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/vr/ - Retro Games


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File: 3.70 MB, 1700x1199, Build_Engine_Compilation.png [View same] [iqdb] [saucenao] [google]
4245214 No.4245214 [Reply] [Original]

Which Duke Nukem edition you would recommend?
I'm leaning towards Megaton Edition.
With Blood it's BloodGDX.
With Shadow Warrior it's Classic Redux.
Is there are honorable Redneck Rampage editions?
One could always play vanilla, of course.
Currently I'm playing Blood and it's glorious. Next in line is Duke Nukem.

>> No.4245226
File: 646 KB, 1920x1080, Duke Nukem 3D 20th Anniversary World Tour.jpg [View same] [iqdb] [saucenao] [google]
4245226

>>4245214
>Duke Nukem 3D: 20th Anniversary World Tour

>> No.4245265

How is Redneck Rampage?
From what I see in the gameplay videos the level design seem flat and uninteresting, but I don't know if it's only the beginning

>> No.4245280
File: 1.54 MB, 1024x1151, 1 dollar ham sandwich_cn.png [View same] [iqdb] [saucenao] [google]
4245280

>>4245214
How good is Duke Nukem Forever 2013?
I'm still rewatching the 2001 trailer from time to time.

>> No.4245306

>>4245280
It's good, but it's certainly not the masterpiece many people claim it to be.

>>4245265
Redneck Rampage suffers a lot on gameplay department (for starters they made all three keys look very small and use same sprites for fucking sake), but there are a lot of pretty cool Build tricks (uranium mines come to mind) and second game is much better.

>> No.4245417

>>4245265
Redneck Rampage is very uneven. Contains both the shittiest build level ever (that one Sewers level), and some of the best build levels ever as well (Downtown Hickston). Overall, layouts are convoluted and geared more towards expert players. Like, you know, the ones who actually like Seven Portals in HeXen 1.
Very strong art direction / environmental design. I'd say, the most memorable and concise one of all the Build games. Typical Build gameplay (running around crouched, hitscan-galore, etc.) fits the theme to a "t". Has some really weird gameplay gimmicks though - you'll see. Weapons also do require some serious getting used to. Also, play it WITHOUT cuss-pack - the original oneliners are much funnier and fit the game much better.
The second game is much more simplified layouts-wise (they went for the scale instead), and is just All Over The Place art-direction-wise. Honestly, I don't really like it, and I don't really think it was all that necessary, or even necessary at all. It's just, you know, an addon, a protracted DLC - and nothing more than that. I mean, DN3D's The Birth had, at the very least the majestic Derelict. Rides Again just has some random stuff, that isn't really superior to what the first game had in pretty much everything other than the size of some of the levels.

>> No.4245419

Use eduke32 because megaton edition is buggy as shit.

>> No.4245430

>>4245417
Anyway, overall, I regard Rendneck Rampage as the best Build game in terms of art direction, and as a very entertaining collection of slightly insane ideas both on how to do level design and on how NOT to do level design, but, ultimately, I only advise one to play it, after one has at least a couple of other Build games under one's belt (Duke+Birth and Shadow Warrior, at the very least).

I also advise you to skip Rides Again and to go straight for Kingpin, if, after the original Redneck Rampage, you'll want to play something, created by the same studio.

>> No.4245681

I want Blood to be my favorite, but Blood suffers from one fatal flaw, which is WAY TOO MANY SMALL TYPE ENEMIES. Fuck spiders, fuck rats, fuck hands, fuck bone eels, fuck mini Calebs. These tiny enemies are so god damn tedious and obnoxious. They seriously dampen the game experience

>> No.4245684

>>4245214
>With Blood it's BloodGDX
Fuck bloodgx. That shit is buggy and unpure. The vanilla game with bmouse is the best way to play the game

>> No.4245691

>>4245681
Oh yah, FUCK PHANTASMS. This game can be way too tedious

>> No.4245923

>>4245684
Enjoy your input lag. BloodGDX is a good start for new players and may bring a new modding community to the game. Hoping Atari stops being retarded and releases the source code.

>> No.4246013

>>4245923
>input lag
kys faggot and take that shitty meme with you

>> No.4246145

>>4245681
Use aerosol cans against them.
>>4245691
Phantasms can be killed quickly with the shotgun's alt-fire.

>> No.4246151

>>4245684

>Unpure

You can literally run demos recorded in 1997 on BloodGDX with no desync, what's this unpure meme

>> No.4246182

I just use DOSBox.

>> No.4246324

>>4245417
>>4245430
Looking forward to playing it.

>> No.4246349

>>4245214
>bottom right
this isn't duke fucking nukem is it?

>> No.4246356

>>4246349
It's not. Think logically.

The three pictures in the first row are all Redneck Rampage.
The three pictures in the middle row are all Blood.
The first two pictures in the last row are Shadow Warrior.

What makes you think that the last one should be Duke3D?

>> No.4246365
File: 148 KB, 1020x574, Nuclear Showdown.jpg [View same] [iqdb] [saucenao] [google]
4246365

What's your opinion on Nuclear Showdown.
Is it include a remake of original Duke Nukem 3D?

>> No.4246368

>>4246356
>What makes you think that the last one should be Duke3D?

Babes

>> No.4246389
File: 135 KB, 800x600, ridesagain1.png [View same] [iqdb] [saucenao] [google]
4246389

>I'm leaning towards Megaton Edition.

The only advantage of Megaton is that it has all 3 add-ons easily playable. Otherwise, World Tour is a better port in every single way.

>Redneck Rampage

It's true that the original is very hit&miss, however the problem is that most people stopped there while the add-on Route 66, does a good job at hiding the flaws of the original, while Rides Again, the sequel, fixes a lot of them and adds tons of cool shit and has some amazing level design.

Most people don't even know Rides Again is a sequel so that's how misundertood/underplayed those are.

>> No.4246396
File: 153 KB, 800x600, ridesagain4.png [View same] [iqdb] [saucenao] [google]
4246396

>>4245681
Huh, just crouch man. It's the same with cultists, crouch and they'll have a harder time hitting you.

Most people fail to realize how much crouching matters in Blood. Some retards even call the crouching mechanics or results from it 'glitches'. In reality Blood was like one of the first FPS I know where crouching really matters, they really put an emphasis on it, and it's even OP to be honest which just shows people weren't used to balancing crouching yet.
Even cultists can crouch, and then if you don't crouch as well, you'll have harder time killing them. I've seen people cry and call this "a glitch"

>> No.4246476

>>4245684
Bmouse doesn't work properly for me. Everytime the mouse is centered on screen the vertical sensitivity gets extremely slow for some reason. This makes it so that everytime I have to aim up or down at an enemy it feels extremely clunky.

>> No.4246479

>>4246365
the heck is that? a port of the GBA levels or something?

>> No.4246489

>>4246476
you may have bmouse in the folder but have you set up the game to use it? Also you can set the vertical and horizontal speed you do have to mess with them a bit to find what works best for you

>> No.4246512

>>4246489
It works alright, I selected it as my mouse device in the setup menu and I can tell the difference from the original mouselook. The problem is only the weird sensitivity issue, it's like the mouse is trying to snap to the center of the screen. For example, say I'm looking downward as far as possible, if I drag the mouse up it will be smooth untill I reach about say 25 - 30 degrees off center. When it closes in on the center of the screen it starts to lock up on random occasions, like if the game is struggling with detecting the mouse input.

I know my explanation might be a bit convoluted but English isn't my first language so bare with me. I might try to make a webm of the issue to show it directly at a later point today.

Also for the record, I don't have this problem with redneck rampage for some reason, only blood.

>> No.4246524

>>4246512
nope I understand what you are trying to say, sorry I cant help you out man I don't have that issue. I know I had to tweak my sensitivity but I never had that issue

>> No.4246671

>>4246524
>>4246512
I managed to figure out that the logitech software for my mouse was causing the problem after some fidgeting around for those interested. I have absolutely no idea why though.

>> No.4246751

>>4246671
good to hear, have fun

>> No.4246863

>>4246479
http://www.moddb.com/mods/nuclear-showdown-redux
It's just a gameplay mod. No new levels at all.

>> No.4246895

>>4245923
>Enjoy your input lag.
No input lag here. That will only happen if u play at resolutions too much for your dosbox. Play the game at its lowest native res and you'll see that there's zero input lag (unless u have a really shitty pc). If u had a better cpu u could be playing at 800x600 without it as well.

>> No.4246967

BloodGDX appears to be the hot new b8. Play your toys how you want to manchildren. That goes on both sides. If you want to play GDX, that's fine, don't tell the others not to play DOSBox and vice versa.

However if you recommend BloodCM you are a major piece of shit and should get AIDS. Kaiser's upcoming port will also be AIDS, just to a lesser degree.

>> No.4246991

>>4246967
Hypocrite.

>> No.4247041

>>4245214
eduke32
all the duke and SW commercial ports have really bad mouse movement
even dosbox with bmouse is better than the prots

>> No.4247053

>>4246863
I thought it might have been port of the GBA version because I thought he had a desert eagle in that one. Fuck I wanna play duke with a deagle now, and an improved hitboxes mod so I can turn alien brains into a fine red mist

>> No.4247057

man duke 3d's physics have always annoyed th shit out of me

>> No.4248205

>>4246967
Yeah, BloodCM is seriously trash. I mean it does look good because it's just Blood maps running in the superior EDuke32 engine, but the AI, weapons and physics are all way off.

Kaiser dropped his Blood port. Guess he chose to stay away from the manchildren drama. Good for him.

>> No.4248206

>>4248205
He couldn't compete with the actual not shit ports.

>> No.4248220

BloodGDX is a weird thing. I mean, it's the closest we've got to a real source port. It mostly works, the physics seems to be identical to the real thing, it's compatible with all original mods, demos and save games. It's still buggy and obviously unfinished, but nothing major.

On the other hand, it's a java app literally written by a Russian teenager who can barely speak English. And judging by the recent releases he's more focused on adding "HD" textures and 3D models to this thing than actually fixing any of the bugs or bad code.

I admire his perseverance though. He's been shat on by all the relevant people on the Duke4 forums. Yet he keeps pumping out new versions of this thing. Maybe him not understanding much English is more of a boon in this case.

>> No.4248231

>>4248220
>And judging by the recent releases he's more focused on adding "HD" textures and 3D models to this thing than actually fixing any of the bugs or bad code.

Please no.
You'd think that people who enjoy old games would be able to like them for what they are, but I swear it's like half of them genuinely think they look like shit and believe those "HD packs" make things better.

That's the kind of people with absolutely no artistic vision who think that "number of polygons" and "reslution of textures" equals beauty. I blame hardware and software makers as well as pro reviewers for enforcing that kind of view on consumers so that they keep buying the newest shit at the high price...

it's sad this kind of mentality is still present even among "retro gamers". It's like they don't even like the games they play.

>> No.4248241
File: 1.47 MB, 2560x1080, r45Y7U1[1].png [View same] [iqdb] [saucenao] [google]
4248241

>>4248231
Early 2000's were all about HD packs. Duke Nukem's HRP, jDoom, Risen3D, DarkPlaces for Quake, Tenebrae, KMQuake2, etc. I thought that era was over, but yet here we are. See pic.

>> No.4248250

>>4248220
this could be easily fixed if BloodGDX was open source. but right now it's not, which makes it pointless since everyone wants an open source Blood port which can be improved and fixed upon with all might of autistic community and not just an alternative to DosBOX

once this guy gets hit by a truck before publishing the code we'll be back to square one

>> No.4248265
File: 7 KB, 225x225, 1479273980906.jpg [View same] [iqdb] [saucenao] [google]
4248265

>>4248250
>nce this guy gets hit by a truck before publishing the code we'll be back to square one

Is that a threat?!

>> No.4248304
File: 58 KB, 640x480, E1m2_secret1.png [View same] [iqdb] [saucenao] [google]
4248304

Anyone remember the voice you hear when you answer the phone in Blood E1M2? It's from some old movie, I can't remember which....

>> No.4248319

>>4248304
Pretty much every sentence in Blood is from some movie. The game was chock full of references. But the younger crowd ain't gonna get half of them.

"You're going to need a bigger boat."

>> No.4248321

>>4248250
>once this guy gets hit by a truck before publishing the code we'll be back to square one
BloodGDX is written in Java which can be reverse-engineered pretty easily (read: there's software to do it). Unless the guy uses obfuscation which would be a dick move.

>> No.4248330

I hope that Lucius' Blood port gets finished.

>> No.4248336
File: 50 KB, 640x478, tumblr_oqb50nsBDe1s95hkno1_1280[1].jpg [View same] [iqdb] [saucenao] [google]
4248336

>(humming) everybody... loves somebody sometime... (stops humming) not me baby

>> No.4248405
File: 72 KB, 640x480, Blood_ophelia.jpg [View same] [iqdb] [saucenao] [google]
4248405

>>4248336

>> No.4248415
File: 14 KB, 406x364, grrr.jpg [View same] [iqdb] [saucenao] [google]
4248415

>>4248405
delete this

>> No.4248451

>>4248405
>Using the Tommy gun against anything other than Cultists or Spider Queens
I usually use the Napalm launcher against the first Stone Gargoyle and then the Voodoo doll in later levels.

>> No.4248452
File: 1.71 MB, 1280x1441, BloodGDX_voxels.png [View same] [iqdb] [saucenao] [google]
4248452

>>4248220
I have almost finished it, didn't have any problems. Everything nice and smooth.
>"HD" textures and 3D models
Voxels
And nothing out of place.
https://www.youtube.com/watch?v=BZxJNMuNB08

>> No.4248458

>>4248452
>BloodGDX v0.775 (07.09.2017)
>19. MD2 models support
>20. MD3 models support
>21. HUD models drawing support

FMV audio and OGG tracks are still not implemented.

>> No.4248469

>>4248452
what the hell, where's the satisfying as fuck screen shake after explosions?

>> No.4248474

>>4248469
I'll check it now.

>> No.4248481

>>4248469
>>4248474
It's there.
Hands tremble also.

>> No.4248483
File: 2.98 MB, 852x480, blood.webm [View same] [iqdb] [saucenao] [google]
4248483

>>4248452
He needs to fix the stretched look that the game looks like if you use a 4:3 mode back with the original. It should actually look like webm related.

I used to use 4:3 even with dosbox just because I got better performance out of it (now I have a new machine and can use a correct ratio at good performance, 100+ fps, fuck yeah baby). In the '90s sure everyone played the game at 4:3 by default regardless of what res you used since CRTs were all 4:3. The "true" look however is webm related (not stretched), and I really hope he fixes that in a later.

Look at the crosshair in that video posted, and look at the crosshair in this webm. This one is a symmetrical plus, as it should be. that one the vertical line is stretched, as iks everything else in the game.

Also I hope he gets the pixel shading done. According to some anon on /vr/ he is working on a renderer that will actually give the correct pixel shading which makes a huge difference for the game's aesthetic and atmosphere.

>> No.4248494

>>4248241
>cute 3D mice that stick out like a sore thumb
God, that's just awful.

>> No.4248495

>>4248483
The fuck you're talking about? Blood either runs at VGA 320x200 (yes 200, not 240) which the HUD graphics were made for, or full VESA standard 4:3 resolutions, from 640x480 to 1024x768 and up.

>> No.4248501

>>4248495
the art style was designed around this ratio. yes the game has 4:3 resolutions but it also has resolutions for the correct look, as shown in that webm. with 4:3 the in game art style is obviously stretched, which is most obvious by the stretched crosshair (vertical line longer than the horizontal line). the pixel stretching should be obvious enough anyway I don't know why you're so triggered by this.

correct look:
https://www.youtube.com/watch?v=tT-lpU19lXM

>> No.4248515

>>4248495
>Blood either runs at VGA 320x200 (yes 200, not 240) which the HUD graphics were made for, or full VESA standard 4:3 resolutions, from 640x480 to 1024x768 and up.
Yeah no shit. It didn't matter if you had a CRT monitor because the image would be stretched to fit. Since pretty much everyone's monitor in the '90s was 4:3 (and CRT) you'd always get the game at 4:3 ratio even if you picked something like 320x200.

The 4:3 ratio however still isn't really the correct one, as made most obvious by the crosshair (I mean it should be obvious immediately just from comparing the two). He should stop using the stretched look for his port, or at least provide an option for both appearances. Don't know why anyone would want to use the stretched look though. Like I said, I used to use that for DOSBox just because I got better performance from it, but now with his port that's obviously a non-issue.

>> No.4248518

>>4248501
What "correct look" are you talking about? Can you put it into words?

VGA Mode 13h (320x200) is a non-square pixel mode and is used by many DOS games (like Doom or Quake), such games were designed for 4:3 displays, and without aspect correction will look distorted and not as the developer intended. The crosshair sprite is probably just an oversight on their part. The game obviously wasn't designed to be natively 16:10, don't be retarded.

>> No.4248561
File: 2.93 MB, 852x480, correct look.webm [View same] [iqdb] [saucenao] [google]
4248561

>>4248518
god you're so thick.

webm related is the correct look of the in-game visuals. look how nothing is stretched (or narrowed, rather) and the crosshair is a symmetrical plus both for the vertical and horizonal line. this is the correct look of the in-game art style; it was actually drawn like this.

>> No.4248565
File: 2.88 MB, 852x480, stretched (wrong) look.webm [View same] [iqdb] [saucenao] [google]
4248565

>>4248561
this webm is the stretched/narrowed look if you use a 4:3 resolution. all the in-game visuals are stretched, everything is skinnier. the crosshair has a longer vertical line than horizontal line.

bloodgdx uses this narrowed look for its in-game visuals, which is not right.
https://www.youtube.com/watch?v=BZxJNMuNB08

I bet you're still not going to get it lol.

>> No.4248608

>>4246396
I've often complained that the crouching ruins the gameplay balance, but I wouldn't call it a glitch, just something that feels like the developers overlooked or didn't have time to implement. I mean, it pretty much makes bloated butchers and stone gargoyles completely harmless as enemies, it just doesn't feel right to abuse it so much in the game, not to mention it just seems stupid to have Caleb bouncing around crouched into a ball.

I still love Blood but it doesn't feel like it's as polished or finished a product as Duke 3D does.

>> No.4248609

>>4248565
Blood is a 4:3 game. 16:10 didn't exist back then. There were tons of weird resolutions both on the PC and consoles back in the 90s, all of which were supposed to be stretched to 4:3. 320x200 was a very standard DOS game resolution with non square pixels, every other game did it.

And yes, things are going to look more "fat" if you stretch 4:3 content to widescreen. No shit.

But I'm probably being baited anyway, so I'll stop responding to your posts.

>> No.4248613

>>4248608
Crouching is seriously broken in Build engine games. I've seen a YT video of somebody playing Shadow Warrior and just crouching and slashing everything with the katana, felt stupid and cheap as fuck.

>> No.4248632

>>4248609
lol the second webm literally has the appearance of a widescreen movie being played at a 4:3 resolution. It's obvious. just look at all the text in the game, including your HUD text and the text you come across in the in-game world. hell even on the Blood postmortem forums (i.e. guys that have actually grown up with the game, not stupid memer kids on /vr/) say the stretched look is wrong.

>> No.4248636

>>4248608
crouching to shoot mice or spiders is the correct thing to do though. if you were playing 2.5D fps in the mid '90s you would have automatically done that rather than trying to aim your clunky crosshair at them and fire. you would have also have crouched to shoot cultists when they crouch. that's literally the right way to play the game. shooting at prone cultists while you're standing is very likely to result in missed shots and it's obvious that the developers did that on purpose.

>>4248613
crouching is not as a free ticket against cultists as you people like to pretend it is because you've seen a few webms. I always say, post a playthrough of just the first two levels on well done and we'll see how good you are at using it.

>> No.4248638

>>4248608
I think it's just a matter that back then crouching was new, it's really cool that they implemented it in so many ways, they just didn't realize in some cases it was so powerful.

Also I have to say that even players back then weren't used to crouching nearly as often.

>> No.4248642

>>4248608
>not to mention it just seems stupid to have Caleb bouncing around crouched into a ball.
Eh, you can't keep crouch pressed when you jump out of it. You have to release it. You can crouch while jumped, but I've literally never done that and don't know why anyone would.

>> No.4248648

>>4248304
I'm pretty sure that line was from Simpsons. Blood is absolutely full of references, though.

>> No.4248649

>>4248220
>And judging by the recent releases he's more focused on adding "HD" textures and 3D models to this thing than actually fixing any of the bugs or bad code.
Not really. He added hires textures and models support because apparently some babbies were asking for it and that's about it. He's current goal is to fix remaining bugs, make the port as close to the original game as possible and make a new renderer.

>>4248483
Have you turned widescreen on in the settings?

>> No.4248658

>>4248636
I play with cursor controls with no mouse input for Blood all the time, it's generally how I prefer to play 2.5D FPS games, I know when and where to crouch in Blood but it feels like the crouching is kind of broken given that it makes all of the ranged attacks of bloated butchers miss constantly and the melee atacks of stone gargoyles miss completely just rendering both of them useless if you abuse the crouching.

>> No.4248660

Is it just me or does the cultists in Blood sound like Eric Idle?

>> No.4248690

>>4248658
it is broken against gargoyles/ghosts/butchers unfortunately.

well, butchers' knives can actually still hit you if you're prone and the right distance away. so can their melee attacks but it's really unlikely (and they're slow af regardless, you don't have to put yourself in that position).

on the plus side, it's not like those enemies become completely useless when used in combination with others. they still affect the gameplay dynamics that way. plus every now and then you might get caught off guard and have a gargoyle rip a huge chunk out of your health when you're not expecting it.

>> No.4248753

>>4248649
>Have you turned widescreen on in the settings?
yup. with non-widescreen on it looks too fat at 1080p widescreen (and at 4:3 res it remains stretched regardless).

also whether or not you choose widescreen the handsprites stay the same with the same stretched look (see for yourself by loading up a game and switching between widescreen or not from the in game menu while the game is loaded in the background). would be cool if he could fix this stuff.

>> No.4248787
File: 2.90 MB, 852x480, lol.webm [View same] [iqdb] [saucenao] [google]
4248787

>> No.4248814
File: 543 KB, 1920x2160, scree0004.jpg [View same] [iqdb] [saucenao] [google]
4248814

>>4248753
Not sure what you mean. Weapons look the same in the original game.

>> No.4248827

>>4248814
Dude.

He's talking about the ratio difference between 320*200 and 320*240.

The game was designed for 320*200, thus 800*600 and all the same res of that ratio are wrong.

But there is literaly no way to play with the game with the correct ratio past 320*200 so nobody does it.

He's saying it'd be nice if GDX implemented that.

also wtf is wrong with the colours and the shading on your bottom screenshot...

>> No.4248838
File: 1.88 MB, 852x480, gdx widescreen vs normal.webm [View same] [iqdb] [saucenao] [google]
4248838

>>4248814
they look the same when you use the 4:3 narrowed resolution at the top of your pic (which isn't the correct representation of the art style. it's like stretching a 16:9 movie to 4:3 resolution). it's been explained with these two posts >>4248561 >>4248565. Look at Caleb's hand sprite in those two webms, the top one is fatter at 640x400 than at a 4:3 resolution. Switching from widescreen or not in GDX doesn't change the hand sprite, it remains the incorrect skinny version. It does change everything else, but even that shit is too fat at the 1080p widescreen resolution and not correctly proportioned.

>> No.4248841

>>4248827
>But there is literaly no way to play with the game with the correct ratio past 320*200 so nobody does it.
yeah you can. these >>4248787 >>4248561 >>4248483 are all at 640x400 native. there's a higher res for it as well but dosbox wouldn't be able to handle it without being super choppy for me.

>> No.4248845

>>4248838
>>4248827
I see. I'll let him know.

>>4248814
>also wtf is wrong with the colours and the shading on your bottom screenshot...
It's polymost. It doesn't support shade tables, so it looks like shit.

>> No.4248961

Is there any reason why I shouldn't play Blood in DOSBox? Like are there any disadvantages to doing do over other methods?

>> No.4249020

>>4248961
Higher resolutions may cause some input lag, but no, not really.

>> No.4249023

Does BloodGDX fix the difficulty glitch?

>> No.4249032

>>4249020
Cool. Thanks for the info.

>> No.4249036

How do you get the Plasma Pak working with Blood? I'm running the game in DOSBox, if that matters.

>> No.4249039

>>4249036
And while we're at it, what about Cryptic Passage?

>> No.4249086

>>4246389
>Rides Again
Crashing plane at the beginning is a bit too much. Call me a sensitive drama queen but it is Eastern Air Lines Flight 401 and the 9/11 joke of its time.

>> No.4249091

>>4248206
>He couldn't compete with the actual not shit ports
Like?

>> No.4249103

So what's the deal with BloodGDX? Is it accurate to original Blood or not? What's not accurate about it if not? It's really hard to make out the truth in all the shitflinging about it. And what's this about BloodCM and BloodEX? What's even going on with any of this shit?

I haven't played Blood in a while, last time I did I used OUWB DOSBox.

>> No.4249108

>>4248241
High resolution packs always look like fucking dogshit, does anyone actually use those and be like THERE NOW THE GAME FINALLY LOOKS BETTER.

>> No.4249113

>>4249108
When I was like 13 I thought it was amazing to see Duke 3D or Doom with 3d model enemies and weapons and shit but as I got older I realized pretty quickly how fucking ugly and bad they all are and how much better the original sprites are 100% of the time. I think it must have been more of a novelty thing like - "wow, you can do THIS now that the source code is out" rather than "wow, this looks BETTER".

>> No.4249150
File: 62 KB, 643x241, 320x240vs320x200.png [View same] [iqdb] [saucenao] [google]
4249150

>All these memeing about aspect ratio

>>4249103
It's pretty much this, first of all the original source of the game was never release so no """""source port""""""" truly exists

>BloodCM
A russian eDuke32 mod that tries to port everything from the game. A TC as I'd like to call it.
The only accurate thing about this are the levels, because it's using the BUILD engine to render the original maps. Other than that it's p-bad.

>BloodGDX
An empirical recreation based off the old leaked ALPHA version of the Blood source code. As you can probably imagine it's full of holes that had to be filled with guesses, making it really inaccurate no matter what shills try to tell you. Being written in a terrbile language like Java doesn't help it either.

>BloodEX
The most promising project made by the guy who did Doom64EX and PowerslaveEX.
It's a complete reverse engineering project so it's literally the most accurate shit you're going to get without the source code.
I heard that the guy Kaiser(?) gave up on it tho, which is a real shame.

Anyway the lesson here is:
>Don't be a faggot and play the original game through Dosbox + bmouse or the original hardware like it was intended.

>> No.4249218

>>4249036
Just pirate the gog version, the launcher has all 4 original episodes plus the plasma pack episode
To launch cryptic passage you can just drag and drop the launcher over dosbox

>> No.4249301

>>4249150
>As you can probably imagine it's full of holes that had to be filled with guesses, making it really inaccurate no matter what shills try to tell you.
Tell me a single thing that's off gameplay wise kiddo.

>> No.4249306 [DELETED] 

>>4249301
>>>/v/

>> No.4249320

>>4246389
>Otherwise, World Tour is a better port in every single way.

But the sounds are shit.

>> No.4249373

>>4249150

>An empirical recreation

Now THIS is bullshit, there's a difference between a shitty recreation like BloodCM and a reverse-engineered effort based on actual source code; BloodGDX can run demos from 1997 with no desync, what more proof do you want that it's largely accurate to the original game

Give proof that it's inaccurate instead of regurgitating what you heard other retards say

>> No.4249376

>>4249373
it's using the alpha version of the source code and filling the remaining holes with guesses
Are you saying you can take this https://www.youtube.com/watch?v=HwsKPapajOo and turn it into the final retail version using fucking java?
Is that really what you want us all to believe?

>> No.4249383

>>4249376

Yes I am, because that's what happened

It's a fucking miracle that BloodGDX ended up as accurate as it is given that it's being made by the russian potato who made BloodCM, but it's stupid to claim that it's inaccurate just because you don't personally believe that the large amount of work that went into it is possible

>Java! It's written in java!!! JAVA!!!!

Make a real argument about how Java's overhead matters when making a no-frills source port of a two-decade old game

>> No.4249394 [DELETED] 

>>4249383
Why don't you start by making a real argument on why we should believe this is in ANY form an accurate representation of the original game when the source code, the literal thing that defines things like enemy behaviour and literally everything gameplay related.

>> No.4249398

>>4249383
>>4249383
Why don't you start by making a real argument on why we should believe this is in ANY form an accurate representation of the original game when the source code, the literal thing that defines things like enemy behaviour and literally everything gameplay related, never got released to the public.

>> No.4249404

>>4249394

It can run demos from the DOS version without desyncing, for one

If the game's movement/AI/HP/DMG were even slightly off from the original then most demos you ran on BloodGDX would desync, but they don't; comparing demos run on DOSbox to demos run through BloodGDX was one of the methods the dev used to verify BloodGDX's accuracy

>> No.4249409

>>4249404
ZDoom can run demos, does that make it as accurate as Chocolate Doom?

You can't recreate accurate RNG without the source code, no matter how much you measure by hand

>> No.4249448
File: 197 KB, 750x750, 1497584441071.png [View same] [iqdb] [saucenao] [google]
4249448

>>4245226
>That Gearbox horseshit

>> No.4249481

>>4246368
Understandable, but Lo Wang is just as much a horndog as Duke is.

>> No.4249535

>>4249409

Actually, ZDoom has extremely limited compatibility with vanilla Doom demos.The hundreds of QoL changes, bug-fixes, and engine alterations mean that even if you enable all the vanilla-compatibility options in ZDoom's menus, you're still very likely to get desync.

>> No.4249561 [DELETED] 

>>4249023
Yes.

>>4249103
>Is it accurate to original Blood or not?
It can almost perfectly run demoes made in 1.21 version. If anything, it prooves that GDX is highly accurate.

>>4249150
>BloodGDX
>An empirical recreation based off the old leaked ALPHA
>BloodEX
>It's a complete reverse engineering project
It's actually vice versa. GDX is a reverse engineered port and it doesn'd use any of the alpha's code for it's gameplay part, stop with this bullshit.
About EX: Kaiser confirmed himself that it will be some "modernized" "recreation", not a reverse engineered port, i.e. the same shit as CM.

>> No.4249565

>>4249023
Yes.

>>4249103
>Is it accurate to original Blood or not?
It can almost perfectly run demoes made in 1.21 version. If anything, it prooves that GDX is highly accurate.

>>4249150
>BloodGDX
>An empirical recreation based off the old leaked ALPHA
>BloodEX
>It's a complete reverse engineering project
It's actually vice versa. GDX is a reverse engineered port and it doesn't use any of the alpha's code for its gameplay part, stop with this bullshit.
About EX: Kaiser confirmed himself that it will be some "modernized" "recreation", not a reverse engineered port, i.e. the same shit as CM.

>> No.4249597
File: 944 KB, 1138x2481, BloodGDX AR.png [View same] [iqdb] [saucenao] [google]
4249597

>>4248561
>>4248838
>>4248845
Blood GDX has proper AR, everything is fine. The guy bitching about stretching/narrowing is a sperg.

>> No.4249604

I love blood

>> No.4249610

>>4249597
He's right. In 320x200 enemies and weapons looks exactly the same as the original sprites, while in every other resoution everything is stretched vertically.

>> No.4249614
File: 201 KB, 638x875, 1505021538957.jpg [View same] [iqdb] [saucenao] [google]
4249614

>>4249610

>> No.4249617
File: 70 KB, 712x351, file.png [View same] [iqdb] [saucenao] [google]
4249617

>>4249610
>>4249614

retarded samefags are retarded

Blood as most games of its time used non-square pixels.

320x200 is supposed to be stretched over 4:3 aspect ratio screen. That was a thing in Doom, that is a thing in all other first person games of that time.

320x200 stretched to 4:3 is how the game supposed to look. That is how it looks if you run it on the original hardware on a CRT monitor.

640x480 looks the same as 320x200 stretched. That is how game NATIVELY handles 640x480 resolution.

Blood GDX maintains the same aspect ratio. Zombies are not supposed to be stubby

captcha "place cemetery" confirms

>> No.4249661

>>4249597
nah you're a fucking idiot and don't know what you're talking about

>>4249617
you even space your posts like a faggot

>> No.4249730

>>4249320
That got fixed one week after release, like all the other main issues.

>> No.4249738
File: 345 KB, 1296x1609, file.png [View same] [iqdb] [saucenao] [google]
4249738

>>4249661
I've been spacing my post like this since the days of BBS.

I've also been playing these games since the days they were released, so I know full well what am I talking about.

You're a sperg that knows fuck all.

Case in point: in 320x200 things that are supposed to be round are not. In original game's 640x480 as well as in BloodGDX, things that are meant to be round are round.

Now quit sperging.

>> No.4249764

>>4249738
Do you have any proof that those eyes are moeant to be circles?
Eyes in real life aren't circles either.

>> No.4249770

>>4249661
>legibility is for faggots
At least you didn't call it reddit spacing.

>> No.4249773

>>4249764
The steering wheel on that level is the same. I'm pretty damn sure stirring wheel are supposed to be circular in real life. Not going to bother composing screenshots this time. Go look at it yourself.

>> No.4249815

Somewhat unrelated, but are there any other games built on the Dark Forces engine?

>> No.4249837

>>4249565
>it prooves that GDX is highly accurate.
It doesn't prove shit
Stop shilling your java shit here please

NO SOURCE CODE
NO SOURCE PORT

>> No.4249864

>>4248231
>People actually use those disgusting 3D models, over their beautifully pixellated originals

>> No.4249867

>>4249837
>too bad there is no source port
Well here's an accurate source port
>...
>TOO BAD THERE IS NO SOURCE PORT

>> No.4249868
File: 38 KB, 466x379, 1433116077550.jpg [View same] [iqdb] [saucenao] [google]
4249868

>>4249867
>here's an accurate source port
>without the actual source code

>> No.4249875

>>4249867
It's not a source port though.

>> No.4249879

>>4249837
>It doesn't prove shit
Care to elaborate? Everything in a demo (enemies' AI, weapons, physics), except for some RNG variables, is handled by the game itself. If the port doesn't go out of sync, that means that these things work absolutely the same.

>> No.4249884

>>4245265
redneck rampage is comfy as fuck. it was made way back when mainstream games were still allowed to be creative and offensive and weird. it is peak windows pc gaming glory. its got issues but so does every game

>> No.4249923
File: 69 KB, 337x425, arnold duke.jpg [View same] [iqdb] [saucenao] [google]
4249923

So, when are we going to play Duke Nukem 3D: Megaton in coop together with /vr/ bros?

>> No.4249931

>>4249879
It means it´s inaccurate
Anyone can make demos work and sync with some workarounds but that doesn´t prove anything. Might as well say it´s accurate cuz it shows the same graphics on screen.

>> No.4249939

>>4249931
>Anyone can make demos work and sync with some workarounds
And now you're speaking out of your ass. I can see something like this being done with some specific demo (like the ones that come with the original game), but the only way to make any other demo work is to make the whole game work the same way the original does.

>> No.4249992

>>4249815
Oultaw.

>>4249837
Actually it does mean quite a lot, but it's not a trademark either.
EDuke32 can't run the original demos for instance, and an EDuke32 demo will only work with that particular revision of EDuke32, not the previous build, not the next one.

>> No.4250021

>>4249939
>>4249992
Which part of no source code do you not understand?

No matter how much you measure and compare to the original, it'll always be an empirical aproximation of how the game actually worked. It'll NEVER be accurate.

>> No.4250043

>>4250021
Look I don't even care. I play Blood in DOSbox. Just saying that getting demos to work IS a really good sign, if they all work accurately at least.

>> No.4250390

>>4249373
>Now THIS is bullshit, there's a difference between a shitty recreation like BloodCM and a reverse-engineered effort based on actual source code
They are made by the same guy though.

>> No.4250414

>>4250390
D64: Absolution TC and D64 EX are too made by the same guy.

>> No.4250443

>>4249738
>I've also been playing these games since the days they were released, so I know full well what am I talking about.
No you have not, but I have. You're a retarded child and it's obvious. Even the guys on the Postmortem Blood forum agree that the wider art style is correct, and they've all been playing since the original's release. You however are just another memechild on 4chan. Sorry kiddo try again.

>> No.4250456

>>4249764
He has no "proof". he literally pulled it out of his asshole. Blood like a 16:9 movie stretched out to 4:3 when played at box resolution. It's obvious. The crosshair, the in-game text, the entire fucking image, everything is stretched and looks off.

>> No.4250458

If you dig into forums you'll find pictures of the clay models made for Blood.
Yes they used clay before making the spritework, like Doom.

Maybe by comparing the clay with in game images you'll be able to tell which aspect ratio looks the most correct.

>> No.4250462 [DELETED] 
File: 104 KB, 177x506, Untitled.png [View same] [iqdb] [saucenao] [google]
4250462

>>4249738
From the Blood manual. Look at the models of the bestiary. Are they stretched skinny and all retarded like the 4:3 resolution? Welp looks like they're not. So shut the fuck up memechild.

>> No.4250469
File: 53 KB, 600x540, Workshop-BloodModels.jpg [View same] [iqdb] [saucenao] [google]
4250469

>>4250458
Hmmmm

>> No.4250473
File: 66 KB, 600x450, tchernobog.jpg [View same] [iqdb] [saucenao] [google]
4250473

>>4250469
I was just about to post that, dunno why you took out the booklet pictures. They're not undeniable proof as much as the clay, but it was still made by the devs afaik, unless you find source that the booklet was made by the publisher which I doubt.

>> No.4250476
File: 91 KB, 409x322, Z2955NI.jpg [View same] [iqdb] [saucenao] [google]
4250476

>>4250469
There is also a couple on another forum which are different pics, different pose.

>> No.4250478 [DELETED] 
File: 288 KB, 800x1100, SS020001.jpg [View same] [iqdb] [saucenao] [google]
4250478

>>4250456
I hope you don't need a proof that a steering sweel should be round.

>> No.4250480
File: 74 KB, 293x379, 78tSQJn.jpg [View same] [iqdb] [saucenao] [google]
4250480

>>4250476
>>4250469
Here, there are a few others too but not as good looking as those

>> No.4250484
File: 288 KB, 800x1100, SS020001.jpg [View same] [iqdb] [saucenao] [google]
4250484

>>4250456
I hope you don't need a proof that a steering wheel should be round.

>> No.4250545
File: 355 KB, 2554x875, four three is wrong.png [View same] [iqdb] [saucenao] [google]
4250545

320x200 and all those ratios have the pixels drawn for that ratio. Everything else has been stretched or narrowed, call it what you want, it looks wrong.

>>4250484
are you actually fucking retarded? the bottom one is wrong dumbass. the top one is literally more circular than the bottom one is and it is symmetrical. the bottom one is wrong for the same reason I said the crosshair is wrong at 4:3. it's literally stretched and looks off. You're so fucking stupid it's actually kinda funny now.

>> No.4250559
File: 1.25 MB, 800x1100, circle.png [View same] [iqdb] [saucenao] [google]
4250559

>>4250545
>the top one is literally more circular than the bottom one is and it is symmetrical.

>> No.4250565

>>4250559
still looks stretched and fucked up son. bottom one is wrong and you're retarded. you can literally SEE how the pixels are inappropriately stretched at 4:3 and weren't drawn for that ratio. Take a look at this guy's picture >>4249150. Pay close attention to jason's mask and how the one on the right has no distortion in the mouth pixels while the one on the left does. fucking retard.

>> No.4250575
File: 17 KB, 617x505, mask.png [View same] [iqdb] [saucenao] [google]
4250575

>>4250565

>> No.4250576

>>4250565
>says the top one is more circular
>draw two circles, bottom one clearly fits better
>IT'S STILL FUCKED UP YOU'RE RETARDED

what lad

>> No.4250581

>>4250575
>>4250559
Those are awful examples, the mask especially, if anything the 4:3 one looks better because faces generally aren't round but oval.

If you want to be serious about this, make some comparison pics from the clay pictures with sprites, with similar poses. Not those retarded examples.

>> No.4250585
File: 292 KB, 800x1100, SS020001.jpg [View same] [iqdb] [saucenao] [google]
4250585

>>4250565
Why am I even wasting time on you?

>> No.4250590
File: 39 KB, 654x570, Blood O.png [View same] [iqdb] [saucenao] [google]
4250590

>>4250565
>>4250575
*If Blood was wrong at 320x200 resolutions and made for 4:3 you would get this thickening/stretching/distortion in the pixels along the x axis. You don't, because the pixel art was drawn for those ratios. Meanwhile you DO see this distortion in the y-axis when you play at 4:3 because the pixel art is inappropriately stretched. Not just in the logo but throughout the whole game.

This shouldn't even be a debate, it's so fucking obvious.

>> No.4250592
File: 253 KB, 1400x932, cultist.png [View same] [iqdb] [saucenao] [google]
4250592

>>4250590
>>4250581
>>4250565
can we stop now

>> No.4250597

>>4250581
lol you are such a fucking idiot. You're being willfully ignorant at this point. The pixel distortion is right there in your face and you're still denying it what a pathetic neckbeard you are. You cannot show me a single example of this pixel distortion at 320x200 resolutions because it doesn't exist. gg no re

>> No.4250610

>>4250585
Bottom one is stretched and distorted, thanks again.

>> No.4250614

guess not

btw I got the clay model image fromhttp://www.the-postmortem.com/forum/viewtopic.php?f=2&t=1181&start=0

>> No.4250621

>>4250597
Except I'm 3rd guy here, just saying those were awful examples on either side, but this one is good >>4250592
. You're so camped in your position you're not even clearhead anymore.

>> No.4250632
File: 240 KB, 1200x800, fatzombie.png [View same] [iqdb] [saucenao] [google]
4250632

>> No.4250636
File: 149 KB, 1080x720, garfielf.jpg [View same] [iqdb] [saucenao] [google]
4250636

>First the GDX shilling
>Now the aspect ratio wars
It's like my own little hell

>> No.4250641

>>4250636
the aspect ratio thing is pretty damn inarguable once you actually compare them to the clay models though

saying that, I'm sure he'll find a way to say that I somehow fucked up the comparison despite it being easily verifiable, then go straight back to "muh pixel distortion"

>> No.4250659
File: 1.18 MB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
4250659

Keep being retarded.

it is slightly amusing

>inb4 "I was only pretending and you fel for it lololo"

>> No.4250660

>>4250641
The enemies and HUD and most of the graphics are inconsistent by nature of the CRTs used back in the day.
Some things will look better with a 1:1 ratio, while others wiil look better with a 5:6 ratio.

Unless you play the original exe on the original hardware with a CRT monitor. There's no reason to be picky about shit like this.

That java TC that claims to be an accurate source port on the other hand. Now that's unacceptable and an insult to the original game.

>> No.4250676
File: 101 KB, 299x254, gross.png [View same] [iqdb] [saucenao] [google]
4250676

>>4250659
fuck the clay models. game is stretched and wrong at 4:3, postmortem agrees with me. look at the fucking distortion in the shotgun sprite in your pic. fuck that shit. I maintain that blood looks like a stretched 16:9 movie to 4:3 when playing at a 4:3 res and it is absolutely obvious.

>> No.4250683

>>4250676
>he calls artifacts of nearest neighbour resizing "pixel distortion"

go on, amuse me more

>> No.4250684

http://doom.wikia.com/wiki/Aspect_ratio
Here's an interesting read

>> No.4250687

>>4250683
it's stretched in the y axis and it's obvious. it's distorted and looks wrong. gg no re

>> No.4250689

>>4245265
Actually pretty decent. Not must plays, but amusing with decent humor and well done settings that stand out from the rest of the genre.

>> No.4250690

>>4250684
It does not matter he probably can't read all those smart words

>> No.4250693

>>4250684
Which also gives me an idea

>Make a completely square sector in the BUILD editor
>Use the automap to rotate it
>See if it gets distorted

>> No.4250695

>>4245265
>>4250689
Its decent if you ignore everything that is worng with it, namely level design and enemy hitboxes.

>> No.4250710

>fuck the source models, they're wrong
it's hopeless guys give it up

>> No.4250713

>>4250710
Some of the graphics do look better at 200p tho, like I said it's not consistent and the only thing that matters is that you're playing the original game.

>> No.4251213

>>4249409
>ZDoom can run demos
Err, no. ZDoom cannot run demos from vanilla at all. It can't even run demos from older Zdoom versions.

>> No.4251217

>>4250684
>linking the wikia
Heres a non-shit link: https://doomwiki.org/wiki/Aspect_ratio

>> No.4251270
File: 82 KB, 783x590, 1504144473112.jpg [View same] [iqdb] [saucenao] [google]
4251270

>>4249409
>ZDoom can run demos

>> No.4251289

>>4248501
are you retarded anon
when you play a game in 320x200 on a 4:3 screen it gets squished to look 4:3

>> No.4251291

>>4248561
>god you're so thick.
This more describes you.

>> No.4251407

>>4248827
So you're saying the developers intended for the game to be displayed at a ratio that nobody had and nobody knew would become common in the future without a time machine? Every display the game was going to run on was 4:3 and development is forced to reflect that.
Asymmetrical crosshairs aren't even unusual, and neither are oversights or bugs.

>> No.4251416

>>4250610
Look again. Top one is squished vertically.

>> No.4251419

is there a way to turn off the effect you get in eduke32's hardware renderers when you look up and down?

you know, the one where it seems to zoom in

>> No.4251681

>>4251419
Switch renderer

>> No.4251695
File: 46 KB, 320x200, sonicshock.png [View same] [iqdb] [saucenao] [google]
4251695

>cntrl+f 'eradicator'
>0 hits

while the artsyle and textures are rather plain, theres some decent level design. enemies have satisfying deaths. lots of weapons, some not so great. lotsa items also. shotgun is pretty nice. pic related

>> No.4251874
File: 2.94 MB, 640x360, BGDX.webm [View same] [iqdb] [saucenao] [google]
4251874

Fuck me BloodGDX is so great. This is 100% Blood gameplay. I'm a huge Blood autist and have played the everloving shit out of Blood and am very familiar with its nuances. I have so much muscle memory tied to its mechanics and jumping into GDX I felt right at home. If mechanics were off it would have hit me like a freight train. Excluding some small bugs and one or two extremely minor differences (for example, standing on a slope fucks with your auto-aim, I think this is how it was in 1.0 retail, pls fix) it was the same exact game, just now running at fucking 120hz with perfect mouse control. It feels fucking sublime controlling Caleb like this. I might even put up a playthrough of this, it's so sweet.

Guy who made this port is a hero. I might even send him a donation. I know he's the same guy that made BloodCM, who gives a fuck. He's given us something really amazing here. If he fixes the shader rendering and irons out all the bugs as he's working towards then he'll have made a 10/10 port. Even in its current state I'd still give it a 9, it's so fucking good.

Oddities I noticed:
>Your auto aim gets fucked up if you're standing on a slope and you won't hit the enemies.
>Once I noticed a different auto aim behaviour. Underwater I shot my napalm launcher at a gillbeast ahead of me, but the rocket flew towards a closer fish to the left instead at quite an angle. I think this must have also been a 1.0 retail deal.
>Clipping issues: Caleb going into cramped spaces like a small vent creates some weird effects and colours, also when you land on the floor hard and crouch you can sometimes see through it/get clipping
>Underwater colour change is weird. Originally it would just get darker blue, in this one it goes kind of purple-y as Caleb drowns. I personallgy don't mind this though, it's interesting.

Everything else was spot on. Movement, damage modeling, gunplay, enemy HP and AI, throw mechanics, explosive radius, fucking everything. The man is an absolute legend.

>> No.4251902

>>4251874
*Oh, also I could sometimes take explosive damage even though the explosion was happening in a room beneath me and there was a floor between me and it. The explosion went through the solid floor basically.

>> No.4251928

>>4251695
>0 hits
Because Eradicator isn't a Build game.

>> No.4252180

>>4251874
So much this.
v0.775
>25. Fixed aim on slope surfaces

>> No.4252221

Is it possible to play Blood 2 on a modern computer?

>> No.4252226

>>4252221
Yes.

>> No.4252362

>>4250659
Great work anon. Nice to know GDX has the in game world at the correct ratio.

>> No.4252381

>>4252221
Got the iso from theisozone.com, installed on a win7 64bit machine and it worked without compatibility mode or patches or anything.

Don't know why would you want to play that tho, it's pretty bad.

>> No.4252398

>>4252221
Yes. With some glide wrapper it'll be a breeze.
Problem is, it is just not a very good game.

>> No.4252403

>>4251695
Not a build game, but very good and terribly underrated nonetheless.

>> No.4252543

>>4248220
>He's been shat on by all the relevant people on the Duke4 forums.

I just went through this thread: https://forums.duke4.net/topic/9353-what-do-you-think-about-bloodgdx/

From what I can see people are very happy with the product itself and consider it accurate. Not ONE person criticized the gameplay or called the port inaccurate. And from what I've seen the actual Blood community on various online forums is very happy with GDX (even in that thread they were happy).

The only criticisms I saw were:
>waaaaah java
>he's using stolen code
>waaaaah legality
>it doesn't work for all BUILD games, only Blood
>"my port will be better" - Hendricks

That one guy Hendricks is honestly a salty jelly sperg and was on a passive aggressive crusade the entire thread.

>> No.4252568

>>4252543
Actually Hendricks was the only guy I saw trying to shit on the dude. If he's "all the relevant people" you're referring to then that's kind of funny. I like how the kid completely ignored him, too, and gave zero fucks.

>> No.4252576

>>4252543
does this russian dude even have a name

>> No.4252624
File: 113 KB, 1719x716, Capture.png [View same] [iqdb] [saucenao] [google]
4252624

>>4252576
He goes by 'M210' online. Apparently he was using google translate to make his forum posts in English, kek. I find that very endearing. Seems like a nice guy.

>> No.4252645
File: 44 KB, 548x357, Capture.png [View same] [iqdb] [saucenao] [google]
4252645

>>4248220
>On the other hand, it's a java app literally written by a Russian teenager who can barely speak English
He's 30 years old.

>>4252576
Alexander Makarov.

>> No.4252882

>>4251874
Have you or anybody else been able to play cryptic passage with it? My textures are all fucked up when i try to play it in gdx.

>> No.4253046

>>4252882
I haven't tried Cryptic Passage but I did try Death Wish with it and it worked flawlessly (went through three levels). That was another thing that amazed me. I remember what a pain in the ass it was to get Death Wish working the first time I tried to run it on DOSBox and I still had problems with the intro videos and the resolution changing that occurred when it transitioned from intro video to in-game. With GDX I simply had Death Wish in the Blood folder and it detected it from within the menu and it ran flawlessly. It was like using ZDoom, totally easy. And goddamn I got such shit framerate with Death Wish on DOSBox back then, now of course no problems at all at 1080p.

I'll try out Cryptic Passage when I get home.

>> No.4253073

>>4253046
Try the 3rd episode of deathwish as well. I remember the fog in the silent hill level being completely fucked and bugging out when I used explosives.

>> No.4253338

>>4252543
What is with this Hendricks guy, anyway? I understand having disagreements over technical issues involving the port, but it seems like this guy comes into every single thread on the duke4 forum mentioning BloodGDX to post a comment shitting on the app.

>> No.4253370
File: 117 KB, 634x742, 30 insight threshold.jpg [View same] [iqdb] [saucenao] [google]
4253370

>>4251874
>Your auto aim gets fucked up if you're standing on a slope and you won't hit the enemies.
>Once I noticed a different auto aim behaviour. Underwater I shot my napalm launcher at a gillbeast ahead of me, but the rocket flew towards a closer fish to the left instead at quite an angle. I think this must have also been a 1.0 retail deal.
>Clipping issues: Caleb going into cramped spaces like a small vent creates some weird effects and colours, also when you land on the floor hard and crouch you can sometimes see through it/get clipping

yeah I have notice this as well playing it.

I remember playing the shareware version when I was like 8 so I still remember some things about of the game works. I agree with you that it is like a 9/10 right now.

also played cryptic passage and the skybox is broken. it does the "hall of mirrors" effect.

besides that, this shit is great. I have yet to play Death Wish. all I know of it is from this video.

https://www.youtube.com/watch?v=D4Fotgr5e3k

>> No.4253382
File: 2.71 MB, 350x350, 99 luck.gif [View same] [iqdb] [saucenao] [google]
4253382

>>4253338
I like to imagine him like the black dude that always criticize Chris Roberts. I do not know why.

>> No.4253407

Any way to play Duke Nukem Total Meltdown levels in eDuke? I believe it was called Plug N Pray. Google searches result in files taken down by gearbox.

>> No.4253534

>>4252882
Download the latest version. There is a checkbox in the launcher.

>>4253407
No. Apparently, the port is in development by eduke32 guys, but it has been for like 5 years now. It may never be released.

>> No.4253547

>>4253338
From fhat I see, he's just a huge asshole and likes to act like one.
Honestly, his critics would be useful if he himself was any good at what he's doing. But eduke32 team is incredibly incompetent. Eduke32 has been in development for 10 years and it still doesn't have working multiplayer or GL rendered that doesn't suck huge balls. And don't even start with a proper support for the other Build games. Deadly Kiss restoration is in a "research phase" for like 7 years, and last time I heard something about Total Meltdown was years ago.
It would be hilarious of some Russian guy make a better rendered and multiplayer quicker than them.

>> No.4253574

Is there any disadvantage to pirating Megaton Edition then running that through EDuke32?

>> No.4253578

>>4253574
no
thats the best way to play duke

>> No.4253584

>>4253574
how does one get the megaton edition? I know it is no longer on Steam thanks to gearbox.

>> No.4253591

>>4246967
I'd play Blood in dosbox if I could get 60fps at higher resolutions than 640x480...and BloodCM is finished and complete and gives me 60fps at 1024x768 so I'll play that...I'd probably need a better PC to get that out of dosbox, but then if I had a better PC I wouldn't be playing ancient PC games in the first place.

>> No.4253614
File: 592 KB, 1296x755, file.png [View same] [iqdb] [saucenao] [google]
4253614

>>4253547
>>4253338
Hendricks is one of eDuke32 devs. BloodGDX uses eDuke32 polymost renderer as a base, and he's quite salty about it (even though it's mostly TerminX's work).

The whole thing went something like this:
>M210: "I'mma develop a Blood port on Java!"
>Hendricks: "Okay"
>M210: "I'mma use eDuke32 as a base"
>Hendricks: "You stop that right this instant!"
>M210: "TOO LATE!" (shows working prototype which makes everyone stop caring about code origins)

Considering how slow eDuke32 progress is - the engine considered pretty much done at this point. Optimisation was always a secondary goal, and pretty much all effort to make it run better slowed to a crawl right now. Comparing it to how fast BloodGDX is progressing makes the salt pile up.

New version is out BTW. FMVs work fine with video and sound, autoaim on slopes fixed, HOM effects in cryptic passage and most other parts fixed (you need to load cryptic res in launcher)

>>4253591
IMO at this point BloodGDX is better choice than CM

>> No.4253617

>>4253584
The GOG version can be pirated from the usual places.

>> No.4253647

>>4253614
CM is not even a choice. I'm not going to repeat myself why it's shit. Please stop mentioning it.

>> No.4253727
File: 9 KB, 63x106, 1420777915994.gif [View same] [iqdb] [saucenao] [google]
4253727

>>4253614
>New version is out BTW. FMVs work fine with video and sound, autoaim on slopes fixed, HOM effects in cryptic passage and most other parts fixed (you need to load cryptic res in launcher)

damn it is near perfect, thanks for the info!

just like you I too want to send a donation his way. Never done something like that for a Mod/source engine before but I think this guy has done a bang up job with it.

>> No.4253916

>>4253617
>GOG version
>Megaton Edition
Megaton was a Steam exclusive.

>> No.4253919

>>4253647
This. It was never a choice.

>> No.4253921

>>4253727
>Never done something like that for a Mod/source engine before but I think this guy has done a bang up job with it.
Same here dude.

>> No.4253925

>>4253584
Buy the disc off ebay or somewhere.

>> No.4253926

>>4252543
>>waaaaah java
I don't even get why this is such a problem. Who cares what the language is if the thing just werks? It werks really well, too, as it obviously has solid performance.

>> No.4253934

>>4251695
Try the general retro fps thread

>> No.4253940

>>4253614
>>Hendricks: "You stop that right this instant!"
How can he expect to do that? lol. Isn't that the point of open source?

>> No.4254002
File: 2.95 MB, 1280x720, DW.webm [View same] [iqdb] [saucenao] [google]
4254002

>>4253073
Yeah I'm getting this too.

Cryptic Passage was fine though, I just had to check the box in the launcher.

>> No.4254027

>>4253574
You're using a buggy sourveport with bad mouselook support while Eduke32 is free

>> No.4254034

>>4254027
You make it sound like Eduke32 isn't buggy as shit.

Sometimes you can see through the floors and each time you start it the keyboard layout gets switched to American but it will not switch back after you close Eduke32 so will have to do this manually after every time you play it.
Dosbox is a much better choice than this crap.

>> No.4254039

>>4254034
that's just because you're using some shit renderer
eduke in software mode is objectively better than running the game in DOSbox

>> No.4254096

>>4251874
It's really weird playing Blood at such high framerate and resolution with no slow downs or anything else. Running it on DOSBox with low res and bad framerate/hiccups for so long had kind of made me forget that it's an ancient game and I subconsiously thought of it as this beast that requires ridiculous hardware. Playing through it on GDX at 1080p super smooth was making me so amazed at how well it ran, and then I looked at the graphics and reflected how it should have been running like this for the last two decades. Lel.

>> No.4254326

I want to like BloodGDX but I really hate what polymost does to BUILD's shading and I feel that it's an integral part of Blood's atmosphere

>> No.4254612

>>4251928
>>4252403
>>4253934

my apologies, I always thought it was build engine

>> No.4254617

>>4251874

the only problem i have with it is the lighting. it doesnt quite give the atmosphere the original did

>> No.4254625

>>4250687

im not even that guy but youre wrong retard, check your eyes

>> No.4254739

>>4254326
>>4254617
Yeah the guy is working on a new renderer that will fix the shading, can't fucking wait to see blood at 1080p with the right shading it's gonna be dank af.

>> No.4254860

>>4245306
>but it's certainly not the masterpiece many people claim it to be

People are just happy that stuff from the trailer was actually put into a playable format.

It didn't need to be a masterpiece, just playable, which is more than Duke Nukem Forever gave us.

>> No.4254895

>>4245280
>>4245306
>>4254860
i almost want to see a real, fully 3D DNF running on the quake engine or something

unreal engine would be a better fit but it was never open although tim sweeney wouldn't mind

>> No.4254940

>>4249086
Whatchu on about, senpai?

>> No.4254991

>>4254895
There was a Half-Life Duke 3D mod like 15 years back that got shut down by 3Drealms

>> No.4254998

>>4253614
>>4251874
Holy shit, i tried BloodGDX in May and, being Ubuntufaggot, dropped it because it only worked with all the game files in /home/user/ and had strange mouse turning limitations. Both are fixed now. Fucking great, i guess it is time for another playthrough.

>> No.4255061
File: 2.93 MB, 562x360, drfg.webm [View same] [iqdb] [saucenao] [google]
4255061

Blood movement is so good. Nobody ever seems to mention it. Fuck it's so nice at 120hz and good mouse.

>> No.4255067
File: 2.94 MB, 562x360, gg.webm [View same] [iqdb] [saucenao] [google]
4255067

>> No.4255104

BloodGDX doesn't seem to want to work.

The launcher window works, but when I click play the launcher closes and nothing happens.

>> No.4255649

>>4255104
Try to install latest JavaRuntime Environment

>> No.4256165
File: 20 KB, 320x200, Blood_(MS-DOS)_049.png [View same] [iqdb] [saucenao] [google]
4256165

>>4249150
You're confused. BloodEX was going to be another emperical recreation, basically glorified BloodCM. Thank god it's dead. BloodGDX however is an in-progress reverse engineer, and a very successful one at that. Hence this post: >>4246967

>> No.4256171

>>4256165
*Also Blood's look at 4:3 is the correct ratio, you people are idiots. Thank god for clay models, good suggestion nesfriend.

>> No.4256819

>>4249773
>The steering wheel on that level is the same. I'm pretty damn sure stirring wheel are supposed to be circular in real life
True, but look at the Tommygun's drum or at flare gun's barrel at widescreen and 4:3.
My guess in Monolith or the guys who they bought the unfinished game from fucking up somewhere and making different sprites for different aspect ratios.

>> No.4256891

>>4256819
Lol. Q studios made blood. They started their project with 3d realms as a publishing studio. When 3d realms sold the rights to monolith the q studios entire team moved there and finished the game off. Its not like blood had different development teams working on it. Q studios themselves ended up staying on at monolith. Blood therefore is pretty much a monolith game through and through.

Flare gun and Tommy gun both look fine at 4:3 as well.

>> No.4256895

>>4250443
>appealing to random forum kiddies to try to support your argument

>> No.4256968

is there a way to enable mouselook on shadow warrior vanilla or should I just go for the Classic Redux edition?

>> No.4256969

>>4256968
hit u

>> No.4256981

>>4256969

the screen tilts, goes back into position and nothing happens, no matter if its on or off I cant move the camera up or down

>> No.4257024

>>4245214
How do I run the Twin Dragon and Wanton Destruction expansions for Shadow Warrior?

I'm using DOSBox for the vanilla version of the game.

>> No.4257048

Might be that I pirated it, but Classic Redux is missing some music, I noticed it while playing the first levels of both original episodes.

Weird, given that the music is on in the options menu and the volume is normal

>> No.4257475
File: 2.92 MB, 640x360, Ep1.webm [View same] [iqdb] [saucenao] [google]
4257475

>>4255061

>> No.4257478

>>4257475
definitely gonna try this out when he adds software renderer

>> No.4257479

I have legit now played far more Blood using BloodGDX than I ever did in the late 90s or on DOSbox. I fuckin love this port.

>> No.4257589

>>4257478
>when he adds software renderer
He won't. He will at some point add a better opengl rendered that will look closer to the software, but he says adding software rendered is nearly impossible.

>> No.4257656
File: 43 KB, 600x400, and a BR with 140 ping.jpg [View same] [iqdb] [saucenao] [google]
4257656

besides Death Wish, is there any other fan creations on that level?

>> No.4257669
File: 806 KB, 360x270, Ben drowned.gif [View same] [iqdb] [saucenao] [google]
4257669

>>4253921
awesome. I think I might do that more offend when I can for other modders/creators who deliver stuff like this.

>> No.4257758
File: 349 KB, 922x1844, bubblegym.gif [View same] [iqdb] [saucenao] [google]
4257758

Replaying Duke Nukem 3D and wow the hitscan in this game is really bad. Even the crouching trick doesn't save you as much as it does in Blood. See a group of enemies? Lose health instantly because fuck you.

>> No.4257759

>>4257758
Git gud.

>> No.4257763
File: 103 KB, 922x2978, beer.gif [View same] [iqdb] [saucenao] [google]
4257763

>>4257759
Nah, just finished all 6 episodes of Blood and it didn't give me this much trouble. Duke just seems unfair. You have to quicksave/quickload to know where the enemies are so you can shoot them literally the instant they're in your line of sight, otherwise they'll take you down.

>> No.4257767
File: 122 KB, 922x4322, toilet.gif [View same] [iqdb] [saucenao] [google]
4257767

DAMN IM LOOKIN SHARP

>> No.4257801

>>4257763
build engine games come from an era where people liked to be challenged. dn3d gives you plenty of tools to overcome every obstacle without memorizing levels. you clearly just aren't very good at the game.

>> No.4257884
File: 238 KB, 1100x700, gVKaQz4.gif [View same] [iqdb] [saucenao] [google]
4257884

Why the fuck people hate pixels so much and playing with filters or trying to make some half-assed """HRPs""" for everything?

>> No.4257885

>>4257758
>>4257763
>>4257767
God i love Douk.

>>4257801
>dn3d gives you plenty of tools to overcome every obstacle without memorizing levels
Yeah. One of them being the option of picking the difficulty that lets you have fun without frustration.

>> No.4257961

>>4257763
There is always a long delay before they start to fire.
A single shot with the rocket launcher or shrinker will kill all hitscanners except for those Battlelord Sentry guys. But those a rare and you can still kill them by throwing your pipebombs around corners until they die.

>> No.4257962
File: 31 KB, 640x480, cultist3.1[1].jpg [View same] [iqdb] [saucenao] [google]
4257962

>>4251874
Literally the only thing that pisses me off with BloodGdx is that it's not open source. I'm not pleased with it being in java, but as long as the final product works there's no reason to complain about what was used to make it.
But the one thing, the fucking one problem that all Bloodites have faced and complained about for years is that there is no fucking source code. So I don't understand how anyone who is enough of a Blood fan to spend his free time making a modern Blood engine (shit, even two of them if you really wanna count CM) from fucking scratch and reverse-engineering magic would not understand how important it is to release the fucking source.

I know it's his software and he can do whatever the fuck he wants with it, and props to him to even invest time in it in the first place, but god damn, what a waste. We could be having multiplayer by now.

>mfw meanwhile what autists are worried about is "not muh source port" and "not muh favorite aspect ratio"

>> No.4257963
File: 316 KB, 922x2259, bring ii in.jpg [View same] [iqdb] [saucenao] [google]
4257963

Finished the first episode. It's not too bad on Let's Rock with some quick saving. The switch hunt is giving me more trouble to be honest.

What's the best episode? I have Atomic Edition + DC + Beach + Christmas. The industrial/spaceship areas are kinda boring.

>> No.4257967

>>4257884
You have to admit the filtered sprites do look better, you can actually make out more details. The question is consistency of course. If they go through all assets then I don't see a problem to be honest, could be fun to replay it like this, I guess.

>>4257962
Well, BloodGDX is supposedly using some of EDuke32's code plus, yes, the stolen Blood alpha source code. This is a pretty grey legal area, maybe that's why M210 is not only not releasing the source code but also obfuscating the app. But then again, he's Russian, he doesn't give a fuck about Western sensitivities.

>> No.4257973

>>4257967
From what I've seen I think it's more likely the second reason. Although I think I remember reading some message in his youtube comment section where he said he'd consider it once he was done with it, so who knows?
Guess that's at least one advantage of it being in java: if someone really wants to fork his work some day they can just decompile it and start from there.

>> No.4257979
File: 54 KB, 180x172, 1460574200010[1].png [View same] [iqdb] [saucenao] [google]
4257979

>>4257884
Also yeah, I agree with this guy >>4257967 , maybe not better than the originals but as far as filtered sprites go these are probably the best ones I've ever seen. The grainy look kinda fits the horror movie theme of Blood I think.

>mfw remembering the Doom sprites upscaling attempts

>> No.4258030

>>4257963
Are you playing the game while drunk, or something?

>> No.4258069
File: 64 KB, 922x2344, never looses.gif [View same] [iqdb] [saucenao] [google]
4258069

>>4258030
You're not supposed to do that?

>> No.4258131
File: 3.00 MB, 640x480, pig dodge.webm [View same] [iqdb] [saucenao] [google]
4258131

>>4257758

>> No.4258136
File: 1.49 MB, 640x480, dodge.webm [View same] [iqdb] [saucenao] [google]
4258136

>>4258131

>> No.4258145

>>4257963
I've been playing through it on Vita. Done everything but D.C.
The Birth and Caribbean are my favorites so far, but besides Lunar Apocalypse, which was a bit of a drag, they've all been mostly fun.

>> No.4258156
File: 155 KB, 910x4604, suck it up yar ass.gif [View same] [iqdb] [saucenao] [google]
4258156

>>4258131
>>4258136
holy shit

I can't dodge the chaingun guy (2nd video) for shit, pretty much always take damage from him.

>> No.4258159

>>4258156
it should pretty much be standard that you dodge him upon seeing him. you should always be dodging the first few shots. nigga I ever do that on the PS4 version ffs.

>> No.4258160

>>4258159
*even

>> No.4258251

>>4257589
can he get it looking like eduke32 with polymer selected?

>> No.4258275

>>4257967
At some point he was more active on russianforums (not anymore, last post was long time ago) and yes - he's afraid that once news of "ZOMG TEH BLOOD SOURCE PORT" reach whoever owns the code now he'll get DMCAd same way AM2R guy was. So he's doing stuff until it's done, releases code later when it wouldn't matter if it would be taken down or not.

>>4257884
this attempt is actually quite decent.
The probelms are: they don't really add much detail.
Nobody's going to finish it so it gonna end up in half-bakedstate like dozens of similar projects before it.
High-detail textures and sprites do not look good in low-fi squarish architectural environments.

>> No.4258279

>>4258251
He can just add polymer, but polymer is such shit even eduke32 developers who made it don't recommend it. So he's better off writing his own renderer.

>> No.4258292

>>4258279
what's wrong with polymer?

>> No.4258296

>>4257884
lel. looks like goosebumps cover art.

>> No.4258305

>>4258296

Goosebumps is Based.

>> No.4258351

>>4257884

I kinda like it, it gives the sprites a griny feel and it makes them look more like the clay models

>> No.4258387

>>4258292
Bad performance, glitches and the code is such a mess, it will be easier to make your own rendered than to figure it out.

>> No.4258390

>>4257963
>What's the best episode?
3 = Caribbean > 4 = 5 > 2 > 1 > DC >>>>>> Nuclear Winter

>> No.4258392

>>4258390
Patrician taste

>> No.4258394
File: 321 KB, 600x652, 480692438096528.png [View same] [iqdb] [saucenao] [google]
4258394

>>4258392
Likewise, mah nigga.

>> No.4258398

>>4258305
everything in the '90s was based.

>> No.4258401

>>4258390
2 > 1 > 5 > 3 > 4

>> No.4259231

>>4257024
Anybody?

>> No.4259302

>>4258398
the only thing in the 90s worth shit was the video games

>> No.4259451

>>4259302
The anime was pretty dope too for the most part as well

>> No.4259469
File: 1.06 MB, 640x360, 1452339197671.gif [View same] [iqdb] [saucenao] [google]
4259469

>>4257479
>port.

>> No.4259760

>>4259231
Install TD and WD. Launch according .exe. That's about it.

>> No.4259860
File: 69 KB, 620x494, RATM.jpg [View same] [iqdb] [saucenao] [google]
4259860

how is it?

>> No.4260391

Anybody got full proper manuals for Blood and Duke in PDF?

>> No.4260496

>>4260391
here you go noob

https://www.scribd.com/document/358982128/Monolith-Blood-Manual

https://www.scribd.com/document/358982115/Duke-Nukem-3D-Manual

>> No.4260682
File: 505 KB, 1085x1083, 1503401700546.jpg [View same] [iqdb] [saucenao] [google]
4260682

>>4260496
Thanks!

>> No.4261312

>>4248452
>Those barrels full of bodies with a little window
The sick bastard who designed Blood is a genius

>> No.4261320

>>4261312
>tfw this game would never be made in 2017

>> No.4261325

>>4248501
Are you fucking blind? Can't you see it's an incorrect aspect ratio? 4:3 was the correct ratio

>> No.4261331

>>4261320
>what is Doom 2016

>> No.4261383

>>4261331
they're completely different. blood is a niche horror game that in no way has the mass market appeal that D44M does.

>> No.4261397

>>4251416
idiot
your circle is actually perfectly round

>> No.4261418

>>4259760
Where am I supposed to put everything?

>> No.4261421

>>4259760
>>4261418
And where exactly am I supposed to download the correct versions from?

>> No.4261427

>>4261383
Blood (as the name implies) was mostly an excessive (and meant to be offensive somewhat for its era) gorefest. The charming 1940's Wild West setting with elements of 80's horror B-movies was mostly an icing on the cake. Doom 2016 captures the gorefest part perfectly.

>> No.4261436

>>4261421
Just buy/pirate Shadow Warrior Classic Redux. it includes the expansions. It's the best version, the non-commercial source ports are kinda buggy and shitty, but if you really must use a fan made source port the recent SW Iced is the best one yet.

https://crozzbreed23.wixsite.com/icedsw/sw-iced-port

>> No.4261462

>>4252543
Hendricks is the fucking guy who used to have a yellow smirk face isn't he?

>> No.4261475

>>4257884
Because they use non-crts?

>> No.4261479

>>4261462
Yes

>> No.4261542
File: 36 KB, 640x400, blood_12.jpg [View same] [iqdb] [saucenao] [google]
4261542

>>4261427
>Doom 2016 captures the gorefest part perfectly.
I don't think so. I feel Blood is a lot more morbid and tasteless than Doom 2016 is. (On top of that it was a gamer's game through and through, brutally unforgiving.) Doom 2016 has a more Power Rangers movie esque aesthetic, especially the hell levels. Btw I really liked Doom 2016 in general but fuck me the hell levels looked like something you'd see on Nickelodeon. That aspect of it was really disappointing. The tech shit looked great though.

>> No.4261832

>>4261331

Blood has far more offensive content than Doom 2016, if it were made in HD with modern graphics there'd be an outcry

>Getting HP by killing innocent civilians who plead for their lives and run away from you
>Still-living people eviscerated and pinned to the walls who scream when you shoot them
>The ability to immolate humans, who scream "IT BURNS" in agony before falling to the ground
>To completely dispel the notion that killing innocents isn't what Caleb (the character) would do, he guns down a civilian reciting a prayer for no fucking reason in the final cutscene

Duke Nukem Forever got a lot of shit because you can kill the pod girls and Duke makes quips about it, and yet that's tame compared to the stuff in Blood

>> No.4261961

i wish the source port situation was as centralized at it is for doom

being able to play all doom engine games on gzdoom is awesome

i noticed that eduke32's source code has files for shadow warrior and even kenbuild that were updated not too long ago. do they even run?

>> No.4262075

>>4250632
manlets when will they ever learn

>> No.4262085
File: 2.91 MB, 852x480, RLD.webm [View same] [iqdb] [saucenao] [google]
4262085

>> No.4262091
File: 2.95 MB, 852x480, nooooooooo.webm [View same] [iqdb] [saucenao] [google]
4262091

>>4262085

>> No.4262110

GoG version of blood i just downloaded. is that vanilla?

>> No.4262164

>>4262110
HAWWWWW WHAT U EAT ANYWAY BABY?

>> No.4262225
File: 583 KB, 800x1127, blood_the_chosen_unholy_ground_by_peterszmer-d197p3g.jpg [View same] [iqdb] [saucenao] [google]
4262225

I haven't played Blood in years, reading about this Russian dude's port gives me hope.
>>4252568
>>4253338
Is that Hendricks dude the equivalent of Graf for the Duke community? I remember reading in passing that Graf can be a bit of an cunt too.

>> No.4262290

>>4262225
Following up on my post,

https://forums.duke4.net/topic/9572-brutal-blood/

That Hendricks dude is a cuck.

>> No.4262296

finally got blood working in dosbox, but im not seeing any cutscenes, the gog version im using by the way

>> No.4262301

>>4245265
Rides again is better IMO. I liked the levels more.

>>4245430
>skip rides again

you shut your whore mouth

>> No.4262312

I sick penis

>> No.4262338
File: 260 KB, 726x885, Doom Depression.jpg [View same] [iqdb] [saucenao] [google]
4262338

>>4245214
what is your favorite references within a build game?

>> No.4262348

>>4262296
Yeah, you need to fuck with the ini files a bit to get it to work. I don't remember what you exactly have to do though, you'd have to google it.
Or you could use BloodGdx, I think they added cutscene support in one of the last updates.

>>4262338
Jesus, what is this pic? The map of Really-made-me-think land?
Also, I always like the Sailor Moon one in Shadow Warrior for some reason. I didn't even watch the show, but for some reason it made me bust a gut.

>> No.4262387

>>4262290
Yeah he really is a gigantic faggot and pretentious as hell to boot.

>> No.4262423

>>4261436
I can use DOSBox. I don't need a source port.

>> No.4262451
File: 84 KB, 600x808, return-of-the-living-dead-2.jpg [View same] [iqdb] [saucenao] [google]
4262451

>>4261312
>>4261320
>The sick bastard who designed Blood is a genius
Actually it wasn't original, it was a nod to the Return Of The Living Dead movie franchise.

>> No.4262456

How come is so much talk about Blood but nobody mentions Rise of the Triad?

>> No.4262461

>>4262456
The modified Wolf3D engine was too limiting.

>> No.4262471

>>4262461
I remember back in the day that Blood was the sequel to Rise of the Triad, that's at least how they sell it, now I can't find anything about it online
that being said: Blood > RotT

>> No.4262754

>>4262290
>>4262387
>being this salty

nobody cares about your hate boner for this guy, stop bringing your drama here

>> No.4262860

>>4262754
hendricks pls

>> No.4262903

>>4262461

But that's what makes it fascinating, how much variety they were able to accomplish with all the engine tricks.

>> No.4262951

>>4262754
this

i bet you also go "GRAAAAF!" every time he changes something in zdoom when you could just fork it but you aren't competent enough

>> No.4263084

>>4262951
hendricks pls

>> No.4263860

>>4248452
I love the voxels, they fit Blood better than DN3D.

>>4262754
How does it feel to know that a Russian dude who barely speaks any English has a lot more to show for than anything you've done so far, Hendricks? :^)

>> No.4264662
File: 202 KB, 2048x1152, doom map designer.jpg [View same] [iqdb] [saucenao] [google]
4264662

how do you make levels for Blood or I guess for any Build game?

>> No.4264768

>>4245214
Duke Nukem Megaton is a garbage. Try the anniversary edition. It has some great new levels, like the San Francisco bridge.

>> No.4264915

>>4264768
But the sound is ultimate shit tho

>> No.4264967

>>4264768
The bridge level is pretty much the only thing that justifies 5th episode's existence. And even this level is inferior to Dark Side artistically, to Derelict balance-wise, and to both layout-wise.

>> No.4264974

>>4263860
> How does it feel to know that a Russian dude who barely speaks any English has a lot more to show for than anything you've done so far, Hendricks? :^)
I find it hilarious that Ion Maiden, which he is working on as a part of a team, won't be using room over room, because he, as a "senior eduke32 developer", wasn't able to fix ROR rendering in polymost for years. Something m210 had done in a couple of hours.

>> No.4265158

>>4264662
Every big 4 game comes with an editor.

>> No.4265164

>>4262290
Every """brutal""" modification but original by MarkIV is a complete trash. And original only escapes that title because it is the original one.

>> No.4265205

>>4264967
>Derelict

why do you praise this map so much

>> No.4265447

>>4264967
Derelict sucks. Also as good as Golden Carnage is, Mirage Barrage is the best ep.5 map.

>> No.4265608

>>4253940
Most Open Source projects are protected by licenses to prevent people from simply profiting off other people's work. Not the case with GDX but Polymost license not to mention Build has some strict rules which involve either crediting Ken Silverman and the EDuke32 team or not making derivative software closed source.

>> No.4265745

>>4265608
But he's not profiting from it. He's releasing it for free for everyone.

>> No.4265947
File: 77 KB, 250x188, moe.png [View same] [iqdb] [saucenao] [google]
4265947

>>4248304
>Kaiser dropped his Blood port. Guess he chose to stay away from the manchildren drama. Good for him.

"I'm looking for Mr. Jass, first name Hugh."

>> No.4265950

>>4265947
Obviously, I quoted the wrong reply. I meant this one:
>>4248304

>> No.4265969

>>4251874
I'm a few levels into playing Blood for the first time, but I'm playing the Dosbox version. Should / can I switch over to BloodGDX? Can I just copy the saves?

Great game btw, the recent threads got me into it. Think I prefer it to Duke. Thanks for bringing up, Blood fans.

>> No.4265976

>>4265447
Mirage Barrage is a piece of crap, with the first half being quite literally Wolf3D-worthy.

It's just that I've played PC Powerslave/Exhumed, and that I know, how really good, really big, Egypt-themed Build levels should look like. Compared to half of the levels from that game, Mirage Barrage simply sucks ass, as simple as that.

I mean, that Amsterdam level at least had that weed room (the usage of a secret-level-grade gimmick in IRL-like location was really quite unexpected). Mirage Barrage has jack shit.

>> No.4266006

>>4265976
Also, the second half, with 3 or 4 "ventilation shaft" mini-dungeons is just about as predictable and trite (not to mention grey) as the "Wolf3D" one.

>> No.4266020

>>4265205
Majestic ammo balance, when on 3rd difficulty and pistolstarting, about as tight, as on the final 5th episode's map (same conditions). Also, really tight, intricate layout. It's very monotonous in terms of decor (although the engine room in particular was just stunning in my opinion) though, that much is very true.

>> No.4266027

>>4265976
Also, in general, it just sort of feels very loosely cobbled together.

>> No.4266045

>>4265947
>>Kaiser dropped his Blood port.
He didn't but I hope he will. It is going to be BloodCM 2.0 anyway.

>> No.4266048

>>4265205
Derelict is something like both loved and hated. I love it, it's the best map of the original 4 episodes barring Dark Side.

>> No.4266052

>>4264967
>the only thing

What about Egypt?

>> No.4266073

Those who say Dark Side, Derelict, Golden Carnage and Mirage Barrage are "crap" or "sucks" should be banned from playing any Build engine games. These maps are majestic work of art.

>> No.4266092

>>4266073
I've literally never seen someone say Dark Side was bad. Same with Mirage Barrage until just now.

>> No.4266116

>>4265745
Read my post.

Also I read all the relevant threads and I'm yet to find any instance of Hendricks being mad or salty. Maybe disappointed, but mostly neutral, as he kinda shrugged M210's "muh closed source+obfuscation because otherwise people would steal it", argument of the fucking year coming from him.

In fact, Hendricks also thanked M210 for tracking down an elusive bug that made sprites bounce super fast, and wrote a more corrext implementation of the fix for EDuke32. Following that, M210 acted all smug about it saying "did you admit your defeat? :)" like it's fucking kindergarten because he supposedly tracked down that bug thanks to Java's runtime recompiling, HX's only fault being him saying that "fixing" stuff like that without thorough checks could have negative influences on other features inside the rendering code cave.

The only actual nuisance inside there was icecoldduke, since he has a hateboner for Java (I don't blame him), being the huge performance autist he is.

>> No.4266118

>>4266052
But it's so grey. Okay, not gray, colorless. It feels barely Egypt, to be honest.

>> No.4266120

It's strange some people prefer generic city maps with square walls, generic layout and aged humor over the truly well designed levels, like the ones of the widely hated Lunar Apocalypse, or the said ones above.

When I was a kid and jumped onto Raw Meat, I immediately said "what the fuck is this?" And that was actually one of the stronger levels of episode 3 and 4.

>> No.4266125

>>4266118
Egypt is colorless.

>> No.4266131

>>4266092
Seems like I've been spoiled by PC Powerslave then. Really though, that game has some truly majestic levels, which are very worth suffering through its, inferior even to Redneck Rampage 1, combat.

Mirage Barrage is, just, it's not colorful, it's not "gloomy atmospheric", the first half looks and plays like something from Wolf3D, the usage of space is haphazard, ammo and health are liberal. I just don't know, what the fuck its idea is, other than just showing the scale or something.

>> No.4266161

>>4266131
The level certainly picks up when you enter the pyramid. Or maybe even before that, when you exit the maze. The best part is the end, as your mission is concluded in a well designed space area.

Golden Carnage on the other hand looks and plays great at the start, and all until you reach the Fort Point bunker with the hordes of enemies. That part was just meh ending to the level. Still, the first 93% of the map is awesome.

Derelict is something that goes a bit dull in the middle. The starting area with the stormy sea is just goosebumps, and the end is great too with those crew quarters, kitchen and stuff down. The middle rooms with the liztroops are quite repetitive.

Dark Side might be the perfect level, it never gets dull, visually appealing throughout and gameplay is always great.

>> No.4266204

>>4266120
I like all 3 vanilla episodes, with no grudge for any of the levels. I think Lunar Apocalypse was nothing short of the progenitor of Dead Space and all of the vanilla episodes are brilliantly crafted in carrying a common theme.

Plutonium Pak is where things started to get "messy" for a lack of a better term, and that's why I don't like it as much as the other three, even though most of the maps were supposedly going to be used in Shrapnel City before getting cut, and apparently, some were even better before getting slightly redesigned. Derelict on the other hand is a famous leftover from LameDuke.
I also can't say I like the unused maps like Sewage Company or The Sewers Below, but at least they catched the theme from episode 3. The Birth is all over the place as far as map design and thematic consistency goes.

>> No.4266215

>>4266161
>The level certainly picks up when you enter the pyramid. Or maybe even before that, when you exit the maze.
Okay, I kind of see the point of the level. Sort of like, constantly going "it's EVEN BIGGER than it seems", with the topping being the mixup of Earth-based and space-based level parts in one level (the scale SEEMINGLY goes of the rockers there), which never happened in previous DN3D levels, as far as I know.

The reason I wasn't impressed is, that, well, I've already seen that trick, outside the context of Duke (one of the maps in Powerslave, actually, something around level 13 or 14). And, moreover, because of its emphasis on raw scale, this level is very, VERY loosely detailed.

Ascending on the pyramid was pretty cool though, purely from visual standpoint.

>> No.4266242

>>4266116
lol hendricks pls
>since he has a hateboner for Java (I don't blame him), being the huge performance autist he is.
On the real though, how does BloodGDX have bad performance? Personally I keep it capped at 119.7 and it never misses a beat. Without this cap I get well over a thousand frames per second.

>> No.4266249

>>4266045
>He didn't
Aw man that sucks.

>> No.4266250
File: 433 KB, 1200x1920, DukeForever 3.jpg [View same] [iqdb] [saucenao] [google]
4266250

>>4245280
Probably my favorite thing about thing game.
I spent more time playing this than actually shooting monsters.

>> No.4266256

>>4258387
>Bad performance
Well if you don't have bad performance with it it's fine to use it right? Polymer runs great for me, no framerate drops at all. These two webms >>4262085 >>4262091 are polymer (they're dark because fucking OBS records some games really dark unless you adjust the gamma in OBS filter slider. My shadowplay isn't recording audio properly, it's too low).

>> No.4266314

>>4265969
>Should / can I switch over to BloodGDX?
It's your choice, simple preference.

Blood on DOSBox advantages:
>Original more shaded look produces a much better atmosphere whereas GDX uses polymost which looks a little bland in comparison. The colours also look a bit richer in original.
>None of the bugs that are currently found in the GDX beta as that's a work in progress. The bugs are pretty small though (some clipping issues that create strange effects. One affects gameplay as you can get explosive clipping through walls/barriers).

GDX advantages:
>You can run it at high resolution + native widescreen with no performance drop/stutters that you get with dosbox.
>The performance increase is really huge and you will also have perfect mouse aim (with original Blood you could use BMouse but even that's not nearly as good as GDX mouse input is).
>There was a damage glitch that has been removed from GDX. It happened whenever you loaded a save file and would stop once you reached the next level. This applied to difficulty levels 1, 2 and 5. 3 and 4 were exempt from it.
>If you're a noob you might enjoy its easier menu presentation to set the game up. I mean it's not hard at all to open setup.exe and change settings including controls there but from what I've seen most kids don't know about it and also find the advanced settings confusing.

>> No.4266391

>>4266314
>This applied to difficulty levels 1, 2 and 5. 3 and 4 were exempt from it.
*correction, it also applies to skill 4

>> No.4266414
File: 10 KB, 49x44, dk3ddukeheadspin.gif [View same] [iqdb] [saucenao] [google]
4266414

>>4266314
Cool, thanks. Think I'll stick with Dosbox until I finish the first episode, then test GDX. Gonna try bMouse right now though, that sounds good. The old-timey website it's hosted on is great fun.

>> No.4266457

>>4266116
Hendricks, your lack of damage control skills are showing. Please stop making an ass of yourself.

>> No.4266902

>>4257963
>The industrial/spaceship areas are kinda boring.
They're the best levels, IMO

2 > 1 = 4's AB maps > 3 > 4

>> No.4266957
File: 640 KB, 360x360, asking a Gamestop employee for a JRPG.gif [View same] [iqdb] [saucenao] [google]
4266957

how is modding a build game compare to doom?

>> No.4267212

>>4266902
AHB > Levellord

>> No.4267216

>>4266204
Sewers Below was a nice prequel to Tour de Nukem. Anyone else see the similarities?

>> No.4267231

>>4266957
source?

>> No.4267235

>>4253614
Whenever I see that guy on forums and discord, he always seems really high strung. Like I dont like to talk around him, he just seems quick to get pissed and start throwing bans

>> No.4267292

>>4267231
Nah he said build engine not source engine

>> No.4267440

What are the best levels for SW, RR and Blood. Duke levels had been discussed, but the other Build games, not.

>> No.4267502

Are there any other build/idtech1 games apart from Blood where enemies are resistant to one weapons and vulnerable to the others?
Like Phantasms are vulnerable only to the bullets or fat zombies die quickly from the fire.

>> No.4267508

>>4266957
Very simple, you just drag and drop new files with the same name as the originals and there you go. Source ports can assign these files a subdirectory so they don't clutter the main one. Differently from vanilla DOOM, most of Duke's internal logic was not hardcoded, and can be still edited by tempering with the .CON script files (requires a little bit of learning).

>> No.4267528

>>4267440
SW - the third and the fourth levels: "Master Leep's Temple" and "Dark Woods of the Serpent".
RR - "Downtown Hickston"
Blood - "The Ganglion Depths"

>> No.4267840
File: 129 KB, 1158x450, 669a89d6a5fe49a289d451341da770c8.jpg [View same] [iqdb] [saucenao] [google]
4267840

>>4267440
Shadow Warrior
>Seppuku Station
>Master Leep's Temple
>Dark Woods of the Serpent
>Rising Son
>Killing Fields
>Monastery
>Raider of the Lost Wang
>Water Torture

Twin Dragon
>Silver Bullet
>Fishing Village
>Secret Garden
>Hung Lo's Palace

Wanton Destruction
>Chinatown
>Monastery
>Restaurant
>Bullet Train

>> No.4267986

The 4 demo levels in Shadow Warrior are pretty good, but the main campaign is full of randomly glued levels. Water Torture is probably the only one that reaches Duke Nukem standards.

>> No.4268158

>>4267986
I don't find Duke's standards to be particularly high desu. Yes, AHB is occasionally good (as much as one can be good at leveldesign with Duke's mechanics with inescapable damage galore, infinite health supplies, fountains, on 3/4s of ingame levels and shrinker gimmick - although only SOME of his maps are more or less tightly balanced around ammo), but it's not like he is some kind of God-Emperor of leveldesign.

>> No.4268160

>>4268158
TO BE HONEST

>> No.4268384

>>4268158
i think the sheer fact that they put the abyss in episode 1 is testament to the fact that DN3D doesn't have great level design

>> No.4268485

>>4268384
I think you're a fucking retard.

>> No.4268492

>>4268485
>let's put a vertical level in an engine ill-suited for verticality lmao
>also let's have switches that active random earthquakes that open up paths
fun

>> No.4268583

>>4268492
You mean those are your actual issues with The Abyss?

Please refer to >>4268485

>> No.4268585

>>4268583
what? please explain to me how either of those points are good design

don't forget that you also can't look all the way up

>> No.4268620

>>4268585
Most of Duke3D is based around veticality, and while you do have a fixed vertical projection it never comes off as an issue unless you are literally unable to check the map from different vantage points.

That earthquake thing isn't even activated by a switch, but it is something that will grab your attention once you reach the top, and you are required to explore as much as you can.

What's conceptually wrong about all this?

>> No.4268903

>>4268384
Abyss is one of the best maps, what are you talking about?

>> No.4269023

>>4268384

yeah I don't like that map either. I think the first time I played it I got lost for like 30 minutes, had no idea where to go.

>> No.4269451

It's no surprise the whole "which is the best map" debate pops up usually at Duke3D threads. That game is where leveldesign truly matters. There are better FPS titles around, but very few which are truly dependant of the actual leveldesign.

Doom is a bit like this, but there are more engine limits, you can't make a map about the destroyed Golden Gate bridge for example.

>> No.4269457

>>4267440
Water Torture is really good. And the airplane from Wanton Destruction, which got the author a job at 3Drealms.

>> No.4269472
File: 7 KB, 176x224, fgb3.jpg [View same] [iqdb] [saucenao] [google]
4269472

>abyss

bad way to end season 1 of duke nukem 3d

>> No.4269487

>>4269472
says the fucking retard. at least you got your reaction image right.

>> No.4269495

>>4269451
Yeah, that's because the actual shooting mechanics are horrendous crap, along with the infinite health supplies. Of course, layouts would matter (on maps without jetpacks, that is), I mean, what else?

>> No.4269610

Why people always end up discussing The Abyss and Derelict? These maps seem to divide the fanbase. Some love them, others hate them.

>> No.4269618

>>4269610
I have literally never seen anyone bitch about Abyss until I saw the retard itt.

>>4269495
Duke's shooting mechanics are great you fucking retard.

>> No.4269629 [DELETED] 

>>4269618
Duke's shooting mechanics are C+ at best. Yes, there are loads of way worse, shooting-wise, games. So what? Praise Duke because it's better shooting-wise, than Wrath of Earth? I don't think so.

>> No.4269649

>>4269618
As for a similar game made at the same time with better combat? Eradicator. Now, layout- and environmental-wise, that games sucks major AHB's dick. But combat-wise it's undeniably better.

>> No.4269691
File: 31 KB, 300x169, blow it.png [View same] [iqdb] [saucenao] [google]
4269691

Got to episode 3 and played a couple levels.

Holy shit, that's a huge difficulty spike. The whole episode 3 is just brutal. You're always very short on ammo and there's enemies spawning behind you or tucked away in the corners all the time. E.g. in the first level I completely ran out of ammo and had to use grenades until the pig cops showed up and started dropping shotguns.

I'm playing on Let's Rock (which was probably supposed to be a "normal" difficulty) and this is just not fun. Again, I've completed all of Blood just fine but this is pretty horrible.

Got to Flood Zone and it starts by dropping several drones and a few commanders on you (those fat asses that shoot rockets), I only got 100-ish bullets for the pistol that does fuck all against such enemies and about 15 rockets. The fuck am I supposed to do? They kill me in 2 seconds at full health, I just checked.

>> No.4269750

>>4269691
5 RPG rockets per Battlelord. If they aren't dead from that it should take only a few bullets to finish them off.
I've played these maps pistol start on CGS and DIG a lot of times... You need to manage your ammo carefully, pick your weapon based on your enemy and situation. Also look around for secrets

>> No.4269761

>>4269618
The Abyss used to be many people's most hated level.

>> No.4269770

>>4269691
Episode 3 is just a giant clusterfuck of squarish city areas with enemies all over the place. Freeway stands out as it has some realism and scale.

>> No.4269773

>>4269691
are you serious? jesus christ Duke is the easiest out of the Build engine games by far

>> No.4269785

>>4269691
you stuck on floodzone lmao

>> No.4269834

>>4269457
The airplane level is fucking horrendous. Great idea but horrible execution.

>> No.4269838

>>4269773
This. Though that's mostly because Evil Ninjas and Cultists are total horseshit compared to Pigcops/Enforcers.

>> No.4269942

>>4269629
>Duke's shooting mechanics are C+ at best
What exactly is wrong with its combat?

>> No.4270001

>>4269838
hitscan was a mistake for pretty much all of these games. doom handles it the best by having it be a game of placing priority on certain targets, but this relies on level designers being competent with their tells and placement of enemies.

none of the build engine designers seemed to get this but oh well.

>> No.4270046

I own both world tour and megaton, which version plays the best if I'm feeling for playing some of the original episodes?

>> No.4270059

>>4270001
you have plenty of time to dodge and react in duke, and the hit scanners dont turn as fast as you can move so you can dodge them. it might be a hitscan but they still have to point it the right way

>> No.4270082

Also Pigcops have a high miss ratio, sometimes they shoot you, but you aren't get hurt. Enforcers are pretty bad though.

>> No.4270087

>>4269770
Flood Zone and LA Rumble are also good.

>> No.4270097

>>4270046
Megaton

You can also download EDuke32, it can detect the data files in Megaton and you can play them with original HUD etc

Megaton is just the original files + old port by JonoF with high res main menu, achievements added etc

>> No.4270098

>>4270097
Thanks bruv

>> No.4270105

>>4269838
>>4270001
My problem with Duke is that in Blood there's lots of cultists and yes they're hitscan, but at least they're dead in one shotgun blast. See a cultist? Duck and unload your shotgun. Works for me. But in Duke enemies are such health sponges it's fucking ridiculous. Talk about those sentry drones that take like 100 bullets from the chaingun to go down.

And yes, Doom is probably the best designed one out of all the 2.D shooters.

>> No.4270120

>>4270105
Blood enemies are far more durable than Duke enemies. Every enemy that doesn't die in two shotgun shots can be shrunk or killed en masse with a single explosive; except Sentry Drones, as you mention, they're horrible enemies. Cultists have more or equal health but with better accuracy and greater aggression.

>> No.4270136

>>4270105
Sentry drones are weak to the freezer, it completely cockblocks their assault and deals premium damage.

>> No.4270142

>>4270136
Are they really? I knew about Octabrains being particularly weak to the Devastator but not that.

>> No.4270148

>>4270120
It sounds like he played Blood on an easier setting.

>> No.4270150
File: 273 KB, 922x1796, bytch.jpg [View same] [iqdb] [saucenao] [google]
4270150

>>4270148
I'm playing them both on the second difficulty.

>> No.4270191

Another question.

Is still possible to get the Duke Nukem 3D Megaton Edition Steam key for cheap anywhere? The key resellers seem to be asking 20-30$ for it, and it seems a bit too much.

Yes, I've already pirated it, but it's just not the same.

>> No.4270207

can we talk about how duke has the best water levels in any game ever?

>> No.4270217

>>4270046
World Tour is a much better port than Megaton.

Megaton is full of glitches. It doesn't have true widescreen support (it's a zoom in), WT does. Megaton doesn't support the original 2.5D 8-bit renderer, WT does, etc etc

>> No.4270232

>>4270217
Doesn't WT have colored lighting which you can't turn off? Also it's censored and lacking the 3 expansion packs.

But yeah, might as well just play in EDuke32, that's what I'm doing. Those commercial ports are just money grabs and never receive any support a few months past release.

>> No.4270251

>>4270232
>Also it's censored
What?

>> No.4270257

>>4270217
>World Tour is a much better port than Megaton.
Doesn't say much.

>> No.4270273

>>4270251
They removed the red cross on medkits and re-recorded all of Duke's lines, among other things. There's a lot of drama about the changes in World Tour all over the web. Just sayin'.

>> No.4270282

>>4270273
The Red Cross thing is not censorship, it's the Red Cross being faggots and not allowing their symbol to be used in game anymore. Re-recorded lines are 100% identical to the originals, not to mention you can turn the old voiced lines on instead, which, again, are completely unchanged.

>> No.4270285

>>4270273
There's a reason for the red cross. The actual Red Cross has very specific protections when it comes to warfare. Firing on a bearer of it is a war crime, and engaging in combat while bearing it is a war crime. They protect the symbol legally to avoid it becoming "generic" because of its importance.

>> No.4270374

>>4270282
>>4270285
Yeah, they removed the red cross symbol in Doom: BFG edition as well. I think it's tied to the J&J lawsuit thing.

http://www.nytimes.com/2007/08/09/business/09cross.html

Kinda crazy how you can copyright a very old healthcare symbol.

>> No.4270380

>>4270374
It's more "protected" than "copyrighted".

>> No.4270383

>>4270380
Read the article.

>> No.4270402

>>4270383

Don't tell me what to do.

>> No.4270417

>>4270232
>Doesn't WT have colored lighting which you can't turn off?

No, you can play with the original 2.5D look

>Also it's censored

oh yeah the red cross on the medpacks. I think you can mod that.

For the new Duke quotes you can switch between the old and new ones, except for the new episode obviously.

>Those commercial ports are just money grabs and never receive any support a few months past release.

Megaton still had support for quite a while. All the main issues of WT got fixed a couple of weeks after release, after which there was nothing much to complain about

>> No.4270432

>>4270105
aren't sentry drones weak to like 2-3 shotgun shots

they're still used like shit in the game, they're always right behind a fucking door

>> No.4270554

>>4270417
Okay but please consider shilling EDuke32 a little more once in a while.

>> No.4270565

>>4270554
EDuke32 would be a lot better if they actually stuck to releasing stable versions

as of right now you're always stuck using shitty builds that break random stuff

>> No.4270571

>>4270565
Vsync is really weird in EDuke32, it keeps resetting every time you quit the game. I mean the option is still "on", but you have to turn it off and on every time you launch the game to stop the screen tearing. What the fuck...

>> No.4270597

>>4270136
Drones are only weak to hitscan. Freezer's best use is against Newbeasts.

>> No.4270613

>>4270417
Is the loop error still there?

I mean the sonic blast in maps like The Abyss with more ambient sounds and such.

>> No.4270628

>>4270597
Nah dude it works, trust me.

>> No.4270672

>>4249448
aside from it being an inferior port i actually liked the new episode.

>> No.4270676

>>4270672
Yeah, most people wouldn't mind the new episode. It's just, why did they have to take down the Megaton edition, it had an established MP community and a Steam workshop, it also had all the expansion packs, why not just expand on it and keep the updates going. Why throw that all away and make yet another port....

>> No.4270684

>>4270672
Ep.5 is fantastic. People only shit on it because Gearbox's name is attached to the product.

>> No.4270695

>>4245214
How do I get Death Wish for Blood running?

>> No.4270710

>>4270695
Back in my day there was that one thing called readme files. Not sure if you've ever heard of such a concept kid!

But yeah, basically extract the files into your Blood folder, run blood.exe with -ini dw.ini, there's even a .bat file that does this!

Alternatively, if you're running BloodGDX you can simply choose DW in the custom episode menu when starting a new game.

>> No.4270716
File: 182 KB, 1854x719, Capture.png [View same] [iqdb] [saucenao] [google]
4270716

>>4270695
Here's an old post I made. These are the steps it took to get it working for me personally and it seems to have helped other anons. Of course you could just use BloodGDX and it becomes easy as cake.

>> No.4271020

>>4270684
Not bad, but uneven in quality.

E5L1: Nice view of Amsterdam, but the "stoned" part is pretty lame and the new textures don't go well with the old ones.

E5L2: just a random (good) usermap with some russian textures pasted. Remove them and you have one typical LA level.

E5L3: weird interconnection in parts, with questionable design, particularly the theater. One of the least Duke Nukem looking map.

E5L4: this one is very good, and praised by many. The level is a bit colorless if you switch the renderer off.

E5L5: same as Russia, but with french textures. Some inspired parts though, it's a bit better.

E5L6: another great map, again many say it's one of the best in the episode

E5L7: just a corridor and a poorly written bossfight. I hate this one.

E5L8: another weak map with bad design, and even some of the good parts are removed.

So only 2 out of the 8 can be classified as great work, another 4 is so-so, and 2 as throwaway shit (the secret level and the boss level).

>> No.4271080

>>4271020
thanks for the info.

>> No.4271337

>>4271020
Boss level is really good when pistolstarted. Some really tight ammo balancing.

>> No.4271398

>>4271337
Who cares if the map looks shit?
The boss is a joke anyways.

>> No.4271660
File: 538 KB, 700x600, hoe down.gif [View same] [iqdb] [saucenao] [google]
4271660

>> No.4272240

>>4271020
I like the part in the amsterdam level that changes when you run around it

>> No.4272426
File: 234 KB, 800x962, 554-shadow-warrior-dos-back-cover[1].jpg [View same] [iqdb] [saucenao] [google]
4272426

Any opinions on Shadow Warrior?

Playing through it right now, seems kinda raw compared to Blood and Duke, the combat is really all over the place, very painful with all that hitscan and suicide bombers that blow up in your face. And the level design is about finding that fake wall in that one dark place so that you press a switch that open another fake wall with more switches and then maybe you can get a keycard to progress. I mean the solution to one of the puzzles in the second level was to "use" the toiler paper roll hanging on a wall in the latrine. You would never think of that, hmm? Too bad, you filthy casual, this game is for real hardcore gamers from the 90's.

But seriously, thinking about just skipping it and going back to binge playing map packs for Doom and Quake.

>> No.4272468
File: 2.87 MB, 640x360, and then there's THIS asshole.webm [View same] [iqdb] [saucenao] [google]
4272468

Son of a bitch

>> No.4272498

>>4272468
>Damn....

>> No.4272587

>>4272468
must pay.

>> No.4273761

>>4272426
SW should have been better than Duke, since it has a more advanced engine. But it isn't, due to little things. The leveldesign for example lacks the quality of Levelord and Blum mapping. There should have been a cannon fodder enemy as well. Basic ninjas are as dangerous as the enforcers, and others are more difficult than that.

>> No.4273806

>>4271660

Does Blood have monster infighting?

>> No.4273867

>>4273806
Yes, definitely. At the very least zombies and cultist fight each other

>> No.4273872

I'm purely curious - is there anyone who legitimately thinks Duke Nukem 3D is better than Doom 2?

I get thinking it at the time, since it was a difference experience, but I think Duke has aged horribly in comparison.

>> No.4273893

>>4273872
This question really needs no answer. Look at how active the Doom scene still is, so many source ports, so many features, myriads of quality map packs and mods. Even literal kids would at least try Brutal Doom or something.

Duke 3D is mostly for nostalgia fags and there's very little quality fan made content to keep it going. The bad weapon/enemy design and needlessly convoluted levels ruin it, IMO. Not to mention that the pixelated boobs and one-liners are very stale now.

>> No.4273953

>>4272426
First level is shit (getting the secret with riotgun is mandatory), then it picks up (third and fourth levels are the best in the game).

Combat is twitchy in that BOTH you and enemies have ridiculously high DPS, and it's absolutely imperative to dish out the hurt quicker than they do. You get used to it after a while, and it starts being quite fun. The game overall is, like, 3-4 times faster than Blood on Extra Crispy.

Some of the weapons are just weird. Use the ones you actually like. Some weapons have firing modes, they can be switched via pressing the button, corresponding to current weapon, again.

Levels have proper puzzles here, keep your eyes open.

>>4273761
SOME of Blum's levels - yes. Levelord - absolutely no.

>> No.4273958

>>4273893
So, say, Peterson doesn't have needlessly convoluted levels? Live and learn, I guess.

Oh, I know, you actually don't like Peterson's levels, do you?

>> No.4274010

>>4273893
I guess so, but I am curious whether anyone at all would seriously say Duke is better as a game.

>> No.4274019

>>4273872
>I'm purely curious - is there anyone who legitimately thinks Duke Nukem 3D is better than Doom 2?
Yes, easily, especially when you consider vanilla experience. Doom II on original DOS feels like trash without sourceports whereas vanilla Duke 3D still feels great. Doom II and Ultimate Doom both have really shitty campaigns compared to Duke 3D, it's not even a contest. Duke 3D is far faster and plain slicker than slow ass Doom and its monsters that hardly move/react on anything apart from Nightmare/fast. However the fan made community megawads made for Doom II is far superior than Duke 3D.

>The bad weapon/enemy design and needlessly convoluted levels ruin it, IMO
Stick to your retarded general you fucking moronic doom babby. Just because you're a fucking retard that can't play anything that isn't piss cake Doom doesn't mean it's bad, it just means you're a fucking idiot and should piss the fuck off this board already. Stick to your roots in Halo and COD you worthless piss ant.

>> No.4274026

>>4273893
>Look at how active the Doom scene still is, so many source ports, so many features, myriads of quality map packs and mods.
It's far easier to make mods/wads for Doom than it is for Duke though. this is another reason why you doom babs are all here -- because it's easy as piss. Same reason you play the game.
>Look mah, I made a shitty dark souls parry clone in dewm! WOW SO AWESOME OMFG LOOK HOW AMAZING THE VREWM CUMMOONITY IS!!!! XDDDDD
fuck off dickhead

>> No.4274050

>>4273893
I like how you told him the question didn't need any answers and you still provided a batshit retarded one. Not that I never heard it before when comparing Doom with other Build games, "muh community" is always the throwaway argument. Not to mention the free of charge "muh dated oneliners and boobz". Doom may be the most globally supported game, but don't act like Duke has no community support or lots of quality usermade content like source mods, TC and maps galore, the game is every little bit as moddable as Doom is and more OUT OF THE BOX so explain how it can get in any way dated, especially since most of the BD shit like the permanent ludicrous amount of gibs were on Duke since release, hell technically since Rise of the Triad.

Here's the thing, Doom has always had the name factor attached to it, think of how any FPS was called Doom clone regardless if it even fucking resembled Doom's gameplay in any shape or form. Now just uttering Doom on YouTube or any other platform gives you an illicit amount of street cred, one that Duke3D can never hope to reach, since most players:

1. Didn't even know it existed before WT and not even sure they do now
2. If they did it was mostly due to second hand knowledge, and all they can recite is "product of its time lol boobz movie quotes such 90s amirite"
3. Ever since the DNF blunder people have been associating Duke games to tryhard oneoffs that are mechanically shallow in anything else but parodying shit or stealing gameplay ideas.

Duke3D is never going to get enough new blood to sustain its community because it is simply not shilled enough as Doom is.

And don't you go calling weapons/monsters badly designed when each one is (arguably unintentially) tailored to each other instead of having the meme s.shotgun take care of everything. Levels are as much as convoluted as Half Life, and differently from Doom they don't start looking samey and uninspired enemy pools once you get past the Romero maps.

>> No.4274061

>>4274019
>>4274026
Triggered much?

Ever thought about why there's so many medkits littered around all the levels in Duke? You walk down a straight corridor, open a door, and there's two Enforcers behind you and you instantly lose health because you can't circle strafe in a corridor and their weapons are hitscan. Or worse yet, there's a pack of Sentry Drones behind the said door and they all blow up in your face. This is literally bad design and they had to balance it out with so many medkits.

You're retarded if you think this formula if taking tons of damage and then recuperating it with medkits is something fun.

Doom is mostly projectile based damage, which you can actually DODGE, and once you get good at that the game is very very fun, even to man modern gamers. Duke on the other hand has aged like fine milk.

>> No.4274125

>>4274061
>Ever thought about why there's so many medkits littered around all the levels in Duke?

Because they don't expect you to be automatically good and still want to give you a chance?

>You walk down a straight corridor, open a door, and there's two Enforcers behind you and you instantly lose health because you can't circle strafe in a corridor and their weapons are hitscan. Or worse yet, there's a pack of Sentry Drones behind the said door and they all blow up in your face. This is literally bad design and they had to balance it out with so many medkits.

I literally just played Warp Factor: the post.
In both occasions you are given adequate amount of time and the tools (jumping, crouching) to evade the enforcer fire, go behind safe spots and to back the fuck out from Sentry Drones, of course many people won't expect it and fall for it the first time, but seasoned players won't lack the reaction time if they were taught that shit is bad for you.

>You're retarded if you think this formula if taking tons of damage and then recuperating it with medkits is something fun.

As I mentioned, it only encourages you to step up your game, while giving a small relief for the unexperienced.

>Doom is mostly projectile based damage, which you can actually DODGE

Yeah, evading molasses projectiles doesn't sound very hard does it, unless you have an entire armada on you, far cry from that couple of puny enforcers that gave you so much trouble. See what I'm getting at? You're also acting like Doom doesn't have hitscans or that all the enemies in Douk are hitscans (protip: it's only 4 out of 14). There are ways to fool hitscan weapons or to take as less damage as you can, you just literally have to git gud, sorry.

>> No.4274171

>>4274061
>You walk down a straight corridor, open a door, and there's two Enforcers behind you and you instantly lose health because you can't circle strafe in a corridor and their weapons are hitscan
lol you do NOT even have to circle strafe to dodge enforcer bullets you retarded doom bab. Literally just strafe to the left or right into cover quickly and they're guaranteed to miss the first shots. if you can't react fast enough that's your problem.

>You're retarded if you think this formula if taking tons of damage and then recuperating it with medkits is something fun.
it's funny because I don't think that's what the 'formula' is at all. you don't have to take damage. just as I said, it's doom babs blaming their lack of skill on game design yet again. typical.

>Doom is mostly projectile based damage, which you can actually DODGE, and once you get good at that the game is very very fun, even to man modern gamers.
i.e. "I'm too retarded to play Duke so the game is bad. Doom is piss cake easy because it caters to retards like me that have no reaction time and so it's good." Literally exactly what I said.

the funny thing is Duke is easy too, but you're a retarded doom bab that can't play anything that's not a retarded imp shooting a fireball moving at 2 milliseconds per hour. Kys

>> No.4274186

>>4273872
I think Duke 3D is better than Doom 2 in every conceivable way. Now Doom 1? No, but I do personally enjoy Duke more.

>> No.4274236
File: 127 KB, 1230x283, 1505253895930.png [View same] [iqdb] [saucenao] [google]
4274236

>>4274050
This. Doom is literally a meme. Before /vr/ was made it was hardly talked about on 4chan. (That's not to say it was bad, it was just "duh". Everybody had played Doom and it wasn't a big deal. It was a fucking no-brainer that Doom existed and it had been played back then -- not it's apparently a badge of honour and 5 star credential.) Since /vr/ was created and the Doom general was established all the Halo kiddies caught wind of it and here we are. I guarantee you that if /vr/ was never made these faggots would not even be here "discussing" retro FPS. Fuck knows where they'd be, probably circle jerking over some weeb shit or mid 2000s FPS's instead.

99% of the kiddies in the general aren't even good at FPS, at all, hence this retard's posts regarding Duke gameplay mechanics that he's too brain dead to handle. All they do is make shitty ass mods that nobody cares about, or try out other shitty mods while running through brain dead Doom 1 over and over again. Their fascination with their shitty creations is not unlike a child being thrilled by his retarded lego spaceship. "Pew pew!" you fucking faggot. Doom babbies are fucking AIDS.

>> No.4274259

>>4274236
LOL

I was born in the 80s and have played all the 90's shooters on release. Most non id/Valve games don't hold up because they were just imitations of the real thing with some cheap controversy angle to reel in some sales. I mean literally every Build game was trying to be edgy, cursing and nudity, making fun of Asian people, making fun of the country folk, excessive gore, etc. IMO, only Blood really holds up today, hence all the threads about it that never stop coming. Duke was never good, you just didn't have much choice on what to play back in the day.

/doom "babby" out

>> No.4274279

>>4274125
>>4274171
>>4274236
Autistic screeching intensifies.

>> No.4274301

>>4274259
>I was born in the 80s
lol no you were not kid. especially with that utterly retarded post you made it's beyond obvious. you are fucking trash, not just in FPS but literally everything you do in life. it's obvious. Kys.

>> No.4274318
File: 84 KB, 508x504, 1501864273384.jpg [View same] [iqdb] [saucenao] [google]
4274318

>>4274301
Sorry, this is just comical.

>> No.4274320

>>4273872
yes, duke 3d is much better

can't say the same for doom 1 though

>> No.4274335

>>4274320
Doom 1 is brain dead AIDS though. Of course it's the most important one as it was the first but fuck me it's an absolute snore to play through in current year. Like how the FUCK does anyone find Doom 1 fun now? Playing thorugh Doom 1 is like having a fucking lobotomy.

>> No.4274338

>>4274335
i should clarify that i mean that doom 1 > DN3D > doom 2

level design is everything

>> No.4274342

>>4274301
Not the other anon but I was born in 82 and he was mostly spot on. A ton of those games were trash trying to cash in on mild controversy. I disagree about Blood being the only one worth playing anymore and clearly he didn't mean literally every non-id or Valve shooter.

You sound a fuckload younger than him though. Nobody in their late 20s to mid 30s would get that pissy about an opinion.

>> No.4274351

>>4274342
>Not the other anon but I was born in 82 and he was mostly spot on
lol okay kid, sure thing.

>> No.4274358

am i a faggot for turning on hitscan autoaim in eduke32

i don't feel like i'm hitting anything with the hitscan weapons otherwise

>> No.4274359

>>4274338
lol. Doom 1 is literally only good for E1, and level design sure as shit isn't everything, not when you have gameplay that fucking dull. Doom 2 pisses all over Doom 1 with its far superior gameplay and bestiary. Doom 1 is literally for retards. I honestly cannot fathom how anybody can find it interesting to play through when its been utterly buried by all its contemporaries, including its sequels, the fan made maps and the other big 3 BUILD engine games.

Fuck me Doom 1 is honestly so fucking shit and the fact that kiddies here keep parroting how good it is really tells me how utterly shite the gameplay standard of /vr/'s fps faggots is. Shit brain dead game. Important at the time, no shit, but utterly dull and vapid to play through now.

>> No.4274384

>>4274061
>You walk down a straight corridor, open a door, and there's two Enforcers behind you and you instantly lose health
>What are Chaingunner traps
Doom 2 proper was at least rare-ish about it but it still pulled it.
>>4274359
And god damn man get some fucking taste and learn to look at games beyond "hurr durr I like to blow away enemies".

Doom 2 is vastly inferior to Doom 1 for two key reasons. The primary being the levels being largely garbage and absolutely filled with shitty gimmick maps, but secondarily is that it's gameplay is genuinely worse than Doom 1. It's hilarious that you can say it has "far superior gameplay" when the only change there is the addition of the SSG which while vaguely satisfying absolutely breaks the weapon balance and disrupts the tightly designed gameplay loop doom has. And that's really the key difference that makes Doom 1 so much better of a game than Duke3D. The gameplay is so tight that it's just a timeless classic in a way Duke will never be. Each of the weapons in Doom has very specific and distinct purposes, you find yourself switching far more often and taking advantage of your full arsenal constantly. Playing through Duke just leads to randomly using whatever you feel like and have ammo for most of the time. Too say nothing of it's useless additions like tripwires or how awkward it's exotic weapons were; the extra steps required to kill enemies with the freeze/shrink rays is pointless, breaks the flow and adds nothing.

>> No.4274387

>>4274019
>>4274171
>>4274236
>>4274301
>>4274359
How do you get this insanely asspained over videogame opinions holy shit kill yourself.

>> No.4274397

This thread took a nosedive real fast. Doom is good. Duke is good. End of story.

>> No.4274418

>>4274384
>The primary being the levels being largely garbage and absolutely filled with shitty gimmick maps
That's another stupid meme opinion you shitter babbies parrot. Doom 2 has like 6 bad maps tops, and Doom 1 never reaches the heights Doom 1 reaches, not anywhere near so.

>but secondarily is that it's gameplay is genuinely worse than Doom 1
HAHAHAHHAHAHAHHA. Fuck off doom babby.

>> No.4274423

>>4274418
>Doom 1 reaches
*Doom 2

Anyway it's not like Doom 2 is a great game, it's just MUCH better than the boring shithouse turd than Doom 1 is. Duke Nukem 3D has a much better campaign than both those games. Plutonia is where things really started to get interesting, and the Doom community map makers blew the originals out of the water.

>> No.4274435

dude anytime some little faggot comes in here spouting off how much better doom is than duke3d remember these are the same shitheads that said "doom is better because it doesnt have as many hitscanners as duke nukem".

>> No.4274450

>>4274435
Yup. Same faggots that menstruate every time they see a fucking chaingunner or shotgun zombie even though they have 10 years to react to their alert phase.

>> No.4274484

>>4274384
>Playing through Duke just leads to randomly using whatever you feel like and have ammo for most of the time. Too say nothing of it's useless additions like tripwires or how awkward it's exotic weapons were; the extra steps required to kill enemies with the freeze/shrink rays is pointless, breaks the flow and adds nothing.
This just shows how fucking dull and shit your gameplay is. Every weapon in Duke has its use (and there are MORE of them than in Doom) and a better player will be making use of all of them, especially so in Damn I'm Good difficulty where in order to stop respawns you have to blow the enemies up.

>> No.4274594

>>4274061
____ much?

are you an emo girl from 2006?

>> No.4274620

>>4274484
It's not my job to entertain myself. It's gamedesigner's and leveldesigner's job to entertain me. Good games REQUIRE player to change and employ different tactics in order to progress further, not just vomit all over him with "opportunities".

And if the game fails to entertain me, guess what. I go and play some other game.

On an unrelated note, in Duke, you CAN just tank the lizards - and there is always enough health on the levels in order to recuperate. That means, that this tactic is a legitimate one, and it was specifically factored into the game, and that you CAN play this game just hold the fucking fire button and tank the lizards from crouched position, without employing any fancy moves, because, frankly, emloying them moves against eery fucking lizard just isn't worth the trouble, ESPECIALLY with the healthpack just around the corner and, a medkit in the inventory and the fountain two rooms earlier. And guess what, that is repetitive autist-worthy fucking slog. And what differentiates good games from bad ones is that the former NEVER degrade into repetitive autist-worthy fucking slogs even one plays as effectively or as lazily as one can.

>> No.4274641

>>4274418
>That's another stupid meme opinion you shitter babbies parrot. Doom 2 has like 6 bad maps tops
Except for the entirely of the massive city levels that are practically unplayable on vanilla doom because you get torn down by chaingunners that are like a pixel large? Except for the endless parade of gimmick maps in the later parts of what would be E1 and most of what would be E3? Seriously, how can you defend garbage like that?
>HAHAHAHHAHAHAHHA. Fuck off doom babby.
Nice argument, faggotron.

>> No.4274650

>>4274259
>Duke was never good
>only Blood really holds up today
Invalid opinion.

>> No.4274653

>>4274641
>because you get torn down by chaingunners that are like a pixel large?
>Seriously, how can you defend garbage like that?
As an experiment with game mechanics. Positioning hitscanners outside of autoaim range in a game without manual vertical aim IS a legitimate gamechanger (as well, as the whole idea of the final bossfight, which also goes to pieces when vertical aim is introduced). Peterson was a rule-benders, and his levels in both Dooms and Quake feature more novelty and experimentation than Romero's did in his wildest dreams. Suffice it to say, that he was the only person from id, who managed to discover rocketjumping in Doom1 and grenadejumping in Quake - AND employed both in his levels.

Anyway, just get off the streets ASAP, you retard.

>> No.4274657

>>4274484
>Every weapon in Duke has it's use.
But that's blatantly false.
The chaingun not being nearly as accurate as Doom's brings it's use case much closer to the shotgun, though obviously still not identical. The pipe bombs have little real use beyond a version of the RPG that has less chance to blow you up. The shrink and freeze occupy the exact fucking same role of "quick gimmick to put enemies in an insta-kill state", and I mean if you're going to put two unique weapons in the game why would you make them both fundamentally function the same? The main thing that determines whether you'll use one or the other of all of these is ammo availability and that's about it.

And again, the tripwires are completely useless you're doing some hyper-boring and not really effective luring strats instead of actually playing the fucking game.

>b-b-b-but the nightmare difficulty
Literally who gives a shit

>> No.4274660

>>4274653
>rule-bender

>>4274650
Blood is "everthing wrong with Duke" times 5. Only without finishers, thank God.

>> No.4274665

>>4274338
>level design is everything

That's why Doom sucks. Romero's maps are OK looking generic mazes, Peterson's and McGee's maps are shitty looking generic mazes.

I mean, come on, man. There is a map named "Computer Station", and another one named "Toxin Refinery". One is refinery, one is computer station. But they both look the fucking same. The same four enemies roaming around in randomly glued rooms.

Duke has cinema, nude bar, prison, canyons, moonbase, alien bases, Chinatown, hotel, Area 51, an oil tanker, fucking Amsterdam, fucking Egypt pyramids, fucking Golden Gate bridge. And all look different.

>> No.4274669

>>4274665
>I can't differentiate between layout and environment hurr durr

>> No.4274674

>>4274665
yes, but are they fun to play?

>> No.4274681

>>4274657
>The shrink and freeze occupy the exact fucking same role of "quick gimmick to put enemies in an insta-kill state"
Freeze is basically chaingun (with richochet, which is useless), while shrink is a oneshotter specifically for commanders and mini-battlelords (although mini-battlelords can only be shrunk from melee range and when crouched, which requires some planning). There isn't much similarity between their uses at all, other than the presence of a finisher.

Now, expander is much more similar to freezer, but it lacks finisher, and it also turns an enemy into a bomb (while freezer lacks any aoe completely), which has its own uses.

>> No.4274684

>>4274653
Oh yeah dude, making enemies literally too small to see at the only available resolution is "an experiment with game mechanics". That's not lazy gimmicky mapping at fucking all. Petersen may have been good at creating shit that's unique but his levels are critically lacking in flow and holy fuck is he bad at encounter design.
>>4274665
>literal retards being wowed by the scenery instead of having fun playing games
This isn't fucking 95 any more. We've seen plenty of shit in varied locations over the years. It just doesn't hold up as well as levels that are actually well designed do.

If you want to praise parts of Duke's level design, it's not "that it was in a cinema/nude bar/chinese restaurant", it's that it had levels that were really very interactable, even by today's standards; the fact that it had a cinema level isn't interesting, the fact that you can toggle the lights, open the curtains, and blow open the screen with a facsimile of terrain deformation to find a secret is.

>> No.4274691

>>4274684
>Oh yeah dude, making enemies literally too small to see at the only available resolution is "an experiment with game mechanics".
You literally can't target them, which is the whole idea. What difference does it make whether you can or cannot see them?

>> No.4274695

>>4274691
Are you genuinely fucking asking what difference it makes whether or not you can see where you're being shot from?

In what universe is dying to shit you can't see or determine vaguely fun gameplay?

>> No.4274707

>>4274684
Generic corridors with random monsters spawns don't age better than actual scenery and gameplay. And that kind of mapping style shown in Duke3D is completely extinct by now. It's an unique game that is still played and loved. Quake on the other hand had been forgotten, because it had just more of the same generic brown shit.

>> No.4274709

>>4274695
Again, they are literally invulnerable until you manage to get closer. You cannot kill them. At all. Whether you see that one pixel or not. Because they are not on the same level, and because they are on such a distance, that auto-aim DOESN'T WORK anymore. And until you manage to find the way to get either on the same level, or close enough for auto-aim to wake up, just GET OFF THE FUCKING STREET ASAP. It's that simple.

>> No.4274727

>>4274707
I think you need to go look around more if you think Duke is played and loved any more than Quake in this day and age. Quake is still getting plenty of big fan development. AD is huge these days. If anything been forgotten, it's Duke, especially compared to Doom and Quake.

Because as I said, you can get fancy setpieces from literally any big modern shooter, and well-designed levels will always hold up more than shallow setpieces, no matter how much you disagree.

>> No.4274735

>>4274620
>It's not my job to entertain myself. It's gamedesigner's and leveldesigner's job to entertain me.
yeah and if you're too retarded to understand how the game mechanics work and aren't able to use them because you're brain dead it's not the game designer's fault either. you should stick to your retard level Doom E1 on HMP, patting yourself on the back for every retard imp you kill. rest of the tripe you wrote is gonna be a tldr.

>>4274641
>Except for the entirely of the massive city levels that are practically unplayable on vanilla doom because you get torn down by chaingunners that are like a pixel large?
lol I literally beat vanilla Doom 2 on UV when I was 10 years old and it was easy as piss. You are such a fucking hopeless shitter it's hilarious.
>Nice argument, faggotron.
You made no argument yourself you hopeless fuckface. All you did was say one was better than the other while offering absolutely nothing else. Anybody that makes the claim of Doom 1's bestiary resulting in better gameplay than Doom 2 is seriously off-beat retarded and deserves nothing more than the lol you got out of me.

>> No.4274740

>>4274735
There was an argument though. I'm sorry you're too retarded to understand words beyond "retard".

>> No.4274747

>>4274735
I did complete Duke on third difficulty, and I did complete every Blum's map in ep4 and ep5 on third difficulty pistolstarted. I think, I am quite sufficiently versed on Duke's mechanics, regardless of whether you happen to fancy my playstyle, or not.

>> No.4274752

>>4274657
>The chaingun not being nearly as accurate as Doom's brings it's use case much closer to the shotgun, though obviously still not identical.
Oh here we go.
>IT DOESN'T PLAY LIEK DEWM SO I'M TOO DUMB TO ADAPT TO IT.
If you're not switching between chaingun over shotgun for crowd control you are magnificently fucking retarded.

>The pipe bombs have little real use beyond a version of the RPG
Oh yeah, apart from the fact that you can easily take out enemies from a higher platform without having to expose yourself. One is a throwable explosive, the other is a fucking RPG. You retarded enough to think these weapons function the same and that one doesn't have clear advantages over another depending on the situation?

>The shrink and freeze occupy the exact fucking same role of "quick gimmick to put enemies in an insta-kill state" and I mean if you're going to put two unique weapons in the game why would you make them both fundamentally function the same
Except one is a slow single shoot weapon and the other is a projectile rapid fire that also features rebounding bullets. Entirely different weapons functionally you magnificent asshat.

> The main thing that determines whether you'll use one or the other of all of these is ammo availability and that's about it.
Nope, not at fucking all. If you're not switching between the weapons and using them appropriately it's just your shitter redundant gameplay that resulted because of your mother dropping you on your retarded face when you were 2 years old.

Keep your plebhouse opinions in the doom shitter general where they belong with the other gimps you hopeless retarded faggot.

>> No.4274761

>>4274747
Forgot to mention: keyboard-only.

>> No.4274770

>>4274752
I didn't say I couldn't adapt you dumb shit. I said it had a more similar role. The shotgun also still has limited crown control inherently because of it's spread. Also, Duke is pretty low on real trash enemies that need crowd controlled hard. And yes, I said more similar, not identical.

>Pipes can hit enemies on a higher platform without exposing yourself
Oh shit what a complete and amazing different use. Surely poking for a second with an RPG is going to change shit completely. They're both just used for general explosive damage, with one being vaguely weaker.

>shrink and freeze are COMPLETELY different because they have different fire rates
Literally irrelevant. Their use-case is identical.

Are you completely incapable of proper reading comprehension or do you just have the mental capacity of a twelve year old?

>> No.4274783

>>4274740
>muh SSG breaking "balance"
Doom bestiary is a fucking joke and offers nothing anywhere near as stimulating as Doom 2. SSG also makes the game much less bullet spongy and lets you kill enemies faster. It's not like you still won't be using the other weapons depending on the situation, of course you will be. Anybody that finds Doom 1 gameplay interesting is seriously such a fucking brain dead retard I simply cannot imagine how ugly your face is.

https://www.youtube.com/watch?v=EUBUYWIZUpE
^Rich gameplay
Meanchile in Doom 1: Hurp, I'm a retard.

>>4274747
>I did complete Duke on third difficulty
OH WOW WE GOT A PRO HERE BROS. So what you fucking shitface? It doesn't mean you're not fucking trash at the game. Retards on /vr/ hold it as some badge of honour if they're able to beat single player shooters when they're easy as piss. For all I know you savescummed all the way through your shitty ass playthrough. DIG difficulty with no saving/dying start to finish per episode or gtfo. Hell I beat you wouldn't even be able to do CGS per episode without dying.

>> No.4274797

>>4274770
>The shotgun also still has limited crown control inherently because of it's spread
lol no it doesn't. It's not like Doom's shotgun you fucking retarded dumb fuck. Duke's is far more pin point than Doom's SG and is far more useful at range.

>And yes, I said more similar, not identical.
Doesn't matter because a better player would obviously be switching between them depending on the situation. Good job admitting you got fucked, too.

>Oh shit what a complete and amazing different use.
Yes it is indeed, isn't it.

>Surely poking for a second with an RPG is going to change shit completely.
Lol you can't "poke" with RPG in a situation where you're on a higher platform and you have enemies directly beneath you, you stupid retarded doom bab. You can't even aim your gun all the way up or down in Duke 3D. There's a limit to how much verticality your aim gets.

>Literally irrelevant. Their use-case is identical.
Not at all and you literally have no argument.

>Are you completely incapable of proper reading comprehension or do you just have the mental capacity of a twelve year old?
lol you've been fucking destroyed kid. Stick to Doom E1 and the babby general and stay the fuck out of BUILD threads.

>> No.4274804

>>4274761
OMG KEYBOARD ONLY!!! HOLY SHIT THAT'S NOT HOW I PLAYED THESE GAMES WHEN I WAS 10!!!! YOU MUST BE REALLY FUCKING GOOD :OOOOOOOO

>> No.4274810

>>4274783
>Doom bestiary is a fucking joke and offers nothing anywhere near as stimulating as Doom 2
I'm not saying Doom's bestiary is better, it's obviously strictly more limited. But you are massively overstating how much the new enemies bring. Pain Elementals don't add much, basically being an arbitrary high priority target. Chaingunners are more of a pain and mostly only used for retarded traps or putting at the end of wide open areas for attrition. Mancubus are just huge bullet sponges made to be SSG fodder. Arachnotrons are a fucking joke. The only good additions are the Revenant and the Hell Knight, and I'll admit that Doom sorely does miss having the Hell Knight.

>SSG also makes the game much less bullet spongy and lets you kill enemies faster
That's not necessarily a good thing you literal fucking retard. It's the best weapon in the vast majority of situations and makes every encounter feel samey and encourages lazy design because any retard can blow through an arbitrary number of enemies with it. It's the best weapon for single targets, crowd control AND ammo conservation. Meanwhile Doom 1 has an actual weapon balance.

>Doom 2 has "rich gameplay", watch a fucking speedrun of not Doom 2 on fucking nightmare in which most enemies are ignored as proof
Lmao what?

>complaining about the other guy not playing on the enemies respawning difficulty
Only absolute retards play on those difficulties, on doom or duke.

>> No.4274837

>>4274797
>Duke's is far more pin point than Doom's SG and is far more useful at range.
Do you have the slightest idea what you're fucking talking about? The shotgun in Doom is more accurate than the shotgun in Duke. Seriously, load them up right now and fucking compare.

>Doesn't matter because [shit that isn't vaguely relevant to the point]
This changes nothing

>Lol you can't "poke" with RPG...
So run a bit further in the like one situation where it's real vital you use explosives up an incline. This is such a ridiculously fucking niche case it's hilarious you're trying to use it as proof the weapons are totally not similar.

>Not at all and you literally have no argument.
Please then, explain how they have completely different use-cases that can't both be summed up as "quick gimmick to put enemies in an insta-kill state" and the difference in use is not totally determined by ammo availability.

>lol you've been fucking destroyed kid.
Nobody with any genuine ground to stand on needs to be this obsessed with reassuring themselves how much they "lol destroyed" the people they're arguing with, you literal fucking child.

>> No.4274853

>>4274810
>Pain Elementals don't add much, basically being an arbitrary high priority target. Chaingunners are more of a pain and mostly only used for retarded traps or putting at the end of wide open areas for attrition. Mancubus are just huge bullet sponges made to be SSG fodder. Arachnotrons are a fucking joke. The only good additions are the Revenant and the Hell Knight, and I'll admit that Doom sorely does miss having the Hell Knight.
All the monsters listed create far more gameplay encounters and dynamics. They're excellent. Doom 2 has the greatest bestiary of any FPS ever and the utter shitters that try to deny this are honestly the absolute lowest bottom feeding doom babbies the board has to offer.

And lol, do you actually feel special when you switch between a chaingun and shotgun in Doom to take out whatever tripe you're looking at? It takes two fucking years to do that with Doom's slow ass weapon switching. I guess you do though since you're actually the fucknut that still finds Doom 1 enjoyable to play even now.

>Only absolute retards play on those difficulties, on doom or duke.
Lol. Duke 3D is not nearly as hard or unfair on DIG than Doom is on Nightmare as A) you can stop the respawns, B) the enemies don't have the instant reactions Doom fast monsters have meaning don't you need to know the level entirely beforehand in order to deal with the hitscanners. The enemies are also more easily avoidable in DN3D than they are in Doom as you can do shit like jump, whereas if you get cornered in Doom on Nightmare you're boned.

Of course I'm completely unsurprised that you can't do either of those games on those difficulties. I bet you find Doom 1 on UV absolutely thrilling don't you you hopeless retard? Playing Doom makes me yawn my ass off, I bet you play it with a fucking sweat bandage on your head. You're a low tier gameplay chump and you suck balls at FPS.

>> No.4274857

>>4274783
Pro enough to finish the game and to manage pistolstarting the levels. And leave your autistic challenges to the ones similarly braindamaged as you are. I don't play my vidya to show off in front of internet retards, such as yourself, and I definitely don't have any slightest intentions to conform to whatever retarded rules you and your close-knit circle of wankers came up with.

>> No.4274864

>>4274837
Jesus Christ. You are a retard. There literally isn't anything else to say. Like every single thing you're saying is wrong and you're beyond fucking stupid. I can only part with this: lol

>>4274857
>Pro enough to finish the game and to manage pistolstarting the levels.
OMG YOU'RE SO FUCKING GOOD YOU DID PISTOL STARTS IN A SINGLE PLAYER FPS HOLY SHIT HOLY SHIT YOU MUST BE MAD SKILLED

>> No.4274869

>>4274804
That was a simple elaboration, no need to get your pants in a twist because of it. For your information, I have also successfully keyboarded-only Blood1, ShadowWarrior, Heretic1, HeXen1, Marathon 1-2, Quake1, Cybermage and the US version of Realms of the Haunting (didn't use mouse outside of exploration parts) on their respective highest difficulties. This is simply how I prefer my 2.5Ds (did Quake that way because I could).

>> No.4274875

>>4274869
HOLY SHIT YOU KEYBOARD-ONLY'D A BUNCH OF SINGLE PLAYER FPS'S THAT I ALSO DID WHEN I WAS 10 YEARS OLD HOLY SHIT WHAT A BADASS YOU ARE OMG OMG OMG OMG

>> No.4274878

>>4274864
I am not really offended via your aping. You'd just have to put your back to it, I guess, to try harder. Maybe even to GIT GUD at it or something. Or I'll just continue with being as unimpressed with your obvious efforts, as I am right now.

>> No.4274879

>>4274864
>getting this btfo by multiple people to the point where you cant even muster responses
Thank fuck this thread is autosaging and we won't have to see your retardation for too much longer.

>> No.4274887

>>4274879
lol btfo'd from whom? the kid claiming that freezer/shrinker and rpg/pipe bomb are the same functionally? or the other retard bragging about doing keyboard only playthroughs like I did before I had pubes?

>> No.4274890

>>4274875
So you did all of these, right?

I'll hold you to your word.

Please, describe to me, how the alien dungeon looks in RotH. What do you do there?
Also, what makes G4 Sunbathing unique of all the Marathon1 levels?
Why having chest-high water in Marathon2 is epitome of shit?
And how can you earn billions of credits in Cybermage?

Let's see how much you really do remember (remember?) about these games.

>> No.4274906

>>4274890
Not all of them no. From the ones you listed I did Blood, SW and Quake. I played Hexen and Heretic but they both fucking suck and I will never complete a playthrough of those boring ass games. The point here is that playing through an FPS "keyboard only" is really not a big fucking deal, when every single kid in the '90s was playing through those FPS's in the exact same way. It's not a fucking badge of honour to play an FPS keyboard only you retarded chump.

And blow me for not playing a bunch of other shitty FPS's that you played for /vr/ brownie points, I do not give half a fuck. You're still fucking trash at Duke and Doom, and if I bothered playing that trash you mentioned I'd still be better than you at them.

>> No.4274987

I beat duke nukem and doom with a keyboard only and these doom babbies cant even do it with full mouse control in modern resolutions

>> No.4275013

>>4274906
Maybe you would be, and maybe you wouldn't. My point is, DN3D is not a very challenging game to put it lightly. And being not challenging, it doesn't encourage the player to switch the tactics he grew accustomed with, other then when pistolstarting the maps with tight ammo balance (such as Derelict) or going with the last difficulty, which is pretty much playing a very different game, due to difference in rules. In my case, "grew accustomed with" means, for example, tanking through fucking lizards.

It's not my job to come up with new ways to challenge myself, so that I would have some different set of circumstances that would be interesting to adapt to. It's gamedesigners' and leveldesigners' job to provide such circumstances. When I'm playing a game, any game, I just use what I can, in whatever ways I can (without much caring, whether it's exploit or not), and if my actions had consequences expressed in making progress in the game and, ultimately, finishing it, then it is definitely good enough for me. Maybe I wasn't playing the game up to the High Standard of some internet autist, but I played through it well enough in order to manage to complete. It's not my job to entertain myself, and to play the game while doing hopscotch with my eyes closed and moving my character with voice commands, because MUH CHALLENGE. I am there to see the content, and to play though ingame situations employing some tactics or other, I haven't ever employed before. What I seek, is novelty. And if the game doesn't provide that sort of novelty, and if its authors are bad at mixing things up, first and foremost, on the level of immediate playing experience, then it's just not my fucking problem. DN3D is not the only game in the world, and having played through it, I can definitely say, that it's not the best game I've ever played by very, very far. It's just, well, some of Blum's maps were Bretty Good. And that's it.

>> No.4275112

>>4275013
>Maybe you would be, and maybe you wouldn't.
Lol you're attempting to brag about something I found trivial when I was 10 years old. It is absolutely obvious that you are complete trash at all these retro shooters.

>My point is, DN3D is not a very challenging game to put it lightly.
It's funny because none of these games are hard. DN3D is certainly more interesting than brain dead Doom on non-nightmare setting without doubt though. I've realised that's the main reason Doom babs love the game so much; the monsters might as well be holding up white flags upon each encounter with how long it takes them to even acknowledge your presence and shit out a slow ass projectile or dare to pop a shot.

>In my case, "grew accustomed with" means, for example, tanking through fucking lizards.
Which shows that you were taking damage that you shouldn't have been taking (which also proves that you are indeed trash at FPS as it's fucking easy not to be hurt by them), meaning that you weren't utilising your weapons optimally, further proving you have absolutely no authority to be talking about Duke's weapon balance like you know anything about it. Thanks bud.

>> No.4275168

>>4274906
>I played Hexen and Heretic but they both fucking suck
Kill yourself.

>> No.4275197

>>4275112
>Lol you're attempting to brag about something I found trivial when I was 10 years old.
Even if I was bragging about something, it's about ExtraCrispying Blood (although it's not really hard, just slow and repetitive as fuck), TotalCarnaging Marathon 1-2 and beating D'sparil from Heretic on BlackPlague, really. And the reason I was bragging about keyboarding Blood on ExtraCrispy - is because from previous discussions I kind of got the general idea, that it was supposed to be OMG HARD or something. At least, hard enough for Blood-babbies generally tending to start accusing me of lying through my teeth.
>It's funny because none of these games are hard
It's funny because you have only completed 4 of the games (Duke included) I have mentioned, yet you let yourself speak with such self-confidence about all the other ones. Don't you think you assume too much, by any chance?
>damage that you shouldn't have been taking
Says fucking WHO? Definitely not the actual designers of the game, let me tell you. Also, I'm a lazy shit, and sperging about MUH 1% hp I could've saved if I did some ballet pas just isn't my idea of fun.
>no authority to be talking about Duke's weapon balance like you know anything about it
Didn't try to. You are confusing me with someone else.
>meaning that you weren't utilising your weapons optimally
Whether or not you get hit ultimately depends on movement, not the choice of weapon.

>> No.4275218

>>4275197
>Whether or not you get hit ultimately depends on movement, not the choice of weapon.
Also, this could be developed into an actual point. Meaning, that, combat-wise, Doom is ultimately a game about movement (evasion). While Duke3D is ultimately a game about managing available resources (ammo, health, inventory) and positioning.

>> No.4275228

>>4275218
Or even, that, maybe, DooM is a game primarily about utilizing available space, while Duke is a game primarily about utilizing available cover. Sounds way too overly generalized though.

>> No.4275239

>>4275197
Also, I should say, just in case, that by "lizards" I've personally meant "Enforcers".

>> No.4275334

>>4275197
>Don't you think you assume too much, by any chance?
I know because single player is easy for anyone that's not retarded. It's brain dead predictable AI, always. The way you continue to gloat about these pathetic 'feats' only makes me smile more at what a hopeless retard you are.
>Says fucking WHO?
Says anyone that's not a shitter. You do not have to tank through Enforcers to beat them, that's simply a gameplay fact. You should be able to evade them easily. If upon seeing them you expect to take fire from them you are simply playing the game wrong. You suck, there's really not much else to say.
>Didn't try to. You are confusing me with someone else.
No I did not. This is you: >>4274384
>Whether or not you get hit ultimately depends on movement, not the choice of weapon.
Nope. A better player will have his movement in harmony with his weapon usage and will employ tactics appropriately. You have to tank through enforcers because you're not utilising your movement or your weapons properly. You are clearly hopeless pretentious trash, and heavily autistic to boot.
>>4275228
Not really. Duke is more tactical than Doom no doubt but having good movement and "utilizing space" is just as important. If you're playing Duke like Call of Duty you're doing it wrong. Of course Doom allows you to stand out in the open a lot more because everything is so fucking worthless and non-threatening but it's not like Duke isn't a run and gun shooter.

>> No.4275372

Why do the doom babbies who hate every fps that isnt doom included doom engine shit like heretic even bother posting in here. Wow we get it you dont like duke 3d you dont like anything though you have shit taste and shit opinions go back to xbox live halo for fuck sakes

>> No.4275409

>>4275334
>No I did not. This is you: >>4274384
Wrong.
>I know because single player is easy for anyone that's not retarded.
I've heard that somewhere before. Anyway, the fact is, you are prejudiced.
>It's brain dead predictable AI, always.
The fuck does the AI have to do with anything? Also, actually, it's the simpler ones, that are harder to exploit in ways clearly unforeseen by the developers.
>Says anyone that's not a shitter.
Stop putting your words into other persons' mouths.
>You do not have to tank through Enforcers to beat them, that's simply a gameplay fact.
I don't have any reason to care. That's also a gameplay fact.
>You should be able to evade them easily.
I don't WANT to evade them. At all.
>If upon seeing them you expect to take fire from them you are simply playing the game wrong.
Consistently getting to the end of the level that way is objectively proving you otherwise. Your saying I'm playing it wrong is simply your personal opinion.
>You suck, there's really not much else to say.
Eventually, I'll manage to come to terms with the fact, that you happen to feel that way. Oh, wait, I already did. I simply don't really care.
>You have to tank through enforcers because you're not utilising your movement or your weapons properly.
Or rather I do, because tanking through them is simply quicker, while also not wasting any explosives.

>> No.4275432

>>4275409
It's you. I recognise your pretentious posting style miles away and this chain stems from there. Nice try kid. But hey if it's not you, good job admitting that you don't actually know anything about Duke's weapon balance. Guess the argument is over then?
>The fuck does the AI have to do with anything?
Only one of the key factors of how gameplay dynamics develop with enemy interaction.
>Consistently getting to the end of the level that way is objectively proving you otherwise.
I doubt you're telling the truth. Let's see a single playthrough of all of Duke Episode 2 right now anon, only on CGS skill. Should be particularly easy for you considering you pistol started every level in the game.
>I simply don't really care.
You do or you wouldn't keep replying, while growing increasingly agitated with every response ;^)
>while also not wasting any explosives.
>implying you have to use explosives to beat enforcers without taking damage

>> No.4275483

>>4275432
>It's you.
Still wrong.
>I recognise your pretentious posting style miles away and this chain stems from there.
My first post in the chain is this one: >>4274620. I also wrote this: >>4274681 in response, it seems, to the poster you are mixing me up with.
>But hey if it's not you, good job admitting that you don't actually know anything about Duke's weapon balance.
I didn't state anything in regard to Duke's weapon balance, but I definitely didn't admit shit. Also, on an incidental note, I would love to learn about Devastator's utility, seeing as it's horribly imprecise, as unusable in close quarters, as RPG is, burns through the entire stash momentarily, and that on long range fights, you can just take your sweet time, and use cover as much as you'd like, due to which DPS is pretty much inconsequential.
>Only one of the key factors of how gameplay dynamics develop with enemy interaction.
Be more specific, if possible.
>Should be particularly easy for you considering you pistol started every level in the game.
First of all, I've said, that I've pistolstarted through every Blum's map from ep4 and ep5, not through every ep1-3 map. Although, after finishing E5M7, I DID replay Dark Side specifically from pistolstart - and, gameplay-wise, liked it way less, than Derelict, due to ammo balance being just all over the place, and the whole map being just basically a couple of sequences of isolated rooms. It's really artistic and atmospheric and shit, but I definitely shouldn't have returned to it.
Second, about video capture, I can't (due to my computer being truly vr-worthy - in case you wonder, I've played 5th episode through the usage of e32wt), and, after Dark Side, I don't even have any desire to revisit any of the old maps, even Fusion Station and Lunar Reactor, both of which I really liked the first time around - ESPECIALLY since I really liked them the first time around.

>> No.4275498

>>4275432
>You do or you wouldn't keep replying, while growing increasingly agitated with every response ;^)
From my side, it's much less about your opinion about me - and much more about your opinion about yourself. Meaning, you are just so full of it, I just can't help, but get the desire to burst your bubble. Thanks for pointing my attention to it, I'll definitely think about the possible reason behind these tendencies of mine.
>implying you have to use explosives to beat enforcers without taking damage
Not "have to". "Can".

>> No.4275509

>>4275432
>Only one of the key factors of how gameplay dynamics develop with enemy interaction.
Also, be more specific, if you can.

>> No.4275538

>>4274727
>well-designed level
This is where Doom fails. Doom levels are just generic corridors, Duke levels are much more than that. If nothing else, there is a proper z axis in the levels due to sector over sector, which gave you the feel of 3D, while Doom is basically a 2D game.

>> No.4275553

Wait a second. You are just baiting other people to argue with you in order to insult them. You pathetic loser. You actually get your fucking kicks out of insulting the people you know nothing about, and who did nothing wrong to you - nothing to merit that kind of response in their direction - in order to what. To prove it to yourself, the you are not quite the worthless good for nothing trash you kind of suspect you are? That you are not a loser, who can only boast about mastering a 21 year old game?

Fucks sake, what am I wasting my time on? WHO am I wasting my time on? WHY am I wasting my time on THIS trash?

I mean, FUCK YOU, one hundred percent.

I am outta here.

>> No.4275562

>>4274770
You can maneuvre with pipebombs much better than with RPG in more cramped areas and corridors since RPG is shot in a linear way, pipebombs can be thrown to everywhere. Pipebombs' alternative is Shadow Warrior's grenade launcher.

And what is this retarded opinion of the freezer and shrinker? Totally different weapons, one is a one hit than get close, the other is multi hit with the last shot must be a hitscan or get close. Freezer is a chaingun alternative with being slower and more avoidable, but also more powerful. Shrinker is the best against Octabrains and Commanders, freezer is the best against Protector Drones.

>> No.4275936

Allen Blum is much better than Romero Who?

Romero is on the level of Levelord. Solid but far from the best.

>> No.4276167

>>4275936
The best Romero levels are Quake (full uncut version of Dismal Oubliette from beta3 in particular) ones by far. The overall use of verticality, the use of scripting in order to subvert player's expectations on every step, the degree of meticulous control over available space and how that space is supposed to be used in specific fights. He got really got by the time he made Quake. Really-really good. And the things he was good at, are not really Blum's fortes. They are very different leveldesigners with vastly different mapping styles.

>> No.4276169

>>4276167
>He got really good

>> No.4276815

>>4276167
>Quake

You mean another id game with brown generic corridors?

>> No.4276817

new thread?