[RELEASE] Duke Nukem: Total Meltdown TC - v1.0
#121 Posted 13 March 2018 - 05:52 PM
#122 Posted 13 March 2018 - 06:06 PM
Hendricks266, on 13 March 2018 - 05:52 PM, said:
Yep, just saw it on Youtube too. I edited my last post with the video but I'll just post it again here because it's really interesting to see the PSX version like this (and not broken like most games with the OC):
#123 Posted 13 March 2018 - 06:24 PM
#124 Posted 13 March 2018 - 07:09 PM
Zaxx, on 13 March 2018 - 12:19 PM, said:
I played it twice now, managed to get through in 19 minutes. I know the layout from start to finish despite playing the map maybe 3 times before.
I actually think the last 3 maps are not as good as the first 3. Ministry of Fear looks great, and has a great concept, but way too short, and that CyberKeef was a joke, the animation is terrible.
#125 Posted 13 March 2018 - 08:11 PM
Nancsi, on 13 March 2018 - 07:09 PM, said:
I actually think the last 3 maps are not as good as the first 3. Ministry of Fear looks great, and has a great concept, but way too short, and that CyberKeef was a joke, the animation is terrible.
To me Gates Motel and Duke Royale are the best maps of the episode. Gates Motel really nails that Resident Evil vibe, the place really feels like the Spencer Mansion at times with its layout and its gameplay, I love that it ends with you going to an underground "lab" just like in RE1 and the references are nice too (favourite: you can find Duke's head in a box ).
Duke Royale is again a great reference-driven level, it really maxes out on Tarantino movies and again the layout is superb. I love Duke maps where you're constantly switching between the inside and the outside and here you have a lot to explore, it's like a little metroidvania hub with places to unlock. The end fight is also pretty epic with the bar shootout followed by a nice little "invasion" of the streets.
As for the rest, I dunno. Nightmare Zone feels like an interesting level, guess it will be more enjoyable on subsequent playthroughs with knowing where the traps are and finding more secrets (I only found 2 or 3 the first time around).
Trackside Tragedy starts nicely with the place gradually opening up but by the end walking those long distances becomes a bit tedious. More steroids would have been nice because it really feels like you're supposed to breeze through the racetrack with steroids but there's just not enough of them.
Alien Randezvous is the weakest of the bunch to me. I like monster arena levels but not in Duke 3D, I think that stuff just doesn't work with all the hitscan enemies the game has. Would be a cool Doom map though.
Ministry of Fear is pretty nice with the changing music and all but the layout is just not very interesting. It has headbanging aliens / zombies though which is always a plus in my book and I liked that they tried to get some level variety into the bossfight: at first it seems like a simple arena but then you're like "Oh, I can blow up that wall, what's behind that?". They could have done more with that (and less with the drones, seriously! ) but it was fun, it's not just a simple "okay, I'll strafe and blow up the big guy with the Devestator" bossfight like what you get in the original 3 episodes.
And yeah, poor CyberKeef looked like he could fall apart any second with those weird animations.
Edit: Oh and there's one thing that's inexcusable: the CyberKeef cutscene. No humiliating execution? Duke was really nice that day compared to his usual self.
This post has been edited by Zaxx: 13 March 2018 - 08:19 PM
#126 Posted 13 March 2018 - 11:20 PM
Zaxx, on 13 March 2018 - 08:11 PM, said:
Duke Royale is again a great reference-driven level, it really maxes out on Tarantino movies and again the layout is superb. I love Duke maps where you're constantly switching between the inside and the outside and here you have a lot to explore, it's like a little metroidvania hub with places to unlock. The end fight is also pretty epic with the bar shootout followed by a nice little "invasion" of the streets.
As for the rest, I dunno. Nightmare Zone feels like an interesting level, guess it will be more enjoyable on subsequent playthroughs with knowing where the traps are and finding more secrets (I only found 2 or 3 the first time around).
Trackside Tragedy starts nicely with the place gradually opening up but by the end walking those long distances becomes a bit tedious. More steroids would have been nice because it really feels like you're supposed to breeze through the racetrack with steroids but there's just not enough of them.
Alien Randezvous is the weakest of the bunch to me. I like monster arena levels but not in Duke 3D, I think that stuff just doesn't work with all the hitscan enemies the game has. Would be a cool Doom map though.
Ministry of Fear is pretty nice with the changing music and all but the layout is just not very interesting. It has headbanging aliens / zombies though which is always a plus in my book and I liked that they tried to get some level variety into the bossfight: at first it seems like a simple arena but then you're like "Oh, I can blow up that wall, what's behind that?". They could have done more with that (and less with the drones, seriously! ) but it was fun, it's not just a simple "okay, I'll strafe and blow up the big guy with the Devestator" bossfight like what you get in the original 3 episodes.
And yeah, poor CyberKeef looked like he could fall apart any second with those weird animations.
Edit: Oh and there's one thing that's inexcusable: the CyberKeef cutscene. No humiliating execution? Duke was really nice that day compared to his usual self.
I like Ministry of Fear because along with Trackside Tragedy, it's a very avantgarde looking map, with interesting textures, lots of cyclers (the whole episode used cyclers a lot, which made the levels a lot better), you don't see these kind of levels too often for this game. Indeed it's a bit too short, especially compared to the others, I would have added more areas to explore before you go to that poor excuse of a boss.
Alien Rendezvous was the level where I feel MetHy's low tier usermap comment is valid. It's just really a usermap, you can safely put the map in your standard EDuke32 directory and get the same experience. No special textures, no references, basically that simple Tiberius Station texture was used in the entire level, WAY TOO MANY ENFORCERS, and of course Battlelords (it's the ultimate hitscan galore level), and the lack of ambient sounds really hurts this time as the music isn't dominating in this level. I think they should have used it for the secret level instead of Faces of Death. In Doom standards it would be ranked with levels like Suburbs which is not a compliment.
The levelorder btw. should have been this:
1. Duke Royale
2. Trackside Tragedy
3. Gates Motel
4. Nightmare Zone
5. Ministry of Fear
6. Alien Rendezvous (secret level)
DR is an ideal opening map, NZ is something that would work much better as the penultimate level of the game, like Dark Side/Derelict.
#127 Posted 13 March 2018 - 11:30 PM
Zaxx, on 13 March 2018 - 05:51 PM, said:
I use an option called "Use Frame skipping" in ePSXe with a framerate limit of 60 fps. It plays perfectly smoothly.
#128 Posted 14 March 2018 - 03:01 AM
The level itself get's a lot easier after getting the blue keycard. After getting into the large area surrounding the pool room. There is a small pool of water near the entrance to that area. You jump into it and you'll find one of three switches. The other two can be found in the pool room under the water. Where you'll find a submerged turret gun and some slimer eggs.
What transparency do the explosion effects use?
#129 Posted 14 March 2018 - 06:45 AM
Fox, on 13 March 2018 - 11:30 PM, said:
Frame skipping is somewhat cheating. Instead of rendering all frames at full speed, it skips frames and doesn't render them to try and keep up.
#130 Posted 14 March 2018 - 08:15 AM
Mav3r1ck, on 14 March 2018 - 03:01 AM, said:
Additive.
#131 Posted 14 March 2018 - 08:59 AM
#132 Posted 14 March 2018 - 12:06 PM
Fox, on 14 March 2018 - 08:15 AM, said:
I thought that was what I was seeing. I've modded my Duke 3D to have translucent explosions but they don't have the addictive properties. What do I need to add in the game.con to get addictive translucent explosions if you don't mind me asking?
#133 Posted 14 March 2018 - 01:01 PM
#134 Posted 15 March 2018 - 02:05 AM
This post has been edited by Polunka: 15 March 2018 - 02:20 AM
#135 Posted 15 March 2018 - 03:10 AM
Polunka, on 15 March 2018 - 02:05 AM, said:
I was thinking that modifying the game.con to where Duke will only say this to Pig type enemies instead of it being a regular thing he says when blowing up and enemy. The idea would come from when Duke says a unique line when killing a boss enemy. Most notable is when killing a Battlelord Sentry and Duke says "Die, you son of a bitch!", after they are killed each time.
I understand that work is being done to make this available for older ports. Will you also include a unique version with the bugs fixed?
#136 Posted 15 March 2018 - 04:21 AM
Mav3r1ck, on 15 March 2018 - 03:10 AM, said:
Well, I hope Fox will release separate fixed versions of the CON files someday, if he ever wishes to.
This post has been edited by Polunka: 15 March 2018 - 04:29 AM
#137 Posted 16 March 2018 - 12:49 AM
1. Duke Royale has a part you can easily stuck. It's the warehouse and elevator area with the blue keydoors. If you don't have the blue key or jetpack, it's a dead end, so this must have been fixed somehow. I checked the area with Mapster, no way out.
2. The new episode is not only using atomic textures, but using them in their original slots, which means they had the atomic version when they made this game. I'm not sure if there were limitations, but they should have used them with full function, maybe even The Birth episode. Tanks and other functional sprites however are not working. Newbeast art is the only one with replacement, partly with Battlelord sprites (which weren't used in the game) and partly with the Cyberkeef sprites.
3. Mapster animation is weird for some active sprites. For example the Battlelord switches between 40:40 and 64:64 repeat values, but others like the pigcopdive are also strange.
4. There are a lot of missing sound effects. Not just ingame, but somehow the new episode is very skimpy of sounds, both doors and ambience. Also it seems there are some strange dysfunction sometimes. When you open for example the safe in Duke Royale, the sound doesn't stop. I don't think it should have happened with the original code.
#138 Posted 16 March 2018 - 01:24 AM
Gates Motel
Duke Royale
Ministry of Fear, Alien Rendezvous, Trackside Tragedy
Nightmare Zone
While I think the level quality is debatable, there was some nice areas in places. I have to make mention of how hilariously bad CyberKeef's dance move/attack animation was though!
Anyway, after all that it is great that we are finally able play through this episode on PC after so many years, so a serious thank you to everyone involved for all of your hard work and effort in putting this together. Well done guys.
#139 Posted 16 March 2018 - 03:04 AM
Nancsi, on 16 March 2018 - 12:49 AM, said:
According to a magazine with a pre-release version it would include all levels of the Atomic Edition plus the new exclusive ones, so I presume they had it planned. It wasn't because of storage space, since 20% of the data in the CD is filler. But they were heavily limited by the assets they could have loaded in the memory for each individual levels, which may have been a greater problem in The Birth levels, since they uses more textures, sounds, enemies, etc.
#140 Posted 16 March 2018 - 03:38 AM
I understand that it's an older port. Any ideas to what I could be doing wrong?
This post has been edited by Mav3r1ck: 16 March 2018 - 03:38 AM
#141 Posted 16 March 2018 - 06:49 AM
Fox, on 16 March 2018 - 03:04 AM, said:
Probably that's the reason. However I'm not sure if the individual levels use more textures than the ones from the 3 classic episodes, since the vast majority of the atomic textures are one level specific stuff. The same goes to sounds. There are new sounds, but they are level specific, and levels don't have to use every other sounds like the various amience stuff from E2.
Monsters... I don't know. Newbeasts and Tanks are there, but Drones are almost non existent, and Commanders are very rare too.
#142 Posted 16 March 2018 - 08:42 AM
Mav3r1ck, on 16 March 2018 - 03:38 AM, said:
I understand that it's an older port. Any ideas to what I could be doing wrong?
This versions uses a SECTOREFFECTOR to play BARMUSIC, you won't be able to make it work on other ports.
#143 Posted 16 March 2018 - 01:27 PM
Fox, on 16 March 2018 - 03:04 AM, said:
Oh, that damn prototype of TMD, if it's the same one I'm thinking of. Never had any luck finding out who was the buyer of one of the copies.
#144 Posted 16 March 2018 - 07:52 PM
Fox, on 16 March 2018 - 03:04 AM, said:
Are those Mancar2.map screenshots I see again
#145 Posted 17 March 2018 - 12:52 AM
Fox, on 14 March 2018 - 01:01 PM, said:
I know it's a late reply to this post. What modding tools would you suggest I used to do this?
#146 Posted 17 March 2018 - 01:27 AM
Mav3r1ck, on 17 March 2018 - 12:52 AM, said:
You use this syntax to import a blend table:
https://forums.duke4...post__p__290598
#147 Posted 17 March 2018 - 03:00 AM
#148 Posted 17 March 2018 - 05:07 AM
Lunick, on 16 March 2018 - 07:52 PM, said:
I don't know how that crappy multiplayer level screen ended up on the magazines. It had a different author too.
#150 Posted 17 March 2018 - 05:27 AM
Fox, on 17 March 2018 - 05:21 AM, said:
Strange, I don't know how it got there.