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Reputation: 204 My posts turn threads into gold
Active Posts:
241 (0.1 per day)
Most Active In:
Duke Nukem General (86 posts)
30-December 11
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User is offline Aug 08 2018 09:22 AM

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  1. In Topic: Chasm: The Rift

    08 August 2018 - 09:22 AM

    Someone needs a Snickers, clearly.
  2. In Topic: SOLVED Hardcoded enemy falling damage handled badly

    04 August 2018 - 12:14 PM

    The only instance I have ever seen of an enemy being affected by falling damage in Duke Nukem 3D is when they were frozen and would shatter upon dropping from too great a height.

    With the exception of this, I have never seen an enemy be affected by falling damage in any Build engine game. I don't think what you describe is intended.
    For example, in vanilla Duke 3D, the enforcers in E3L2 that spawn in front of the window where the blue key is located sometimes fall down instead, but are completely fine afterwards.
  3. In Topic: Chasm: The Rift

    03 August 2018 - 09:18 PM

    View PostJimmy 4k, on 03 August 2018 - 08:57 PM, said:

    What a shit idea for a mod. Chasm plays just fine. And in typical Doom-tard fashion, he has to add a bunch of random shit to it before he can even finish getting it remotely like Chasm, therefore making it nothing like Chasm. I hope this fucking loser gets cancer.

    Jesus dude, it's just a gameplay mod. You've got some issues.
  4. In Topic: OK, how much do you *really* remember about Duke3D?

    14 July 2018 - 06:31 AM

  5. In Topic: OK, how much do you *really* remember about Duke3D?

    12 July 2018 - 12:52 PM

    I find it interesting how nobody can name all of Episode 2's maps correctly without looking them up. I couldn't do it myself right now, and I looked at all your answers.

    Probably a testament to how the maps of the second episode all somewhat blend together. It probably also doesn't help that the names are also very generic.


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