QuestWhat posted:In fact, I only recently discovered there were secret levels and the one I came across was a circular track that needed to do a full 720 rotation before coming back to the starting point . Wait until you come across the secret map "Tier Drops".
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# ? Jul 29, 2013 05:15 |
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# ? Jun 4, 2024 17:55 |
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Where can I find the entrance/secret exit? VVVVV Thanks. QuestWhat fucked around with this message at 05:41 on Jul 29, 2013 |
# ? Jul 29, 2013 05:19 |
QuestWhat posted:Where can I find the entrance/secret exit? Just use this because I don't remember the details.
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# ? Jul 29, 2013 05:28 |
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Figured I'd post this, I recently decided to go back and take a pretty in-depth look through the contents of the 1996 Blood alpha and managed to find some pretty neat stuff within it, so I decided to go use the knowledge and screen-shots I took to spruce up the somewhat lacking info page over at blood-wiki.org One really interesting thing I found was that Richard "levelord" Gray may have at one time been working on level Design for blood, theres a couple of levels with the prefix "Gray" from around the time when the original Qstudio team worked out a deal with Apogee and got a real office with the 3D realms people NoodleBox fucked around with this message at 05:46 on Jul 29, 2013 |
# ? Jul 29, 2013 05:43 |
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NoodleBox posted:Figured I'd post this, I recently decided to go back and take a pretty in-depth look through the contents of the 1996 Blood alpha and its pretty some of the stuff that I managed to find within it, so I decided to go use the knowledge and screen-shots I took to spruce up the somewhat lacking info page over at blood-wiki.org Sperg posted:Though the concept behind the aerosol dates back to the 1790 the first can was invented in Oslo on November 23, 1926 by Erik Rotheim. It was not until 1939 that a patent was filed for a disposable aerosol spray can and not until 1941 and beyond that it began to attain popularity. Likewise, the Zippo lighter Caleb uses to ignite the aerosol spray would not be produced until 1933. This makes their inclusion in Blood, retroactively dated as 1928 in Blood II, somewhat historically dubious.
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# ? Jul 29, 2013 05:47 |
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Jblade posted:Anyways I'm playing Redneck Rampage and it's the weakest of the build games - while the levels look incredibly pretty, they're ridiculously dark convulted mazes and the keys are tiny black shapes that they just hide randomly for some obscure reason, AND they're all identical and you get no information about what key goes where. It's too bad that the level design was terrible, because almost everything else about it was actually pretty decent to good including the alcohol meter gimmick.
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# ? Jul 29, 2013 05:51 |
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NoodleBox posted:Figured I'd post this, I recently decided to go back and take a pretty in-depth look through the contents of the 1996 Blood alpha and managed to find some pretty neat stuff within it, so I decided to go use the knowledge and screen-shots I took to spruce up the somewhat lacking info page over at blood-wiki.org The Blood alpha is extremely interesting because it lacks the neat environments that make Blood what it is. It seems they originally wanted the game to consists of generic gothic castles, manors and dungeons. As a result of that and mediocre level design, most of the levels seem pretty aimless and boring. I get the feeling that Blood floated around for a while without any real concrete direction besides "dudes in robes shoot at you in an evil manor while some monsters we made out of clay harass you". They hammered out interesting weapons and gameplay, but didn't really know how to put it together. Looking at old Shadow Warrior pre-release screenshots, I also get the same directionless vibe, but with generic Asian temples and ninjas. Its probably the reason why Blood and SW were in limbo for so long. You can get some of the alpha's directionless and generic feel from the episode the Plasma Pak added to Blood, since nearly all of them (except the first level IIRC) were recycled from maps seen in the Blood alpha. closeted republican fucked around with this message at 06:46 on Jul 29, 2013 |
# ? Jul 29, 2013 06:39 |
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closeted republican posted:The Blood alpha is extremely interesting because it lacks the neat environments that make Blood what it is. It seems they originally wanted the game to consists of generic gothic castles, manors and dungeons. As a result of that and mediocre level design, most of the levels seem pretty aimless and boring. I get the feeling that Blood floated around for a while without any real concrete direction besides "dudes in robes shoot at you in an evil manor while some monsters we made out of clay harass you". They hammered out interesting weapons and gameplay, but didn't really know how to put it together. Looking at old Shadow Warrior pre-release screenshots, I also get the same directionless vibe, but with generic Asian temples and ninjas. Its probably the reason why Blood and SW were in limbo for so long. There was a guy who interviewed Nick Newhard, and at one point I think he mentions something about an argument between "Realistic" versus "Exaggerated" level/game-play presentation, I kinda get the feeling that around that point was when the blood we know and love began to come about
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# ? Jul 29, 2013 06:53 |
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NoodleBox posted:There was a guy who interviewed Nick Newhard, and at one point I think he mentions something about an argument between "Realistic" versus "Exaggerated" level/game-play presentation, I kinda get the feeling that around that point was when the blood we know and love began to come about Very interesting. I'm betting the Blood alpha was made during the time the game was still meant to be a semi-serious, more realistic Lovecraftian game. That explains why it seems so dull and bland compared to the final game. I think you're right about when the final Blood started to form.
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# ? Jul 29, 2013 07:23 |
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Obeast posted:This is easily the worst thing about Redneck Rampage IMO. The levels were pretty bad, but the key thing was the biggest offender for me. I understand they probably wanted to make it somewhat "realistic to modern day Earth" by not using colored keys and doors, but I would've preferred having the colored keys and doors over having to backtrack to every locked door everytime I found a new key. quote:Looking at old Shadow Warrior pre-release screenshots, I also get the same directionless vibe, but with generic Asian temples and ninjas. Its probably the reason why Blood and SW were in limbo for so long. That's interesting information about the Blood alpha, thanks for taking the time to play it. It's clear that what we ultimately got with Duke, SW and Blood was way better than the beta stuff, but sometimes they cut things that would of been amazing if it made it ingame (like the Spacesuit in Duke)
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# ? Jul 29, 2013 10:11 |
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Jblade posted:It's clear that what we ultimately got with Duke, SW and Blood was way better than the beta stuff, but sometimes they cut things that would of been amazing if it made it ingame (like the Spacesuit in Duke) You can say this for nearly every game that has a beta floating around. The various Unreal 1 betas have some nifty ideas (like the Skaarj-themed caskets and burial grounds/crypts), but don't really implement them well. Soledad, which is basically THE map everyone that's played the early 98 beta raves about, transforms into a gauntlet of lovely and frustrating insta-kill traps you need to avoid around 1/4th into the level. The Half-Life 1 beta released this year shows the game was pretty poo poo before they completely reworked the game and had all sorts of dumb ideas, like most of the levels being around avoiding an enemy that'll instantly kill you and awful models. Lameduke is one giant mess that looks and feels like a mediocre game you'd find on a shareware disk, barring some of the city levels. The only beta that really showed more promise over the final game was Half-Life 2, and even then that was mostly because of the obsolete weapons and models that weren't stripped from the game at the time it was leaked that showed what the game was like in 2001 and 2002 instead of what it was in mid to late 2003.
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# ? Jul 29, 2013 10:30 |
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Update on multiplayer for Duke3D Megaton Edition:Devolver Digital posted:So it looks like I forgot to give the forums here an update on multiplayer and truly I am sorry. The Devolver Digital team asked General Arcade to finish up on Shadow Warrior Classic Redux before implementing multiplayer in Duke Nukem 3D: Megaton Edition and that's the reason you don't have multiplayer yet. This is entirely on us but we needed to act on the opportunity to update Shadow Warrior as well and that required moving things around.
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# ? Jul 29, 2013 13:16 |
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The Kins posted:Update on multiplayer for Duke3D Megaton Edition: Understandable but it would've been nice to hear that a while ago. I'd assumed they'd cancelled it.
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# ? Jul 29, 2013 14:26 |
The Kins posted:Update on multiplayer for Duke3D Megaton Edition: I wonder if the beta will be an opt-in thing or something rolled out to everyone on Steam.
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# ? Jul 29, 2013 14:29 |
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all I want to say is hurry up so I can play western.map in Dukematch and hog the big train all to myself. Get off of my train
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# ? Jul 29, 2013 14:34 |
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NoodleBox posted:Figured I'd post this, I recently decided to go back and take a pretty in-depth look through the contents of the 1996 Blood alpha and managed to find some pretty neat stuff within it, so I decided to go use the knowledge and screen-shots I took to spruce up the somewhat lacking info page over at blood-wiki.org This is really interesting. And a lot of these unused items were still available in the map editor. Some items you could pick up but didn't do anything, some crashed the game (like the Diving Suit) and some were useful for secrets like Key 7. I'm not sure how or if it was used anywhere in the game but Key 7 was an invisible key you could pick up and unlock doors with like the rest of the six themed keys. We used that one all the drat time.
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# ? Jul 29, 2013 14:42 |
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Segmentation Fault posted:I wonder if the beta will be an opt-in thing or something rolled out to everyone on Steam.
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# ? Jul 29, 2013 14:42 |
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Yodzilla posted:This is really interesting. And a lot of these unused items were still available in the map editor. Some items you could pick up but didn't do anything, some crashed the game (like the Diving Suit) and some were useful for secrets like Key 7. I'm not sure how or if it was used anywhere in the game but Key 7 was an invisible key you could pick up and unlock doors with like the rest of the six themed keys. We used that one all the drat time. I couldn't seem to find any thing (no art, no placeholders, no functions) about key 7 within the alpha, but I have a feeling that the reason it exists might be due to remnants of code left over from the alpha still existent within the retail version of blood; my guess is that they might not have been able to get rid of a function without severely screwing something up or causing extra work for themselves, so they just put a quick patch on it, gave it the name "key 7" and called it a day I say this because theres definite remnants of code for the majority of the other alpha items still within the retail version of blood, hell you can pretty much force all the alpha items into it if you make a map with the alpha's versions of mapedit and then convert it with the mapedit of the retail version
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# ? Jul 29, 2013 15:01 |
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The Kins posted:It'll likely be opt-in through the Properties menu in the Steam library, possibly requiring a password posted on the forum. That's how Devolver handled the Hotline Miami update betas, at any rate. Actually you can opt in through the properties without any password right now. And you should because the beta build fixes a few things, and it adds the upgraded Roland SC-55 ogg files for the music.
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# ? Jul 29, 2013 15:12 |
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Obeast posted:This is easily the worst thing about Redneck Rampage IMO. The levels were pretty bad, but the key thing was the biggest offender for me. I understand they probably wanted to make it somewhat "realistic to modern day Earth" by not using colored keys and doors, but I would've preferred having the colored keys and doors over having to backtrack to every locked door everytime I found a new key. Besides the level design, the enemy placement was also pretty laughable at times. In the second map there's a barn that, if I recall, serves absolutely no purpose and you don't even have to go in it. If you wander around inside, you'll find a little area off to the side that contains nothing but like four or five shotgun guys just standing around, facing away from you. You have no real reason to go in there, they're just sort of there in case you do. There's also the massive difference in how much damage each enemy type does. The pistol guys do very little damage, the shotgun guys do way too much damage, even at distance, mosquitoes do more damage than the pistol guys and they get right up in your face. Then each of the alien types do tons more damage than either of the regular enemies, and they're practically indestructible without dynamite. Plus every single enemy is hitscan except for certain attacks by the aliens (like the Vixens have a lazer beam which isn't hitscan, but then they have the machine gun bra which is). Basically Redneck Rampage is total bullshit, which is a shame because I like the style, the humor and some of the ideas like eating and drinking alcohol and having to balance out the meters.
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# ? Jul 29, 2013 15:25 |
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Now that I think about it I never beat Redneck Rampage back in the day because I got stuck in some sewer maze and quit. Also I seem to remember those dominatrix enemies being absolute fuckers who would murder your poo poo in an instant.
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# ? Jul 29, 2013 15:35 |
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I know I've said this before, but Redneck Rampage gets a lot better as you go along. Route 66 I think had some of the best levels (I never got around to finishing Rides Again, but the early levels were pretty good I remember). However, I am very glad that you can do .CON edits, because some enemies have way too much health. I dropped the big guys and the Vixen's health down a lot so that they were still tough, but you could fight them. I also dropped a couple other enemies health downa little bit, I remember the sheriff I dropped his health down a touch. I believe that sewer maze was from the first episode. The first episode is pretty bad in general.
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# ? Jul 29, 2013 21:26 |
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catlord posted:I believe that sewer maze was from the first episode. The first episode is pretty bad in general. That was the exact point I gave up on that game. I should probably get around to trying the sequels sometime, do you still have your tweaked .con file around somewhere?
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# ? Jul 29, 2013 22:08 |
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Rise of The Triad is out in 46 hours (according to Steam)! I don't think I've been this excited for a game in a long time. Are we going to have a dedicated thread for it or keep the discussion in here?
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# ? Jul 29, 2013 22:15 |
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Convex posted:That was the exact point I gave up on that game. I should probably get around to trying the sequels sometime, do you still have your tweaked .con file around somewhere?
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# ? Jul 29, 2013 22:25 |
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Convex posted:That was the exact point I gave up on that game. I should probably get around to trying the sequels sometime, do you still have your tweaked .con file around somewhere? Unfortunately, no. I had the game on my old computer, and then I got a new one and never transferred it over. It should be easy enough to do yourself, though. I think I halved most of the health figures of the big ones, I think with the sheriff I dropped it to just a bit above the shotgun guys. You might want to play around with the numbers yourself, too. Argh, 2 days left! And then the day after that we get Quakecon!
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# ? Jul 29, 2013 22:36 |
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Doctor Shitfaced posted:Rise of The Triad is out in 46 hours (according to Steam)! I don't think I've been this excited for a game in a long time. Are we going to have a dedicated thread for it or keep the discussion in here? I really really hope I can run it, good video card, old as hell cpu...
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# ? Jul 29, 2013 23:08 |
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Having ten bucks to spare, I went all-in on a RoTT 2013 four-pack on Steam. I'll have my thoughts up here as soon as it's out. Gameplay footage reminds me a lot of the original, for better or worse. It looks hyper-fast, twitchy and self-aware in its general jankiness.
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# ? Jul 29, 2013 23:15 |
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Yeah, I am excited as hell and can't wait to play the new RoTT. Speaking of which, why the gently caress isn't there a thread for it yet? I'd take the initiative and make it, but .
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# ? Jul 29, 2013 23:17 |
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Starhawk64 posted:Speaking of which, why the gently caress isn't there a thread for it yet? I'd take the initiative and make it, but .
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# ? Jul 29, 2013 23:18 |
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EDIT: The question is better asked in a different thread.
Doctor Shitfaced fucked around with this message at 02:50 on Jul 30, 2013 |
# ? Jul 30, 2013 00:16 |
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catlord posted:Unfortunately, no. I had the game on my old computer, and then I got a new one and never transferred it over. It should be easy enough to do yourself, though. I think I halved most of the health figures of the big ones, I think with the sheriff I dropped it to just a bit above the shotgun guys. You might want to play around with the numbers yourself, too. Thanks, I'll give this a shot! Jblade posted:I've edited the art tile for the keys to be twice as big and have a bright red outline which makes seeing them in the dark as poo poo levels way way easier. What's the best place to upload a file for goons? is mediafire acceptable? This sounds pretty useful, mediafire is good for me
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# ? Jul 30, 2013 07:20 |
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Reive posted:I really really hope I can run it, good video card, old as hell cpu... It's Unreal 3 which scales well and doesn't usually need the greatest CPU. If you can't max it out then I'm positive they will have plenty of options or full config customization.
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# ? Jul 30, 2013 07:27 |
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Reive posted:I really really hope I can run it, good video card, old as hell cpu... Don't be afraid to try max settings though, at least to try it. Planetside 2 actually runs better on Max settings than Min settings for a lot of people. I guess for those that are CPU bound, the game uses a lot of CPU to compress the textures, but by maxing the settings you take load off the CPU and put it onto the GPU instead. I have noticed some other games work similarly.
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# ? Jul 30, 2013 07:29 |
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Samsara's taking a twist with a multiplayer-centric variant called Naraka. Here's a video of the first new class in it taking a cruise through a custom enemy pack... https://www.youtube.com/watch?v=inFC6NvhnXI
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# ? Jul 30, 2013 08:17 |
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Well, I went and compiled a whole ton of sprites for the blood alpha page, was annoying as loving hell too since I had to screen shot the images through artedit and piece pretty much all of them together Hopefully I got everything that is to be gotten from it, because goddamn is it annoying to build those sprite sheets
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# ? Jul 30, 2013 13:13 |
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The Kins posted:Samsara's taking a twist with a multiplayer-centric variant called Naraka. Here's a video of the first new class in it taking a cruise through a custom enemy pack... I hope it's indeed multiplayer-centric, because that single-player video looks boring as gently caress. Basically, god mode + infinite ammo, but you walk slowly. There's a few moments where he just sits there under enemy fire while the player presumably is making himself a cup of coffee in order not to succumb to sleep, because of how terribly dull the gameplay is.
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# ? Jul 30, 2013 13:48 |
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After buying the rott pack, I decided to play some Blake Stone: Aliens of Gold. Holy poo poo what a weird game that is.
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# ? Jul 30, 2013 13:56 |
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Platypus Farm posted:After buying the rott pack, I decided to play some Blake Stone: Aliens of Gold. Are you saying your corporate office isn't littered with torture chambers filled with alien mutants and boxes of human limbs?
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# ? Jul 30, 2013 14:09 |
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# ? Jun 4, 2024 17:55 |
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The Kins posted:Samsara's taking a twist with a multiplayer-centric variant called Naraka. Here's a video of the first new class in it taking a cruise through a custom enemy pack... Hahah the chaingunner with the Doom visor replacing his head. How insanely low-effort.
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# ? Jul 30, 2013 14:18 |