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Reputation: 23 I seem to be liked
Group:
Members
Active Posts:
61 (0.03 per day)
Most Active In:
Duke Nukem 3D maps & level editing (48 posts)
Joined:
19-September 12
Profile Views:
2,800
Last Active:
User is offline Jan 19 2019 03:35 PM
Currently:
Offline

My Information

Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Male Male
Location:
Finland

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Private

Posts I've Made

  1. In Topic: NBlood - Blood port running on EDuke32 engine

    19 January 2019 - 03:34 PM

    Looks really promising, and after using Rednukem to play RR & RR:RA, I can only advocate this project.
  2. In Topic: [RELEASE] Shocking Twist

    19 January 2019 - 03:28 PM

    Extensive use of really nice 3DR style shading (using value 0 a lot etc) and texturing, with the tight trim work giving the big picture a pleasing, uniform look. In many ways the design made me think of Doom: mostly very "basic" but flowing textures that weren't squished or stretched much, a lot of masked walls not based on transparency, monster closets instead of spawns, and also very little slopes. Even the secrets were kind of Doom-like, for example I probably wouldn't have found the one with the Freezethrower had I not been in that mind set.

    I wandered around quite a bit after finding a card or something - perhaps having so many ways accessible can make it hard to go back exactly where you want, but I really blame my own concentration here. The actual objectives and the progression of the map were really clear. It did feel quite empty in regards to enemies, but maybe that was done in order to support the clean style and so that players could pay proper attention to the environment/layout.

    Difficulty-wise rather easy, but totally fun and refreshingly solid looking map. Really liked it, and I think it's one that will be replayed a lot. Played CGS and found all 4 secrets.
  3. In Topic: [RELEASE] Miner Complications

    08 December 2018 - 10:58 AM

    Okay, perhaps a matter of different eDuke builds, mine was from October (I know, should always use the latest, especially when reporting bugs).
  4. In Topic: [RELEASE] Miner Complications

    08 December 2018 - 05:33 AM

    This was a ton of fun! Played CGS, 3/7 secrets.

    The onslaught of enemies and the freedom to choose which areas to clear first reminded me of Doom II, which I've been playing recently. It was well implemented, as there was plenty of ammo and health, but you had to keep looking for it WHILE killing the hordes of enemies. I liked how most of the time the items were not in plain sight. The first area got me a couple of times until I found the shotgun from the grassy corner, after that I had no issues with balance.

    The architecture and detailing were top notch - the place had a very authentic feel to it. The versatile use of textures was a bit too much at times, making some areas look slightly messy. Great sprite work and the gradient shading was quite effective at times.

    Two things:
    Attached File  duke0001.png (608.09K)
    Number of downloads: 44
    I wonder why I couldn't pick up this atomic health?

    Attached File  duke0003.png (181.48K)
    Number of downloads: 52
    When I first blew up the reactor core room, I thought I was supposed to use this elevator to escape, but ended up getting trapped. Maybe it shouldn't be there, since it wasn't necessary to use it at any point.
  5. In Topic: Rednukem - Redneck Rampage port

    06 November 2018 - 10:13 AM

    Super-solid work. I have never played RR, and normally I would always experience the original first, but since MetHy said that this really is faithful but much more convenient, I figured I might as well use the port. So far especially the game's textures and authentic map themes have impressed me a lot, and with eDuke controls it's just a ton of fun, even when just trying to figure out how to get ahead in the map.

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