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Reputation: 889 My posts turn threads into gold
Active Posts:
364 (0.17 per day)
Most Active In:
General Gaming (124 posts)
29-September 11
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User is offline Aug 14 2017 12:58 AM

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Posts I've Made

  1. In Topic: PLEASE HELP: Obscure Duke Item

    07 August 2017 - 09:09 PM

    That picture came from this eBay listing:

    The seller didn't specify what magazine it came from, however.
  2. In Topic: PLEASE HELP: Obscure Duke Item

    05 August 2017 - 04:23 PM

    This is quite a bump, and I'm sure the OP is long gone or possibly dead by now, but for the sake cataloguing useless minutia, I've come across the origin of this Time to Kill phone card. It was included as a Sears (at least) exclusive purchase bonus with the game, perhaps only if you used the coupon from this following magazine ad:

    Posted Image

    And that's the end of that chapter.
  3. In Topic: Shootrage

    05 August 2017 - 12:35 PM

    View PostTerminX, on 05 August 2017 - 11:08 AM, said:

    Is the voice actor the same as the Postal guy?

    No. The team section on their site shows the developers are Polish, and that would explain the misspellings and peculiar pronunciations.
  4. In Topic: The Post Thread

    19 July 2017 - 05:14 PM

    View PostHendricks266, on 19 July 2017 - 02:10 PM, said:

    It may have been the first to successfully do narrative storytelling in an FPS, but the way they did it (setpiece rollercoasters) is pretty lame when you step back and think about it.

    The writer for the Half-Life series, Marc Laidlaw, stated this about the storytelling in Half-Life:

    Marc Laidlaw said:

    It doesn’t seem that deep or complex in retrospect; we were just careful to create an illusion of depth, I think. I knew when I joined Valve that nobody was really using the FPS tools for storytelling and this was something the whole team wanted to do, even if they didn’t quite know how. ... The purpose of the story was to melt into the background and give the whole thing a sense of coherence. It was always meant to be almost invisible.

    The intent behind Half-Life was not to convey a deep and elaborate storyline but to present a narrative in a convincing and immersive manner. Never once does it break away from the first person perspective to show a cutscene, bring up a mission objectives screen, show a level tally, or whatnot. The player's only clues to the plot are the tidbits gleaned from the environment, the characters around him, and the interactions (one-sided as they are) throughout in a continuous and interconnected game world. Funny enough, some of this only came about by pure happenstance (third person cutscenes were planned, but technical limitations forced them to stay in first person, etc), yet they managed a form of storytelling unlike any other in the genre to date.
  5. In Topic: Duke Caribbean: Multiplayer Levels

    18 July 2017 - 09:36 PM

    For what it's worth, Shawn did not list Caribbean as one of the Sunstorm add-ons he contributed levels to on his old website, and that looks to be a thorough account of his work up to that point. There are screenshots of an unknown Duke map "that was not used in any commercial products", but that statement is presumably accurate and the map itself entirely unrelated.


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