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Reputation: 185 I have a solid reputation
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Everything EDuke32 (53 posts)
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User is offline Jul 29 2017 06:43 PM
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24 years old
Birthday:
December 18, 1992
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Posts I've Made

  1. In Topic: Duke Nukem 3D: 20th Anniversary World Tour

    17 July 2017 - 09:18 AM

    View PostLee Jackson, on 01 July 2017 - 07:53 AM, said:

    Don't worry about it. Everyone's entitled to their own views. You should have seen some of the early beta reviews of my ROTT songs. ;)

    I'm way late on this, but yeah, wasn't really cooking up something reasonable to say regarding my criticisms of the MIDI renditions. Honestly, it was all a matter of expectation. I was thinking they'd be done in a similar matter to CD Audio, making the best of the devices used to achieve the originally-intended listening experience. A straight hardware conversion isn't bad though. I will say though, in the future I'd recommend taking advantage of prior SC models' instrument maps included with your device via CC#32. Instruments like the pianos and basses have unique tones on the 55, the 88, and the 88pro, so that introduces an even greater variety that what's already available by instrument/bank selection alone.
  2. In Topic: Duke Nukem

    12 July 2017 - 07:57 PM

    What keeps me coming back to the game is that some of the levels have a kind of charm reminiscent of Duke3D a little bit (largely due to Allen Blum being one of the level designers).
  3. In Topic: Duke Nukem

    10 July 2017 - 06:46 PM

    View Postnecroslut, on 09 July 2017 - 10:41 AM, said:

    Adding an element of inventory management where it's not needed does not make a game better but the opposite. The school of FPS design where you have six, barely distinguishable machine guns need to die.

    Well, the thing with that is that a good slot limitation is one where you can go throughout the whole game with what you have, then go through the next playthrough with another batch of weaponry that also works alright. In the case of a game within a franchise known for the weapon loadout taking all (or most) number keys, having all number slots usable, with weapons dedicated to each slot that don't overpower each other while still being unique in their own purpose, is an ideal.

    On another note, this talk has obviously reinvigorated the beta-beggars. That is highly annoying and will do naught but hinder the efforts (and motivation) of those trying to make things happen. For their sake, please be supportive and patient.
  4. In Topic: Duke3D & SW - Early/Alpha/Beta/Gold Material

    09 July 2017 - 07:24 PM

    Not to mention that all the replies in the Duke Nukem thread alone show Randy that there's A LOT of interest. There's quite a bit of steps and considerations to go through before this can be given the greenlight, so yeah.
  5. In Topic: Duke Nukem

    09 July 2017 - 10:36 AM

    View PostMajor Tom, on 08 July 2017 - 12:53 PM, said:

    I say, give him MORE weapons. Something along the lines of this:

    I do agree with having loads of weapons in a game where carryable inventory is limited, but there's a catch: every weapon has to have their own unique purpose. You could even have a 10-slot carry limit (one weapon for each number), but if you induce a lot of variants where the only real difference is appearance and one or two attributes, then it's just too cumbersome. E.G the Devastator and DNF Devastator examples. If they have the same functions as in their respective games, then they're too similar to warrant the latter even existing. However, say, if you make the latter shoot homing (as opposed to non-homing) mini-missiles at a slower rate (as it is in DNF), then there's reason for it to be there as the homing ability alone makes it unique enough to separate it from the Devastator in functionality.

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