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>> No.5606419 [View]
File: 1.72 MB, 854x480, Duke Nukem 3D.webm [View same] [iqdb] [saucenao] [google]
5606419

>> No.3542998 [View]
File: 1.72 MB, 854x480, dick kickem.webm [View same] [iqdb] [saucenao] [google]
3542998

>>3542607
>that area in your webm, and maybe other in Quake, are super flat and could be done pretty much the same in Build (without TRoR like Blood or SW) with sprites.
In that section I was mainly pointing out that looking down and shooting enemies with steep vertical angles is commonplace in Quake while it isn't in Duke.

>Anyway you need to play more Duke if you think all the combat takes place on a flat plane
You're missing the point.

I know that Duke has higher and lower areas, no shit, but the point is I hardly ever need to actually look at an enemy above or below and line up my crosshair like I do in Quake. For example you get Troopers in Duke flying up and down, but to fight them I don't actually angle up and aim at them in the air. Instead you get some distance so that they appear in your FOV and the autoaim picks them off. It makes the actually verticality in the combat kinda redundant compared to Quake. Also this webm is from a source port which improves both the mouselook and reduces the warping effect you get in the original game from looking around. In DOS D3D, looking around (Y Axis) has that warping effect which feels kinda cheap and tacked on, rather than something you're actually supposed to aim with. It's not as natural mouselooking in D3D as it is in Quake. All these factors mean you generally play D3D with a more fixed perspective with your gun straight-ish in front of you, even with enemies flying up and down, whereas in Quake it feels natural to be looking around and aiming in all directions. Quake feels full 3D because it is full 3D. Duke 3D doesn't and can't because it is indeed a 2.5D game. That difference will always feel apparent compared to Quake, certainly without source ports. That's what I mean by the gameplay feeling 'flat', for lack of a better word, in comparison to Quake. Even in a level like Fusion Station with jetpack gameplay fighting enemies in the air I don't get a true 3D feel because it's not actually there.

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