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Reputation: 220 My posts turn threads into gold
Group:
Members
Active Posts:
1,018 (0.26 per day)
Most Active In:
Duke Nukem General (294 posts)
Joined:
02-June 08
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13,622
Last Active:
User is offline Yesterday, 08:02 PM
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My Information

Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Male Male
Interests:
goats, noise and mao zedong thought

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Website URL:
Website URL  http://hem.bredband.net/b819942/spel/duke.html

Posts I've Made

  1. In Topic: Ion Maiden

    17 January 2019 - 09:11 AM

    View PostMaster O, on 17 January 2019 - 06:41 AM, said:

    So if the release date is Q2, does that mean the beginning or end of June?

    April 1st, of course.
  2. In Topic: Alien Armageddon [RELEASE]

    13 January 2019 - 11:36 AM

    View PostMarya, on 12 January 2019 - 03:28 PM, said:

    if i recall correctly originally duke 3d mutliplayer had all weapon spawns and iventory items on a respawn a sort of duke nukem coin would spin in the spawn place the nuke logo on the 'coin' would change from red to yellow to green as it got closer to respawning...

    In DukeMatch - yes - but in co-op the pickups remained forever and could be picked up only once by each player.
  3. In Topic: Is Redneck Rampage actually a good game?

    08 January 2019 - 03:32 PM

    View Postthricecursed, on 08 January 2019 - 03:19 PM, said:

    It was around. Thief TDP was an early, awkward example.

    I remember you started hearing a lot about it during that time, but IIRC it had been used earlier in arcade games, movies and other high-end things.
  4. In Topic: 3DRealms is working on a new game

    07 January 2019 - 04:38 PM

    View PostCommando Nukem, on 07 January 2019 - 12:22 PM, said:

    No...? I'm not seeing how you're drawing that conclusion.

    Duke Nukem 3D was a completely different kettle of fish. LameDuke was never going to be something they released. It wasn't ready for so many reasons. With Duke3D that team wasn't stopping until the game was fun. That was primarily done with smaller mechcanil and gameplay additions, not massive shifts in engine technology. Going from QUAKE to UNREAL was a HUGE transition. HUUUGE. Trying to map in QuakeED/Hammer/Radiant and then trying to map in Unreal is a big difference alone, to say nothing about the way the engines are programmed.

    Sure, but that wasn't really what I was referring to. People bring up all the time how 3DR should have made a "plan" and stuck with it, but that isn't generally how great games are made - it is how Barbie's Horseriding 4 is made.
    Maybe going with Quake/QII from the start was the mistake.

    View PostHulkNukem, on 07 January 2019 - 12:42 PM, said:

    On the flipside, Duke Nukem Forever.

    Obviously. As game development gets more and more expensive that style of development probably becomes more and more unfeasible, but I fear that means we get less and less creative and interesting games.
  5. In Topic: 3DRealms is working on a new game

    07 January 2019 - 12:09 PM

    View Postthricecursed, on 07 January 2019 - 11:29 AM, said:

    It's a great lesson about scope creep to anyone in any field, really. Stay true to the original vision. And don't forget that limitations can often result in more creative outcomes vs having the best tools available at all times.

    With that attitude we would have never gotten Duke 3D though but a polished up version of LameDuke... With many of the more interesting games released, they've gotten interesting because they don't stay on track.

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