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Chinese Tony Danza posted:*stuff*
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# ¿ Jun 26, 2011 13:19 |
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# ¿ Apr 24, 2024 11:09 |
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Here's a project that's just been released for Duke that's really cool: http://forums.duke4.net/topic/4468-the-wall/ It's basically 'The Wall' told ingame via gameplay sequences and cutscenes. I played it yesterday and thought it was pretty great. If you're a fan of Pink Floyd and have Duke as well than I'd recommend giving it a try.
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# ¿ Jun 27, 2011 08:49 |
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ToxicFrog posted:Man, I had forgotten how much unfun bullshit there is in the Q2 expansion packs. Getting to play around with the Phalanx Gun is not worth this. ...now talking about those add-on packs has made me sad though since we'll never receive anything like them again, just DLC that only has about a quarter of the cool stuff.
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# ¿ Jul 10, 2011 17:45 |
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ToxicFrog posted:Hell, even interesting weapons seem to be thin on the ground these days. Duke3d had "mundane" weapons that could still be used in interesting ways, like the pipebombs and laser tripmines, but these days everything just seems to be "you point it at the enemy and damage comes out" with minor variations on accuracy and rate of fire.
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# ¿ Jul 10, 2011 23:33 |
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So, uh, this talk about story and Doom made me check up on the Doom novels I remember hearing about several times in the past. Wikipedia has a synopsis of the plot of the series on it's page. There aren't many words I can use to describe just what in the gently caress the authors must of been taking when they wrote the books. Did they literally take a look at the game and go "there's not much to go with here, let's go huff some spraypaint and see where it takes us" I kind of wish more game-book authors just said "gently caress it" to the source material and took the plots into all kinds of crazy territory (maybe the ME books might of been passable then)
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# ¿ Jul 19, 2011 23:34 |
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Loving Life Partner posted:Anyone from the Halflife mod days ever played "Science & Industry" mod? I also loved a mod for Half-life called Syndicate Black Ops. It's gameplay is completely broken and you die in about 1 hit from a enemy soldier, but that just made it incredibly fun and challenging when played in co-op. You had a bunch of weapons which also did absurd damage, and you had limited amounts of lives to complete a level in. I like Sven co-op alot but it never feels challenging compared to Black ops. E.Y.E is made by the same people and set in the same universe, and it looks loving awesome as well. I really hope the release date is tommorow like it's been speculated.
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# ¿ Jul 28, 2011 20:10 |
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Yeah as much as ladder-cutscenes blow I'm grateful for that modern invention since ladders were the bane of my life in older games (FEAR did it pretty great as well, since you could slide down from the top instead of having to climb down it as slowly as climbing up) I've died many times due to slipping and sliding off of Ladders.
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# ¿ Sep 17, 2011 20:20 |
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Reading that blog about Crash Bandicoot's development blew my mind. It's amazing how much they squeezed out of that hardware; I know that most console games nowadays still have pretty tight limits but when you look at what tiny power the older consoles had it just seems so much more amazing what they could do with it.
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# ¿ Oct 25, 2011 10:27 |
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Finished Deathwish, a pretty incredible ride all together. I've been building for over a decade now but some of the stuff there makes me feel ashamed even though it's not even for the same game. It also reminds how tough Blood is, the only way Duke3D gets tough is if you stick a shitload of enemies in the same room.
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# ¿ Nov 8, 2011 10:56 |
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Dominic White posted:Under new management, but it's still Doomworld - only one ZDoom wad worth mentioning all year?
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# ¿ Dec 10, 2011 13:15 |
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If you're into Duke mods, I just released the AMC TC which is a HUGE mod featuring 8 characters (some from past Duke Nukem mods) that's a mash-up of Duke, SW (The not-racist parts), Blood, X-com, Deus Ex, Half-life, just about every decent FPS you can think of in old times. It's standalone so you don't need Duke installed, but you should grab a copy off of GoG or wherever anyways since it has a shitload of other mods worth checking out too. You can check out the release topic here: http://forums.duke4.net/topic/5127-amc-tc-released-merry-x-mas/ Here's some dated videos you can check out on YouTube: http://www.youtube.com/watch?v=vygh8MN6xaw http://www.youtube.com/watch?v=gdyBSL9L6rw http://www.youtube.com/watch?v=awo8qfBbbkU
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# ¿ Dec 24, 2011 22:07 |
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Pheener posted:I seriously cannot believe that this isn't getting more attention. This is an extremely enjoyable TC, and while the voice acting is charmingly juvenile, and the story is a hodge-podge of whatever, it's one of those absolutely staggering mods that would've easily fetched market value in the mid-90's. Thank you for this, it's all the fun of Duke Plus, but in huge, creative, explorable levels that tie together, and the upgrades/research system adds just enough depth to the game to make it 'not duke'. I love that whole "assembling a team" concept. quote:Does anyone besides me really wish there was a Duke Nukem mod that didn't have any protozoid slimers in it? Jblade fucked around with this message at 18:26 on Jan 4, 2012 |
# ¿ Jan 4, 2012 18:23 |
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Fergus Mac Roich posted:Can I ask why this is called a total conversion? Is it just a holdover from 90s lingo? If I were to look at a project with these qualities in a vacuum, I would just call it an indie fan game. Is there a technical distinction between making a TC and making a video game? It is a standalone game, but only in the sense you don't need Duke 3D to run it. I'll always call it a 'TC' in my head.
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# ¿ Jan 4, 2012 20:11 |
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Thompsons posted:They really are the most harmless enemy in the entire game, but the noises they make combined with them just creeping onto the screen always makes me jump
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# ¿ Jan 5, 2012 19:28 |
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Luigi Thirty posted:
code:
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# ¿ Jan 5, 2012 20:50 |
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I recorded a partial playthrough of one of the AMC TC maps as the melee character, incase anybody here's curious as to what the mod's like. The Duke enemies are only featured in one level, then there's several other themes and enemy sets you can fight against (including a Doom style level set on Ganymede and in 'Hell') I'll have to record more videos since there's like 7 more characters who all have different weapons and voices and poo poo.
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# ¿ Jan 6, 2012 10:20 |
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Thompsons posted:-Worst thing about it (or the best thing, I think it's funny as hell) is the voice-acting and story. That aside, I haven't had this much fun with Duke Nukem since I finished War of Attrition. quote:-The characters are all goofy as hell but I love how distinct their arsenals are (like Znort's guns don't require reloading, Merlijn is melee, Nikko's armor-piercing gats, etc); they even get different powerups, which made me smile. quote:-Levels themselves seem great so far after about four stages in. The biggest worry I had was everything being a giant circuitous keycard hunt like War of Attrition's community maps were, but it looks like you managed to skirt that. I think the Hell map could've been shorter but it was far from the worst thing I've ever played. --Edit: playing the Abyss level again, getting the red key is kind of obtuse because as far as I can tell, you end up going through a teleporter and arrive at this boney meat-tower thing, and to get up to the balcony you have to use the jump pad in front of it. The problem is that I have no idea how you're supposed to activate it and just got through it by chance after kicking the tower's base and then backing up over the jump pad. If I were you I'd look over that part again and give the player some kind of scanner hint or something because I basically found the answer through dumb luck. quote:-Research and topics carrying over from one game to the next is great since I don't have to search through every level on multiple playthroughs, though I'm kinda curious as to how I get these weapons and ammo types I researched. Do I pick them up in the armory before heading to the briefing room? Also, are there ways to switch between characters at the base? quote:-Streamed it, one friend thought it was completely absurd and dumb. Then again, he didn't like Brutal Doom either so there's no accounting for taste quote:The door doesn't open and I eventually realized you had to jump through the high window, but are you supposed to do it by bringing one of your squaddies with you and jumping on his head to reach it? Because if that's the answer and all my guys had died, I'd be pretty pissed off. quote:In the stats menu in the computer at the AMC base, it mentions something about "Coop Points". Does it support co-op? quote:Secondly, in the Megabase level, I found a sort of easter egg(?) on some ducts near the suspended crate that you can jump on to get to one of the roofs. It said something like "SLEEP SLEEP REST". Any info on what that's about? I like to imagine the mapper was up really loving late that night. Jblade fucked around with this message at 13:07 on Jan 7, 2012 |
# ¿ Jan 7, 2012 12:25 |
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Thompsons posted:http://www.ustream.tv/recorded/19577529 Thanks for the stream, I'm gonna check it out now.
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# ¿ Jan 8, 2012 11:52 |
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Roobanguy posted:It also has inventory management. You can carry up to 6 things and a large weapon, like a shotgun. From one of the gameplay videos I saw a few months ago, you lose 3 inventory spaces at one point though. No storage box either, but syringes stack and bullets don't take up space. Played through the Co-op campaign twice; yesterday for the first time and again today with 3 people instead of two. It was fun the first time through when we didn't know what to expect but on the second playthrough it become obvious that apart from not being able to respawn and having to be brought back to life it doesn't really do anything new. The ammo conservation is annoying meaning you have to die and hope that level gives you a gun if you want to beat some areas, and other levels are only beatable if you run through it. The most annoying thing by far is that they added a sub-machine gun that only donators can use; this isn't really too bad except that it still shows up for non-donators and when you have ZERO ammo for everything else and the devs have put in guns for people who've given money it feels like a slap in the face. They should of just let us use the gun and given a gold skin for it or something like Sven Co-op does for donators, that would of been much better. It's still cool that they added it though and took the time to make it more than just a co-op run through the SP campaign (You do play through it backwards but things are pretty different and it has it's own ending as well) Jblade fucked around with this message at 23:58 on Feb 27, 2012 |
# ¿ Feb 27, 2012 23:56 |
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The Kins posted:Matt Hooper posted a brief statement on Twitter about those leaked images: Seriously though cool to hear about the co-op - I've never been a fan of SP wave gameplay as it feels kind alifeless but with other people it's much much better.
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# ¿ Mar 2, 2012 11:29 |
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ToxicFrog posted:So I finally got around to trying out the AMC TC. How do I get it to unfuck the HUD so that it actually shows me what weapons/ammo/keys I have, rather than flashing it up for a second when I switch weapons? EDIT: also Kins just a minor thing if you update the OP again soon; AMC TC is standalone like WGR2, incase anybody wants to try it out but doesn't have Duke3D for some reason. Jblade fucked around with this message at 21:49 on Mar 30, 2012 |
# ¿ Mar 30, 2012 21:35 |
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ToxicFrog posted:The HUD is working in the sense that it shows me ammo/health/armour. There's no status bar like the old hud that shows me all of my keys and weapons - there isn't even anything that shows me my currently ready item. If I switch weapons or pick something up, a faint, unreadable display flickers at the top of the screen for about half a second, then vanishes. http://www.mediafire.com/?dczd4gqigcqlz13 What character are you playing as? If you could show me a screenshot as well that'd help since I haven't come across this bug before. There is no long status bar like the Old Duke one that shows all weapons and ammo at once, but the HUDs should definitly show what inventory item you have ready. Some HUDs don't show keys which was a mistake (but there is a PDU you can use to check all of your items and keys) Jblade fucked around with this message at 08:12 on Mar 31, 2012 |
# ¿ Mar 31, 2012 08:09 |
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ToxicFrog posted:I already have the patch, although given the complete lack of instructions I'm not sure I installed it right - just unpack everything to the AMC directory? quote:I'm playing as Agent Stanfield. Here is a screenshot. Turns out that item display is working (I just didn't have an item ready). Note that I took that screenshot at the instant I was picking up a weapon and ammo; that stuff at the top of the screen appears for less than a second and then vanishes again. Ideally, I'd like that to display all the time. EDIT: You could actually edit that in right now, if you open the file 'AMCGAME.CON' with a txt editor and look for this line: code:
code:
Jblade fucked around with this message at 08:21 on Apr 4, 2012 |
# ¿ Apr 4, 2012 08:12 |
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ToxicFrog posted:Sweet, thank you. I'm only a few levels in, I don't mind restarting.
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# ¿ Apr 5, 2012 10:38 |
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ToxicFrog posted:Do you want me to report more spelling issues as I find them, then?
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# ¿ Apr 6, 2012 15:04 |
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The voices sound great, you got a perfect mix between sounding badass and sounding like a crazy motherfucker that the Doomguy in the Comics is.
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# ¿ Apr 17, 2012 20:45 |
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Swolegoat posted:Are there any cool mods for duke3d aside from Attrition? Also, any mods for BLOOD I should know about?
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# ¿ Apr 20, 2012 16:09 |
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If any of you guys are still playing the AMC TC or were on the fence about trying it I just released a new version with alot of fixes and improvements over the last one (most notable a setting that removes slimers ) as well as a bunch of new content (including an extended ending for beating the game on the hardest difficulty mode) You can grab it here
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# ¿ Apr 23, 2012 08:54 |
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Yeah, it's due to that fix. gently caress it! Thanks for the write-up, I appreciate it. This will fix that error, but it's not compatible with save games since Duke saves the code files inside the actual savegames themselves: http://www.mediafire.com/?gg5bokbxg5ey53a Just unzip that into the directory. I'll have to post about this on moddb as well. The characters all move at the same speed but the size of the weapon you're carrying affects sprint time, something that I didn't explain for some stupid reason. The weapon system itself needs big changes for Episode 2 in anycase since there's lots of things not explained too well. Jblade fucked around with this message at 20:38 on Apr 23, 2012 |
# ¿ Apr 23, 2012 20:32 |
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Dominic White posted:An additional issue - before starting a mission it tells me to buy upgrades and get my loadout sorted out. Which I do. And then the mission starts and I have no equipment or upgrades at all - the only thing that seems to carry over is any leftover money. I'm assuming I'm just being dumb here, though. Glad you're enjoying the mod though, the later levels are even better than the first few (My favourite of the mod being Millhaven; I put together the finishing cutscenes and stuff but the map itself was by Rusty Nails who's the character you play as well)
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# ¿ Apr 23, 2012 21:02 |
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Dominic White posted:Yeah, I'd just gotten to Millhaven, but was finding it rather difficult as I was starting out with only my non-upgraded pistol, which isn't much help against a dozen or so tommygun cultists.
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# ¿ Apr 23, 2012 21:31 |
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Dominic White posted:Aaah, it looks like you do keep your loadout if you start a mission via the terminal just off the side of the weapon upgrade shop, but if you start it via the briefing, then you lose it all. quote:Yeah, my reaction was more "hey, it's the Xen platforming sequence from Half-Life, only not as good, crossed with the fleshy level from Blood, only not as good, and unlike either I have only a single weapon with just barely enough ammo to kill anything so if I miss at all I am hosed" and that's the reason I haven't made it any further in AMC. If you're playing with an early version though the later versions increase the damage of some of the Abyss weapons so it's worth giving it another go with the newer version if it's been a while. quote:And that tower was amazing. I never knew the Build engine could do organic environments that... icky. Morter posted:Edit: Just tried out the AMC Team, and played as Dusty. Not a bad game at all, I like how the weapons feel...although I promptly got stuck in the area with the Envirosuit. I think I fixed all the leaks because I picked up the Universal somethingsomething plan...but my objective is to still seal all the leaks, though I can't find any...but still, fun game! There's no real collection of usermaps apart from checking the reviews at MSDN. The ones in the best maps list up the top are a good start if you haven't already checked them out. Jblade fucked around with this message at 08:19 on Apr 24, 2012 |
# ¿ Apr 24, 2012 08:16 |
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quote:Congrats on releasing the update, Jblade! ToxicFrog posted:It's less that I have trouble with the jumps and more that I just don't find FPS jumping puzzles fun. Especially when the platforms don't exist until you're about to land on them (although I have to say that, visually, the platforms appearing as you approach is a pretty sweet effect). quote:As for the ammo, possibly I'm just bad at duke3d but I keep ending each fight with perhaps 5 rounds left, which isn't a lot with a rapid-fire weapon. Then I get into the flesh tower and use up all my ammo failing to kill something that can toast me drat quick and welp.
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# ¿ Apr 24, 2012 20:22 |
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Morter posted:So, for the AMC Team, is there a way to get ammo from those upgrade stations mid mission? Or can you not, despite it saying AMMO at the top?
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# ¿ Apr 26, 2012 09:24 |
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Played Reelism a bit, pretty cool stuff. I swore I read you got co-op working though, did I imagine it or is that still coming? These types of mods I kinda like playing with more people since I get a bit overwhelmed if there's hordes of enemies that I have to keep killing by myself. That and I'm pretty bad at it from what I can tell
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# ¿ May 3, 2012 07:53 |
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JackMackerel posted:I can't loving find the Yellow Key in Spirit World of DooM 2, argh. (speaking of that - I'm playing it via AEOD, and it's a blast. Though, does anyone know where this gun's from?
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# ¿ May 9, 2012 08:18 |
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The Kins posted:I asked Xaser about some of this stuff.
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# ¿ May 30, 2012 11:42 |
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You know I do loving hate the 'art' thing many games are trying for but I do feel like there is just a certain...purity? to Vanilla Doom gameplay that the weapon mods just do away with completely, Brutal Doom included. Don't get me wrong though, I have zero objection to playing with weapon mods or the like - authorial intent is one thing, but on the other hand if the player wants to add a dozen mods on top of a perfectly balanced SP wad he's got just as much right to do that as the author does to complain about it.quote:but to a smaller extent than Brutal Doom, and there's the added advantage of the developer not wanting to sample gore from real life pictures of shotgun suicides and car crashes.
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# ¿ Jun 3, 2012 15:50 |
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Dominic White posted:Have there been any good Skulltag invasion level packs released in the past 6-9 months? I recall that there were quite a few in the works, but many stalled out or got sank by drama. Not seen much good since Armageddon Invasion and Alpha/Delta.
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# ¿ Jun 6, 2012 19:01 |
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# ¿ Apr 24, 2024 11:09 |
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I'd be down for mapping for something like that, I haven't made any Doom levels but I've released a couple of Duke maps here and here, and a few TCs as well here and here
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# ¿ Jun 9, 2012 16:10 |