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/vr/ - Retro Games


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2289919 No.2289919 [Reply] [Original]

>Have better level design
>better weapon design
>better sound design
>more interactivity
>better puzzles
>bigger maps
>better items
>secondary fire modes for various weapons
>have improved melee combat
>better expansions

>Not even half as widely known as Duke Nukem

>> No.2289928
File: 2.44 MB, 3055x1000, Something...Is Coming....png [View same] [iqdb] [saucenao] [google]
2289928

If it comforts you any, George Broussard had no idea why it didn't take off either. I think it's failure may have been a contributing factor for his going off the deep end with Duke Nukem Forever.

Also, believe it or not, some people were actually offended over it (WAAAAAAAH! THE POOR ASIANS! WAAAAAAAAAH!).

>> No.2289935

>>2289928
I wasn't offended but I didn't want any iWang either

>> No.2289950

>>2289935
>iwang

What?

>> No.2289954
File: 256 KB, 1600x900, 2013-12-13_00002.jpg [View same] [iqdb] [saucenao] [google]
2289954

>>2289919
Twin Dragon was probably my favorite expansion from either Duke Nukem or Shadow Warrior.

>> No.2289964

Oh, must be American made!

>> No.2289969

>>2289964
Just like Pearl Harbour.

>> No.2289970
File: 3.76 MB, 1600x1062, Cenote.png [View same] [iqdb] [saucenao] [google]
2289970

>>2289954

Wanton Destruction was much better. Twin Dragon just felt amateurish, and their launcher program did dick things like turn off all music on startup.

>> No.2289975

>>2289919
>>better weapon design

Not sure I agree, here. While there were cool ideas, some weapons felt either piss weak or op.

>> No.2289979

>>2289970
Oh wait, was Wanton Destruction the one that took place in the city? Shit, I meant that one. Yea, Twin Dragon I didn't much care for.

>> No.2289984
File: 116 KB, 1024x768, dm10.jpg [View same] [iqdb] [saucenao] [google]
2289984

Honestly I think SW didn't take off because everyone was still busy playing DN3D. DN3D's online was huge, and it had a HUGE mapping/modding community, as well as various add-ons, etc

In comparison, SW mapping offers a lot more possibilities than DN3D's, however it is a LOT, LOT harder to get into. There was also no addon until everyone forgot about the game and the online wasn't as huge, which is sad because SW is genuinely the best FPS deathmatch experience i've ever had and that comes from someone who spent hundreds of hours in Q3A and UT.

So once people were done playing SW and were done thinking "this is cool, like DN3D and more", they were back checking what cool usermap had been released for DN3D


>>2289954
>>2289970
I think both have their cons and pros.

Twin Dragon is a lot more solid all the way through. Wanton Destruction is hit or miss, some great levels, and some shitty ones too (some that look unfinished like the 2 secret ones). The thing with WD is that it has shitty levels, but also some of the best levels ever made for SW at the same time.

>>2289979
I'm pretty sure the city level posted here >>2289954 is TD.

IIRC WD has two city levels though, one in which you're inside some skyscraper and have to jump on skyfolding; and the last level where there is a roof in the middle of the map and 3 buildings to get in all around.

>> No.2289985
File: 1.48 MB, 1024x768, Cold And Clear.png [View same] [iqdb] [saucenao] [google]
2289985

>>2289979

Wanton started off with the old lady sexually harassing you from the main game. It had the Tong hitmen and shit. The screenshot you posted is unfortunately from Twin Dragon.

>> No.2289991
File: 161 KB, 959x717, watertorture.jpg [View same] [iqdb] [saucenao] [google]
2289991

Ever since Bioshock, I've had a hardon for underwater base levels. SW had a really good one.

>> No.2290031

>>2289991
Someone made a usermap inspired by Bioshock for Blood, it's short but it's good, you should try it.

http://www.moddb.com/games/blood/addons/rapture2

>> No.2290036

>>2290031

You'd think there'd be more maps like this in BUILD games considering that the way its water works makes it super easy compared to doing the same type of map in Quake, Quake 2, Halflife, etc.

>> No.2290038 [DELETED] 

Even if you don't like the SW weapons, you have to admit the weapon sprites are really slick looking. Compare that to Blood where most of the guns look awful. Even Blood dropped the ball on that a little bit, though its guns are the most fun to use. Blood firefights are ballistic visceral insanity

>> No.2290039

Even if you don't like the SW weapons, you have to admit the weapon sprites are really slick looking. Compare that to Redneck Rampage where most of the guns look awful. Even Blood dropped the ball on that a little bit, though its guns are the most fun to use. Blood firefights are ballistic visceral insanity.

>> No.2290041

>>2289984

Did any Shadow Warrior usermaps ever combine ROR and sector based driveable vehicles? For like, boats you can drive on transparent water. Or spaceships, airplanes, flying cars, something like that.

>> No.2290045 [DELETED] 

ROW ROW ROW YOUR BOAT
GENTLY DOWN THE STEAM !

>> No.2290047

>>2290041
Technically, it's possible. I've seen it in a test map, where it was a small boat floating in a small square of empty space.

I actually wanted to do that the SW map i've been working on, I wanted to have a box in mid air that you have to move around with a crane (=it's a vehicule, except the commands are not on the vehicule, but it's built the same way) so then you can jump on it to reach higher ground. However I gave up on the idea

The problem is:
- ROR is a pain in the ass to make. Some things will work, some won't, and it's VERY bitchy. You could have built a good looking working on, then want to change a small thing, and suddenly you get visual glitches.
- Vehicules are a pain in the ass to build, too. In the map i'm making I got a glitch with a vehicule, a MAJOR visual glitch involving the entire water sector the vehicule was on, that i couldn't fix and only succeeded in hiding.

So I did try to do something like that, but I gave up, each effect, alone, is a pain in the ass. Both at the same times is horrible. Plus, like i said ROR is limited, you really couldn't have a huge, working, playable full ROR area unless it looks very simple and empty. It'd have to be small, so no spaceship or flyingcar madness.

>> No.2290051

>>2290047

Vehicles. No such word as vehicules. Don't mean to be a dick it's just distracting.

Seems surprising there have been no SW usermaps that recreate Super Mario Kart or F-Zero. Considering those games had perfectly flat maps to start with

>> No.2290053
File: 1.44 MB, 1024x634, Cursed.png [View same] [iqdb] [saucenao] [google]
2290053

>>2290041

From what I've recently learned, combining true ROR and drive-ables is not possible. The only reason it works in Episode 2 is that non-translucent water actually uses the old pseudo-ROR available since Duke3D (and expanded upon in Blood).

>> No.2290056

>>2290053

A boat racing map would still be pretty cool imo. Or open ocean combat between islands with repair kits, health and ammo on them

>> No.2290067
File: 868 KB, 909x716, Devil's Mound.png [View same] [iqdb] [saucenao] [google]
2290067

>>2290056

I, uh....Think they did that already in some of the Multi-only maps, actually! XD

>> No.2290080
File: 271 KB, 1280x1024, swp0057.jpg [View same] [iqdb] [saucenao] [google]
2290080

>>2290053
It is possible. The boat is driveable and I can assure that this is ROR.

>> No.2290083
File: 211 KB, 1152x864, capt0016.png [View same] [iqdb] [saucenao] [google]
2290083

>>2290080
>>2290053
Proof that it is ROR

>> No.2290086

>>2290083

Can there be a bottom half of the boat? Which extends down underwater.

>> No.2290087

>>2290080

Is there any way to make a driveable submarine that keeps water out? Assuming it's in one giant underwater sector with no surface.

>> No.2290097
File: 633 KB, 1920x1080, No Wang.jpg [View same] [iqdb] [saucenao] [google]
2290097

>>2289919
>more interactivity
>better puzzles
>bigger maps (bigger isn't always better, Wang)
>better items
>secondary fire modes for various weapons
These I agree with; the rest, not so much. Douk's weapons are just more fun to use, SW's levels are the biggest example of hit or miss I've ever seen, Caribbean is the best expansion ever made, and "improved melee combat" equates to the sword being stronger than the mighty boot/fists.

When's Deadly Kiss?

>> No.2290102
File: 257 KB, 1280x1024, swp0058.jpg [View same] [iqdb] [saucenao] [google]
2290102

>>2290086
There is

>>2290087
Hmm, I don't think that's possible, i don't think you can have a closed in vehicle that would count as "not underwater" in the middle of an "underwater" sector. I guess it might be possible but only if your submarine is as big as the water sector, that it goes from all the way to the ground floor to the surface "ceiling".

>> No.2290106
File: 3.56 MB, 1680x1050, Dizzying Heights.png [View same] [iqdb] [saucenao] [google]
2290106

>>2290080
>>2290083
>>2290102

Color me impressed. I'm glad I was wrong.

>> No.2290108
File: 617 KB, 600x849, Desolation.png [View same] [iqdb] [saucenao] [google]
2290108

>>2290097

>Douk Carribean

NO.

>> No.2290112
File: 18 KB, 636x671, 13123762389.png [View same] [iqdb] [saucenao] [google]
2290112

>>2290108
You best not be talking shit about Caribbean.

>> No.2290114
File: 207 KB, 640x480, Jesus is a Dick (1).png [View same] [iqdb] [saucenao] [google]
2290114

>>2290112

Any add-on that you can get stuck out-of-bounds in the first level in has serious design issues, m80.

Duke DC 4 lyfe

>> No.2290124

>>2290114
I bet you played it in Steam Megaton's and now you're blaming the add-on for Megaton's glitches.

>> No.2290128
File: 318 KB, 731x600, Ripper & Tear.png [View same] [iqdb] [saucenao] [google]
2290128

>>2289970
I personally found Twin Dragon to be far superior to Wanton Destruction. TD was filled with great levels like Home Sweet Home, Silver Bullet, Fishing Village, Secret Garden, and Prison Camp. Though, like SW, it does have some awful ones, like Hide and Seek and Warehouse.

As for WD, I feel it had some great concepts, like Airplane or Skyline, that just weren't executed well. It did have a few great levels, such as Monastery or Bullet Train.

Also Hung Lo as the final boss > Zilla for the second time.

>> No.2290134
File: 865 KB, 580x745, BASILEVS AVTOCRATOR.png [View same] [iqdb] [saucenao] [google]
2290134

>>2290124

Nah. DOSBox + ISOZone.

I think you should assume a little less about how casualfag your fellow Anons are, on /vr/.

>> No.2290138

>>2290128

But Zilla was SUPPOSED to appear for a rematch. He got away in the first Shadow Warrior, and 3DRealms wussed out on their official add-on that would have completed that plot thread. So, Wanton picks up the slack.

>> No.2290145

>>2290138
Be that as it may fighting the exact same boss isn't fun; not in my opinion, at least. If he functioned differently then fine but that wasn't the case.

With that I see TD as a side story, dealing with more personal matters for Lo Wang and his brother.

>> No.2290148

>>2290128
The plane level in WD is just atrocious. I'm never seen gameplay so fucking bad. Hitscan enemies EVERYWHERE in tight environments and behind curtains you can't see through; explosive enemies behind tight 90° angle, etc etc
It plays terrible.

That level is part of what got the guy hired by 3DRealms to work on DNF.

I mean, Weider was a great Build mapper, but I don't know what he was thinking with gameplay there.

>> No.2290162
File: 574 KB, 577x864, Chief Messenger Of The Pantheon And God Of Merchants- Hermes.png [View same] [iqdb] [saucenao] [google]
2290162

>>2290145

I don't recall Hung-Lo being anything more than a reskinned Zilla, though. 0-0

>>2290148

City of Despair in Twin Dragon is just as bad with its use of proximity mines, you know.

Overall Wanton feels like a slightly incomplete add-on with otherwise good bones. Twin Dragon just feels like some amateur bullshit they were going to sell at full price, in addition to being incomplete.

>> No.2290397

I think that Shadow Warrior is the better Duke Nukem game only because of it's better mechanics. While it is a good game, it lacks the charm of DN 3D

I'm still not entirely sure how I feel about Blood. I feel like it takes the really great horror elements of Doom and amplifies them a millionfold

>> No.2290409

How's the remake of shadow warrior? Worth picking up during the next Steam sale?

>> No.2290441

>>2290409

Not if they didn't patch the bugs out of it. Last I remember they hadn't.

You do know it's 90% jfShadowWarrior in a DOSBox, right?

>> No.2290487

>>2290409
>>2290441
I think he's talking about the new SW game though.

Personally I liked it to the point of doing the 100% achievements. It's very much wave-arena based horde fighting FPS.

It's got flaws, notably balance issues.

>> No.2290505

>>2290487
I agree with this.
Even with its fair share of problems i still enjoyed the fuck out of it, would definitely recommend picking up in a sale.

>> No.2290634

>>2290134
>if you play Shadow Warrior or Duke Nukem on STEAM you're a casualfag

This sounds like /v/ with "if you use controllers instead of fight-sticks you're a casualfag."

Just blind elitism.

>> No.2290643

>>2290441
>>2290409
Well, you can always play the original 1997 version of Shadow Warrior in DOSbox just like with Duke Nukem Megaton.

VSync is attrocious on both games. It's largely just the work of one guy currently updating and fixing the game, so updating it is a slow process. The "Classic" Shadow Warrior is FREE on Steam (doesn't come with expansions I believe) so there's really no reason you shouldn't have it downloaded yet.

>> No.2290648
File: 947 KB, 600x900, Elysium.png [View same] [iqdb] [saucenao] [google]
2290648

>>2290634

It's not blind if the vanilla DOSBox versions end up being less buggy than the Steam versions.

I will cop to it being elitism, of a kind. ;)

>> No.2290656

>>2290487
>It's very much wave-arena based horde fighting FPS.

Not even. It's got levels filled with enemies, it just populates them and plays very much like the original FPS games from the 90's, where there's very little set up and the environment is supposed to act as an actual environment for you to use, not just a set-piece. There are a few "wave based" parts in the levels, but if you're saying the whole game is like that, you're just flat-out wrong. Serious Sam is closer to that gameplay than Shadow Warrior is.

>> No.2290662
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2290662

>>2290648
>It's not blind if the vanilla DOSBox versions end up being less buggy than the Steam versions.

The vanilla DOSbox versions are offered up, so I don't see what you're arguing here.

Do you just like not using steam to launch them? Because they're literally identical.

>> No.2290727
File: 289 KB, 1680x1050, 2013-10-16_00005.jpg [View same] [iqdb] [saucenao] [google]
2290727

>>2290656
are you talking about classic redux or the new shadow warrior 2013? Because the new one is absolutely a wave-fighting game, same deal as serious sam or painkiller, and it even gives you a rating for how you did against the wave in every new room.

here's some lina inverse

>> No.2290741

>>2289919
I wish the Uzis and Riot Gun had manual reloading. Or have the Riot Gun only reload after a burst, with single fire being continuous.

>> No.2290752

>>2290656
The only thing that makes the new one "retro" FPS is :
- the fact that you have a arsenal of cool unrealistic weapons at your disposal
- you fight lot's of dumb enemies with simple attacks, and the challenge comes from their patterns and the combinaison and placement of those; rather than fighting enemies with "intelligent" AI and having to outsmart them
- the fast movement

Everything else about the game is modern FPS design, including level design.

As for enemies hanging out in the levels outside of waves, those are a minority. 95% of the enemies are in wave based fights.

>> No.2290782

>>2290727
>encounters
>waves

There's a difference. Waves = numerous WAVES of enemies that are replenished over time. Encounters = pockets/areas where enemies are encountered. Shadow Warrior does both. You can call it an "arena" based shooter all you want, I don't really care. Doesn't change the fact that it was awesome.

https://www.youtube.com/watch?v=kFKmgGDQ6wQ

>> No.2290794

>>2290752
Top kek, you have no idea what you're talking about.

What about the fact that it relies on a numerical health system? The huge boss battles?

>Including the level design

OH, THIS OUGHTA BE GOOD! Please, do elaborate on the intricacies and specifics of how its level design, on a technical level, is "modern" by design. It's okay, take your time.

>95% of the enemies are in wave based fights.
>a number I pulled straight from my arbitrary asshole

Yea, and 175% of the enemies are encountered outside of waves!

>> No.2290831

>>2289919
It felt like a game that shouldn't have been made with the build engine.

>> No.2290846

>>2290662

I was talking about Redux/Megaton. If they offer a vanilla version it is indeed likely identical.

>> No.2290852

>>2290634

It's the same people. They came here to avoid what they view as cancer, but they're cancer themselves.

>> No.2290871 [DELETED] 

>>2290852

I wasn't even on 4chan prior to this.

LOOOOOVE those assumptions though, slick. ;)

>> No.2290894

>>2289928
>Also, believe it or not, some people were actually offended over it (WAAAAAAAH! THE POOR ASIANS! WAAAAAAAAAH!).

That's hilarious considering the game was making fun of how America viewed Asian culture.

>> No.2290924

>>2290894

Nuanced or thoughtful views are not traits modern Americans are noted for. Everything has to be a covert assault on some value we hold dear these days, you know.

>> No.2290943

>>2289928
The only thing I could find potentially offensive were the one liners about the nuke weapon, but that didn't really bother me either. Wang's voice was hysterical enough to smooth over any other rough edges.

>> No.2291101
File: 20 KB, 224x208, 1388984011584.gif [View same] [iqdb] [saucenao] [google]
2291101

>>2290727
I will always love SW for introducing me to what has become my favorite anime.

>> No.2291334

>>2289919
>puzzles, interactivity, melee, secondary fire
Sure, I can agree with those. But SW is more poorly designed overall. Weapons and items are imbalanced, most enemies aren't very threatening (and then you have the shadow ninjas that can one-shot you out of nowhere), and it's just kinda a goofy feeling game in general. I like it quite a bit but it's not hard to understand why it doesn't have the appeal of Duke.

Plus, by the time it came out, people were distracted by other things and the "wow" factor of Build had worn off.

>> No.2291513

>>2290782
whatever you want to call it, the basic way it worked was:
enter room > droves of enemies spawn in > kill all enemies and get score > find next room. the path to the next room is generally very obvious, you rarely fight enemies outside of the designed arena zones, and you usually don't (or physically can't) explore while the enemies are swarming in. the only level that felt even close to 90s in design was first zilla labs one.
it's a great game and all, but it doesn't feel particularly retro, or really much like the original shadow warrior past the aesthetics.

>> No.2291516

That's because it came out when people were more interested in full 3D multiplayer deathmatch FPS than 2.5D single player FPS.

>> No.2291568

>>2290643
>VSync is attrocious on both games
it's not just me then?
Vsync on i get bad frame stutters, with it off I get tearing
don't get it as bad on duke tho

>> No.2291595

>>2290397
I love Blood the most out of the bunch. The feeling of vulnerability, the aesthetic, the trap-filled level design. It's like they took all my favourite parts of Doom and made a whole game around them.

>> No.2291945

Two things that killed the game for me. Uniteresting enemy design and basic ninja enemies had hitscan weapons which sucks tremendously. There were also tons of palette swaps of the Evil Ninjas.

>> No.2293220

I never finished Wonton Destruction because I found the converted enemies to be really annoying (gets pretty old hearing "AAH! DAMN YOU!" every single time you shoot them). I'm playing through it now. I still have a lot of criticisms of Shadow Warrior, but man, every time I go back to a Build game I realize how much I miss this style of mapping, especially secret areas. Build games seem to have just the right amount of detail and engine capabilities to make secret areas feel like they can be hidden anywhere.

>> No.2293535

>>2290148
I just finished the plane level. What a pain in the ass, for the reasons you said. Climbing on the outside of the plane was a neat idea and good use of sectors(?) that push you around, though.

>> No.2293547

>>2291595

The physics and gunplay also feel the best out of all the BUILD games. Some seriously satisfying weapons to use.

>> No.2293593

Is Deadly Kiss dead or what? Are they still working on it? Last update was over a year ago.

>> No.2293689

>>2293535
The level makes great use of many effects, in un-intended ways. That's what redeems it and that's what got 3DRealms impressed.

it's a shame gameplay is awful.

WD has some great levels though, the Garden level (2nd level iirc) is one my favourite SW map ever. It also happens to have lot's of secrets, among with quite a few huge secret areas that allow you to explore what's behind the level, kinda like in Doom, except brought to a bigger level.

>>2293593
I wish I knew. I know someone who had a small involvement with it so I'll try to ask him.

>> No.2293753
File: 144 KB, 640x480, caleb.png [View same] [iqdb] [saucenao] [google]
2293753

>tfw the only one not to get a shitty fucking reboot/sequel.

>> No.2293770
File: 892 KB, 1010x674, SON OF A BITCH MUST PAY!.png [View same] [iqdb] [saucenao] [google]
2293770

>>2293753

Cruento paashaeximus.

>> No.2294109

>>2293753
Blood 2 is awful and SW2013 is good.

>> No.2294694

>>2293753
But Blood 2 was utter fucking dogshit in comparison to Shadow Warrior 2013.

>> No.2294696

>>2290894
No it wasn't.

> 3D Realms responded to this criticism by stating that they didn't intend to make a racist game, but had deliberately used a melange of Asian culture in order to create a "fun game" which "didn't take itself too seriously" and parodied "bad kung fu movies"

>>2291334
>Weapons and items are imbalanced

No they aren't. Weapons have great balance, they're simply more situational.

>most enemies aren't very threatening

Are you high? Even the most basic thug can take you out if you don't use cover and kill them quickly, since they're weapons aren't the easy-to-dodge blasters from Duke Nukem.

I'd say the soundtrack to Duke Nukem is better, but that's literally just it. The theming and aesthetic is more preferential, but it's better designed in Shadow Warrior because of the more advanced engine which allows more leniency is developing environments.

>> No.2294698

>>2291516
Shadow Warrior had MP, numb-nuts.

>> No.2294703

>>2294696
>their*

>> No.2294785

>>2294696
The regular ninja guys are more formidable than the liztroops in Duke, yes. But overall the enemies are less threatening--except for those rockets/grenades out of nowhere, and the shadow ninjas fire attacks, as I said.

Other than the basic grunts, every higher-tier enemy is more dangerous in Duke, and ammo is rationed a lot more tightly. In SW the alt-fire on the riot gun can stop most of the enemies in their tracks and the game hands out shells like candy. Seriously, you pick it up in packs of 24, and the max number of shells is 52? That's just bizarre.

The weapon strength is all over the place. Sticky bombs are surprisingly weak and take too long to explode--not worth the effort unless you have no other explosives. The railgun is underpowered considering it's rarity. The grenade launcher is the only weapon I would call truly "situational" and the huge splash radius seems designed to hurt you, not the enemies. Shurikens are only something to spam as a last resort. Gas bombs take forever to kill things while you stand around and wait. Smoke bombs are ridiculously good, but some enemies ignore them (the guys that duck behind boxes and shoot you always seem to). The ripper heart is pretty cool, but inconsistently effective.

As someone said, a lot of the stuff feels like it was designed for MP (caltrops, lol) but is thrown into SP anyway. Which is not terrible or anything, but it feels sloppy.

Also, as a final aesthetic gripe, explosions look worse than they do in Duke or Blood.

>> No.2294815

>>2294785
>shadow ninja's fire attacks

Okay, just going to ignore their ability to use flash bombs?

>In SW the alt-fire on the riot gun can stop most of the enemies in their tracks and the game hands out shells like candy

That's because the gun kicks ass, and is designed to be, along with the uzi's, "the least situational" weapons, IE, your general arsenal.

>sticky bombs are not worth the effort

Have you never played it, or just not realized that they can be used as proximity mines by throwing them onto surfaces? This allows you to effectively turn environments into death-traps.

>the railgun is underpowered

It penetrates through multiple enemies, so no, it's not. Again, it's situational, like all of Shadow Warrior's weapons.

>The grenade launcher is the only weapon I would call truly "situational" and the huge splash radius seems designed to hurt you, not the enemies

Seeing as how big SW's level's are, you're not using it properly.

>Gas bombs take forever to kill things while you stand around and wait

FUNFACT: You can open and close doors, so do that. Open them, throw in a gas bomb, close em. Dead enemies. You can also throw them through destructibles like glass.

>but is thrown into SP anyway

So? More content.

>but it feels sloppy.

Hardly as sloppy as in Duke Nukem. Who the hell used steroid pills EVER in SP except on accident?

>explosions look worse than they do in Duke or Blood.

Okay, you're just straight up retarded, since explosions look a hundred times better in Shadow Warrior than in Duke, where you have tons of little fire debris that comes off them and sticks to the environment.

>> No.2294828

>>2291101
what anime is it

>> No.2294837

>>2294828
Slayers.

>> No.2294838

>>2294785
To be fair, the items in Duke Nukem 3D aren't really items, per-se. The scuba-gear and protective boots are really just "alternate health", one for dangerous surfaces and one for underwater areas, since they both activate automatically and have no other function. Even the night-vision goggles aren't entirely useful, since there's rarely a time needed for them, where-as in SW, some enemies which are hard to see (Suicide Bomber Ghosts, Shadow Ninja's) become easily recognizable.

>> No.2294883

>>2293689
Please do. Still waiting for the chance to play as No Wang.

>> No.2294901

>>2294109

Blood 2 gave me cancer and killed my cat.

>> No.2294958

After playing Wanton Destruction, I don't know why you guys would prefer it to Twin Dragon. WD has a couple good levels, but the mapping is much more detailed in Twin Dragon, with better architecture, texturing, and especially lighting pretty much everywhere. The maps feel more open to me too, like that city map that feels like a well-done Duke homage with lots of roof-hopping.

>> No.2294961

>>2294815
>It penetrates through multiple enemies, so no, it's not. Again, it's situational, like all of Shadow Warrior's weapons.

Am I the only one who thinks there's something wrong with the weapon? Sometimes it has a hard time registering the shot. Could the reason be because you're aiming at flat sprites or is it that hard to hit the hitbox of an enemy with this thing?

>>2294958
Agreed. I've finished Wanton Destruction in mutliplayer together with a friend and we had a blast. The only disappointing thing was the end boss as it's basically a rehash of the one in vanilla game.

>> No.2294965

>>2294961
Disregard that last reply. Had a brain freeze there.

>> No.2294981

>On April 1, 2005, 3D Realms released the source code for the Shadow Warrior game (including compiled Build engine object code)[3] under the GPL, which resulted in the first source port a day later on April 2, 2005.

That's pretty impressive.

>> No.2294983

>>2294785

>The grenade launcher is the only weapon I would call truly "situational" and the huge splash radius seems designed to hurt you, not the enemies.

Uh, the grenade launcher is pretty much the best weapon in the game. If you can see the grenades explode you're doing it wrong, it's very much designed to cope with the bullshit hitscan enemies. Pop out, fire, duck back, wait for the rain of giblets to subside move on.

SW is a pretty mediocre game that relies on unfun nonsense for difficulty and is way longer than it needs to be. And its jokey ching-chong bullshit gets old MUCH faster than similarly over-the-top humor of Douk, but I won't stand for slander of the grenade launcher, it's pretty much my favorite grenade launcher in any FPS.

>> No.2295028

>>2294983
I know how to use the grenade launcher safely. I'm still criticizing its design. Why is the splash so big? Is it make it hard to use on purpose? And sometimes it seems like I have to fire a few grenades to clear a room when I'm pretty sure I wouldn't have survived standing anywhere inside after the first couple, which is why I say it feels designed to be more dangerous to you than the enemies.

In contrast, the rocket launcher splash radius feels considerably smaller than Duke's RPG or pipe bombs. I'm not saying any of these things ruin the game, but when I call it "sloppy" I'm saying it could have used more tweaking.

>> No.2295778

The RPG in DN3D is definitely OP and it seems more fun in SW.

I think the grenade launcher radius is totally fire. it's very powerful, yes, but the draw back is that you can't use it everywhere and you have to be careful with its use or you might kill yourself.
I do like the grenade launcher in DN64 slightly more though.

This being said the question isn't how it is compared to DN3D, it's how it's balanced compared to the enemies.


You do have a lot more fire power in SW than in DN3D, but that's because the balance is different. The enemies, too, have more firepower. It's balanced in both cases, it's just that the balance is brought to a higher level in SW, a level full of big awesome explosions in which it's more about twitch and fast reflexes and who shoots first and the better between you and the enemies. Different playstyle altogether.


I also have to say SW's true balance of things can only be considered if you play maps with a Katana start, otherwise you're just hanging around with a full arsenal since map2 onwards.

If you do that you will notice that every weapon, and the secondary fires too, have its own use. Most items, too. The gas grenade can be VERY useful for instance but you'd only use it if you do a katana start. I only use the caltrops when i'm very low on ammo though.

>> No.2295787

>>2295778
As the guy criticizing SW's weapons in this thread, I do play all maps from a katana start.

>> No.2297003

>>2293753
Blood II would've been great if GT didn't rush them. I still like it alot but it seems very unfinished. Also the Chosen not having SP campaigns pisses me off. What we got was just Caleb mode without any story of cutscenes, it sucks.

>> No.2297326
File: 961 KB, 1024x683, Salt Flats.png [View same] [iqdb] [saucenao] [google]
2297326

>>2294958

I prefer WD to Twin Dragon because it feels like they were actually ambitious with its design. Twin Dragon just feels like any other uninspired add-on. WD is not only evoking some of the best moments of the base game but trying its hand at new shit too. Also, keep in mind Sunstorm had so much more planned for it; they wanted all-new fortune cookies and reskinned weapons and etc. etc. etc. Even Charlie himself said it should've been their best add-on ever. Instead Shadow Warrior bombed and their swansong never saw the light of day.

>> No.2300289

>>2294815
>Who the hell used steroid pills EVER in SP except on accident?
Steroids is must for the first boss and very useful if you play on the hardest difficulty where enemies respawn.

>> No.2300446

>>2300289
Steroids also make you imune to being shrunk by Newbeasts, and alternatively, gets you back to normal size if you're shrunk. So, it's VERY useful in ep4.

it also allows you to reach places you wouldn't be able to reach without it, some usermaps make use of that.

It's also useful to backtrack or navitage huge areas, which can be useful in the original game, and which some usermaps also make use of.

honestly it's got plenty of use.

>> No.2300852

>>2300446
>gets you back to normal size
I always forget about this. I think the only time I regularly use steroids is to jump to the nuclear health at the beginning of Bank Roll.

>> No.2301120

>>2290794
Holy shit look at this autist.

SW2013 sucks m8.

>> No.2301130

>>2294785
Eh. I like Duke more than SW but SW is definitely harder than Duke. Sorry. They're both easy for me, of course, I'm only speaking relatively.

>>2294983
>and is way longer than it needs to be
This is a sign of neo /v/. Us epic older gamers never complained about games being "too long". People like you are cancer.

>> No.2301234

What's the difference between Redux and Classic and how's the remake/boot/Imagining?

>> No.2301239

>>2301234
The reboot is pretty good, although it suffers from some shitty design choices. Would definitely recommend in a sale at least, if maybe not at full price.

>> No.2301261

Enter The Wang > Code of Honor > Twin Dragon >>>>>>>>>>>>>>>>>>>> Wanton Destruction

>> No.2301273

>>2301261
Enter The Wang was so good. Except Zilla Construction, fuck that level.

>> No.2301280

>>2301273
Enter The Wang is what made me buy the game back then. It completely blew my mind. The levels were top-notch filled with interesting ideas and mechanics, although it seems they ran out of steam in the registered version.

>> No.2301284

>>2301280
SW probably has the most polarizing levels I've seen in a game. Either they're 10/10 or complete dogshit.

>> No.2301820

>>2301234
Classic is the original game played in DOSbox.

Redux is a sourceport. It supports things such as widescreen support, etc
However Redux uses a true 3D renderer which make the game look completely off, if you ask me.

Honestly if you ask me none of SW's sourceports (so far) are of quality. Each has its own issues. They are on the level of what DN3D's sourceports were more than a decade ago.

I found that playing in DOSbox was still the best way to play the game. Though there is faith because some of makers of EDuke32 are working on making a SW sourceport, though who knows when that will come out.

>> No.2302089

>>2301820
>However Redux uses a true 3D renderer which make the game look completely off, if you ask me.
Bear in mind that NESfag has BUILD engine autism.

The redux Shadow Warrior sourceport is just fine and it's much more fun playing SW on that than on DOSBox.

>> No.2302106

>>2302089
It's less "autistic" than CRTfags.

>> No.2302120

>>2302106
stfu nesfag
you're gay
but I love you fucking french faggot. you're a faggot, but you're our faggot

>> No.2302125

https://www.youtube.com/watch?v=Fo3KMyqmUxY'

best build speedgame

>> No.2302153

>>2302125
>Tiny Grasshopper

Closed the video.

>> No.2302158

I want this board to know that I love NESfag even though he's gay and doesn't like Quake (lol srs what a fag). I enjoy reading his autistic musings and he's one of my favourite things about /vr/. Thanks for reading.

>> No.2302323

So I just replayed the first episode of SW.

It's... okay. I don't know why but I just don't like it as much as Duke or Blood. I think it's mostly the weapons. They don't feel nearly as satisfying which is something that really puts me off from a shooter. The enemies aren't very interesting either. It's not a bad game at all but it just feels sorta meh in comparison to the other big 2.5D games - however compared to any modern single player shooter it shits all over them.

I'll get back to you when I finish the second episode.

>> No.2302402

>>2302323
*Another thing I don't like about SW compared to its BUILD bros is that there isn't a jetpack or boots of jumping or something similar. It makes navigating the levels a lot less interesting and diminishes the verticality. When I fall from a high place in Duke or Blood I reflexively press the jetpack/BoJ button and immediately return to where I was rather than jump up box by box or use whatever path I have to reroute there. It's a small thing I guess but you notice it when it's gone. It can also make combat situations a lot more interesting. I really like flying jetpack combat in Duke and in Blood you can use BoJ to immediately get to a higher position/navigate the map faster to give you a tactical advantage. In comparison SW feels a lot more grounded.

I also like Duke's/Blood's level design and aesthetics more. Sounds, atmosphere, everything. Just personal preference.

>> No.2302637

why is this board so slow omfg

>> No.2303171

>>2302153
Everytime

>> No.2303191
File: 45 KB, 341x261, 1372722207223.jpg [View same] [iqdb] [saucenao] [google]
2303191

>>2302125
>Tiny Grasshopper
>Quick Saving/Loading

>> No.2303392

>>2289928
...because people can often get offended by stereotypes(like how gamers feel when they're all labeled as violent, misogynist virgins). Most devs don't do it anymore so they won't lose potential customers.

That being said, I should get back into playing it.

>> No.2303396

>>2303392

>...because people can often get offended by stereotypes

I'd say "tough shit", but I keep forgetting what country I'm in....

>> No.2303669

>>2289928
>>2303392
>>2303396
http://steamcommunity.com/app/225160/discussions/0/846962626944969214/#c846966336087160147