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Messages - Gambini

#301
It would be easier to clonate it in another site and add a forum including the old forum as database. Pretty much what TX did once but with mod access. I think everybody sees it unethical and so avoids to talk about it, but I'm confident nobody would get hurt/offended by such an epic rescue.
#302
Other Games / Re: Screenshots from other games
17 January 2012, 02:40:03
Isn´t that game for little girls?
#303
Site News & Feedback / Re: Welcome Aboard!
17 January 2012, 02:36:58
Hello Sir. This is Scott calling you from Come Get Some. We would love to offer you our brand new forum, with an special discount on posts and...
#304
Classic Duke 3D / Re: Last map you played
15 January 2012, 15:14:19
I realized the you ran out of walls, but i´m glad you still released it. It felt frustrating the first time because of getting stuck in huge maps is always frustrating (and i didnt play duke in months). But i´m sure that by the time of giving it a replay everything will be better.

I can send you a few screenshots of some minor visual bugs, in case you want to update the mao eventually.
#305
Classic Duke 3D / Re: Last map you played
15 January 2012, 05:05:23
Finally played Forge´s Duke 12-12. I was going to post this in the only release thread i know, at Duke4.net. But then came here where the old guard is. :D

Before anything, the map took me 62 minutes and killed 199 enemies. It is a great map but 40 of those 62 minutes were full of frustration. The remaining 22 minutes were all enjoyment though. The problem is that, being an unlinear map high spots are too camouflaged with the environment. It took me about twenty minutes to find the first keycard, at which point i had killed almost every enemy in the map so the only thing i had to do was run around and levitate above sprites. Locks are very small (therefore hard to see) and don´t even have a 3d look like most of the other objects, and doors with locks are too just like any other door.

Besides that, the gameplay seemed standard big locations firefights, with some clever puzzles, like the Dukeburger´s little doors. But most things required a lot of walk around. What really bothered me about those long walks is the massive amount of sprites that makes the player move awkward. I assume it´s the same kind of complaints people made about Rusk2k back then, it felt worse for me just because i wasn´t used to this map, but at some point i began to shoot every bottle and any other sprite just to take them out of the way (ammo was generous, so np). It is a very big and variated map and as such it had its comings and goings but the overall experience was good apart from all the drawbacks mentioned above. For example, some indoor shooting sets were very cool and unique.

And if this post sounds bitter, here´s my input about the design (which isn´t all flowers either). It is Forge´s standar, very original and quite uneven. Some areas are plain beautiful, like the seafood restaurant. others a strange mix of simplicity and complexity, like some locations with the most generic duke designs but plenty of little details made of the most implausible combination of sprites, and some others are a mix of both previous forms. The easter eggs were mostly funny but a little redundant.

The ending reminded me to It lives´ ending, with all the rumble and demolished buildings around an evil core that requires both fighting skills and intelligence. But this one performed better, loved the shield.

Sigh! i had plans to play all the releases i´ve been missing all these months today, but this one left me lying in the canvas already!

EDIT: When i was playing the map i took memory note of some locations that were worth of honor mention by its design: MRCK´s Skateboarding shop, the firemen garage (why didnt you make an easter egg of me THERE? you could have put "come on, let´s play with my grease"), the seafood restaurant and its kitchen and finally the nightclub, those really stand out above the rest.
#306
Site News & Feedback / Re: About large files
04 January 2012, 03:06:52
IIRC the Dukeplus included with Imperium is a cut version and most likely has some special code for launching the episode and such. I don´t think that the space saved by removing it from the mod would be worth the risk, better link to an "official" mirror just as with AMC TC.
#307
Site News & Feedback / Re: Mapper of the Month
04 January 2012, 02:58:18
What a honor! But where is this posted? when i read the front page there´s something that says "mapper of the month" but when i click on it a blank box that only reads 2012.

I´m willing to give you an interview guys  :P even if that means answering stuff about my sexual life.
#308
Other Games / Re: Half-Life 2
23 December 2011, 22:53:10
 :o Oh one more and very important thing i forgot to mention: Half life 2 were released in 2004 and DNF in 2011. That´s 7 fucking years! the same difference betweeen Duke nukum 1 and Duke Nukem 3d!
#309
Other Games / Re: Half-Life 2
23 December 2011, 02:39:58
Basically what the guys said but let me correct first puritan´s line:

When you finished off HL2 ,HL2 Ep 1 and HL2 Ep2 you'll feel that you are a part of the resistance. A citizen. an idiot by comparing those two games. (no offence intented. it´s the kind of situation when one feels like an idiot without the need to be told so)

Plus:

- Half life 1/2 was pioneer in most of the things it featured and not just a late, out of grace, imitator.
- In Half life you feel "I´m Dr. Gordon Freeman, i have to save the world" in DNF you feel "where the hell i´m going and why?"
- In Half life things work (read flow, scripted sequences, action, etc) in DNF most of that is literally broken.
- Half life 2 makes justice to its precursor, DNF puts it on shame.

The only way they are comparable is that both are Fps story-guiden singleplayer games, well the story behind DNF is almost inexistent, so let´s say they are both fps singleplayer games. I don´t fully agree about the graphics though, there are a few instances where DNF looks quite better than HL2, mostly in indoor locations which involve complex lighting.
#310
Other Games / Re: Half-Life 2
22 December 2011, 02:30:23
Gave a look to the screenshots at planetphillip. It may have good gameplay but the design looks insipid and basic for my tastes.
#311
Duke 3D Modifications / Re: [RELEASE] Retaliation
11 December 2011, 15:52:28
The software engine is broken by some fix that helps modelers to get proper scales. So yes AAAAALLLL the maps made for softare/8bits/polymost have visual errors now because 2 new modellers can´t workaround a simple scale problem. That was the last nail in Duke´s coffin for me, sorry.
#312
Site News & Feedback / Re: Welcome Aboard!
11 December 2011, 05:23:04
Hello! I´m new in this forum I also make maps for duke nukem. Hope we can all know each other!
#313
Duke 3D Modifications / Re: [RELEASE] Retaliation
11 December 2011, 03:21:09
Just gave this a go. I´m not playing Duke honestly since Eduke32 keeps introducing bugs and "features" that make the life of classic players harder everyday, but when I read my name in your txt, i felt touched :o

Despite being too short and too damn cramped (at least teh first part) it´s pure awesomeness. Keep this way and you will become the fucking best mapper ever of all Duke history.
#314
Other Games / Re: Screenshots from other games
11 December 2011, 03:16:06
I got an erection!