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#81 |
Re: a WG MOD.
Guys (the important trifecta) this looks absolutely amazing.
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#82 |
Re: a WG MOD.
Just a couple more basic screens. To keep things moving... :P
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#83 |
Re: a WG MOD.
Hey Hellbound, if you ever get tired of seeing that sword and shield in every f*cking screenshot, you know what you can do about it.
![]() EDIT: Oh cool, I see you put a bunch of those spitting demons up there. I wonder if we should have catapults in this mod.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 03-28-2008 at 11:07 PM.
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#84 |
Re: a WG MOD.
Press number "1" on the keypad during gameplay? heh
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Last edited by The Commander; 03-28-2008 at 11:05 PM.
Reason: forgot to laugh
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#85 |
Re: a WG MOD.
Sounds like a good idea to me...
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#86 |
Re: a WG MOD.
oh my...
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#87 |
Re: a WG MOD.
I would be for some diablo-like inventory. Where you can choose armor helmet, shield, sword etc... Also I hope that the HUD will be totally different, and yes I think that spheres would do. I wonder if you are going to introduce something like mana.
It's only my suggestions but you can at least consider them ![]() Catapults? Yes, please. |
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#88 | |
Re: a WG MOD.
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 03-29-2008 at 02:21 AM.
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#89 | |
Re: a WG MOD.
Quote:
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#90 |
Re: a WG MOD.
Some new shots showing the lighting code, I left the torch lying on the ground so now you see it from a distance.
Remember all lighting and shade in these shots is created by the torch using the DT'S lighting code. ![]() ![]() ![]()
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#91 |
Re: a WG MOD.
I think it required dividing this area to many sectors to make it look good, right?
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#92 |
Re: a WG MOD.
Yes. The map is tiny, Even smaller than most small DM maps, but it has almost 3000 sectors.
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#93 | |
Re: a WG MOD.
Quote:
TerminX where are you? ![]()
Last edited by Spiker; 03-29-2008 at 07:48 AM.
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#94 | |
Re: a WG MOD.
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#95 |
Re: a WG MOD.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 03-31-2008 at 04:23 PM.
Reason: Skeletons don't bleed!
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#97 |
Re: a WG MOD.
Where have I seen that poisonous gas attack from before?
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#98 |
Re: a WG MOD.
They aren't really skeletons. There is some flesh on them. Besides, bleeding is cool!
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#99 |
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Re: a WG MOD.
This is very nice, DT!
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#100 |
Re: a WG MOD.
Dayum, lovin' that blood and gore.
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| YouTube profile | | My custom maps | --- "We've been been betting on on Duke for more then 13 years, I think we're broke by now." - The Stinger |
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#101 |
Re: a WG MOD.
damn, that looks fcking amazing! you sure that sheild is 8bit? i want to play that when you guys finish...
those skelnights look like those wierd axe throwing enimies from heritic.. [dumb question] is this still duke? or a new character? [/dumb question] |
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#102 | ||
Re: a WG MOD.
Quote:
Quote:
![]() [dumb question] is this still duke? or a new character? [/dumb question][/quote] AFAIK it will be a new character. I was even thinking about recording some new taunts (or whatever you call those things he says when he kills enemies). EDIT: The long-term plan is to have original art for the enemies. In the mean time, the ripped art is being used as placeholders so I can go ahead and do the coding.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 03-31-2008 at 09:25 PM.
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#103 |
Re: a WG MOD.
Now I'm very excited about working more on the maps.
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#104 |
Re: a WG MOD.
WIP bow and arrows, art by Hellbound.
![]() Remember, this is 8-bit only and no models here. The arrows stuck in the wall are sprites. I'd also like to make them stay stuck in monsters, but that's going to be a little trickier. Please excuse the incorrect footstep sounds.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#105 |
Re: a WG MOD.
Heh, Ive got the same thing,
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#106 |
Re: a WG MOD.
That is extreamly awesome, love it to bits. cant wait to play with it... I'm just not sure if the aiming is correct, but its pretty quick maybe I am missing something.
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#107 |
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Re: a WG MOD.
Whoa! Cool code and sounds
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#108 |
Re: a WG MOD.
Nice sounds and idea. I hope the arrows are either pickable (depending on the surface they hit) or climbable (like in Witchaven).
The angle of the arrow in the hud weapon is a bit off though. Also, does it fire further away the more you hold down the key? EDIT: Ooh, so you made the tail pieces of two separate sprites also? Nice.
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Duke Hard - 17 map episode for Duke Nukem 3D. |
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#109 |
Re: a WG MOD.
When you say the angle is off, are you guys talking about the horizontal aiming or the vertical aiming?
EDIT: I think you are talking about the horizontal aiming. That was something I struggled with a bit. The arrow fires from dead center, like every other projectile, but the bow seems more naturally placed a little to the left on the hud. I already moved it over to the right quite a bit before making the movie, but perhaps it still needs another nudge. I hate to obscure the beautiful sprites that Hellbound made, though.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 04-01-2008 at 08:39 AM.
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#110 |
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Re: a WG MOD.
Strange... for me the angle looks okay
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#111 |
Re: a WG MOD.
Well I reckon in a "passive state" the bow would be more to the right but it'd be centered when firing.
In any case, this all looks pretty darn good! Can't wait to play it ![]()
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traB pu kcip |
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#112 | |
Re: a WG MOD.
Quote:
Hellbound wins.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#113 |
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Re: a WG MOD.
Hellbound wins
FATALITY |
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#114 |
Re: a WG MOD.
D'oh! Just noticed it. Woops.
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traB pu kcip |
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#115 |
Re: a WG MOD.
I was talking about the way the arrows are in the bow before they're actually fired. It looks like the player aims 45 degrees into the sky but when you shoot the arrows fly straight forward.
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#116 | |
Re: a WG MOD.
Quote:
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#117 |
Re: a WG MOD.
thats awesome!
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#118 |
Re: a WG MOD.
NICE!
I guess they should break down if you stay on them for over than few seconds or depending on your armor amount or something.
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#119 |
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Man that looks shit. I could make better work of that.
![]() ![]() ![]() j/k
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#120 |
Re: a WG MOD.
Dude that looks ******* aweomse!!!!!!!!!!! It's like the best weapon ever created with the duke engine...didnt even know that it was possible! Looking forward to play!
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Tags |
8-bit art, eduke32, fantasy, total conversion |
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