Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#1561 Posted 02 April 2021 - 07:23 AM
dreadoctober.zip (10.21K)
Number of downloads: 312
i don't know where dan or sebab got it from
#1562 Posted 02 April 2021 - 08:53 AM
#1563 Posted 02 April 2021 - 09:18 AM
Ninety-Six, on 02 April 2021 - 08:53 AM, said:
Have you tried one of those sites where you can "tap" a melody of a song and it gives you some titles that would fit it? Slight chance it's popular enough to be added in such a database, but who knows, I did have a couple of successful tries like this in the past, so who knows.
#1564 Posted 09 April 2021 - 04:52 PM
Here is a non-expiring invite to our discord: https://discord.gg/JUypdU6
Here is my YT channel where you will be able to find the stream, and also past streams: https://www.youtube....NWaFi3cjH6v3WSg
#1566 Posted 11 April 2021 - 12:06 AM
#1567 Posted 14 April 2021 - 09:36 AM
#1568 Posted 14 April 2021 - 09:45 AM
#1569 Posted 14 April 2021 - 09:57 AM
Phredreeke, on 14 April 2021 - 09:45 AM, said:
That makes sense
#1570 Posted 14 April 2021 - 10:36 AM
#1571 Posted 14 April 2021 - 11:29 AM
#1572 Posted 14 April 2021 - 11:35 AM
Danukem, on 14 April 2021 - 10:36 AM, said:
I thought it was only a few months later, going by the calendars
#1573 Posted 14 April 2021 - 03:08 PM
Ninety-Six, on 14 April 2021 - 11:35 AM, said:
Nah its years in between, the calendar sprite just had a placeholder date on it. Its being changed to 20XX now.
From the narrative in space gladiators (Deanova's speech about her brother, Cycloid Jr getting revenge for his dad) its pretty clear there is a big gap in time between the original invasion and the new invasion, but it's not very explicit.
#1574 Posted 16 April 2021 - 11:21 PM
The release of AA 4.0 happens in 12 hours. Snooper has made an amazing general purpose trailer for our mod which is featured in the release article linked above. For the AA team, the timing of this release is our tribute to the 25th anniversary of Duke Nukem 3D.
#1575 Posted 17 April 2021 - 10:14 PM
#1577 Posted 18 April 2021 - 04:48 AM
I can say congrats and nice job, but it may sound repetitive, so i want just say WOW and thanks for the big efforts!
Noticed something, if you wanna give a look:
And many thanks again!
This post has been edited by The Battlelord: 18 April 2021 - 04:54 AM
#1578 Posted 18 April 2021 - 06:20 AM
I see what you did here
OK just played the Caribbean level so far, cos it's my favourite, lots that I liked but seriously..... what in the HELL was up with those red, superpower enemies that glowed green underneath?! Not gonna lie, it kinda ruined it for me
The money/upgrades thing was interesting. Didn't pay much attention TBH but that's because I'm a guy who likes to keep things simple.
I'll definitely be playing the other episodes though.
#1580 Posted 18 April 2021 - 10:14 AM
darkprince227, on 18 April 2021 - 06:20 AM, said:
The money/upgrades thing was interesting. Didn't pay much attention TBH but that's because I'm a guy who likes to keep things simple.
For you I recommend turning off the progression features since it sounds like you don't like them. In the scripts folder, open the file AAUSER.CON in a text editor, and near the top where it says "gamevar PROGRESSION YES 0" change it to "gamevar PROGRESSION NO 0" The progression features will still be there in the Attrition campaign, but otherwise they will be off.
#1581 Posted 18 April 2021 - 10:16 AM
The Battlelord, on 18 April 2021 - 04:48 AM, said:
I can say congrats and nice job, but it may sound repetitive, so i want just say WOW and thanks for the big efforts!
Noticed something, if you wanna give a look:
And many thanks again!
It looks like there is a bug where you get a discount for playing solo, but the discount isn't showing up in the displayed price. I'm not sure yet, though. The arrow cam on the spy arrows is correct and their damage increases over distance.
#1582 Posted 18 April 2021 - 10:59 AM
Danukem, on 18 April 2021 - 10:14 AM, said:
Ah, much better No offence to whoever thought it up, but it's just not for me, personally. Thanks for the tip, mate.
#1583 Posted 18 April 2021 - 01:23 PM
#1584 Posted 18 April 2021 - 02:04 PM
MrFlibble, on 18 April 2021 - 01:23 PM, said:
duke0002.png
Be sure to look at it in nightvision too.
#1585 Posted 19 April 2021 - 05:45 AM
One question though, why the different Lunar Apocalypse posters? The one in the classic episodes is the usual.....
But then there's this variant in DC Metro Mayhem....
is it supposed to be like that? I also love the Cyberella poster, but that's cos I'm a big Disney fan. Soon as the conditions are right, I'm planning to return to Orlando
#1586 Posted 19 April 2021 - 10:08 AM
darkprince227, on 19 April 2021 - 05:45 AM, said:
One question though, why the different Lunar Apocalypse posters? The one in the classic episodes is the usual.....
duke0140.png
But then there's this variant in DC Metro Mayhem....
duke0141.png
is it supposed to be like that? I also love the Cyberella poster, but that's cos I'm a big Disney fan. Soon as the conditions are right, I'm planning to return to Orlando
The DC version is my own variant (which may change in the future more). DC maps we have changed heavily since they are part of the AA story. Generally I only slightly modified the vanilla maps to have a few more new decorations. I didn't want to change them too much though.
#1587 Posted 19 April 2021 - 01:16 PM
darkprince227, on 19 April 2021 - 05:45 AM, said:
duke0140.png
But then there's this variant in DC Metro Mayhem....
duke0141.png
is it supposed to be like that?
We fixed a bug in the movie set level recently due to the posters, that Big Lunar Apocalypse was a ugly mix of both posters so the code got modified not to change wall textures and only sprites I think.
#1588 Posted 20 April 2021 - 12:29 AM
sebabdukeboss20, on 19 April 2021 - 10:08 AM, said:
Makes sense, sometimes it's good to stick with what you know
#1589 Posted 20 April 2021 - 09:22 AM
I get it that the map author aimed for a more or less realistic depiction of a base complex, but in some places there are a little too many repetitive areas (bathroom-barracks-vent-closet) so it felt almost like a chore. The individual room design and texturing also feels rather simplistic and underdetailed at times. In general, I'd say that the map quite pales in comparison with a simialr-themed level from the original game, namely E4L1. And it doesn't help either that the music is Kevin Schilder's Winnowing Hall from Hexen, as opposed to what I believe is an original piece paying homage to classic Lee Jackson that plays in the now-second level of the episode. Oh, and that alarm klaxon is straight annoying.
The original starting level was/is a great way to introduce the mod and is full of new and different stuff; I'm afraid that the new EDF level is not a definite improvement in that area. I'm sorry if the above sounds a bit harsh; but I tried not to be biased here and to tell my impression as accurately as possible, in the hopes that it comes across as constructive criticism.
This post has been edited by MrFlibble: 20 April 2021 - 09:23 AM