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Reputation: 207 My posts turn threads into gold
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Duke Nukem General (284 posts)
02-June 08
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User is offline Yesterday, 01:44 PM

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

Posts I've Made

  1. In Topic: How much damage has lack of multiplayer and general IP incompetence caused?

    11 November 2018 - 04:33 PM

    View PostNancsi, on 11 November 2018 - 02:45 PM, said:

    Maybe even the devs were surprised by the game's success. Like someone who accidentally does something right. But when he tries to replicate, the product will be a failure. Like one hit wonder bands. Broussard tried and tried and tried, and then had given up. But at least he should have helped the community, it doesn't need talent, just some decent behaviour.

    It was a huge mistake BTW they didn't release another Build Duke game. Like Doom II or RRRA. With 3 more episodes and many new monsters, it would have been huge.

    View PostPhredreeke, on 11 November 2018 - 03:51 PM, said:

    I think that's sort of wishful thinking. None of the Build games that followed DN3D ever got as big as Duke. A Build Duke 3D sequel would likely have been received the same way.

    Yeah, the Build engine just looked too dated after Quake and Quake II. Nobody bought Redneck Rampage Rides Again. Not that many people even bought Shadow Warrior, which was a great and unique game.
  2. In Topic: Could it be said that Duked 3D is overall a 10/10 game?

    10 November 2018 - 07:16 AM

    Probably. Not 100/100, but 10/10. It's still in my view the best FPS ever made. There are others which surpass Duke 3D in one or some aspects - like Doom, Sin or Half-Life - but I haven't played one that surpasses it as a complete package. Doom in particular is often brought up as "more perfect", and while this might be true it's also a considerably simpler game so that's a lower bar to reach.

    There are some big flaws - the simplistic AI makes some features that are awsome in multiplayer (HoloDuke, Tripbombs, shooting out lights) almost useless in singleplayer. Weapon balance is great in that every gun has its use, but ammo capacities seems like an afterthought when the single-hit-kill shrinker carries as much as the lowly shotgun. There are some movement glitches such as straferunning that make multiplayer jerkier than it should be.
    Also the game doesn't really know if it's made for auto-aim or not. Without auto-aim smaller enemies like the turrets and slimers become a nuisance to hit, but with it on you can't prioritize enemies properly and utilizing explosive barrels effectively often becomes impossible. Vertical targeting is pretty wonky overall. Then there's of course the matter of not being able to look fully up or down.

    Many of these are just signs of the times, or related to technological limitations, but still harm the game. Still, even today, I don't think it's been truly surpassed - which is a shame.

    View PostMicky C, on 09 November 2018 - 09:22 PM, said:

    This comment in particular has some nostalgia goggles going on. Many areas of the level design are just plain empty by today's standard (first example to mind is the outdoor street area in HH, with just one dumpster and an out-of-place box).

    A retro shooter in Duke style would have to have levels more along the lines of Ion Maiden. Not necessarily as super-detailed, but certainly approaching that standard. A lot of retro games should really be aiming for what we "feel" the games looked like at the time, and IM certainly achieves that. As you say, at the time Duke 3D had relatively detailed levels, and in the 90's context it scores very highly. As a retro shooter today, the details would have to be better. Then again, since maps like the original levels could be churned out quite quickly (a few days each), potentially such a game released today could work if it were on the cheaper side of the spectrum.

    Ion Maiden plays quite differently from Duke, I'm not sure its levels or level of detail would have worked with Duke's gameplay. Adding details can add to immersion, but can easily harm playability in the process. This is especially true for fast games, or games that rely a lot on exploration. Duke kinda does both.
  3. In Topic: DNF 2001 Build Was Apparently Almost Complete

    09 November 2018 - 04:11 PM

    I wouldn't mind buying another D3D-rerelease as long as it's done properly this time. Definitive in terms of both content, features and options. Though a definitive version would have to be made by/in co-operation with Voidpoint, obviously. If they're not gonna do that then they'd better not do it at all.

    Both Megaton and World Tour (and Xbox version before that) showed some potential of what could have been done but were lackluster in the end.
  4. In Topic: DNF 2001 Build Was Apparently Almost Complete

    19 October 2018 - 05:45 AM

    View Posthiczok, on 18 October 2018 - 03:06 PM, said:

    So is it agreed upon that Fred was "lying" about content of betas and 4chan leaks were fake ?
    Even if I could noclip around in a 2001 trailer scenes, would be somewhat of a childhood completion goal for me :P

    No, it is nog "agreed upon that Fred was "lying"". He's probably exagerrating a bit with the 90% number, but part of it comes from the difficulty in deciding how "complete" something is when its final design is not known. There's definitely something there, far more than some trailer set pieces.
  5. In Topic: IGN: Scott Miller Discusses DNF's Troubled Development.

    17 October 2018 - 10:42 AM

    View PostHulkNukem, on 17 October 2018 - 09:34 AM, said:

    We probably would've had Duke Nukem VIndication and Duke Nukem 6 which would simply be titled "Nukem" by now if George would've actually focused on finishing projects.

    It would have been awesome to have gotten DNF back in 2002 or something, but I'm not sure it would have changed much down the line. The small-team indie developer model was becoming obsolete, unable to keep up with the rising graphical expectations and the costs and workload that came with that. Likewise PC-centric development was being left behind in favor of multiplatform and console titles, thoroughly changing game design axiomes.
    Existing studios either had to change and become something else, be assimilated by the larger publishers (and churn out CoD DLC...) or, like most of them ended up doing: die.

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