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#1 |
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i wonder if some early levels/maps of dnf been created in the build editor?
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Thanks for everything 3D Realms //Bondmaster "sweden"// |
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#2 |
Re: a question
1) Fat chance
2) Why do you ask this? Why does it make even the remotest bit of sense? |
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#3 |
Re: a question
I think he is talking about back in 1997 when they where doing some of the earliest design/research on the game.
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#4 |
Re: a question
I'd say not, but it would be interesting if there were.
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#5 |
3D Realms Staff
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Re: a question
To my knowledge, Build code hasn't been used in any incarnation of the game. Even in the earliest genesis days. The earliest days were Quake 1 code, so I doubt it severely.
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Apogee / 3D Realms Employee: Dec 14, 1992 - May 22, 2009, Oct 23, 2014 - current "Lifting up the Cross to the waiting lost" - Petra | John 3:16 |
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#6 |
Re: a question
Nothing prior to the Quake 1 day ? No causual and informal experimenting with Build by Alen Blum after finishing Atomic Edition ? Perhaps unrelated to any formal DN4 or DNF project was started ?
I think bondmaster might be getting at such stuff aswell. But even if not, it is still a interesting question. |
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#7 | |
Re: a question
Quote:
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#8 |
Re: a question
Sidescrolling DNF was never begun if I recall unless you count concepts of it with no actual physically playable game.
Also, I doubt they would use build for a sidescroller at the time. |
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#9 |
Re: a question
Yes but that was all part of the "DNF" project, I am talking about prior to "DNF" but after "DN3D". I agree with regard to the "DNF" project.
I also think it is unlikely there ever was ANY such work. Edit: I was replying to Kalki. |
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#10 |
Re: a question
Oh well to answer your question then: No. As I said the Build engine wouldn't be used for THAT incarnation as it would be more effort then it's worth to make the Build engine something for a sidescroller since Build is designed for 3D games.
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#11 |
Re: a question
I think I confused you, I wasn't talking about the sidescroller.
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#12 | |
Re: a question
Quote:
"We originally didn't even intend on switching from Q1 to Q2. That's what the PC Gamer article was based on and that's what we gave the estimates on. Had we not switched we would have saved several months. But Q2 had enough new stuff in it that we were forced to switch (or re-engineer Quake 1 - and we hadn't been working with it that long to make that an option as Valve had with Half-Life)." (June 13th, 1999)
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#13 |
Re: a question
I was once told by Ken Silverman that a Duke Nukem 3D 1.7 (with voxels, et cetera) was in development for a short time after the release of Atomic Edition. I suppose it's safe to assume that no early DNF existed on Build as they were supposed to be working on Duke3D for a while more instead. I think there's even a voxel of the medkit from Duke3D in the Duke3D palette somewhere in the Shadow Warrior GRP file.
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#14 |
Re: a question
Funny, I've never seen that quote before. I based my assumption of them using only 3 guys on messing with Quake 1. Doesn't sound like going full steam on it to me.
Later.
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"Gentlemen, generations to follow will see us as the first pioneers of the internet. They will look upon our days as those of brave spirits and free ideals - where men were men, women were men and children were the FBI." Free Speech |
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#15 |
Re: a question
Actually what you descripe TerminX isn't that far from what I was trying to get across.
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#16 | |
Re: a question
Quote:
thanks for the information
__________________
Thanks for everything 3D Realms //Bondmaster "sweden"// |
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#17 | |
3D Realms Staff
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Re: a question
Quote:
There was a couple of early betas for the DNF scroller, it most certainly was "begun".
__________________
Apogee / 3D Realms Employee: Dec 14, 1992 - May 22, 2009, Oct 23, 2014 - current "Lifting up the Cross to the waiting lost" - Petra | John 3:16 |
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#18 | |
Re: a question
Right, it's a little known quote that I found by accident.
However Scott also indicates that they wanted to make the game with the Quake engine: "For DNF we might not have started with the Quake engine, which simply wasn't able to handle what we were trying to do. One of the biggest problems with a super high content game like DNF is that it takes so long to develop that you need to really pay attention to advancing tech which can often make the content worthless." (August 25th, 1999) http://www.bluesnews.com/cgi-bin/articles.pl?show=20 Quote:
"We didn't get Quake 2 code till Dec 97/Jan 98. We made the mistake of mocking some stuff up in Quake 1 (like a user mod) for PC Gamer. In hindsight that was unfair to PC Gamer, and to the fans, and lesson learned. Most of that was stuff we did in spare time, jacking around, as we were finishing Shadow Warrior, and waiting on Quake 2 code." (May, 2003) http://www.eurogamer.net/article.php?article_id=52193 And remember that they licensed the Quake 2 engine in April 1997: http://www.planetduke.com/features/i...80616pr1.shtml So it seems they only spent a few months experimenting with the Quake tech before deciding to switch.
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#19 |
Re: a question
This is more than slightly off topic, but I would love to see DNF include the first 3 or 4 levels from Duke 3D. Maybe as secret levels / easter egg kind of thing.
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It sounds like she's hitting a baby with a cat - Jazz Critic |
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#20 |
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Re: a question
That is a good idea, my favorite levels are the first two.
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#21 |
Re: a question
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#22 |
Re: a question
I like this thread I am "blessed" with more DNF knowledge
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"I hereby nominate 'DUDE!! Huge bag of cheetos!' for 'Best Topic Title of the Year, 2006.'"-ZzTX "I vote oak man for supreme leader of the 3DR boards."-Tang Lung >>My flickr page<< |
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#23 | |
Re: a question
Quote:
I am tired of these guys..... will disapear a couple of months more.
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...still no Duke :-( |
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