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/vr/ - Retro Games

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File: 579 KB, 1024x768, 1862209-swp_2011_07_29_16_27_33_35.png [View same] [iqdb] [saucenao] [google]
4311459 No.4311459 [Reply] [Original]

Sooo.... let's discuss the Build engine games in another thread. Who is your favourite anime chick in Shadow Warrior? Which is the scariest enemy of Blood? Which is your favourite midi in Duke, and why it's Stalker?

>> No.4311472


>> No.4311474

all of the anime girls in SW are poorly drawn, and clashes visually with everything else in the game. it's one of the reasons I hate that game.

duke had some comfy music, but nothing memorable. blood midis are where it's at:

and more specifically:

>> No.4311836

The Haunting music is the only bearable track in Blood. All the rest are generic shit, nothing compared to Lee Jackson's awesome tunes.

>> No.4311853

>all of the anime girls in SW are poorly drawn, and clashes visually with everything else in the game. it's one of the reasons I hate that game.
but isn't that the joke

>> No.4311863

also is it me or is dook impossible to play without auto-aiming for hitscan weapons

i swear to god, your reticle is off the target for about 1cm and you will miss every shot

>> No.4311874


Only the second part of your statement has any merit; as awesome as the soundtrack of Blood is, Lee Jackson/Bobby Prince cleans the floor with it. Of course, the dynamic duo is getting twice as many bites at the apple, so to speak. Perhaps the comparison is not entirely fair.....

>> No.4311876

The best Lee's tunes are the ones from RotT though.

>> No.4311878


xplasma is memorable. What the hell are you talking about?

>> No.4311880


I could never get into Rise of the Triad.

>> No.4311881

it just needs a better source port
>ecwolf support never ever

>> No.4311883

It's really sad that Derelict's tune is so pale in comparison.

>> No.4311896


Which one was that? All I remember was calypso, the song after.

Such a perfect endsong....

>> No.4311907

Floghorn, if I am not mistaken.

>> No.4311916


Gonna look it up on Youtube right quick, assuming the bastards haven't ContentID'd that too (useless cunts....Can't even get a full Tales playlist anymore.....).

>> No.4311952
File: 21 KB, 933x188, Capture.png [View same] [iqdb] [saucenao] [google]

Blood's midi OST is a masterpiece. I hate the CD audio though.

Do pic related for the above video.

>> No.4311954


I don't find it bad listening. Just slow and ponderous. I mean, it does fit....The Derelict is a pretty depressing place.

>> No.4311980

Blood's OST is wonderfully spooky.

>> No.4311983


The CD Audio for Blood can eat shit and die, far as I'm concerned.

MIDI+GUS1024KB will give you a godly soundtrack to be pure evil with.

>> No.4311987

Well, it does fit, but it doesn't really do for this level the sort of thing xplasma did for Dark Side, you know? It's just, it could be better, moodier, more unusual, more unexpected, more SPECIAL. It could make that level stand out from the rest much more (the similar way xplasma made Dark Side stand out more via creating this sort of ethereal, dreamy, slightly weird atmosphere of not quite being there and being not quite certain of what to ultimately expect, like in a dream). Instead, it just, well, fits. I can't help, but feel, that in some way, it's kind of a waste. Derelict is way too good otherwise.

>> No.4312020

I thought the cd audio sounded nice.
Better for exploration though I can see why you would want the midi if you knew the levels like the back of you hand.

>> No.4312036


I thought the CD Audio was obnoxious. To me, that's not a good quality to have in music, period. Your tastes obviously vary from mine.


Oh, I get ya; it doesn't do anything to enhance, merely compliment. xplasma actually made me feel the wonder of walking on the fucking MOON.

Sorta made up for the missed opportunity at Tiberius Station.

>> No.4312061

Actually, come to think of it, for me, Dark Side is pretty much Duke's dream, or rather a part of the game for which it's impossible (well, not really, but it would be easy to make it actually impossible) to know, whether the events comprising it were a dream or not (in contrast with pretty much everything in the dream from DNF, which was apparent, predictable and not really all that dreamy at all).

>> No.4312086


I have no clue about anything after Duke3D, sorry. I interpreted every event in Duke3D as actually occurring; they actually found a fucking monolith buried in part of the moon. For unknown reasons, it transported Duke exactly where he needed to go at that moment (mind reading?).

This is a universe where all the action hero bullshit actually happens, remember?

>> No.4312105

And Derelict, also come to think of it, for me, is (in contrast with supposed "I am sleeping" from Dark Side) something like "IT is sleeping". As if the ship was this, somehow, in some sense, a living, animated thing, that is (or is a part of) something much more sinister, potentially dangerous and malevolent, than those caricature aliens Duke is fighting, something like a third force or a part of it, like, something, that is much better left alone and undisturbed.

>> No.4312108

trying to map in mapster32

why aren't most of the textures named, what the fuck were they thinking

>> No.4312115

But even an action hero could see a weird dream now and then, couldn't he?

Anyway, I am not debating your point of view, I am merely saying that this level made such and such an impression upon me - an impression I've only managed to put into words, well, in >>4312061.

>> No.4312131


I always wanted to do a BUILD engine fork that combined the best bits of all three of the Triad's content toolchain. Like, the openness of the 3DRealms ones with the usability improvements of Blood's MAPEDIT.

Fuck, I've got all kinds of ideas. No programming skills though.

>> No.4312354

So how dead is build games mapping community?

>> No.4312357

pretty dead

i'm sure the reason is the aforementioned issues with the editors

like how the fuck do you even delete vertices in mapster32

>> No.4312371

>deleting vertices
connect the vertices with each other, don't know any other way around it
just don't delete sectors this way, it can fuck up the map pretty bad

>> No.4312393

That's almost like a nonsong. Derelict is a map that actually plays well without any music anyway, it's dark theme doesn't need it.

>> No.4312404

The best song is Dukelinka from episode 5 btw. It deserves a better level, than a random usermap with russian textures.

>> No.4312482


I always make sure I die to at least one anime girl per playthough. For some reason, I tend to have it so that the bathing one kills me.

>> No.4312527

is there anyone here knowledgeable of the eduke32 internals

>> No.4312531


Only in as far as I can say they're pretty different from the vanilla source at this stage.

>> No.4312535
File: 725 KB, 1072x568, the_room_by_joakimolofsson-d4ibv0n.png [View same] [iqdb] [saucenao] [google]

gotham.mid makes me sad.....

>> No.4312581


Why? It's not a sad song.

>> No.4312602


I dunno. It just does. That subway kinda makes me depressed.

>> No.4313337

Am I the only one who thinks Lee Jackson was far superior to Bobby Prince?

>> No.4313350


No, in fact since Shadow Warrior is all his work alone, we have a convenient yardstick by which to judge the two side-by-side.

And holy fuck, is Jackson more versatile.

>> No.4313359

I'd say it makes more sense to compare Jackson's RotT with Prince's Doom1.

>> No.4313418

The only good Doom soundtrack was the one on the Central Processing level. I had huge troubles with that map in my childhood, that might be the reason why I memorized itbfor my entire life.

>> No.4313516


Shadow Warrior is basically a combination of chop socky movies combined with every weeb anime fan page on the internet in the 90s

>> No.4313572

Like Duke. The game is a parody of action movies. Welcome to 1996 anon.

>> No.4314070


>> No.4314372


AKA: The best.

>> No.4315341

BUILD engine games were designed with auto-aim in mind and have hit detection issues without it. Not just that, the aim control itself is not super great, even in sourceports like eDuke32 it feels a bit strange. This is why personally I don't play these games without auto aim enabled.

>> No.4315397

it's strange in eduke32, but it's still the best out of every port

what i dont understand is how doom, a game that never had any kind of mouselook, manages to have a good implementation in most source ports while build/alephone can't

>> No.4315448
File: 29 KB, 409x1007, Capture.png [View same] [iqdb] [saucenao] [google]

Can somebody please take a screenshot of this section of their blood.ini config from gog?

I edited this to make it so that the cutscenes don't play every time I play the game but now I want them back and don't remember what the correct command lines are. halp.

>> No.4315459

also the mouselook in SW Redux is fucking PAINFUL

>> No.4315468

Can't speak for the mouse aim itself, but in regards to hit detection Doom has MASSIVE hitboxes. It's like Quake where it's a gigantic block that goes well beyond the outline of the enemy character models.

Anyway I find the mouse aim in BloodGDX to be pretty good. I still play it with auto aim on though, as I feel BUILD games play much better that was because of the hit detection shit (in fairness I'm only assuming though and haven't tried without it).

Hell I still play Doom with auto aim on without mouse look as well because without it you can make shots from distances you're not supposed to be able to do, it's essentially cheating, but that's another story.

>> No.4315619

It's tied to your FPS for some reason, so turn off vsync.

>> No.4315679


I keep autoaim off in Duke so I can hit mini Battlelords with the Shrinker.

>> No.4315741
File: 100 KB, 317x288, French-Meat.jpg [View same] [iqdb] [saucenao] [google]

is this any good?

>> No.4316347

>playing any FPS without auto-aim

>> No.4316395
File: 90 KB, 488x400, 7846543215648979.jpg [View same] [iqdb] [saucenao] [google]

>playing any FPS with auto-aim

>> No.4316647
File: 4 KB, 512x512, hurt_ptjr10.png [View same] [iqdb] [saucenao] [google]

>playing any FPS designed for autoaim with manual aiming
>playing any FPS designed for manual aiming with autoaim

>> No.4316734

Agree. I always play Duke with autoaim, especially the original levels. I don't understand why EDuke fags moaned about World Tour where you oringally couldn't disable autoaim. It's the only way to play levels like Golden Gate with full of small turrets in the distance.

>> No.4316763 [DELETED] 

Doombaby detected.

>> No.4316770

stop forcing your stupid meme

>> No.4317896

>try to build the shadow warrior portion of eduke32
>it doesn't build

>> No.4317914
File: 18 KB, 476x464, 14256429995620.jpg [View same] [iqdb] [saucenao] [google]

Why no one pointing out that Id stole railgun from Shadow Warrior down to sounds?

>> No.4317934
File: 12 KB, 198x273, aesthetic.jpg [View same] [iqdb] [saucenao] [google]

>new to build engine games that are not doom
>download shadow warrior
>launch graphic mode setup
>cant figure out graphic mode and scaling engine settings
>game window is 1/8th the size of my screen surrounded by black
euthanize me. but first how do i figure this out?

>> No.4317957
File: 3.72 MB, 636x352, angry Build.gif [View same] [iqdb] [saucenao] [google]


>> No.4317995

i also tried to build kenbuild

it just segfaults without warning and i had to use a debugger to figure that out

>> No.4318014


>> No.4318079


I see you're a fellow /m/an of taste.

>> No.4318556

you can group the tiles together in TILES.CFG , that makes its a lot easier to find a specific tile

i started doing this a little bit with duke

>> No.4318567

best duke midi in order:
water world
Going after the fat commander
Lord of LA
Restricted Area
Gut Wrencher
Pissed Office Box
Taking Names
Urban Jungle
Everything else

>> No.4318816

>terrible taste in music

>> No.4318828
File: 289 KB, 1538x983, 1479519491709.png [View same] [iqdb] [saucenao] [google]

>City Streets that low
>Bullet Dam that low
>Dukelinka that low
>Desert Maze that low
>Stalker at the bottom

>> No.4318835

Stalker is like 1 million times better than Grabbag.

>> No.4318840


Plasma is the best duke song

>> No.4318856

Grabbag is the best theme song ever made. Stalker is top tier, though.

>> No.4319064
File: 67 KB, 700x515, mus4j-1_large[1].jpg [View same] [iqdb] [saucenao] [google]

We just made a new patch that makes BMOUSE obsolete.

If you've never used BMOUSE, then you should know that there's a common bug in Build engine games that fucks up diagonal mouse movement. BMOUSE fixes it by setting up a fake external controller (which is not very convenient), but our little tool fixes the mouselook bug right in the EXE.

Compatible with Blood (blood.exe), Duke Nukem 3D (duke3d.exe), Redneck Rampage (rr.exe) and Shadow Warrior (sw.exe), no matter the version. Possibly works with other Build games too since it just scans the EXE for that buggy piece of code and rewrites it..


Just put the file into the game folder and type buildmfx.exe blood.exe (for example) in DOSBox to apply, and buildmfx.exe blood.exe /u, to revert the changes. Source code included.

More info & technical details (in Russian):

>> No.4319097

so does this actually patch the executable?

in any case thanks for actually including the source code since not enough hacks do that

>> No.4319154

>so does this actually patch the executable?

Yes, it does. You patch it once and forget about it.

>> No.4320374

Did Hendricks finish the Kiss of Death restoration for SW, or is it just one of the many of his vaporware projects?

>> No.4320634

wow really ? plasma is good and many songs require rating higher , but stalker???????????

that's like enjoying the overworld theme for zelda 2

>> No.4320673

Kiss of Death is missing in action, but a bunch of new user maps for Duke popped up.

>> No.4321524


>No love for Future Military Conquests.

That song and the one used for Dark Side define Episode 2.

>> No.4321592
File: 33 KB, 640x400, wew.png [View same] [iqdb] [saucenao] [google]

Played through the Shadow Warrior betas/prototypes recently. Very interesting to see how everything changed and evolved over the time. Also quite interesting that some of the extremely old textures made it into the final game.

>> No.4321620

Vaporware. It's almost completely unfinished, is it not? Basically, they need to do a lot of new stuff.

>> No.4321715

i always thought that story about ken silverman not knowing what a linker is was weird

>> No.4321747

here is a showcase of mods for shadow warrior.


>> No.4322081

i agree that is a good track too, it's hard to list all the good songs for duke 3d honestly...

>> No.4322291

They've been sitting on their asses for 7 years and calling it a "research phase". Nothing productive has been done in these years. Hendrix is just hoarding stuff and not willing to share it with people because he's a fucking cancer.

>> No.4322295

Anybody wanna play coop on a BUILD engine game? Duke, Blood, SW, doesn't matter, I'm down for it. I don't know how to set it up unfortunately... but if you're down to blast through these together and don't mind walking me through the set up process I'm down. Pls let's play it will be fun.

>> No.4322581

what is this restoration project anyway and why is it so important?

>> No.4322849

In setup, VESA mode up to whatever res. If you play DOSBox

Get Shadow Warrior Classic Redux from GOG though.

>> No.4322995


And for those that don't wanna play through them, someone has documented them on TCRF.


>> No.4323070
File: 4 KB, 167x86, Sw94p_2063.png [View same] [iqdb] [saucenao] [google]

>In this prototype, the player thrusts the sword forward instead of slashing with it. It does not harm enemies.

I guess Lo Wang forgot to fold his sword enough times.

>> No.4323085

You can read about it here https://forums.duke4.net/topic/9316-shadow-warrior-deadly-kiss-restoration-project/
It's not really important, but it would've been great to have another semi-official addon for SW. On the other hand, this addon was developed by the creators of Nuclear Winter and Extreme Paintbrawl, so it's probably a good thing that it was never released.

>> No.4323108
File: 466 KB, 1275x1650, Sw97_conceptart08.jpg [View same] [iqdb] [saucenao] [google]

Hey, buddy, I think you've got the wrong door, the Wang Dojo is two blocks down.

>> No.4324609

What are your favorite Duke Nukem maps, guys?

>> No.4324905

Cool video showing the progression of Build's precursors

>> No.4325006
File: 93 KB, 295x535, Gordon_concept.jpg [View same] [iqdb] [saucenao] [google]

Fuck you.

>> No.4325131

one thing not shown that i always thought was quite cool was ken's CUBES5

>> No.4325585

Golden Carnage with Derelict and Dark Side as close second and third.

Unofficial, I think some maps of the DNF Total Conversion, but most user levels stink.

>> No.4325683

I was talking about usermaps, wanna see some user made content for duke

>> No.4325856
File: 38 KB, 645x729, 1506099476321.png [View same] [iqdb] [saucenao] [google]

>bloodgdx isnt a faithful sourceport

>> No.4326265
File: 941 KB, 1600x1000, 1461477723173.png [View same] [iqdb] [saucenao] [google]

here are some duke mods.


>> No.4326449

Last Reaction and Water Bases TC was pretty good. So was Duke Hard, Metropolitan Mayhem and Duke Nukem Forever 2013 TC with its DLC. If you want space stuff, try Moonbase Accident. Daikarin and Lost Highway were OK.

These are good for starters.

>> No.4326541
File: 119 KB, 1200x700, damn.jpg [View same] [iqdb] [saucenao] [google]

I always remember PowerSlave because I know one person who was extremely disappointed in the Sega Saturn who says it was the only good game on the system.

>> No.4326562


Is that a question?

>> No.4326621

Combined with my previous post, yes
I wondered what are anon's favorite user levels for Duke.

>> No.4326634

>Future Military Conquests
Epic track. Gives you a sense of "We're in space. Let's do this thing."

>> No.4326635


>> No.4326858

You got an answer. Go playing and don't come back until you finished.

>> No.4327352


Roch series
FakirBaba's maps
BobSP series
Alejandro Glavic's maps
Gambini's maps

>> No.4327540

here is more


>> No.4327782

*deletes the smithsonian*

>> No.4327824
File: 127 KB, 1920x1080, lem3.png [View same] [iqdb] [saucenao] [google]

>> No.4327825
File: 178 KB, 740x434, lem3.jpg [View same] [iqdb] [saucenao] [google]

>> No.4327828
File: 161 KB, 1920x1080, ruin.png [View same] [iqdb] [saucenao] [google]

>> No.4328596
File: 527 KB, 320x180, you.gif [View same] [iqdb] [saucenao] [google]


>> No.4328696
File: 2.82 MB, 768x432, Blood.webm [View same] [iqdb] [saucenao] [google]

>> No.4328923

The Roch series is just an utter crap.

>> No.4329525

it's made by slavs and pascal seems really popular in their schools

>> No.4329969


songs pretty rad

>> No.4330018

I'm setting up Duke3D, the GOG version which runs in DOSBox, to play for the first time. I generally run DOS games in 640x400 or 640x480 but I've never played a Build engine game and I'm curious what resolution I should set the game to. I don't want any weird scaling issues - is 640x400 my best bet?

Also should I stick with SC-55 soundfont?

Please respond.

>> No.4330020

i honestly run build games at the default resolution

>> No.4330251

Is there a way to turn off weapons auto-switching? Keep blowing myself with the RPG.

>> No.4330645

Or maybe the order of primary weapons should change. After shotgun and chaingun, I would go with the Freezer and Shrinker.

>> No.4330664
File: 83 KB, 640x400, BLOOD.png [View same] [iqdb] [saucenao] [google]

Also a great band too. I personally listen to them while playing blood.

>> No.4330829

>I kilt fiddy ninja!

>> No.4330832

>Which is your favourite midi in Duke
What's the best soundfont for Duke?

>> No.4330851

roland sc-55

>> No.4331113

Which version of the soundfont is the best

>> No.4331398

Blood badly needs proper lightmapping and a 3d engine like Duke World Tour. The palette is terribly underwhelming.

>> No.4331808

sound canvas va

>> No.4331960

what is this?

>> No.4332541
File: 63 KB, 640x480, 1454379194639.gif [View same] [iqdb] [saucenao] [google]

one thing I love about the Build Engine games is all the easter eggs

>> No.4332786
File: 2.86 MB, 640x480, Blood.webm [View same] [iqdb] [saucenao] [google]

>> No.4332789
File: 2.98 MB, 640x480, Blood.webm [View same] [iqdb] [saucenao] [google]

>> No.4332821
File: 2.76 MB, 640x480, Blood.webm [View same] [iqdb] [saucenao] [google]

>> No.4332823
File: 2.91 MB, 640x480, Blood.webm [View same] [iqdb] [saucenao] [google]

>> No.4332824
File: 2.87 MB, 640x480, Blood.webm [View same] [iqdb] [saucenao] [google]

>> No.4332827
File: 2.71 MB, 640x480, Blood.webm [View same] [iqdb] [saucenao] [google]

>> No.4332830
File: 2.64 MB, 640x480, Blood.webm [View same] [iqdb] [saucenao] [google]

>> No.4333313

Why have I been under the impression that Blood can't run on modern hardware?
Or is that just related to the game not having a source port like other shooters of the era?
If I were to buy the GOG version of Blood: One Unit Whole Blood, would it work perfectly? I like playing in DOSBox anyway.

>> No.4333475

No. GOG will sell you a popular game on a well-supported and understood platform that has no chance of working, as this is their normal business model.

>> No.4333659

They don't always do a great job, or sell the less than ideal version, like Redguard. I said "perfectly" for a reason.

>> No.4334124

"oh shake it baby"

>> No.4335225

DOSBox works just fine.

>> No.4335371
File: 1.95 MB, 2992x2000, DSC_0666.jpg [View same] [iqdb] [saucenao] [google]

I would like to make a remake of the video game Killing Time. A few years ago I got the extract of all the sprites, sounds and wanted to apply it to the build engine, get real photos to make the environment more photorealistic (items, weapons, walls). A more ambitious project was to get real makeup models but lack of time was not possible.

>> No.4335532

Isn't Rise' engine closer to Doom more than anything?

>> No.4335619

it's still a highly modified wolf3D engine

you're thinking of raven's shadowcaster

>> No.4335995
File: 497 KB, 640x400, 2017-10-18_13-43-38.png [View same] [iqdb] [saucenao] [google]

favorite midi?


love it just because of the part where it gets really melodic and calming. it also happened to be one of the most peculiar songs to me because it was one of the songs that really had its own style.

>> No.4336005
File: 201 KB, 500x500, 907.png [View same] [iqdb] [saucenao] [google]

the art in world tour is absolutely fucking garbage in general

>> No.4336608
File: 521 KB, 576x432, I Live Again.gif [View same] [iqdb] [saucenao] [google]

Death Wish is getting an update just in time for Halloween.


>> No.4337193

"Piss off".

>> No.4337328

Worthless opinion. Lightmapping is great and some of the new textures, particularly for the Egypt map are awesome too. They should be great assets for userlevels.

>> No.4337903

not necessarily worthless, as that of the art looks from world tour looks insultingly amateur in comparison to the beauties that came out of the original artists from dn3d

and guess what didn't come as a feature originally through build? lightmapping. if i have to form another opinion about these things, as such, i will say that those lightmaps are stunningly tasteless

>> No.4338002

The Egypt assets are as good as the originals. I also like the new art for Golden Carnage, like the sky which looked amazing. The city assets are a mixed bag though.

>> No.4339068
File: 75 KB, 640x400, duke3d_001.png [View same] [iqdb] [saucenao] [google]

Not sure about other Build engine games, but why doesn't Duke offer the option of 640x400? Setup offers 320x400 and 640x480 but not 640x400. I know it can be forced in the config but it's just a curious thing.

>> No.4339093

Probably because VESA drivers didn't have a proper hardware fallback for 640x400, leading to the image looking squished instead of having a 4:3 ratio (unless you manually fiddle with vertical deflection).

>> No.4340496

Shadow warrior is better than Duke and much better than Blood. Just sayin'.

>> No.4340530

Shadow Warrior has the best palette out of all Build games. Really colorful. You don't even notice that it's an 8 bit game.

Blood's palette on the other hand is so bad I don't know how they even arrived at it. Everything is brown, grey and red with a few tins of saturated green and blue. Very washed out.

Blood is a way better game though. It's got so many excellent fan made map packs (Death Wish, Bloody Pulp Fiction, Rage Against The Machine, The Lost Episodes, French Meat, Rapture etc etc) while SW has NONE, because very few people liked it. Suck on that.

>> No.4340536


>> No.4340612

640x400 was never a proper resolution, as the aspect ratio is fucked

>> No.4340642

nah, go fuck yourself. SW was amazing

SW = D3D > Redneck Rampage

>> No.4340663

But the normal resolution is 320x200 and it's the same aspect ratio. I play most DOS games in 640x400 on my CRT and it's perfect. Aspect ratio is corrected on the monitor.

>> No.4340730

you sure its not 320x240?

>> No.4340745

320x200 is a non square pixel VGA mode that is supposed to be stretched to 4:3. A LOT of games back in the day used it as the default resolution, including Doom, Quake etc. Their HUDs were squished and supposed to be stretched vertically when playing in higher resolutions.

>> No.4340750

Plebeian opinion.

>> No.4340757
File: 155 KB, 480x320, 35367-ingame-Duke-Nukem-Mobile.png [View same] [iqdb] [saucenao] [google]

How is this version of Duke?

>> No.4340836

Noob question, how do palettes in these old game engines work, like you only have 8 bits to store each pixel colour so you only get 256 colours to choose from? And different games have different selections of colours?

>> No.4340864

I'm far from an expert, but here's how it works in Quake.

8-bit means you can only use one byte to store the color value, so it can only go from 0 to 255. So you have a separate palette file which is a look up table containing RGB values for 256 colors, e.g. color 0 could be written as 255, 0, 0 which would be the color red. The textures/sprites are usually just uncompressed images, and apart from the header that would store image width and height it would just be a string of 8-bit values denoting what color (as in palette slot number) each pixel is. Say, 00 02 0F would mean 3 pixels with palette slots 0, 2 and 15. This way of drawing graphics is very easy on the hardware and that's why they did this, because the mainstream hardware back in the day couldn't really do better.

And yes, you could choose any color for your palette, but all the assets had to use the same palette, so you had to choose wisely. Sometimes there were also additional palettes, e.g. for underwater colors or something. They would just override each other.

>> No.4341201

I always played the game with the midi music. What's the differencen with the CD audio? Shouldn't it be the same, only with higher quality? Why change it?

>> No.4342061

Blood is really supposed to look like that. It's perfect for the aesthetic of the game.

>> No.4342796

I didn't even realize that existed.

>> No.4343131
File: 38 KB, 680x793, 557.jpg [View same] [iqdb] [saucenao] [google]

>Mfw I just attached a sticky bomb to a hornet in Shadow Warrior

>> No.4343142

Dying time's here.

>> No.4344767

such an awesome weapon

>> No.4344802

Ditto. The ribbing between devs was a blast too.
>That's one DOOMED space marine!
>She's raided HER last tomb!

>> No.4344805

not only that, but as a significant many have said around here, the artists of blood purposefully made sprites have a thicker pixel ratio than your default typical 1:1 pixel ratio. this is done so that those resolutions (320x200, 640x400, 1280x800, etc) would appear properly adjusted for them

>> No.4344809


I tend to like the high energy ones, even though most of the tracks are pretty mellow.

>> No.4344841

to be perfectly honest, i am not a huge fan of the mellow or calm stuff, though i can understand how it fits others' taste for ambient/atmospheric tracks in bgm

the majority of the time, i also find myself never really being able to remember those tracks, because they simply just aren't that memorable in the first place

i have a colleague who is really into the orchestral sounds used in a good abundance of duke 3d's soundtrack, and i personally just find it not as appealing as he does. the problem REALLY lies when you are a composer yourself as well, and you are working on the soundtrack of a project for him and he wants you to meet unfairly high standards, and desires to be a "filter" (see: "the george filter"). that in which results in them portraying themselves as an "excellent music critic", but ends up rejecting every composition you make.

wanna hear something hilarious? this individual criticizes me relentlessly for not making anything worthy enough of being in his game, but ends up sending me a short and simple nes song and ends up highly praising it and complimenting it! xd

>> No.4344852

Well, in his defense, many NES tunes have excellent underlying melody, even if you aren't wild about the system's instrumentation.

>> No.4344856

Just played through DN3D for the first time, holy shit what a masterpiece. Really hope the other Build engine games are as good.

>> No.4344861

no don't get me wrong; i LOVE a lot of nes music, it's just that the song in particular he presented to me wasn't well-composed and that it was very short in length.

>> No.4344863

Ah, gotcha. There's really no accounting for taste sometimes.

>> No.4344871

yeah, just yesterday, him and i had a similar discussion talking about music tastes and how someone's taste in music is just NOT able to be described

some have said it equates to describing a color to a blind person

>> No.4344891

i just have to express that these are some beautiful gameplay videos of blood, i'd love to see more stuff like this done on shadow warrior, too

>> No.4344898
File: 47 KB, 655x560, 1215840068154.jpg [View same] [iqdb] [saucenao] [google]

>Really hope the other Build engine games are as good.

>> No.4344915
File: 340 KB, 542x665, 282.png [View same] [iqdb] [saucenao] [google]

let us all hope we can count on ion maiden being a splendid build engine game....

>> No.4344927
File: 17 KB, 160x160, 1470504201459.png [View same] [iqdb] [saucenao] [google]


>Bombshell sucked so hard they completely removed her name from the title.

>> No.4344941
File: 235 KB, 766x1394, man-afraid.png [View same] [iqdb] [saucenao] [google]


>> No.4344952

I don't get it

>> No.4345012

They aren't. Blood and Shadow Warrior aside, most build engine games are pretty terrible. Let alone on par with Duke 3D.

>> No.4345024
File: 662 KB, 1080x1080, 1470507087890.gif [View same] [iqdb] [saucenao] [google]


>Anon tries William Shatner's Tekwar as his next BUILD game

>> No.4345035

I was talking about Blood and Shadow Warrior actually

>> No.4345037
File: 6 KB, 159x238, 1267600992556.jpg [View same] [iqdb] [saucenao] [google]

I need Ion Maiden to be the best shit ever. Someone needs to re-prove the quality in classic shooter design.

>> No.4345047

No worries about Blood.

And Shadow Warrior is ALMOST as good, but thematically it's just not as fun, personally. And the weapons are kind of hit and miss. But the level design and gimmicks are mostly a good time.

>> No.4345115
File: 50 KB, 500x487, 861.jpg [View same] [iqdb] [saucenao] [google]

>extreme paintbrawl

most definitely agreed! retro, 2.5d, classic, you-name-it shooters, all need to stay alive.

>> No.4345770

It will be a crappy fangame, like everything the Duke community makes. I played some maps by Davox, and his maps are typical userlevel quality clusterfucks, just noisier to make it worse.

>> No.4345780

>the other Build engine games

The only worthwhile ones are Duke 3D, Blood, Shadow Warrior, Powerslave and Redneck Rampage. Maybe Witchhaven as well if you can stand the terribly digitized sprites. Maybe NAM if you want to play a stupid difficult game in a Vietnam war setting.

NOTE: Powerslave needs a patch for much better controls and high resolution support. Get it here:

>> No.4345782

Also this.


You can look up all Build games on this website and see screenshots and the details on the gameplay and technology used, download patches etc.

>> No.4345885

Well I hope they receive some direction from someone higher up. They could easily pull together if it's being directed like a real game and not just a fangame "do whatever the fuck you want on your own time" kind of deal.

>> No.4346070

>It will be a crappy fangame, like everything the Duke community makes.

Those some fight words anon, back to your containment thread if you please.

>> No.4346902

Tell me one quality product then.

>> No.4347124

Not the same guy, but could you elaborate on why all duke nukem user maps are shit?

>> No.4347341

They are usually bad remakes of Hollywood Holocaust, Dark Side or some other original level, or something that look terrible with confusing layouts.

>> No.4347521

Can you give me an example of a good DN user level? I'm sure you have one or two you like.

>> No.4347621

as far as i am concerned, i'm gonna have to give them the benefit of the doubt on ion maiden

>> No.4347697

DNF 2013 is considered the best user map pack. Don't know if there's anything else as polished.

>> No.4348018

Sewer was a good map. It was made by Levelord.

>> No.4348408

sepuku girl was my favorite of course

>> No.4349205

Doesn't count since it's cut content from the original game. Isn't there anything else you like?

>> No.4349270

Blood, Shadow Warrior, the Redneck Rampage games, and PowerSlave are all worth playing. Along with Duke that's probably over half of the Build Engine games. The rest are mediocre at best.

>> No.4349345

Blood has very simple leveldesigns (dat Woodcutter level or whatever, what a disgrace), for the most part. A very far cry from either Allen Blum's masterpieces, almost all of SW maps (barring, perhaps, Sumo Sky Temple and that "Derelict's retarded younger cousin") the better ones of RR1 levels (the first RR1 mansion easily trumps any Blood mansion in both layout AND environmental design) or nearly any PowerSlave map.

>> No.4349351

I'd say even Redneck Rampage is an extremely noticeable drop in quality, frankly. The game is funny, but it does a lot of things poorly. Character animations are janky as fuck (and single frames are often very ugly). Level design is solid at first glance from the angle that it tries to recreate something that could be real place, ala Duke, but then you notice things like placement of keys and such is pants on head retarded. You literally cannot beat the first level if you don't discover a secret area that holds a critical key. Then there's that gimmicky health system that REALLY slows gameplay down. Don't want a crippling view angle? WELP, you better wait 5 fucking minutes for your fucking blood alcohol level to go down or you can't use that health item.

>> No.4349373

>Don't want a crippling view angle? WELP, you better wait 5 fucking minutes for your fucking blood alcohol level to go down or you can't use that health item.
So you use food as your main healing source, and you use poison only as much as your food allows you. Big deal. You just do it backwards. First snacks, then drinks.

>> No.4349603

OK, Duke Forever TC was pretty good if you forgive some of those sloppy codes and design elements to make it close to the original game. And it had weak audio for the NPCs.

>> No.4349608

>barring, perhaps, Sumo Sky Temple and that "Derelict's retarded younger cousin")

Those were pretty formidable levels. I don't know what's your beef with Floating Fortress. It had good leveldesign.

Blood was good for its first four levels " the Shining and Haunting levels, maybe the Siege, but the rest was pretty bad.

>> No.4349864
File: 52 KB, 960x960, 1460005966654.jpg [View same] [iqdb] [saucenao] [google]

I'm going to do it, I'm going to play and beat Tekwar soonish.

Any tips? Is there anything besides killing civilians that makes Shatner disappointed in me?

>> No.4350024

Wasn't DNF 2013 just a big hallway walk? My memory of this is a bit shoddy, but I do remember it being linear and a couple of mediocre monsters. I mean it looks really good, but the layouts were kinda meh. Makes me wonder why do you like it more than any other DN3D user content.

>> No.4350294

The prevalence of alcohol items makes it still an issue. Getting "drunk" is a funny idea but the execution is terrible.

>> No.4350297

There's lengthy motorcycle segments that make it pretty linear. But on foot there's still keycards to track down.

Is it as open as levels like Hollywood Holocaust? Nah, but it's still not quite as linear as the real Forever was.

>> No.4350482

Then what are your recommendations?

>> No.4351106

Don't do it, anon. Please read this review and rethink your life choices.


The Tekwar source code has been released and the BloodGDX guy even used it to make a basic source port for practice reasons.

>> No.4351256

It's not THAT prevalent. There is plenty of chow. Besides, with alcohol you only need to stay out of the red zone. So you could, just, like, drink all you want (that would make the alcometer to get capped), then take a couple of bites just to get it out of red zone, then just go on your merry way.

>> No.4351716

Redneck Rampage has a terrible design. That mansion level with empty rooms looks bad even for a user level.

>> No.4352026

That's the SECOND mansion level. It actually kind of ties with its theme, since this is where the game SUDDENLY decides to go lovecraftian (because rednecks, get it, get it?). Besides, no way it's worse than an assortment of cubes some of Blood levels are (like that lab with aquariums, or those sewers, or that secret iceberg level).

>> No.4353037

I don't know why you're pursuing this one point so hard. Even if I cave in and say it's not a big deal I've listed plenty of other good reasons why RR is lacking as a game.

>> No.4354341
File: 295 KB, 1278x1015, blood.jpg [View same] [iqdb] [saucenao] [google]

I miss those days man.

>> No.4355473
File: 3 KB, 75x97, EATIT.png [View same] [iqdb] [saucenao] [google]


>> No.4356243


*shoots spider with M60*


>> No.4357732
File: 81 KB, 640x400, shatner guide me.png [View same] [iqdb] [saucenao] [google]


Fuck you anon, I do what I want.

>> No.4357734

Don't do it, you can still turn back.

>> No.4358036

What's this game? It looks pretty good.

>> No.4358069

Mark Hamill's TrekWar

>> No.4358394


/vr/ has good taste?

Been listening to October Rust all month.

>> No.4358716
File: 103 KB, 640x400, underwatertekwar.png [View same] [iqdb] [saucenao] [google]

>Devs wanted to add an underwater section but didn't have actual swimming like with most build games.
>So instead they made a regular area, but with underwater-themed textures and props.
>To simulate drowning, they made it so that the floor will hurt you.
>You can reduce the rate of damage by hopping around like an idiot. Underwater.

Tekwar everyone.

>> No.4359495
File: 97 KB, 287x626, booster gold and blue beetle laugh at a funny joke (that they told lol).jpg [View same] [iqdb] [saucenao] [google]

>this post
>that game

>> No.4359624
File: 99 KB, 640x400, tekwar final boss is dead.png [View same] [iqdb] [saucenao] [google]

I just beat Tekwar. Ask me anything!

Pic related, the final boss killed by me.

>> No.4359632

How difficult it was?

>> No.4359660
File: 80 KB, 640x400, tekwar automap.png [View same] [iqdb] [saucenao] [google]


Tekwar is more frustrating than actually difficult.

The combat itself is technically kinda hard. Enemies are hitscan and there's no way to throw off their aim like in Douk, making combat a pure DPS race. The energy gun in the first slot will often stun them, cutting down their DPS while doing a good amount of damage on them. You could probably beat most of the game with it, only needing the regular pistol for the hologram enemies, while are immune to the basic energy gun. Most enemies are easy, but the respirator guys will slice through your health quickly, so it's best to avoid them, especially if they're in groups.

The level design varies from okay to "fuck you". The maps are filled with hidden areas and doors that don't look like doors at all. You need to have the automap open all the time if you want to have a chance at finding some of these obscure areas. The automap is automatically filled in as soon as you start a level, making it much easier to find out where you could go. Even then, you can get fucked over by the hub system, as most of the Teklords you have to kill are often on a different map than the one that has the keys. The third one really screwed me over big time by doing this, as I had no idea I had to change maps to find his hideout. I roamed around the beach area for a long time trying to find the boss, but it was actually in the next map.

The most annoying part is the cybermaze the game forces you to go through at the end. It consists of seven stages, all of which are confusing and slow to actually go through. See, the game lets you move up and down, but it takes fucking forever for your guy to actually do this. The levels themselves are filled with frustrating bullshit, like being actual mazes, switch hunting, and a case where a vital switch refused to work, forcing me to restart. The automap is even more required than it was in the regular levels.

Pic related. I have to have the automap on almost all the time.

>> No.4359670

How are the guns? Is it the usual pistol, shotgun, machine gun, rocket launcher, etc types?

>> No.4359690


Tekwar's weapons are actually pretty unorthodox. No shotgun and no machine gun here.

* An energy gun with unlimited ammo. Each shot seems to have a high chance of stunning a foe. It seems to do more damage than the generic pistol too. You start out with this one.
* A generic, bullet-firing pistol. Only useful for the hologram enemies. You start out with this one.
* Pistol that shoots three explosive projectiles with one shot. This is a nice little handy "fuck off" gun, but ammo is a bitch to find. You start out with this one.
* Another energy gun, but this one gibs enemies with one shot. Very handy.
* A flamethrower. Never used it because I don't like to get close to enemies.
* Bazooka. Shoots 3-5ish rockets per shot. Actually pretty fun, but no real need to use it since most enemies are weak. Good for the rare turret, but it's often easier to run by the turrets than destroy them. I liked to annihilate the bosses with it.

The way the game is set up so that the other energy pistol, the flamethrower, and the bazooka are automatically stripped from you once you leave an area, and since you have to find them, so you don't get a lot of opportunities to actually use them. I don't know why this is done.

There are also two grenade types you can throw with the enter key, but it's really difficult to pick them up for some reason and I never found a reason to use them.

A better developer could expand on these and make them really cool IMO.

>> No.4360125

Did any of the official Build engine game leveldesigners built maps for other Build engine games? Like official Powerslave mappers did mapping to Duke or something like that?

It would be strange if not, since these games are pretty close together technicall, I would be surprised if those devs didn't try the other games, particularly Duke.

>> No.4360209
File: 100 KB, 1600x740, 7bd1c31a3af60f9fc0c411b8ed609121377f74f27d9dcb33889f11efd0665e00.jpg [View same] [iqdb] [saucenao] [google]

Any tips for GOG Blood configuration? I'm not sure how to setup it to have sensible mouse and keyboard controls. If it is not laggy, it is too sensitive. Is there a way to make it better?

>> No.4360959


Some of the Duke guys worked on SW and I'm sure Witchhaven, Tekwar, and Witchhaven 2 share some devs because they were made by the same company.

>> No.4360990

Try this thing.

>> No.4361781

So has there been any news on Ion Maiden? Isn't it supposed to come out this year?

>> No.4362128

Thanks! I've used bmouse and replaced default GOG dosbox. Game is really playable now and still looks great!

>> No.4362454


>> No.4362795

It won't. But there probably will be a demo this year.

>> No.4364208

Hendricks leads the project. We will be lucky if we get some deeper info about the game, but don't expect release before 2020.

>> No.4365508

The pics of Ion Maiden look something fanmade bullshit to me. Terrible palette, lifeless leveldesign, not something to look after.

>> No.4365512

>lifeless leveldesign
That's not something you can say from a still image of a fucking hallway.

>> No.4365662

I feel the opposite, and I'm pretty patrician as far as level design goes.

>> No.4365712

people will literally make up reasons to shit on modern mods as compared to the "classic" mods

>> No.4365728

If a bad palette is the worst offense the game commits, I think it'll be OK.

>> No.4366571
File: 57 KB, 400x329, java_2017-11-01_10-44-30.png [View same] [iqdb] [saucenao] [google]

So which one is the best?

>> No.4366919

Can't tell a difference between MIDI Mapper and Wavetable. They sound better to me than Gervill. Real Time Sequencer doesn't make any music on my end.

>> No.4366931

There is no "best" you uncultured swine. If you are questioning stuff like this then you'd better leave it at the default setting.

I'm upset about any Build source port STILL not having built-in FM support.

>> No.4366971
File: 37 KB, 600x600, 2dd.jpg [View same] [iqdb] [saucenao] [google]

>mfw when both of my mods make it to that vinesauce video and he plays both with fucked up renderer settings

>> No.4367387

Leveldesign looks fanmade as well.

>> No.4367419

Good, cause most of the "official" maps from World Tour were atrocious. How does fanmade mean bad?

>> No.4367659

Oh fuck off. Ep. 5 was great and worthy of being put next to the originals. Final boss sucked dick, though.

>> No.4368107

Can monsters in Blood infight? I saw a zombie and cultist squaredancing with each other and got really confused.

>> No.4368805


>> No.4369086
File: 129 KB, 1920x1080, 20171102112021_1.jpg [View same] [iqdb] [saucenao] [google]

How do I beat these fuckers once they grab a hold of me?

>> No.4369137

Mash the "use" button to throw them off of you.

>> No.4369205
File: 17 KB, 640x336, Variable_Geo_2_1_116.png [View same] [iqdb] [saucenao] [google]

Thanks my ninja

>> No.4369434

Is there a way to limit BloodGDX's frames without using vsync? Vsync seems to be making the game a little choppy on my end,

>> No.4369440

Yuka is a slut

>> No.4369474
File: 100 KB, 431x382, Capture.png [View same] [iqdb] [saucenao] [google]

settings tab

>> No.4369489

The fuck how did I not see that, I'm embarrassed right now, sorry for making you spoonfeed me like this, but thank you very much Anon

>> No.4370694

its okay bb

>> No.4371830

Is Bloodgdx a stable sourceport?

>> No.4371865


Perfectly fine for a casual playthrough, people who've played Blood for 20 years are struggling to find discrepancies between it and the original, which is a lot more than I could say for BloodCM and its shitty AI

>> No.4371886

The original episodes and most of the user mods can be played just fine. Game mechanics and enemies' AI are soon to be completely accurate to the original game too.
On the other hand, there are numerous problems with the sound and opengl renderer, which can break some maps, like the boss level from the Death Wish. Also, polymost looks like shit and ruin some maps' atmposphere.

>> No.4371887

BloodCM can run in the much superior classic renderer which preserves the 1:1 look, all the way down to the paletted lighting shades, supports CD soundtrack and has no ROR/flickering glitches anywhere at all.

But the weapons and enemy AI are always somewhat off (I've noticed that gargoyles in particular attack much faster), and it doesn't even have the little Caleb enemy (hands will spawn instead). It can also only play the original 5 episodes, no Cryptic Passage or Death Wish.

>> No.4371889

The Death Wish palette bugs in BloodGDX have been fixed, expect an update in a few days.

>> No.4371909
File: 1.54 MB, 1000x1459, douk cowboy.jpg [View same] [iqdb] [saucenao] [google]

"Aliens, Say Your Prayers" is the best Duke Nukem 3D track, also the most underrated.

I fucking love Douk 3D. It's one of those games I replay at least once a year just like Postal 2, Deus Ex, and X-COM. Never gets old. I also love talking random sentences with my bad Douk impression, though my brothers say I'm actually pretty good at doing Duke impression. Duke voice is actually pretty easy to do once you get the "feel" of it, and then you can do other similar voices like Postal Dude and JC Denton. You have to talk like out of breath Dirty Harry.

>> No.4371914

>one of those games I replay at least once a year just like Postal 2
>I also love talking random sentences with my bad Douk impression

Congratulations, you have autism.

>> No.4371936

>Aliens, Say Your Prayers
It always reminds me of the Terminator theme.

>> No.4371939

That's probably what it was inspired by.

>> No.4371985

because it's a duke TC, not a fucking port

>> No.4372092

yeah thats my favourite track from the game, too. suits the E2 level it comes on perfectly, too. just seems so well paced to it, especially after the previous levels had slower tracks that made the levels seem more brooding.

>> No.4372093

>one of the most highly regarded Douk songs

>> No.4372163
File: 256 KB, 1920x1080, 20171103105453_1.jpg [View same] [iqdb] [saucenao] [google]

Blood's Episode 3 Farewell to Arms so far was pretty underwhelming compared to the other episodes.

Also I'm loving how this game uses the lack of vsync to animate screen shake, it's fucking beautiful

>> No.4372276

Yeah... Best episodes of the main game are 1 2 and 5 (postmortem expansion, some ppl call it e6 since it came after cryptic passage). 3 and 4 arent as good imo, but still decent.

>> No.4372309

whats that hud?

>> No.4372312

Just vanilla HUD, you adjust the size in the options and has multiple HUDs, that's one fo them

>> No.4372320

I liked Cryptic Passage more than Post Mortem. Post Mortem was quickly thrown together from whatever leftovers they had, and it shows. What's up with all the palette swapped enemies, are the cultists now MK ninjas?

Cryptic Passage is on the level of Duke it out in DC, made by the same people. Some levels are pretty amazing, like that secret level, Boggy Creek, where you ride a boat in an overgrown swamp and go through various cabins and a burned house with ghosts. The others have awesome architecture, like the Old Opera House. Or what about the Steamboat level? The thing's become a major Blood reference nowadays. Post Mortem just... dragged on, wish such horrid levels as Public Storage and Aqueducts. The opening level, Welcome to Your Life, and the next one, They Are Here, are the only good ones, IMO.

>> No.4372338

Ep3 falls short because of boring industrial levels in the middle, other levels are pretty good

>> No.4372347

Confession: I tried to replay Blood and I didn't really like it. I got up to E1L4 before quitting.

The map design was great, but the actual gameplay was dull.

>> No.4372364

damn gdx got a nice hud, has he worked out all the bugs yet? and are voxels added? I'd love to try gdx but im not doing it until its done

>> No.4372417

Blood's gameplay is very punishing if you haven't played the game in a while. Nothing like the modern shooters at all, and even nothing like Quake or Doom. But it's very fun once you train your muscle memory to use the TNT properly all the time. Shit just explodes with gibs flying everywhere.

Burn them all.

But yeah, to be perfectly honest, all the hitscan is bullshit.

>> No.4372425

>>4372364 -> >>4371886

>> No.4372454

what about voxels I dont care if its playable i want accuracy

>> No.4372468


To me, Shadow Warrior has the same "blow up everyone" style that Blood has, but it's much faster than Blood's "slowly chuck TNT at everyone and make sure it'll fly far enough to hit enemies" style.

>> No.4372495

> I dont care if its playable i want accuracy
>what about voxels
They are supported.

>> No.4372584

what do you guys think of this?


>> No.4372589

> mod for GzDoom
Another one? Why would anyone want that?

>> No.4372649

Yeah, ZBlood was pretty horrible. It's literally just Doom with downscaled and badly edited Blood sprites and some sounds from Quake, wtf.

Also, I don't think GZDoom can do everything that Build/Eduke32 can. Just mod BloodCM or something, I dunno.

>> No.4372732

playable can still have bad AI, the darkXL port by that one goof is technically playable but its so far off from the original its not even worth it and is missing stuff like AI for certain enemies I cringe when people recommend it

>> No.4372841

Only the first four levels and the two horror levels of episode 2 are relevant in this game (+The Siege). The rest of the levels are just dull BS, not a match to Duke levels.

>> No.4372906

Where is it highly regarded? Not in the forums, not in the public. Everybody knows the grabbag Duke theme and then maybe the hollywood holocaust theme, but that's it.

>> No.4373687

yes this is at least the third time we've heard you attempt to meme your plebhouse opinion like it's worth half a fuck

>> No.4374231
File: 49 KB, 1023x767, dn3d mine.png [View same] [iqdb] [saucenao] [google]

This wall mine thing is the most useless weapon ever. Maybe it works better in the multiplayer.

>> No.4374293

It was good when you first played Death Row and saw the tripwire that can explode. Then it got old, and other than a few places in the game, it looks dull and annoying. Fake gameplay device.

>> No.4374328

But he is right. It worked in multiplayer. It's real purpose was indeed for this.
Friends i played with mostly got fragged because of those. I placed them mostly there where they though they can hide and almost always fell for it. Especially in tight places like the air tunnel things.

>> No.4375189

>tfw there will never be another good dook game with licensed metallica music

>> No.4375191

lol i mixed up megadeth and metallica, but duke 2 ripped off both

>> No.4377087

It's more a novel concept than it is an actual useful tool.

>> No.4378268
File: 1.79 MB, 1920x1080, Base Profile 2017.11.05 - [View same] [iqdb] [saucenao] [google]

Can't decide if this is silly or cool.

Nice way around the engine limitations though.

>> No.4378280


Yeah, the game is essentially teleporting you to different rooms all the time. The engine is completely 2D just like Doom. The Death Wish addon for Blood uses this trick for some really spooky effects, btw.

>> No.4378282

What I don't get is how the items and gibs are there on the floor as well

>> No.4378391

This Death Wish hype gets old pretty fast.

>> No.4378507

aw i'm sorry :(

>> No.4379767

In what sense?

>> No.4379787
File: 762 KB, 700x900, 1422115399824.png [View same] [iqdb] [saucenao] [google]


Only the very gayest.

>> No.4380052
File: 94 KB, 960x960, 12187778_1630141590573121_7594180182842454538_n.jpg [View same] [iqdb] [saucenao] [google]


>We're looking for play-testers for the next 3D Realms title. An unannounced game using the classic "Build Engine", used to develop legendary MS-DOS games such as Duke Nukem 3D, Blood, Shadow Warrior etc. A brand new game built by an amazing crew.
>Source: 3D Realms facebook

What is this?

>> No.4380057

Ion Maiden probably. No way they would try to do another Build game without seeing how this one works out.

>> No.4381075

I hope Levelord and Blum will be involved.

>> No.4381242

hmm hope it is something cool. if it's Ion Maiden, I would be fine with it.

>> No.4381243

I hope that dude that made the best SW levels will also be involved.

>> No.4383263

Which ones?

>> No.4384573
File: 941 KB, 1920x1080, NVIDIA+Share_2017-11-08_12-52-34.png [View same] [iqdb] [saucenao] [google]

Why is cryptic passage presented as the 6th episode and post mortem as 5th?

Shouldn't it be the other way around?

>> No.4384605

Cryptic Passage is a stand-alone map pack actually. You're playing BloodGDX, so it puts it together with the rest of the episodes, so that you don't have to fuck around.

Originally, you were supposed to run cryptic.exe and there would be only Cryptic Passage available, no other episodes. You can replicate the same behavior in GDX by choosing "user episodes" - > cryptic.ini.

And why the hell should CP come before PM anyway? It's a third party expansion pack.

>> No.4384624

>And why the hell should CP come before PM anyway?
Oh alright then
Thanks for the explanation. It's just when I googled it, everyone was referring to it as the 5th, wikipedia included. But I didn't know it was third party

>> No.4386921

Because it is the 6th episode.

>> No.4387285
File: 19 KB, 451x129, chrome_2017-11-09_18-36-30.png [View same] [iqdb] [saucenao] [google]

>new bloodgdx update precisely when I finished playing all blood episodes

Is Death Wish that good? I heard it's a little on the hard side, and I was already quicksaving more than I should have with the regular episodes

>> No.4387298

Death Wish is easily better than all the other episodes combined. And I'm not even meme'ing.

And it's not hardcore at all, in fact the difficulty has been tweaked to be more on the easier side (as long as you're playing on the easier difficulties) in the latest version.

>> No.4387306

Who is designer of Death Wish?

>> No.4387310

As I rule of thumb I tend to play on the normal difficulty the first time at least.

>> No.4387353


>Death Wish is easily better than all the other episodes combined. And I'm not even meme'ing.

I wouldn't go that far, but it is on par with the original four plus Postmortem (beats out Cryptic Passage in my opinion).


No, he's right- Cryptic Passage was developed before Postmortem and is obviously an interquel between the original four and Postmortem chronologically as well.

>> No.4387437

>I wouldn't go that far
The good:bad maps ratio is much higher for DW. I don't remember any bad map actually, compared to the original episodes that fall flat halfway through.

>is obviously an interquel between the original four and Postmortem chronologically as well.
Do they even have any meaningful plot and a timeline? Anyway, post mortem was always the 5th episide in the main menu and cryptic had its own exe, so making it 6th episode makes more sense.

>> No.4387443


>Do they even have any meaningful plot and a timeline?

Yes, you need to learn how to read.

>I don't remember any bad map actually, compared to the original episodes that fall flat halfway through.

No clue what you're talking about here, Farewell to Arms and Dead Reckoning have extremely memorable maps, though Farewell to Arms edges the latter out a bit in that regard.

>> No.4387461

>Yes, you need to learn how to read.
>There is no official storyline for Plasma Pak, however it can be assumed, based on various clues, that after Caleb defeats Tchernobog he learns that the Cabal is training new batch of Chosen, and he sets out to stop the cult's plans.
>Caleb travels to the Carpathian mountains after he hears of an ancient scroll taken from him. This scroll is said to be capable of upsetting the balance in the otherworld, but Caleb finds himself detoured by the forces of Tchernobog and the Cabal.
I see absolutely zero indication on when these episodes happen and which comes first.

>> No.4387474


>No Zealots, no Acolytes, no Chosen, no Tchernobog, no Pods, reference to "continuing your dark journey" in the epilogue cinematic.

Gee, I wonder if it takes place before or after Postmortem?

>> No.4388310
File: 6 KB, 118x147, Phantasm.gif [View same] [iqdb] [saucenao] [google]

>Which is the scariest enemy of Blood?
this fucker right here

>> No.4388320


Without a doubt.

>> No.4388701

>can't even hurt it unless you let it take a swing at you

>> No.4388708
File: 112 KB, 650x360, thing-addams-family.jpg?quality=100&w=650&h=360.jpg [View same] [iqdb] [saucenao] [google]

Scary in the way that will put you on edge looking for it.

It screws me every time it appears

>> No.4388710

>Yeah, the game is essentially teleporting you to different rooms all the time. The engine is completely 2D just like Doom.

What does this have to do with 2D? Please refrain from parroting misinfo just because it's a really popular kind of misinfo.

>> No.4388723

Literally everything. The engine can't do room-over-room thus has to do silly buggers like that.

>> No.4388735

Not this again. The engine CAN process a room being on top of another room, it can't just show it, and even though the portal tricks refer to another space on the mal entirely, it STILL has nothing to do with it being 2D (protip: it's not).

>> No.4388757


OK, John Carmack; how would *you* do a rundown of the BUILD engine? Surely a big, bad, scary intellect like yourself should have no trouble giving us all the highlights and even a little Q+A session off to one side.

>> No.4388758

It's a ray-casting engine. Imagine the level as a blueprint sorts of map, kinda like the automap you see when you press Tab. So how does it appear 3D? That's because of the height maps. Each wall, structure etc is assigned height, basically how tall it would appear in the player's viewpoint. And that's pretty much it. The engine is all on one single plane, with only x and y axis. To fake the so called "room over room" mechanic it secretly teleports you somewhere else. It's quite obvious if you have your automap open.

Here's a bit more info on the topic:

>> No.4388759


>is constantly up in your face
>*screaming* at you
>does a shitload of damage if that scythe connects
>long-distance attack too

>> No.4388763

Some more reading:
>The Build engine is generally considered to be a 2.5D engine since the basic world geometry is two-dimensional with an added height component, allowing each sector to have a different ceiling height and floor height. Floors and ceilings can hinge along one of the sector's walls, resulting in a slope. With this information, the Build engine renders the world in a way that looks three-dimensional, unlike modern game engines that create actual 3D environments.

>> No.4388783

>It's a ray-casting engine

>Here's a bit more info on the topic:


Wikipedia is crap, who woulda thunk? Sectors can be on top of each other with very specific Z coordinates (there are basically two "height" values, one for floor and one for ceiling). And the game is rendered with orthogonal 3D texture transforms. So unless you go turbo sperg and say "true 3D is only when the world is composed of independent vertices connected up to 3 times per polygon and are being rendered with perspective correct mapping dividing by the z coords" that shit ain't 2D.

>> No.4389089

It would be a mistake to not play it; especially after finishing all the retail episodes.

>> No.4389151

What about the Gil Beast underwater?

>> No.4389191

These dudes are quite easy once you've got the rhythm down. The real annoying enemies are those dogs that shoot fire which deal like a million damage if they hit you directly for more than 1 second. Either that, or the boss gargoyles. Those don't show up as often though. Even the regular/black cultists can be super annoying because of how quickly they can harm you.

>> No.4389223
File: 1.97 MB, 1920x801, Zuul_Dog.png [View same] [iqdb] [saucenao] [google]


The Hellhounds were as terrifying as the ghosts to me; they're obviously modeled after Zuul from the first Ghostbusters movie, which scared the high holy hell outta me as a little kid. That entire movie left me a petrified wreck for weeks.

>> No.4389650
File: 477 KB, 1920x1080, Base Profile Screenshot 2017.11.10 - [View same] [iqdb] [saucenao] [google]

So what are tomes for?

>> No.4389656

Just a way to tell you a story without any kind of a journal system. Every time you pick up a tome it prints a message. That's it.

Voice acting would've worked better, but eh.

>> No.4390974
File: 373 KB, 1920x1080, Base Profile Screenshot 2017.11.11 - [View same] [iqdb] [saucenao] [google]

Thanks Anon
By any chance do you know what Feather Fall is for?

>> No.4391501

I'm with you. It's one of the strongest melodies and pretty intense with that percussion.

>> No.4391504

Holoduke is the same way. It seems like it was intended for Dukematch. Just like Shadow Warriors caltrops and flash bombs.

>> No.4391526

Stalker and Bulletdam are so awesome.

>> No.4392117

It nullifies fall damage for a short amount of time. Unfortunately, there's no visual indicator to display whether or not the effect is still active.

The one you found allows you to skip the tomes and elevator by jumping down to the bottom of the large chasm.

>> No.4392293

Thanks mah ninja

>> No.4392748
File: 1.85 MB, 800x450, bomb2.gif [View same] [iqdb] [saucenao] [google]

>> No.4392760

>wheeled chair rolls
That's a nice touch.

>> No.4392825

How many levels?

>> No.4392989

>We're starting with one episode, and if people buy it we'll make more. The episode has 7 "levels" planned, but each one is split into several map files that you can traverse back and forth between, like Half-Life or Hexen.

>> No.4393431

>hub levels in the build engine
was this ever done before?

>> No.4393501



>> No.4393525

Is erampage a passable way to play Redneck, or should I opt for DOSbox + bmouse?

>> No.4393554
File: 179 KB, 432x504, 413748978941351.png [View same] [iqdb] [saucenao] [google]

>that mixture of Doom/Hexen gibs + SW/Blood gibs

>> No.4393618

Thank you. And do we know something about the credits? Level designers, musicians, graphic artists, coders etc?

>> No.4393629

No, it's garbage and not even close to being playable. Use Dosbox and wait for RedneckGDX.

>> No.4393634

eRampage is more of a Duke TC than a source port. A lot like BloodCM. Play it if you're fine with this.

As for DOSBox, use Build Mouse Fix in place of bMouse. It patches the exe so you don't have to fuck with the settings and launch the game through bMouse every time.


Usage: buildmfx.exe rr.exe

>> No.4393639

All of the build engine games and Doom were built with autoaim in mind. Neither the stages nor the weapons designed for full mouselook.

>> No.4393653

build engine games have such awful hitboxes that you actually NEED autoaim

>> No.4393665

World Tour episode also used pseudo hub-levels as far as I know.

High Times changed style at both keycards (first is an open, picturesque view of Amsterdam, second is some indoor stuff inside the coffee shop, third is the looney bin area)

Red Ruckus (first is some random city, second is the bunker area, third is the boss area at the launch center)

Bloody Hell is blatantly obvious (first is that theater, second is the castle outside, third is the House of Commons and the castle inside...)

Mirage Barrage is also obvious (first is the outside maze of the pyramid, second is inside the pyramid, third is the space)

Tour de Nukem (first is the random city again, second is the underground parts, third is the boss area)

Golden Carnage (first is the bridge and surroundings, second is the Fort Point with the boxes and such, third is the boss area inside the fort)

The first 4 episode also used some of these hub level ideas (particularly the LA Meltdown episode or Derelict), but less blatantly.

>> No.4393670

That's not what a hub system encompasses.

>> No.4393727

Eduke32 has support for hub maps, and some TCs like AMC or WGR2 (iirc) use hub maps. So it has been done in Build, but just not in a retail game yet.

>> No.4393735

Uh okay, got it wrong.

>> No.4393771

Not even a source port can fix the bland, flat, samey levels.

>> No.4393779

i feel like the gibbing animation could be a little better, and so could the timing of the gib explosion. it would be at least twice as more satisfying if the gibbing animation occurred with a delay after the explosion

also not so sure how i feel about the throwing animation for the bomb, considering it looks like it flies 25mph with an awkward trajectory.. so i'm on the fence about that

the firing animation is pretty intriguing since you can see the bullet projectile when they shoot

i'm very interested in that, too

>> No.4393963

Davox will be the leveldesigner, this is the only information we have at this moment. His most notable map for Duke was the motorcycle ride in DNF2013 DLC. His Stadium map was pretty bad though.

>> No.4393970

Is there a way to make Blood GDX use the original limited color palette?

>> No.4394012

I've never heard about any "celebrities" so I guess there are only community mappers and artists involved.


>> No.4394956
File: 173 KB, 540x708, 1382610070106.jpg [View same] [iqdb] [saucenao] [google]

>testing the waters
I'm worried about this approach. Just how well does this thing have to sell before we get promised more? And if they wait to make future episodes, doesn't that significantly diminish interest? Episodes are way more likely to burn out than one good heave out the door. They are shooting this in the foot.

>> No.4395096

Are they really fucking using Doom-like gibbing animations? They make it all feel so lame and outdated when compared to the average Build game. Why the fuck wouldn't you just spam ludicrous amounts of gibs and keep them permanently on the ground until disposed of? Don't fuck this up Hendricks, I'm already disappointed.

>> No.4395245

It looks like a combo of the two. There is a hard limit to the amount of sprites you can have in Build so it makes sense to take that approach.
I'm not, the shareware episodes of the Build games were always the best ones out of their respective games so hopefully this approach will mean each episode will be the same quality (not to say the full games of them are BAD, it's just the shareware maps clearly had more stuff going on)

>> No.4395257

>There is a hard limit to the amount of sprites you can have in Build

There really isn't, those hard limits were arbitrary arrays in place to grant support for ancient hardware. You can just as arbitrarily increase the limit, like eDuke32 did these last few years. Those static gibs are some ugly ass solution.

>> No.4395368
File: 21 KB, 454x152, chrome_2017-11-13_10-03-04.png [View same] [iqdb] [saucenao] [google]


>> No.4395434
File: 3.00 MB, 640x360, blood death wish.webm [View same] [iqdb] [saucenao] [google]

Found a stuck spot in one of the Death Wish maps

>> No.4395456
File: 87 KB, 1366x768, AlBVY07[1].jpg [View same] [iqdb] [saucenao] [google]

The upscale pack is surprisingly good.


Includes HD menu font even. Set your texture filtering to trilinear for the full effect.

>> No.4395461

Post in DW thread, else Bloatoid might not see it.

>> No.4395462 [DELETED] 

I don't have an account there
If you have one, feel free

>> No.4395495

Duke's episode 1 is like night and day to the rest of the game. Much more content, story, quality.

>> No.4395521


The Ackolytes look like they were raped with an embossing filter

>> No.4395564

Yes there is a hard limit on sprite support, don't act like you know what you're talking about. Eduke32 boosted the sprite limit to it's maximum, 16384 but further increases aren't possible without colossal rewrites of the engine.

>> No.4395573

Is there really a new source port for Blood? /v/'s been saying so.

>> No.4395575


>> No.4395576

BloodGDX, which is a reverse-engineering effort made possible thanks to the leaked alpha source code (which apparently helped the developer more thoroughly reverse-engineer the final game)

It's a mostly-faithful source port of Blood in that it can run the original game, expansions, and mods from their original files, and it can play back vanilla demos without desyncing. There are some minor bugs and you can't use the original renderer, but having smooth mouse input, 1080p, and 60FPS is worth it IMO

>> No.4395591

>the shareware episodes of the Build games were always the best ones
That's actually accurate. Duke and Shadow Warrior are prime examples of this.

I'm not convinced doing one ep at a time ensures this level of quality, but I guess I can be a little more optimistic.

>> No.4395756

I hope Ion Maiden will have an actual storyline. Duke after episode 1 is just a map collection.

>> No.4395776

I've got to be honest, the throwing animation and the death animations look subpar at the moment.

So? That's more or less the same thing with most retro FPS. Story (premise) should just be a guideline/backdrop in these types of game.

>> No.4395834

Is it me or do I sense huge LameDuke vibes from this gif?

>> No.4395847

The Duke community should be aware that their typical fan stuff won't be enough this time. This will be a commercial game, and will be treated that way. Not even a total conversion like Caribbean, but a complete new game built from scratch. Even the quality of Duke Forever 2013 won't be enough. It was good, but had some flaws, however it was free and took a piss on the abomination called DNF, so it was popular.

Many shitty maps and mods (like the awful Roch maps) got overhyped in the community just because authors threw lots of irrelevant stuff and confusing puzzles in them and called them "details".

A commercial product however has to be accessible for Average Joes as well. Giga details and enemy hordes won't make the maps. Usermap style generic keycard and button hunting is a big no as well. The maps should have a flow, layouts should be clear, and have to be varied for the player to not get bored. So far, all the pics from this game indicates the game sets only in generic tech bases.

Also written texts in security cameras won't make a storyline, but scripted, intuitive, memorable sequences will. It's the harder way though, but that's what we are paying for.

And the game should be robust as hell. World Tour was a good port, but it had serious flaws that angered the people, like that sorry recoloured Cycloid. Something like badly compressed sound (like in DNF 2013), sloppy animation (what we saw in this gif) or other errors have to be detected as soon as possible.

>> No.4395932

I hope for their sake that they indeed do, and that they do something like Hard Reset did: skippable animated/drawn cutscenes in between certain maps.

That way you get the best of both worlds: it's not a hindrance for people who don't care, and people who do (reviewers) will get it.

>> No.4395940
File: 286 KB, 1920x1080, 20171113143104_1.jpg [View same] [iqdb] [saucenao] [google]

Damn this zone was great

>> No.4395945

is that the level that referenced The Thing? Was it called 'What Lies Beneath'? Great fucking map.

>> No.4395947

>Much more content
lolwut. Episode 1 has much fewer levels than the others.

>> No.4395949

So far the level design, even down to the actual visual aesthetics is fucking stellar.

Whoever is making this, needs to be making games

>> No.4395957


>> No.4395958

Yes. I recommend reading the commentary file that comes with the mod. Lots of interesting stories and insight.

>What Lies Beneath
>Originally called "Outpost" and inspired by the movie The Thing, with the current name grabbed from an unrelated horror movie. Another exhibit of a big open space that leads into something more claustrophobic. I didn't think the original game tried to do very much with colored lighting, and I thought the nighttime environments I was choosing were good places to put it into action. The spaceship section and the room leading to it were all added much later after episode 2 was completed when I was better with room-over-room effects. This level gave me a taste for "run from the explosion" sequences. The explosion effects have to be created last if they are big since all the sprites make Mapedit's 2D mode a big mess. Since 2D mode was such a mess after v1.3, most of the changes for v1.4 were made outside the building.
>Favorite Moment: Making that squealing spider-thing run away as you enter the med lab.

>> No.4395961

Wait, he posts/lurks /vr/ ?

>> No.4395994

I'll fix it sometime this week. I watched someone play through on twitch over the weekend and wrote down a few edits I want to make, so I'll add this to the list. I'm not going to worry about places you can TNT-jump "out of bounds" but errors like the one you found should get fixed (I think there's a spot like that in dwe3m3 as well).

I'd search for Blood threads every once in a while on /vr/ while making v1.4 to see if anyone had any criticism. Most of it was directed towards dwe2m3 so I spent extra time tuning up that mission. Now that v1.4 is out I'm answering questions and making little updates to the ModDB file each week (instead of saving them up and releasing it as v1.5).

I make indie games, but no FPSs yet. I'd like to do a horror game sometime, though.

>> No.4396038

Fewer but better. The other episodes are just maps after maps, LA Meltdown is an adventure.

>> No.4396046

Keep it up dude, I hope you find some success, you have the skill for it

>> No.4396047


>> No.4396048
File: 1.74 MB, 853x480, Base Profile 2017.11.13 - [View same] [iqdb] [saucenao] [google]

Goddamn this was fucking cool

>> No.4396084
File: 2.89 MB, 853x480, Base Profile 2017.11.13 - [View same] [iqdb] [saucenao] [google]

Another damn cool area

>> No.4396158

Animated cutscenes are just the lazy way to add storyline to your game. Do the leveldesign talk instead.

>> No.4396174


>> No.4396175
File: 1.15 MB, 853x480, Base Profile 2017.11.13 - [View same] [iqdb] [saucenao] [google]

>> No.4396191

fewer guns and enemies too

>> No.4396193
File: 990 KB, 853x480, Base Profile 2017.11.13 - [View same] [iqdb] [saucenao] [google]

Blood GDX cannot handle it

>> No.4396281 [DELETED] 

You guys know shit about what makes something good.

>> No.4396293

I think that's the only ROR glitch that happens in GDX. I remember it from my 1.3 playthrough.

>> No.4396295

and your comment of more content was objectively wrong. you also have shit taste. must really suck to be you.

>> No.4396302

You're talented as fuck. It's a goddamn shame you're not making AAA games but the industry's beyond brain dead now for good single player FPS. Btw what indie games have you made?

>> No.4396312
File: 1.77 MB, 853x480, blood.gif [View same] [iqdb] [saucenao] [google]

I keep running into cool imagery

>> No.4396402
File: 400 KB, 1020x759, Capture.png [View same] [iqdb] [saucenao] [google]

I think this may be from having a sector border that's too long. If I break it up with some vertices and play it in GDX I get this (see image).

We're working on a local (and hopefully online) multiplayer game called Hastilude at the moment: hastiludegame.com (this site is horribly out of date). Before that we were doing some small mobile games to get the hang of things before making something big. I usually only hop on our twitter account to post images but if you message us we're quick to respond: twitter.com/GhostCrabGames
We'll also be at MAGFest in January if you want to swing by.

I looked into working for a AAA studio but most of those jobs, especially at entry level, were not stable enough for me (I would have loved to work on something like Dead Space, for instance). For now I'm enjoying having more creative control at the expense of not doing anything on a massive scale.

>> No.4396423


Your GDX is 2 versions behind, please update.

>> No.4396436
File: 381 KB, 1098x762, Capture2.png [View same] [iqdb] [saucenao] [google]

Still works! I'll include this fix in the next update.

>> No.4396447


Also, it's been mentioned here before, what about the tommygun/shotgun cultists falling into the water in the starting levels of DW? I think it was especially bad in the second or the third level, the one where you're crossing bridges all the time. Maybe add some fences?

>> No.4396453

Objectively right, because the first episode introduced all the relevant game elements, all the useful weapons, and all iconic monsters. In addition it had a great atmosphere and high quality levels unlike others, where top notch design was just scarce, and storyline was weak or non existent. Both episode 3 and episode 4 felt like some random hackworks barring a few levels.

>> No.4396462

You're such a gigantic fucking shithead. It has less content than the other episodes, that's not debateable. Less levels, fewer enemies and fewer guns. Of course it 'introduced' the game elements since it was the first episode you stupid hopeless fuckwit.

>> No.4396464

Is there a way to install a mouse fix like bmouse on eduke32? I'm trying to play WGR2 Siege Breaker but the mouse control is assy.

>> No.4396482

it doesn't matter if you like the first episode more than the others. fact is the first episode has less content and that's simply a fact of life. no amount of damage control or goal post shifting will change this fact. grow up you silly neckbeard.

>> No.4396485


>> No.4396495

To which mission are you referring? If you take a screenshot of the spot I'll give it a look. I don't think I put any big water areas before mission #4.

>> No.4396497
File: 179 KB, 320x200, Blood Death Wish.gif [View same] [iqdb] [saucenao] [google]

Original version

>> No.4396516
File: 1008 KB, 1366x768, RJHxTsg[1].png [View same] [iqdb] [saucenao] [google]

Just checked, it happens in both 1.2 and 1.3. E.g. here, see pic. Not always, but still.

>> No.4396525

>puttng post-mortem at third place
>with all those palette swaps and left over levels

>> No.4396527

5 is cryptic passage

>> No.4396634

They both stole it from the movie Eraser. No idea if the movie sound effects are at all similar though.

>> No.4396681

>Start playing Death Wish
>Only a few levels in and really digging the levels
>Go to play more today
>The messages from books and pick ups have stopped showing

Using BloodGDX here, what the fuck have I done here and how do I fix it? I'm not seeing anything in the menus so I'm at a loss as to what's happened.

>> No.4396690


BUILD was always really good at intricate details due to the mixture of sprite based architecture and sectors.

Everything in Quake was big and chunky due to limited polygons in any given area but environments in Duke could have all these little details in them, and sprite based poles, chains, signs and other stuff that was thin/flimsy.

>> No.4396693

hit F8 or one of the F keys
it toggles messages on and off

>> No.4396698

It was F8.
Thank you anon.

>> No.4396717

Is there a way to change those hotkeys? I actually keep hitting F8 a lot when doing the F9 quickload

>> No.4396729

Postmortem is amazing. It has the best gameplay out of all the episodes by far. It's not a mapset about atmosphere or realistic locations, it's all about the gameplay and the added enemies also add to this. The level layouts are also fantastic and interesting to navigate, with the only exception being Ruined Temple. You are actually the pleb here friend. Postmortem is the best episode along with E1.

>> No.4396731

Judging by the .ini file you can't rebind the function keys.

Stop being such a savescumming bitch, I guess.

>> No.4396741

>Postmortem has the best gameplay out of all the episodes by far.

Fuck no, it was literally made out of left over content with some extra palette swapping, most levels are trash, like the warehouse level or the water level. Or those god damn catacombs. Cryptic Passage blows it out of the water.

>Much of its content was produced using left-overs from the prior three years of development. This included levels taken from drafts seen in the Blood Alpha, including:
>Forbidden Rituals
>Forgotten Catacombs
>The Dungeon
>Beauty and the Beast
>The final bosses, the Beasts, were also created using the sprites originally created for the bloodlust feature ultimately dropped from the retail game.

>> No.4396742


Haven't played Cryptic Passage in ages so can't comment but I was never particularly impressed with that expansion. I remember it gave far too much ammo and so made the ammo management aspect of Blood (one of its best characteristics) redundant.

>> No.4396772

I don't care if it was leftovers, it is great. They made Blood to fit from map to map. These maps didn't fit in other places and were just single flavours of gameplay and damn good ones at that.

>palette swapping
It doesn't matter if the cultists are now blue or green, a tesla cultist brings new gameplay to plate as does one which only chucks dynamite. Not to mention all the other added enemies like the plants and mini calebs.
>most levels are trash, like the warehouse level or the water level
This is all I need to know that you are a gigantic pleb with absolutely no insight of gameplay. Public Storage is probably my single favourite Blood level for its gameplay and layout alone. The combat is fucking amazing. Aqueducts is also probably the single most interesting level to navigate by far in the entire game. Its more puzzle based layout is god tier.
>Or those god damn catacombs.
Best secret level in the entire game apart from Dark Carnival. A small-ish compact level with amazing gameplay, layout and that one even comes with decent atmosphere with its unique copper look and pretty lighting.
>Cryptic Passage blows it out of the water.
Nope, it really doesn't. Over abundance of ammo and holds no candle to Postmortem's gameplay. Also of course lacking the added enemies in E6. Cryptic Passage has always bored me.
>This included levels taken from drafts seen in the Blood Alpha
I've played the Blood alpha episode and that statement is wrong. The levels in postmortem are NOTHING like the alpha 'lost episode'. Play it right now and see for yourself, it's completely different. Besides there are pieces of the alpha episode in the real game, too, such as the haunting, so this statement is irrelevant.

>> No.4396774

>>4396772 continued

>Forbidden Rituals
>Forgotten Catacombs
>The Dungeon
>Beauty and the Beast
Every single one of these maps are amazing. Also Beauty and the Beast is probably the only Blood boss worth a damn and you fight them in a deathmatch based arena which you make full use of by running around. That's not say they're hard, but they're certainly better than any other of the boss fights in Blood.

I will say that in terms of atmosphere this is the worst mapset in the game. In terms of gameplay however it's right at the top and again the actual level layouts for all the maps excluding Ruined Temple are fantastic.

>> No.4396841
File: 114 KB, 1781x405, Capture.png [View same] [iqdb] [saucenao] [google]

*NESfag and I have talked a lot about this episode in the past. I found this old post he made and I completely agree with him. Dude is completely on the same page as me and just 'gets it', probably because we're both among the older crowd that actually grew up with these games. Not saying you're not, but him and I often seem to notice and agree on the same nuanced things in FPS which might not be opinions that are widely acknowledged. Although we totally disagree on Quake lol.

Again, in terms of locality and environmental detail Postmortem is certainly lacking compared to other episodes. A warehouse is certainly a boring setting and many levels are pretty abstract which might annoy people that want more BUILD-style realistic locales. In terms of the actual core layout and gameplay encounters however it's really fucking splendid.

>> No.4396878

>being this assblasted

Okay dude, enjoy your leftovers. Jesus.

Also, for the record, technically episode 5 is deathmatch/bloodbath maps, that's why postmortem is marked as ep 6. Cryptic Passage is its own thing with a stand-alone exe, so it's got no episode number (technically it's counted as episode 1 if you use cheats to jump between levels).

>> No.4396901
File: 59 KB, 837x696, cleb.jpg [View same] [iqdb] [saucenao] [google]


>Guy gives you a lengthy detailed argument for why postmortem is alright
>Respond by calling them assblasted

I don't have any investment in this argument but that's a weenie move if I've ever seen one

>> No.4396918

? I thought we were just having a conversation but alright.

>> No.4397089

that's my ancient OC dude, cheers :)

I didn't post those btw but I see other people posting them sometimes which is cool. If you're interested I recently recorded a new full episode playthrough with BloodGDX, you can see it here: >>4395957

>> No.4397295

>A warehouse is certainly a boring setting

Boxes and crates are the epitome of level design un-inspiration, yet that level is one of my favourite in all of Blood. It's just one of the tighest levels gameplay wise, with quite some unlinearility and it's always great no matter how you tackle it.

The abstract themes of some levels in the Postmortem is exactly what allows them to be so good. It's like Lunar Apocalypse of DN3D in a sense: the less grounded in reality it is, the wilder it can easily get in terms of architecture and layout.

>> No.4397438 [DELETED] 

Samefag. Worthless shitposting in many sentences.

>> No.4397446

Golden carnage in Duke has a part full of boxes, yet the map is awesome.

>> No.4397452 [DELETED] 

Exactly bro.

Well good luck man. I really hope one day you get the opportunity to make or be a part of a big AAA horror game if you so wish. You really are an incredibly talented level designer and I don't say that lightly; Death Wish is easily one of my most amazing games I ever played and I'm really grateful that you made it. It's super cool that you post here as well btw. Wish you the best.

>> No.4397460


For the record:

The Way of All Flesh>Even Death May Die=A Farewell to Arms>Dead Reckoning>>>Cryptic Passage<Postmortem

I've had to clean up too many mapping mistakes in Cryptic Passage to consider it anything but dead last. I'm like that.

>> No.4397467
File: 57 KB, 400x330, javaw_2017-11-14_10-09-30.png [View same] [iqdb] [saucenao] [google]

Is this Borderless mode even working?

>> No.4397470 [DELETED] 

Exactly bro. Postmortem was an episode that was all about gameplay, and especially the more abstract maps were entirely built with gameplay situations and navigation in mind. The only map that's lacking is Ruined Temple as it feels super lazy and unfinished. You only need one key to win, don't even need the other keys to get it, but even that map in terms of gameplay is really fun and can be approached in any way you want since it's pretty much an open abstract playground. All the other maps however are tightly designed in terms of progression and layout, abstract as they are, and many come with a good deal of non-linearity.

Well good luck man. I really hope one day you get the opportunity to make or be a part of a big AAA horror game if you so wish. You really are an incredibly talented level designer and I don't say that lightly; Death Wish is easily one of the most amazing games I've ever played and I'm really grateful that you made it. It's super cool that you post here as well btw. Wish you the best.

>> No.4397481 [DELETED] 


>> No.4397482
File: 14 KB, 552x552, DOV0FonWsAAiUYe.jpg [View same] [iqdb] [saucenao] [google]

I seem to have a lot of lag spikes in frame rate, or more precisely, freezing, when I press a button or trigger something that seems to make the game load assets. Sometimes it even happens halfway through a gunfight, which obviously is very annoying.

In Blood GDX at least.

Is this happening to anyone? I have a good rig so this shouldn't be happening.

>> No.4397484

Exactly bro. Postmortem was an episode that was all about gameplay, and especially the more abstract maps were entirely built with gameplay situations and navigation in mind. The only map that's lacking is Ruined Temple as it feels super lazy, but even that map in terms of gameplay is really fun and can be approached in any way you want since it's pretty much an open abstract playground. All the other maps however are tightly designed in terms of progression and layout, abstract as they are, and many come with a good deal of non-linearity.

Well good luck man. I really hope one day you get the opportunity to make or be a part of a big AAA horror game if you so wish. You really are an incredibly talented level designer and I don't say that lightly; Death Wish is easily one of the most amazing games I've ever played and I'm really grateful that you made it. It's super cool that you post here as well btw. Wish you the best.

>> No.4397518

I'd love to see for a spiritual successor to Douk, could be entirely new character and plot in the build engine, with well crafted environments, good enemies and weapons and Easter eggs and cultural references for the current year.

>> No.4397536

Well you're in luck, your wish is coming true. >>4392748

>> No.4397537

well there's Ion Maiden (formerly Bombshell) coming up

>> No.4397572

Uncheck fullscreen and it will work. Duh.

>> No.4397573

Can't say much except make sure to exit your internet browser before launching BloodGDX, since it's a Java app and shares resources with Chrome etc.

>> No.4397843
File: 92 KB, 710x531, ss.jpg [View same] [iqdb] [saucenao] [google]

I wish that more first-person shooters had a worthwhile close-combat weapon. There is something about getting right up into the enemy's face and punishing them that feels so satisfying and rewarding. It's so good that you can use this thing competently against virtually everything you encounter. Melee weapons in other games are almost completely useless by any comparison.

By the way, I'm doing a playthrough of this game right now only using the sword, shurikens, sticky bombs, guardian head, ripper heart, and items. ie no guns.

>> No.4397856

Indeed, melee weapons like a sword feel more... personal.

>> No.4398173


>> No.4398194

I liked the sword in shadow warrior too. It felt like actually slicing when you used it unlike most games. And its funny how its better than shotguns and uzis much of the time.

>> No.4398349

hey samefag, it seems you don't understand the meaning of content. it's not the number of enemies or the number of levels. it's the number of the actual content in the game you play. LA meltdown is an episode with many cinematic moments, scripted sequences, progressive stories, different sceneries.

lunar apocalypse has one new idea in spaceport, then one more new in fusion station (alien infested base) and then one more new (lunar outside) in dark side. the rest of the levels are just circling around with the same ideas.

shrapnel city is even worse, the subway aside in rabid transit, every level looked like a usermap.

the birth was a gigantic pile of shit. it might matched the actual content of LA meltdown in terms of new art (most of them were useless), but it had no artistic coherence whatsoever. levels were just thrown in from the scraps they had.

the less said about alien world order is the better.

>> No.4398416

yeah you're a total spastic, nothing else to say. more levels + more enemies + more weapons = more gameplay content, no matter what asspulls you try to produce. keep being retarded though my sad virginal friend.

>> No.4398594

you're showing symptoms of low functioning autism in your worthless trollbait posts anon.

it seems you simply don't understand the meaning of content. there were many hack addons for this game years ago that had even 500(!) maps in their releases. maps that were made by hack authors, and there were some new weapons and enemies included as well. Duke Xtreme was one sad example.

was this more content? no fucktard, it was just a collection of maps gathered from the net, without integrated storyline, properly written new sequences and such. quality is part of the content, no matter how your sad autistic faggotry try to piss on wording.

the fact is that all important effects, interactive elements were introduced in LA meltdown, the rest of the game were just new maps. spaceport added space environment, fusion station added alien environment and reactor, drk side added space scenery, rabid transit added poorly written train sequence and it's impossible added thunderstorms. that's all, the rest of the game were just there. even the new monsters and weapons were introduced in the first few levels of lunar apocalypse.

>> No.4398631 [DELETED] 
File: 13 KB, 387x477, 1500760990104.png [View same] [iqdb] [saucenao] [google]

Why are Build threads filled with so much autism?

>> No.4398663 [DELETED] 

all the retro fps semi-general threads on /vr/ are actually no less autistic than their counterparts on /vg/ with the exception of the doom general, which is a hugbox

>> No.4398670 [DELETED] 
File: 12 KB, 203x209, 1440465955413.jpg [View same] [iqdb] [saucenao] [google]

>retro fps counterparts on /vg/

>> No.4398681 [DELETED] 

video game generals
retro games

The counterpart to a retro video game in this context is a contemporary one, the genre is already established - fps.

>> No.4398732 [DELETED] 

tldr sorry bud. you remain a total moron.

>> No.4398815

Because there are lots of autistic things to talk about with these games.

>> No.4399557

I think it's more of the case that E2-5 are all built around centerpieces and fillers, while they didn't have this privilege for the shareware episode, hence they tried to polish all levels as much as possible.

>> No.4399862

I can't beat a single level in Blood without a quicksave

>> No.4400232


So what the fuck do you want; every level to have completely unique themes with special snowflake textures? That's not going to happen in a game with 30+ maps. Besides, the game was already ridiculously innovative. Nobody gave a shit that an Episode 3 level reused textures and atmosphere from one of Episode 1 levels because they played differently from each other. Stop being a faggot and spewing horseshit from the pseudo-intellectual "game development" videos you binge watch on Youtube and enjoy Duke for what it is.

And do you realize Duke was already pushing their targeted system's limits throughout most of development? The game ran like ass throughout most of 1995 until they simplified level geometry late 1995.

>> No.4400512

>The game ran like ass throughout most of 1995 until they simplified level geometry late 1995.

This. I would pay good money if they could use the maps from the "leaked" betas as a base for some "as the designer intended" map patches. Some of the beta footage shows final maps in an outrageously detailed state.

>> No.4400664

>So what the fuck do you want; every level to have completely unique themes with special snowflake textures?


>That's not going to happen in a game with 30+ maps.

then have 20 maps with unique story and quality design.

>Stop being a faggot and spewing horseshit from the pseudo-intellectual "game development" videos you binge watch on Youtube and enjoy Duke for what it is.

stop being an autist and try interpreting what the others say.

>> No.4400670

as far as I know these lost details only affected episode 1 and some of episode 2. the rest of the game were just rushed work to fill the contractual conditions.

>> No.4400716


Seriously dude? You have to be a fucking retard to think that E1L1 and E3L1 are similar, despite drawing from the same city texture set. The real gameplay diversity comes in Episodes 2 and 3. Looks aren't everything you spastic ADHD case and you could tell that if you bothered to play the game to completion instead of going off of fuzzy memories or Youtube videos.

And there's still a story in Episode 3. If you bothered to pay attention, you'l find that the levels have little connectors that link each of them, For fuck's sake, you can even see the end of E3L1 in E3L2's main courtyard. I even noticed that when I was 7 back in 1996 and thought it was the coolest shit at the time, but apparently you're more retarded than a 7 year old.

>> No.4400921

>E1L1 and E3L1 are similar
no. E3L1 is a fucking ugly version of E1L1. instead of proper streets and indoors we got some random places have no business in a pro game.

>> No.4400995


So your entire autistic fit over Episode 3 is because...there aren't any streets in it? Really?

The streets in E1L1 and E1L2 don't even make sense. How the hell do people park their cars to reach the buildings? Why would someone build two streets that connects nowhere and is completely isolated from the rest of the road network?

If you're going to get autistic over realism in Duke, realize that even the "realistic" E1L1 and E1L2 have no grounding in reality besides vague ideas.

>> No.4401450

The only autistic here is you who can't accept the others opinion.

What I said was simply stating a fact that episode 1 is having higher quality and more content (read: new original locations, gameplay element, lastability, satisfaction factor) than the rest of the game barring a few scattered levels.

You however can't stop shitting the thread with your autistic defense of episode 3, despite my posts weren't focused on that one. But your projection is right, it's a shitty episode with no new monsters and weapons, no new effects and lazy design for most parts.

>> No.4401946

Derelict might be nerfed as well. It's origins date back to Lameduke.

>> No.4402027

>more content
nope. fewer levels, fewer enemies, fewer weapons
>new original locations,
redundant argument.
>gameplay element
absolutely false. fewer enemies + fewer guns + fewer levels = less gameplay situations.
opinion and it's retarded. gameplay far less rich than later episodes with its much fewer enemies and weapons
>satisfaction factor
another opinion, has nothing to do with amount of content

you're still retarded carry on. you're also arguing with multiple people but carry on screaming samefag to feel better about life you sad little virgin

>> No.4402050

your autism is horrifying. you simply don't understand what the others say and hijacked this thread with ultimate shitposting just because someone has fact-based opinion of some levels made for a game 20 years ago.

it had been a general consensus that duke3d's best episode was the first one, also shadow warrior's, simply for business reasons (as the costumers' first impressions are the most important for sales). something base-dwelling autists never understand how that works. the same basement dwellers are the ones who don't understand why megaton edition was pulled and the 3 addons weren't included in world tour.

>you're also arguing with multiple people
you and your samefag aliases? there is only one arrogant style in these posts and it's obvious they are from the same person. even the semantics are the same.

nice projection anon. I'm pretty sure the likes of you never got laid.

>> No.4402062 [DELETED] 

tldr again bud. no time for absolute retards.

>> No.4402112

>fewer levels, fewer enemies, fewer weapons


>> No.4402113

It's funny how every Build thread devolves into some kind of flame war

>> No.4402129 [DELETED] 


Right now it's just some sperg that seems to have the inability to notice different situations and ways to play without pretty new textures and weapons every map. I think he's trolling.

>> No.4402527 [DELETED] 

You just don't know how game design works and project your failures to the others.

>> No.4402559

what part dont you understand? its pretty self explanatory.

>> No.4403454

No, it's not. Please elaborate.

>> No.4403518

E1: 6 levels
E2: 11 levels
E3: 11 levels
E4: 11 levels
E5: 8 levels
So E1 has the fewest levels.

E1 doesn't have shrinker/expander, devastator, laser trip bombs, freezethrower or flamethrower. So E1 has the fewest weapons.

E1 doesn't feature enemies like enforcers, assault commanders, battlelord sentries, pig tanks, slimers, protector drones, sharks, sentry drones or firefly troopers. So E1 has the fewest enemies.

Now exactly how hard were you dropped on your face as a child?

>> No.4403632

It's pretty embarrassing to admit this, but fortunately my name is not displayed.

Not wanting to crawl on the post chain all over again I mistakenly confused you with the anon with a hateboner for Shrapnel City. My apologies, please carry on.

>> No.4403771

Would things have gone smoothly if GB and 3DR agreed to joint ownership of the Duke IP?

I feel like this would've been the best thing to happen and that it was stupid that they didn't think of it themselves

>> No.4403981

E1 has fewer levels, but they are longer ones (except for Hollywood Holocaust) than anything barring a few scattered levels in the other episodes.

There are no gimmicky weapons you don't use, that's true but tripbomb and shrinker both appear in the episode, and in the case of the shrinker, in a way it's not present in the others episodes.

Also what is episode 1? City, prison, toxic waste facility, launch center, canyon.

Episode 2 is space, space and more space.

Episode 3 is city, city and more city.

Episode 4 offers more content than episode 1, but it's all for the wrong reasons, since most of them are pop culture art and other jokes, that don't fit to the game.

Also episode 1 had some cool stuff that were lacking in the other ones, like pool table, hydrants, crane poles, babes you can tip, the said shrinker shooter, electrocuting, cacti that hurt you, various effect like water turbines and such.

Episode 2 has the rotating bridges, the exploding reactors and the shooting spacecraft at level 1. Episode 3 has the train, and some babes you can tip but they don't respond. Episode 4 has thunderstorm, and mirrored shrinker use, and stupid stuff like the robot mouse.

In this way, episode 1 use far more content, despite having limited monster types. Also the best, most memorable monsters are the one those in episode 1, other lack the polish and some of them are more annoying than fun.

Ask a random non autist Duke fan, and they remember the names like "Hollywood Holocaust", "Red Light District", "Death Row" or "The Abyss". They can't remember shit from the other episodes though, except that second episode was set in space.

You can shit this topic as much as you want, but these are established facts, and I'm pretty sure the original authors agree me on this case.

>> No.4404006

in the case of your retarded views duke xtreme is the addon with the most content with its 500 maps, and duke caribbean is shit since it had just 7 levels.

>> No.4404147 [DELETED] 

lol nope, you're still retarded. tldr

that's not my 'view' at all though kid. I didn't say E1 is the worst just because it has the least amount of content, I just said it's a fact that it has the least content out of the other episodes.

>> No.4404261

>Ask a random non autist Duke fan, and they remember the names like "Hollywood Holocaust", "Red Light District", "Death Row" or "The Abyss".
More like "Dark Side" and "Derelict", actually.

>> No.4404265
File: 3.67 MB, 700x298, 1470705257765.gif [View same] [iqdb] [saucenao] [google]

Not him but

The levels they'd remember from ep.4 would be Duke Burger, Shop-N-Bag, Babe Land, and Area 51.

>> No.4404378
File: 460 KB, 569x613, 1442485304828.png [View same] [iqdb] [saucenao] [google]

>the Derelict anon has returned

>> No.4404431

>also the Derelict hater anon.

>> No.4404502

>Dark Side
lolno. an average player doesn't remember any particular levels of episode 2, just the theme and how he hated it. if you meet someone who starts naming levels or says it was his favourite episode, it means he is on the hardcore side of the fanbase.
(not that Dark Side is any bad. in fact it was one of the 3 good levels of the episode, the others being Spaceport and Fusion Station)

again no. the theme is original, and the design is well made, but it was hated for the same reason as episode 2. quite hard to progress in the map, it takes 25 mins even for seasoned players.

>Duke Burger
yes, it was one of the few maps that shows good quality, variety and universal appeal. it's not coincidence it was part of episode 1 in DN64.

maybe for the shopping theme. it was a terrible level otherwise

>Babe Land
maybe, but most people hated it for being ugly, and the pirate chicks being all robots.

>Area 51
no, secret maps are easier to forget anyway, and the design is also a mess in this one.

>> No.4405108 [DELETED] 

Derelict is awesome you tasteless plebeian betamale.

>> No.4405489

Whoever designed Babe Land's red key area needs to be executed

>> No.4405598

Is it by any chance the shooting gallery? That was pretty retarded.

>> No.4405927


one time I got stuck for like 10 minutes in that stupidass shooting gallery.

>> No.4406167

you guys are sissies. I went through the first time around.