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Old 04-07-2009, 10:54 PM   #1
William Gee

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WGRealms2
New gameplay video.
http://www.youtube.com/watch?v=ejtuVn8-lco
Also on MOD DB now.
http://www.moddb.com/mods/wgrealms-2
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Old 04-08-2009, 12:45 AM   #2
supergoofy

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Re: WGRealms2
AWESOME!!!!

Can I play mommy ? lol lol

Guys you did an amazing job. I can't wait to play it. And I suppose DukePlus engine is under the hood.

This reminds me the HellDuke TC.
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Old 04-08-2009, 01:05 AM   #3
DeeperThought

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Re: WGRealms2
WG's Mod DB description:
Quote:
By William Gee and DeeperThought An 8 - 10 level TC for Duke Nukem 3D, DooM/Quake style with some nature mix. All new weapons Weapons include Shotgun, DB shotgun, Minigun, RPG, Pipebomb, Plasma gun, BFG, Black hole gun, Lazers,Flame thrower. Most have already been added. All new enemies Barren zombie, spiders, cyber demon, rage head, faze demon, runner, wizard, and more, most already added. Requires eduke32.
Some additional thoughts:

Until recently this was a mod for Duke 1.5 (meaning no EDuke scripting), and it still uses mostly 1.5 script. The talking doors, for example, were fully functional before moving to EDuke32. Now that it is an Eduke32 only TC, lots of possibilities have been opened up. For starters, I was able to get rid of some inventory hacks so that all the inventory items can actually be used.

The older medieval TC (which never did get a proper name) had a lot of stuff that we're using for this. Unlike that TC, this one has a simple focus: killing hordes of monsters. That simple focus makes development very smooth.

@supergoofy: No, it's not based on Duke Plus, although I do copy some code from it for some things.
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New map effects and various optional extras for Duke 3D.

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XP based weapon upgrades, progressive difficulty, and more.
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Old 04-08-2009, 02:33 AM   #4
Bloodclaw
Re: WGRealms2
I love those mods where you can kill lots of monsters with one shot of great weapons. I'll try it when it will be released.


Also, bird sounds fit really well in the video.
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Old 04-08-2009, 04:33 PM   #5
KillerBudgie

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Re: WGRealms2
Looking at that video makes me want to play it. Are you going to release a beta version?
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Old 04-08-2009, 05:04 PM   #6
William Gee

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Re: WGRealms2
Thanks guys.
I think we will release the finished version only.
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Old 04-08-2009, 05:20 PM   #7
eddym4814

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Re: WGRealms2
I really liked the episodes/mods you and DT have released in the past and look forward to the finished version of this collaboration.
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Old 04-09-2009, 03:14 AM   #8
KillerBudgie

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Re: WGRealms2
Quote:
Originally Posted by William Gee View Post
Thanks guys.
I think we will release the finished version only.
Oh well. At least it didn't hurt to ask.
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Old 04-09-2009, 05:25 AM   #9
William Gee

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Re: WGRealms2
It will be worth the wait. I'm getting pretty excited about the mod now, progress is great and its far better than anything else I have worked on. Each day has something new and cool added, and the mod really has that rocking doom vibe.
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Old 04-16-2009, 05:16 AM   #10
William Gee

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Re: WGRealms2
Few more screens, See more here. http://www.moddb.com/mods/wgrealms-2
Attached Images
File Type: jpg 1.jpg (98.9 KB, 54 views)
File Type: jpg 3.jpg (86.6 KB, 56 views)
File Type: jpg 6.jpg (95.8 KB, 51 views)
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Old 04-16-2009, 06:35 AM   #11
necroslut

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Re: WGRealms2
Those weapons look very sexy!
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Old 04-16-2009, 10:50 AM   #12
Headless_Horseman
Re: WGRealms2
Really can't wait to play it !
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Old 04-17-2009, 12:38 AM   #13
Mateos

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Re: WGRealms2
And can't wait to play it in co-op!
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Old 04-18-2009, 08:52 PM   #14
William Gee

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Re: WGRealms2
Thanks guys.

Some more screens, even more added to http://www.moddb.com/mods/wgrealms-2
Attached Images
File Type: jpg 6.jpg (130.6 KB, 44 views)
File Type: jpg 8.jpg (118.7 KB, 44 views)
File Type: jpg 12.jpg (124.0 KB, 44 views)
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Old 04-19-2009, 02:50 AM   #15
Martin Howe

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Re: WGRealms2
Quote:
Originally Posted by supergoofy View Post
This reminds me the HellDuke TC.
Given the liberal use of modified doom, heretic and hexen monsters and textures exemplified in those screenies, that's not really surprising

Did I see a baron of hell firing a rifle in one

Anyway it looks good to me...
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Old 04-19-2009, 03:10 AM   #16
William Gee

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Re: WGRealms2
yes, there are Baren zombies using shotgun. 1 big version uses DB shotgun, then a medium size, and small weaker size both using normal shotgun.
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Old 04-19-2009, 11:47 PM   #17
Malgon

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Re: WGRealms2
Looks pretty cool man. Can't wait to play it!
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Old 04-20-2009, 01:37 AM   #18
TerminX

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Re: WGRealms2
Looks pretty sweet. You guys should alter palette.dat to be closer to Doom/Heretic and re-import some of that art, though.
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Old 04-20-2009, 01:58 AM   #19
DeeperThought

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Re: WGRealms2
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Originally Posted by TerminX View Post
Looks pretty sweet. You guys should alter palette.dat to be closer to Doom/Heretic and re-import some of that art, though.
But there's tons of stuff that isn't from Doom/Hexen/Heretic, and with a Doomish palette, that stuff would look bad. We've already invested some time correcting pixels on the monsters, and we'll probably continue to do that.

It's getting better every day, trust me.
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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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Old 04-20-2009, 01:45 PM   #20
XTHX2

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Re: WGRealms2
Quote:
Originally Posted by DeeperThought View Post
But there's tons of stuff that isn't from Doom/Hexen/Heretic, and with a Doomish palette, that stuff would look bad. We've already invested some time correcting pixels on the monsters, and we'll probably continue to do that.

It's getting better every day, trust me.
You have the chance of using the monsters as PNG's to have no loss of quality, at least that's what I'm doing.
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Old 04-20-2009, 02:46 PM   #21
Nimoy

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Re: WGRealms2
Quote:
Originally Posted by TerminX View Post
Looks pretty sweet. You guys should alter palette.dat to be closer to Doom/Heretic and re-import some of that art, though.
Im going to have to agree. Some of it looks really nasty.

It looks really fun, though.
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Old 04-20-2009, 02:48 PM   #22
bobthefish

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Re: WGRealms2
gotta ask this now. will you make a version for psp via what ever port there is?
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Old 04-20-2009, 02:51 PM   #23
TerminX

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Re: WGRealms2
Personally, I would suggest creating the new palette.dat, re-importing everything based on a Doom style palette, and then going back to your current palette.dat after that (maybe with a few altered colors to give the look some uniqueness). That'll give you your Doom style tiles but in the Duke palette, without the loss of detail associated with matching the colors to the most similar in the original Duke palette.
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Old 05-04-2009, 08:45 AM   #24
KillerBudgie

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Re: WGRealms2
Hello. Has any more progress been made on this yet? I'm itching to play this thing!
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Old 05-04-2009, 08:48 AM   #25
DeeperThought

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Re: WGRealms2
Quote:
Originally Posted by KillerBudgie View Post
Hello. Has any more progress been made on this yet? I'm itching to play this thing!
Yes, there has been progress since those last screenshots were posted. Development continues.
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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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Old 05-04-2009, 09:47 AM   #26
KillerBudgie

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Re: WGRealms2
That's good to hear. But that still doesn't change the fact that I'm still dying to play this thing!
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Last edited by KillerBudgie; 05-04-2009 at 03:47 PM.
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