of detailed design. Despite all this, the map still took me about 30 minutes to complete. Mikko mentioned in his review using "fog palettes" and indeed they are put to great use in some places to make them feel even more "alien" - as apparently we are infiltrating an alien base on Earth. There's also some elaborate detailing with "gradient" lights, the shadows are most of the time impeccable, yet never messing up the general room design or obscuring the view/exploration. I liked the effect of raising the water level at one point to get to a platform, I know this has been done before, but in this case, the water is TROR, obviously! The story we are following is another strong aspect - besides the viewscreens with messages from funnily named aliens (like Faccdis), there's also a fast and relentless blue creature that roams the base and its surroundings which can be briefly seen a few times until we finally get to meet it... The final is also quite creative, the boss fight alone might not be super challenging or innovative, but it's still a decent use of the boss monster and everything that leads up to it, especially the interaction, are on point. The combat doesn't spam us with monsters or impossible fights, but due to the stingy health and good monster placement, it still can hurt. I was positively surprised when it turned out that the massive supply I received before the boss battle could all be collected due to how perfectly balanced the ammo count was! I definitely can recommend this map to anyone, probably the best one I've played this year so far!

Rating: 95/100
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User is online   ck3D 

#359

Started playing TamDuke by pmw/Kk4 (not sure whether they still are active/lurking): https://msdn.duke4.net/revtamduke.php

Been meaning to do it for a long time but only felt convenient now as I am in a phase with little to no time and focus for Build. Given that the screenshots and concepts look Duke DC Travis-inspired, naively am expecting reasonably short maps, simple mazes and puzzles of varying scales and scopes to solve, but let's see whether I am making this up. Am playing blind on CGS.

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Only completed the first level now which is set inside, and around a gas station (always super cool theming for a Build/Duke map or region, also underrepresented, as much as drive-in cinema or car dump/junkyard, etc.).

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On CGS starts off quite strong with the player thrown onto a parking lot (somewhat spacious and with some columns for blocking that provide fun and reasonable cover), shotgun ammo scattered around and also Troopers and Pigcops indiscriminatingly coming for, and at you, or sniping from literally all directions, including dark shadows. As you explore options for fighting back, you run into some options such as uncovering vents, climbing up and swimming down the tank of an oil truck (really cool, perhaps a bit underexploited), and realizing that you actually can get around the gas station. That is when it becomes apparent the author LOVES the shotgun, and also style-wise will focus at least in this level on clever, clean texturing and fine detailing (with some exceptions such as that one dumpster I didn't quite understand), all the while maintaining direction and structure. In that sense the vibe is reminiscent of E4 Duke Burger if it were chopped down to 30%, just keeping one of the buildings and severing it from the universe. That includes the low sky height, and the indoor layout of the gas station that turns out to be proportionally more simple than one would expect, which is fitting for the first map of an episode. The base, basic yet efficient layout also reminds me of some prehistoric MYHOUSE dot type maps from around the shovelware/D.I.K. (Dukematch-Is-King) era, some of which actually were pretty good, but lost in a sea of other overly ambitious attempts that were just a mess, also on practical terms.

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Unfortunately, once you eventually get inside the gas station (through a semi-hidden way I really liked, even though the execution with so many sprites is questionable for as much as enemies clip into them), the experience starts evoking the shareware houses more so than downscaled DC or Atomic. Some of the indoor design is pretty cool - I liked the explodable U-shaped corner - but most everything is way too cramped (ironically, also by about 30%), in a manner that reminded me of some of the worst part of Downtown Journey (or some of my own early maps). It's also quite confusing in terms of player feedback - there is one key that only serves to open a door with a switch behind it, and a security viewscreen, but the matching cameras show a dozen angles of all around the level, when what the switch really does is lower a black fence inside of a dark sector in the shade in a nighttime map. Some of that may be on me for playing during the day (screen brightness). There also is bait with a garage door that looks like it would open up the map or at least a convenient loop back, and it even has a switch next to it, but for some reason doesn't seem openable. I am looking forward to the rest of the experience, but this in particular isn't a very good sign if the levels keep getting bigger, I hope they also grow better organized (but I would hope so, given the long project dev time).

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Fun map honestly despite the confusing navigation that felt like an unnecessarily bent spoon with some potential quality dripping out. Took me around 8 minutes but literally half that was spent post triggering the last switch and wandering around the level looking for what to do next (thankfully it's small enough that doesn't take long to drive you mad). Forgot to save, died in the next level, reloaded at last switch, played 'properly' knowing what to do and got 4 minutes run time. Also the one secret didn't feel like a secret and/or I just ran into it by accident, but I think it's just it was simple and meant to be.

This post has been edited by ck3D: 27 June 2026 - 12:00 AM

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User is online   ck3D 

#360

Continued TamDuke playthrough, beat level 2.

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Argh map author, what are you doing to me? So far seems to confirm itself that this episode has high ambitions and does a commendable job at meeting them in certain aspects but then kind of chooses to just stop short there, instead of prolonging standards in i.e.. the gameplay department. Level 2 essentially shares the same qualities and issues as the first map but bigger, with generally clean design and some potentially interesting ideas (in this case here, the use of dark sections) that fall flat when the rest of the experience is just Pigcops behind every door, backspawns every other dozen of steps, and key-locked rooms with just the next keycard or switch in it. The latter actually could work as a more 'simple' take on the D3D keycard trope to fluidify navigation, but until this point it really is just ruining solid layout that is cleverly interwoven, then defeated by questionable (or downright bad) decision making.

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It actually starts off quite well with a Roch-type chopper dropoff/takeoff sequence and then a network of rooms that to me felt straight out of 90's shovelware (somehow reminded me of ARKANGEL.map), just better presented - narrow hallways, flat shading, steep slopes, strange sized vents... Wouldn't surprise me if this level has been made in DOS Build, but it also very well may be just modern editor use with DOS Build author quirks. Tons of passageways on a reasonable scale and lots of Pigcops and Enforcers, but now Octas and Commanders also join the party on occasion.

First half of the map is spent strictly indoors before you can make it outside (always appreciate levels that do that). A bit like Roch 6, or Extermination, all the while sort of nailing (?) a Travis DC vibe in parts, albeit proto-. Combat can get tough/crowded but not too silly (yet), I can tell the author is asking tricks out of the player sometimes, e.g.. there is one massive spawn in a big room that is a chore until you lure a Commander from one position to another and then it's just going to destroy all of the enemies with splash damage. I reckon some people would complain about the couple of rooms in the dark where sometimes you have to trudge around blind, hug walls to find doorways or use automap, but I actually really liked them. Providing the NVG's right at the exit of the last dark room is ironic, but I probably missed an earlier secret with them.

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Unfortunately half a minute past reaching outside, which looks pretty good and has some pretty cinematic fights set up (also good architecture and well positioned enemies), level suddenly throws a curved ball and ammo/health starves you against two or three dozens of hitscanners and laser snipers for no reason. It literally feels like the level stops providing anything around the moment Duke exits the building, as though the author forgot, but they didn't and in fact totally knew what they were doing, seeing as there is a tiny back alley with one lone +30 Medkit that spawns another dozen of Pigcops in your back if you dare try and reach it, so it is like Tantalus' back alley. Perhaps was supposed to rely on secrets, and appreciated the challenge but really that's a bit too much overdrive. Classic D3D user map vibes though in good and bad.

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Will keep going but am worried a bit more now seeing as the next level starts like this:

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I for one don't mind aggressive map starts done right, but here feel like a thing this episode is going to do (hopefully not keep doing) is overwhelm the player as soon as map start until their base HP essentially is around 20/30, and then make sure they struggle with resources all around, I mean why not, it is something I can roll with on the occasion but consistently throughout a whole episode might get old quite fast.

So far what I find the most exciting about the episode is the author actually tries new things and communicates some of them well, some of them not so well but just going for that is cool enough it is equally interesting to see when it fails and precisely what and where does. Honestly the distribution of all the spawns, items, etc. has some low-key humor to it too. My gripe is I feel like those are two different approaches (serious and goofy) that have to be executed really well when combined, otherwise they can collide against possibilities I see were slept on, or explode into the player when the boundary is not clearly defined through control.

This post has been edited by ck3D: 28 June 2026 - 03:01 AM

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