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Duke Nukem

User is offline   necroslut 

  • 156

#481

View PostZaxx, on 15 August 2017 - 12:51 PM, said:

Not really, I did my fair share of bitching too when Megaton was removed just like a lot of other people.
Someone will correct my if it's not the case for the majority but I sure as hell can't run World Tour on EDuke32 without using Hendricks' stopgap and even then a lot of mods for EDuke32 won't be compatible (for example if you want to use the voxel pack for World Tour the maphacks won't work so the voxel models will be placed incorrectly).

It's still the first time I hear "Eduke32 compability" used as an argument for it, so I still hold for true that it hasn't done a great dent in the World Tour sales on its own.
The four 3D Realms episodes can be run no problem, without using the stopgap patch. The stopgap patch isn't even intended for that - it's intended to bring the Alien World Order and other new content such as dev commentaries into ED32. The duke3d.grp gamedata file is mostly identical to what you'd get with Megaton, GOG or an old Atomic CD-ROM.

View PostZaxx, on 15 August 2017 - 12:51 PM, said:

As for the controller thing (but for the last time because I feel we've really exhausted the topic): I'm not defending controllers, I merely tried to correct certain misconceptions people have when it comes to controller aiming / console shooters. It's important to understand why they suck but I don't agree with the notion of "it sucks and it's hard to nail it so FPS should not be on consoles" not only because decades of FPS point in a whole different direction but because stuff like this evolves. Controllers and consoles have come a long way since the days of Goldeneye and they still have quite a climb to accomplish but they will get there, stuff will evolve and become standards and at the end we'll get rid of the so called "console shooter" game design. Just think about how long it took for PC FPS to get from keyboard controls to proper mouse aiming: around 10 years.

And the thing about the multiplatform philosophy: it won't go away, the days of different gaming systems with unique libraries of video games are over. Developing games got too expensive.

Here's the thing though - they (controllers) won't "get there". They can't, ever, because the whole concept of the modern dual analog controller is a compromise. And with a compromise, there's always tradeoffs. And some of the tradeoffs results in them not being properly equipped to control first person shooters. It'd take a whole other kind of controller do do that properly.
I don't wanna create the impression that I hate consoles, or controllers, or even first person shooters on consoles - because I don't. I've spent my fair time on Halo's split screen deathmatch and other console shooters, the experimental first person shooters on the Wii, primitive Wolfenstein clones on Mega Drive, and so on... and they're fine for what they are. But they absolutely shouldn't be allowed to dictate how shooters in general should play, and that's what happens when there's some doctrine saying all shooters should be playable with the same controller. It holds them back, and it holds them back far, to the point where the whole genre is pretty much creatively worthless these days in my eyes. It's not all on the controllers, but it is a huge contributing factor in stifling creativity as well as quality in first person shooters.

Well, I do hope it will go away in some form, or first person shooters are done for, basically. Though, in a sense, different gaming systems are already over. The two big consoles these days are pretty much branded, standardized PC's and don't really have much of anything motivating their existence at all. Without the Xbox (in particular) this whole dilemma wouldn't exist.

I still hold that a proper followup to Duke 3D cannot be made as long as it makes concessions to controllers, with all that comes with that. Maybe it can get console ports that have various changes made to them. Maybe the console ports can have lower difficulties. It doesn't have to be "exclusive exclusive". But what needs to die is the idea - and Microsoft is a big culprit in enforcing this idea, somewhat ironically - that all versions need to be the same. What it does is holding everyone back. If that's what it's come to, maybe we can just take games out the back and put it out of it's misery, because that's not really a gaming worth having IMO.

Edit: It's not really about consoles, really. It's about the Xbox. And Microsoft's insistence that all games be made for - not just support but made for - the XBox controller. Sony allowed mouse and keyboards on the PS3, even advertised it, it's Microsoft that's the culprit. They did a lot of harm to gaming over the last, decade-long generation, by their various harmful policies attempting to standardize games in a way that fit them. Blame should be where it's due, and the multiplatform doctrine was created by Microsoft. Who, you would think, should have been the defenders of the Windows gaming platform. Instead, they seem more or less intent on killing it in favor of the artificial ecosystem that is the Xbox.

This post has been edited by necroslut: 15 August 2017 - 01:52 PM

0

User is offline   Mr. Tibbs 

  • 1,153

#482

IGN posted a really long video interview with Randy Pitchford. 3DR and D3D talk begins at 26:00 minute mark.



This post has been edited by Mr. Tibbs: 30 August 2017 - 04:38 PM

5

User is offline   Mr. Tibbs 

  • 1,153

#483

Accidental double post, sorry. I couldn't edit my previous post.

There's DNF discussion at the 1 hour 25 minute mark of the video above.

This post has been edited by Mr. Tibbs: 30 August 2017 - 06:12 PM

1

User is offline   Duke Legacy 

  • 1,008

#484

I can't remember if this was in the other video so I post it


Duke4 Supporter

This post has been edited by Duke Legacy: 13 September 2017 - 03:03 PM

2

User is online   hismasterplan 

  • 80

#485

Duke invented the wheel once, but doesn't necessarily have to do it each time. If Randy thinks any harder, we'll end up with another 12 year development cycle.
1

User is offline   necroslut 

  • 156

#486

 hismasterplan, on 13 September 2017 - 06:29 PM, said:

Duke invented the wheel once, but doesn't necessarily have to do it each time. If Randy thinks any harder, we'll end up with another 12 year development cycle.

Eh, I don't agree. I looked forward to a new Duke game for the same reason as looking forward for Half-Life 3 - evolution of the FPS.

The thing is though, like with Half-Life but maybe even more so with Duke, that the potential for that is there. You just have to figure out how to pull it off and take it to the next level.

This post has been edited by necroslut: 13 September 2017 - 06:52 PM

1

User is offline   stumppy84 

  • 45

#487

View Posthismasterplan, on 13 September 2017 - 06:29 PM, said:

Duke invented the wheel once, but doesn't necessarily have to do it each time. If Randy thinks any harder, we'll end up with another 12 year development cycle.


I agree with this, but it does seem like he and possibly another dev have a few pretty good ideas.. maybe not, but that is what it seems to me. I do think that Randy is a man of action, and if you look at the number of games released by Gearbox in the last 20 years it's pretty admirable. They also acquired a Quebec studio so they have the man power. I do however think a new duke game is at least 3 years away, but what do I know!
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User is online   hismasterplan 

  • 80

#488

I do admire and respect the desire for a groundbreaking product. I mean I want Duke 5 to be great too and yeah, it can't be rushed out the door... It's just Innovation for the sake innovation can clutter thoughts and stunt creativity. The best way to start a new Duke is to simplify these thoughts, take everything rooted in DN3D, maybe aspects of the games before too and use that as a starting point. Then add more, and maybe even something new and world-shaking. Maybe that is what Randy is already doing but from the interviews, he sounds lost. I'm paraphrasing but I keep hearing Randy say things like "I hope there's a new Duke one day." When I hear hope, alarm bells go off. By "hope" I hear "might not" be a Duke game.
0

User is offline   Duke Legacy 

  • 1,008

#489

Part 2




Talks about duke at start of the video

Duke4 Supporter

This post has been edited by Duke Legacy: 14 September 2017 - 11:23 AM

0

User is offline   Duke Legacy 

  • 1,008

#490

Oops

Duke4 Supporter

This post has been edited by Duke Legacy: 14 September 2017 - 12:13 PM

0

User is offline   Duke Legacy 

  • 1,008

#491

View PostDuke Legacy, on 14 September 2017 - 11:00 AM, said:

Part 2




Talks about duke at start of the video



Randy I know who your talking about Jim Serling

OMG I DID IT AGAIN Sorry guys didn't mean it

Duke4 Supporter

This post has been edited by Duke Legacy: 14 September 2017 - 12:16 PM

0

User is offline   petrus 

  • 11

#492

>Gearbox: Next Duke Nukem Needs a New Design Paradigm

I disagree with this, that's exactly why they screwed up DNF.
We don't want a paradigm shift, we just want a good FPS, not new coke.

You don't have to reinvent the wheel to make that happen, it's not rocket science, fps games.
Do a Doom 2016 style re-imagination of Duke, add destructible environments, and boom, done.

Just properly remaking Hollywood Holocaust to get it rolling would be a winning formula.

The amount of interactivity in that one single level is unmatched even in most modern fps games.

This post has been edited by petrus: 14 September 2017 - 12:34 PM

0

User is offline   MusicallyInspired 

  • 2,465

#493

"We just want a good FPS"

Yeah, that's totally easy to do.

Roland SC-55 Music Packs
new! It's Green (Duke3D BETA Track!) in FLAC, OGG, & MP3 with metadata loop tags
Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley
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User is offline   necroslut 

  • 156

#494

View Postpetrus, on 14 September 2017 - 12:27 PM, said:

>Gearbox: Next Duke Nukem Needs a New Design Paradigm

I disagree with this, that's exactly why they screwed up DNF.
We don't want a paradigm shift, we just want a good FPS, not new coke.

You don't have to reinvent the wheel to make that happen, it's not rocket science, fps games.
Do a Doom 2016 style re-imagination of Duke, add destructible environments, and boom, done.

Just properly remaking Hollywood Holocaust to get it rolling would be a winning formula.

The amount of interactivity in that one single level is unmatched even in most modern fps games.

But what would even "a Doom 2016 style re-imagination of Duke" mean? Doom is a pretty simple game - to redo Doom is thus relatively simple as long as it's good - Duke is a much more complex beast.
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User is offline   Hank 

  • 1,481

#495

since Randy quoted Einstein without giving him credit, in one of those videos I saw, let me quote him (my hero Einstein) as well:

“The definition of genius is taking the complex and making it simple.”

In other words, it may take a real genius to cut through the movies, third party games mentality and short term profit notions of Gearbox, to make Gearbox see the huge potential Duke actually has.

I gave up all hope for a real cool Duke Nukem 5 (or what ever the title would be), after the 'World Tour', for this to happen.
My apologies to this community to be such a downer :(

The things I don't know could fill libraries.
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User is offline   PsychoGoatee 

  • 440

#496

I loved the new levels in World Tour, but the release could use some bug fixes and options etc. I do think Randy may be overthinking this, or kind of making excuses for why they don't dive into making a Duke game (after six years since DNF hit). They can make a new Duke game that does really innovate or clicks in the way he's describing some day, they own the IP forever unless they sell it.

But in the meantime, if they did make a solid Duke game with modern production values, to go with the Doom 2016 comparison we like, if done well and with the right tone (less silly) this would increase Duke's brand and goodwill among FPS fans. So it would be a win/win, he could do both of these ideas in the next ten years, make both potential games. Sure beats sitting on the license and not making any games.
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User is offline   Nancsi 

  • 229

#497

What should be in the new Duke game:

1. Nonlinear levels with lots of secrets
2. No 2 weapon limit
3. No ego regen BS
4. Charismatic, memorable enemies like the pigcop and octabrain from D3D
5. Allen Blum as the main level designer
2

User is offline   spessu_sb 

  • 72

#498

View PostPsychoGoatee, on 15 September 2017 - 04:10 PM, said:

I loved the new levels in World Tour, but the release could use some bug fixes and options etc. I do think Randy may be overthinking this, or kind of making excuses for why they don't dive into making a Duke game (after six years since DNF hit). They can make a new Duke game that does really innovate or clicks in the way he's describing some day, they own the IP forever unless they sell it.

But in the meantime, if they did make a solid Duke game with modern production values, to go with the Doom 2016 comparison we like, if done well and with the right tone (less silly) this would increase Duke's brand and goodwill among FPS fans. So it would be a win/win, he could do both of these ideas in the next ten years, make both potential games. Sure beats sitting on the license and not making any games.

I agree that now's the time and chance to make a game where Doom 4 didn't make up for/deliver-in (level design and enemy placement) and that ofc means it's time to repeat history since Duke perfected the Doom formula already once before..

View PostNancsi, on 15 September 2017 - 10:52 PM, said:

What should be in the new Duke game:

1. Nonlinear levels with lots of secrets
2. No 2 weapon limit
3. No ego regen BS
4. Charismatic, memorable enemies like the pigcop and octabrain from D3D
5. Allen Blum as the main level designer

I agree with pretty much everything except not sure about the classic enemies. Some have been talking about the "stuck in the past" aspect and I hear them. I don't want Duke to be necessarily limited to the same pigcops everytime but possibly innovate and bring some new form of enemies into the mix. They can still be alien lifeform but just doesn't need to be same ones we've fought for how manieth time already?
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User is offline   Never Forgotten 

  • 155

#499

View Postspessu_sb, on 16 September 2017 - 08:54 AM, said:

I agree with pretty much everything except not sure about the classic enemies. Some have been talking about the "stuck in the past" aspect and I hear them. I don't want Duke to be necessarily limited to the same pigcops everytime but possibly innovate and bring some new form of enemies into the mix. They can still be alien lifeform but just doesn't need to be same ones we've fought for how manieth time already?


Technically the alien roster from Duke 3D has only been in the games twice, Duke 3D and DNF. The Pig Cops, however, have been in every Duke game since Duke 3D. I like the idea of bringing in some new aliens for Duke to fight. Look at the first three games: Dr. Proton and his army of techbots, Rigelatins, and then the alien invaders from Duke 3D. None of those were the same, unless you count the protozoid slimers, as they share similarities with the wall crawlers and slimes from DN1 and DN2. It would be interesting to see some newer, but still 90's esque, aliens. Maybe bring back the Pig Cop, since it's become such a staple of the Duke Nukem franchise. If they were to bring back other aliens, I would love to see the return of the Rigelatins, or the Protector Drones, I was upset with DNF for not having them in it. Octabrains would be welcome to return. :dukeaffirmative:

Who Loves Ya Baby?

Never Forgotten/Focus Gaming
1

User is offline   Nancsi 

  • 229

#500

It should use a healthy mix of new and old, meaning pigcops and octis can return, but with new enemies enter the scene too.

But the most important is charm. They should be memorable and interesting to look at. DNF enemies were just generic shit.
1

User is offline   Commando Nukem 

  • Judge Mental
  • 1,986

#501

View PostNever Forgotten, on 16 September 2017 - 10:58 AM, said:

Technically the alien roster from Duke 3D has only been in the games twice, Duke 3D and DNF. The Pig Cops, however, have been in every Duke game since Duke 3D. I like the idea of bringing in some new aliens for Duke to fight. Look at the first three games: Dr. Proton and his army of techbots, Rigelatins, and then the alien invaders from Duke 3D. None of those were the same, unless you count the protozoid slimers, as they share similarities with the wall crawlers and slimes from DN1 and DN2. It would be interesting to see some newer, but still 90's esque, aliens. Maybe bring back the Pig Cop, since it's become such a staple of the Duke Nukem franchise. If they were to bring back other aliens, I would love to see the return of the Rigelatins, or the Protector Drones, I was upset with DNF for not having them in it. Octabrains would be welcome to return. :dukeaffirmative:


Zero Hour is supposed to have basically "the same" aliens in it, even though some of the designs are a little different.

Zero himself is basically a cybernetic cycloid emperor with wings.

Duke Nukem The Series onYoutube Facebook and Duke4net!
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User is offline   Never Forgotten 

  • 155

#502

I have a question, with the Xbox One X coming out, are we going to see DNF get the backwards compatibility with the Xbox One? I'd love to see what the game could look like if they updated the graphics for the Xbox One X... It might not be a better game, but at least it could look better.

Who Loves Ya Baby?

Never Forgotten/Focus Gaming
0

User is offline   SOAR 

  • -19

#503

More focus on how the players decisions and actions throughout the campaign will alter the story and outcome. Making replay value much greater. Non linear gameplay with Huge maps and lots of areas to explore in search for "keys". Many secret areas. Heavy interaction with the environment necessary for player progression within a level (scene), including more destructible elements within the environments.

No need to reinvent it. Simply elaborate on what made Duke work so well in the first place.

Also:
Would it also be so bad if Duke was again in 3rd person?
Had the ability to roll and dodge?
Grab onto ledges, etc?

How about more Duke on his motorcycle, battling it out on the street or highway against baddies?

Why not mix it up by having some scenes (levels) actually be linear and some not?
0

User is offline   Never Forgotten 

  • 155

#504

View PostSOAR, on 07 November 2017 - 07:26 PM, said:

More focus on how the players decisions and actions throughout the campaign will alter the story and outcome. Making replay value much greater. Non linear gameplay with Huge maps and lots of areas to explore in search for "keys". Many secret areas. Heavy interaction with the environment necessary for player progression within a level (scene), including more destructible elements within the environments.

No need to reinvent it. Simply elaborate on what made Duke work so well in the first place.

Also:
Would it also be so bad if Duke was again in 3rd person?
Had the ability to roll and dodge?
Grab onto ledges, etc?

How about more Duke on his motorcycle, battling it out on the street or highway against baddies?

Why not mix it up by having some scenes (levels) actually be linear and some not?


Oh hey, haven't seen you on the forums in a while. While I wouldn't mind Duke in 3rd person, I think they should stick to what made Duke... well, Duke. But, I wouldn't be apposed to another spin off after they make the next game, it might be quite fun.

Who Loves Ya Baby?

Never Forgotten/Focus Gaming
0

User is offline   SOAR 

  • -19

#505

View PostNever Forgotten, on 07 November 2017 - 09:23 PM, said:

Oh hey, haven't seen you on the forums in a while. While I wouldn't mind Duke in 3rd person, I think they should stick to what made Duke... well, Duke. But, I wouldn't be apposed to another spin off after they make the next game, it might be quite fun.



I enjoy the 3rd person gameplay in The Evil Within 2 and Resident Evil 6. Not enough good 3rd person games out today, IMO. To be honest, there really aren't that many good FPS out either. Where are all the original 3rd and 1st person action games? For most, it seems Call of Duty alone suffices.
It's rather strange that there have actually been more 2d platform and 3rd person Duke games made than 1st person Duke games. I agree though, it's hard to top Duke 3D. I enjoyed Time to Kill and Zero Hour (LOTB was forgettable) but the controls were AWFUL and of course the graphics suck compared to today. Truth is, a proper Duke Nukem game in 3rd person has never been properly done. (The PS2 and Xbox would have been great systems for Duke, but it's too late for that of course).
Regarding having the option to switch perspectives during gameplay, well, I'm not sold on it. Frankly, it's distracting. If that option was available in Resident Evil 7 say, it would have driven me crazy. I'm not opposed however to having some sections of a game be fixed in 3rd and some fixed in 1st.

Yes, the franchise has been quite "Milked".
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User is offline   necroslut 

  • 156

#506

View PostSOAR, on 07 November 2017 - 07:26 PM, said:

More focus on how the players decisions and actions throughout the campaign will alter the story and outcome. Making replay value much greater. Non linear gameplay with Huge maps and lots of areas to explore in search for "keys". Many secret areas. Heavy interaction with the environment necessary for player progression within a level (scene), including more destructible elements within the environments.

No need to reinvent it. Simply elaborate on what made Duke work so well in the first place.

I don't think having more focus on story is the way to go. If you want more replayability - focus on making the actual gameplay fun (and leaving room for varying your playstyle) rather than coax the player back with unlockables etc.

Quote

Also:
Would it also be so bad if Duke was again in 3rd person?

I wouldn't mind it being a toggle, like in Duke 3D, but I really prefer first person view in shooters like this. Exploration and interactivity isn't as interesting in third person as you don't get as close and intimate with the environment. And there's a reason 3rd person shooters are/were mostly on consoles.

Quote

Had the ability to roll and dodge?

As long as movement is quick enough (and jumps high/crouches low enough) to dodge projectiles and attacks to old-fashioned way I don't think a dodge move is necessary at all.

Quote

Grab onto ledges, etc?

This could be a good addition on the other hand, fitting with Duke's "spirit" and giving a larger freedom of movement. The DukePlus mod already did this years ago, and plenty of more recent first-person shooters (such as Doom 4) have done it.

Quote

How about more Duke on his motorcycle, battling it out on the street or highway against baddies?

Why not mix it up by having some scenes (levels) actually be linear and some not?

I'm all for mixing things up, just as long as you don't have too sharp differences throwing players off. Having a varying degree of linear-/openness and pace is good - Duke 3D already did this. But there's no reason to have completely ultralinear levels, and I don't think they would be received well if the players have already gotten to expect a more free style. Vehicles are fine, though I personally prefer how they were implemented in Shadow Warrior ('97) rather than having entire vehicle stages (like in DNF).
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User is offline   Never Forgotten 

  • 155

#507

View Postnecroslut, on 08 November 2017 - 11:02 AM, said:

I'm all for mixing things up, just as long as you don't have too sharp differences throwing players off. Having a varying degree of linear-/openness and pace is good - Duke 3D already did this. But there's no reason to have completely ultralinear levels, and I don't think they would be received well if the players have already gotten to expect a more free style. Vehicles are fine, though I personally prefer how they were implemented in Shadow Warrior ('97) rather than having entire vehicle stages (like in DNF).


I've only played the Shareware for Shadow Warrior, but I did get to control a tank, so I wouldn't mind vehicles like that. If they make them optional, it's perfect. I wouldn't mind being able to ride Duke's motorcycle to get through a group of enemies quicker, or even get in the driver's seat of a Riot Tank to plow through some tougher enemies... maybe you could even kill the pilot of a Recon Patrol Vehicle and take over it. As long as it isn't the entire focus.

Who Loves Ya Baby?

Never Forgotten/Focus Gaming
0

User is offline   SOAR 

  • -19

#508

I didn't mind the Monster truck level so much, was a little lengthy. The RC car was clever, yet it's probably the thing I dread the most whenever I think of replaying DNF.

I have posted this scene I wrote somewhere else before but not sure who read it. Give it a read and imagine PLAYING this scene:


Cut to Duke: Freeway


Cruising on the 101 through heavy traffic, Duke races after Ashley!


Cut to Ashley: Freeway


Ashley closes her hood and gets back into her car to see if her car will start

It will not.


Cut to Duke: Freeway


Duke kicks his bike into high gear...


Cut to Ashley: Freeway


The creature is now expanding itself inside her engine!

CRACK, CRACK- goes the plastic and metal.



Cut to Duke: Freeway


Duke races through traffic trying desperately to get to her.

Duke is not too far from Ashley now

He guns it again!


Cut to: Ashley Freeway


Ashley try's once again to start her engine

Ree Ree Ree... Ree Ree Ree...

Nothing

She then looks up ahead through her windshield and sees Duke approaching on his bike off ahead in the distance.

The creature expands and grows bigger!

Crack, Rattle!

The car begins to shake

Ashley notices and looks puzzled.

Just then, the front of her car rips open as the alien gestates from the radiator and is "born"!

At the same time, Duke does a quick 180 turn passed Ashley.

The Alien mutant tears through the front of her car, in front of her own eyes.

It quickly grows to over 15 feet tall and over 1000 pounds

AT THIS SAME TIME:

Duke grabs his grenade launcher from the side of his bike

The beast looks at Ashley and roars at her

It then looks up and sees Duke

Ashley then looks into her rear view and sees Duke loading his grenade launcher.

KaCLICK, KaClick- go the two grenades

Duke shuts closed the launcher

Kachink!

He then aims at the giant mutant beast

Duke yells at Ashley

Duke: Get Down!

KerPLOOMP-goes the grenade as it’s launched at the Beast

The grenade flies directly past over Ashley’s driver’s side window

The beast then quickly shields itself by grabbing a hold of Ashley’s hood and ripping it away from the vehicle

BLAAAAAMMM!

The grenade hits directly into the hood “shield” that the beast is holding

The beast is knocked off balance, but is unscathed

The same can be said for the shield however, and the beast drops it to the ground

Ashley looks up in horror and amazement

Duke then burns rubber and drives past the beast in attempts to lead it away from Ashley.

The creature then turns while wiping the debris from its eyes and then scans the area for Duke.

Duke is now about 40 yards from the beast when he skids into another 180

Facing the beast once again, Duke peels out and heads straight for it!

He is now about 40-50 yards from the beast

Duke peels out and heads straight for the creature.

He takes aim

The monster widens its stance and lets out a huge roar as Duke approaches.

ROAR!!!

KerPLOOMP-goes the second grenade

BLAAAM!!

The grenade takes out the beasts left arm as it get a mean dose of grenade action.

The beast howls in agony as its arm falls to the ground in front of it

Duke then races ahead and into another 180 as he skids parallel to Ashley

Once again, He faces the monster.

Ashley rises up to get a peek at what is going on

She looks up and sees the beast roar at Duke as he is busy placing two more grenades into the launcher

KaClick, KaClick.

VaVroom!

Ashley watches Duke take off and ride past the beast!

The beast lunges at Duke with its only remaining arm attempting to grab Duke from his bike but is unsuccessful

This time the beast starts to follow Duke down the freeway

Ashley looks on Wide-eyed at the unbelievable event taking place before her

Duke gets a good distance away before turning around

When he comes out of another 180, he stops

Facing the Beast, which now is heading in Dukes direction, Duke revs the engine

Vroom, Vroom!

The beast gets closer and closer

Duke snarls...

The Beast snarls back!

Duke then pops the clutch

SCREEEETCH!!!

Duke burns rubber and races towards the Beast

Meanwhile:

Just then, off in the distance close behind Ashley, one of the mutant/alien dropship descends onto the freeway

Mutants get out and start to rip woman from their vehicles and kill any men in their way.

Ashley hears the ship but doesn’t see it

She looks into her rear view

Just as she does an assault trooper reaches inside and grabs her.

Duke gets up to speed and plays chicken with the beast, but at the last second aims the grenade launcher straight ahead...

Kerploomp- goes the grenade out of the barrel.

KaBLAM!!

Duke Blows off the Beasts nether regions and drives right between the beasts legs as fast as he can to get back to Ashley

The creature grabs its crotch then falls to the pavement.

Duke tries his best to get to Ashley on time...

However, the dropship hovers into the air, escaping with Dukes girl before he can get to her...

Duke skids to a halt and gets off his bike

He reaches for a weapon and takes aim at the dropship

He then fires away a projectile that sticks to the hull of the ship.

Duke then grabs his phone and syncs up the tracking device he just shot at the hull to the tracking device app on his phone.

He then watches helplessly as Ashley and the dropship disappear off into the distance.

He then calms down and gains his composure after realizing she will be fine because she can handle her own

As the ship trails off, he looks down at his phone, showing him precisely where Ashley and the ship are heading.

The beacon lights up

Its headed east, towards Vegas...
0

User is offline   SOAR 

  • -19

#509

This scene beforehand explains the origin of the creature that Duke faces on the freeway:


Cut to: 101 Freeway


Traffic has cleared and Ashley begins to pick up the pace on the 101

An assault commander sails through the air high above the 101, out of sight.

Before it gets above the freeway, the fat grotesque alien flicks a switch and activates a cloaking device rendering the vehicle invisible.

Ashley is unaware that she is being haunted by a very large obese assault commander

The monster closes in behind Ashley’s car as she travels down the freeway

It hovers above the freeway behind her

Ashley continues singing along to the radio.

Then, the grotesque alien spits out some sort of SLUG that attaches to the tail pipe of Ashleys car.

The assault commander then trails off, disengaging his cloaking device when he gets higher into the sky.

The slug squirms into Ashley’s exhaust system and sucks down the fumes

The slug makes its way through the exhaust and up into the engine where it begins to feed on oil and gas

After it gets its fill, it slides into the radiator and starts to feed on anti-freeze.

Ashley’s car starts to overheat.
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