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Reputation: 208 My posts turn threads into gold
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Duke Nukem Forever General Discussion (247 posts)
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  1. In Topic: DNF 2001 Build Was Apparently Almost Complete

    08 December 2018 - 06:20 AM

    View PostGreen, on 27 November 2018 - 03:38 PM, said:

    Gearbox have secured a sub-license to publish Duke Nukem Forever and related content in an upcoming compilation they have in production.
    Posted Image

    If this is true, why isn't there a "Duke Nukem Forever: Atomic Edition" with all the extras on Steam yet?
  2. In Topic: How Excited Are You Guys for Duke Nukem Forever?

    07 December 2018 - 01:31 PM

    View PostYatta, on 06 December 2018 - 03:45 PM, said:

    You guys are joking but it's coming. My fingers are crossed for 2019.

    https://forums.duke4...926#entry309926

    Do you have a "gutsy feeling that it's reeeeeal close now" like Jobi did from 2001 to 2011?
  3. In Topic: 3DRealms is working on a new game

    06 December 2018 - 06:51 PM

    View PostPerro Seco, on 06 December 2018 - 05:52 PM, said:

    imagine this new game, which is based on a medieval theme, what can you do to keep the variety?

    You could do it like Unreal, which made the setting an alien planet that only sort of resembles a medieval setting, again with human spaceships that go for the blocky metallic look (Vortex Rikers, ISV-Kran), locations with advanced alien technology (e.g. Terraniux) and physically impossible locations (e.g. SkyTown).

    Quote

    You can use the time travel cliche

    Time travel is only a cliché if used in the most braindead possible way (hero reaches another time, hero lives adventure, hero returns to the correct time). If, instead, time travel is used as a superpower, it's a fascinating concept. What if you could shift at will between various time periods (let's say the middle ages, the present and a cyberpunk future), and certain actions in one time period trigger a number of changes in the periods that come after? For example, killing one person in the middle ages would prevent you from meeting their descendants in the present and future, but then you would meet other people you would not be able to meet otherwise, which would lead to more storyline ramifications.
  4. In Topic: 3DRealms is working on a new game

    06 December 2018 - 01:06 PM

    Quote

    I think doing something like Quake would be better than mixing different styles without making much sense.

    But Duke Nukem 3D proved that it can be done and have it make sense, so that the player gets a real sense of progression.

    You started in LA, so the levels had an urban theme. Then you were captured and moved to a prison near a canyon which aliens had invaded, so the levels switched to a mixture between a rocky/barren theme and a slimy/alien technology theme. Then in episode 2 you went to space, so you started with levels that were mostly metallic gray, with regular and boxy environments, but then you moved to the alien-controlled space stations, so the levels became less boxy, less regular, and the colors changed to slimy dark green and radioactive/glowing green. And so on.

    Let's compare it to Quake, where you don't have a sense of progression. You don't look at a level and say "Oh, it makes sense that I'm here right now, because I came here from... that other place." No, I'll go as far as to say that every level in Quake is interchangeable, and while their theme is coherent (too much, IMO) it's their design that doesn't make sense. And as if it wasn't enough, they don't allow you to do anything besides shooting bad guys and hitting buttons with your chest, the buttons you need to hit to progress.

    Let me quote Paul Schuytema here: "I believe the player should be an agent for change in the game, and the more you can allow them to do, I think the more fun they'll have."
    I completely agree with him, and the lack of what he described is one of the things I'm afraid about. I'm afraid that this game will use nostalgia as a crutch, to remind the players about the "fun" they'll have while playing a game that doesn't let them do anything besides running, shooting and bumping buttons... when instead, back in the day, developers felt that kind of interaction was insufficient and struggled to make games that let you do more than that.

    An additional consideration: environmental variety in Duke Nukem 3D meant you could go ahead and make custom levels with more than just one theme, so a user level can look completely different from another user level, even when they don't use custom textures. This is something the default texture set from Quake cannot do.
    Yes, you could say that it's possible to make custom textures and make brand new DarkPlaces levels that don't look like Quake 1, but then... what would you need a new game for?
  5. In Topic: 3DRealms is working on a new game

    06 December 2018 - 04:02 AM

    I'm actually feeling less hype than before.

    My heart tells me it's going to be interesting because it's an FPS developed in-house by 3DRealms, but my brain observes that all material they released shows very Quake1-like environments: brown and gothic. And here's the real problem: environmental variety is one of the factors that made me prefer Duke Nukem 3D to Quake 1! I didn't care about the brand back then, I cared about the content!
    Until new media comes out proving me wrong and showing that gothic brown is just a small part of the game, I'm gonna rate it M, for "meh".

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