Duke Nukem Weapons & Enemies Mod [Abandoned]

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Xim
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Duke Nukem Weapons & Enemies Mod [Abandoned]

Post by Xim »

I made a weapons and enemies mod which replaces them with Duke 3D themed. I'm pretty much done, and don't really plan to make more releases unless I get some good suggestions.
  • 1- MightyFoot, Replaces Fist
    2- DukePistol, Replaces Pistol
    3- DukeShotgun, Replaces Shotgun
    4- ChaingunCannon, Replaces Chaingun
    5- RPG, Replaces Rocketlauncher
    6- Pipebomb, Replaces Supershotgun
    7- Morph Ray, Replaces Chainsaw
    8- Devastator, Replaces BFG9000
    9- Freezer, Replaces PlasmaRifle
I couldn't make the shrink ray work properly though, so I just settled on the PolyMorph from WRW. I tried it with a custom damage types and it spawned a mini verison of the actor, which I had working before before I put it in a Duke mod, but then it stopped working, the enemies wouldn't show up and just be those damned exclamation marks.

Anyways all the monsters are there too.
  • Assault Trooper, replaces Zombieman
    Pigcop, replaces Shotgun Sergeant
    Assault Enforcer, replaces Chaingunner
    Assault Captain, replaces Imp
    Protector Drone, replaces Demon
    Protozoid Slimer, replaces Spectre
    Octobrain, replaces Cacodemon
    Sentry Drone, replaces Lost Soul
    Pigcop Tank, replaces Arachnotron
    Pigcop Flyer, replaces Pain Elemental
    Assault Commander, replaces Hell Knight
    Assault Seeker (new enemy), replaces Revenant
    Young Queen (new enemy), replaces Archvile
    Battle Lord, replaces Baron of Hell
    Lunar Overlord, replaces Mancubus
    Cycloid Emperor, replaces Cyberdemon
    Alien Queen, replaces Spider Mastermind
Aswell, the power-ups are also replaced with some of Duke's power-ups, so enjoy. Also, to make it true to Duke, the player Marine class is replaces with a Duke Class, with his voice included. Also after killing enemies and picking up weapons Duke will make his bad-ass comments.

Unfortunatly, I'm not much of a mapper, so I don't think a Duke 3D TC will be coming from me.

Here is the download link

Image
Last edited by Xim on Sat Jan 23, 2010 3:15 pm, edited 4 times in total.
The_Funktasm
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by The_Funktasm »

This could be good, but have you considered using some DN64 sprites to liven it up a bit?
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Xim
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Xim »

Well, I don't really have a way to rip them, I had to do most of the ripping with XWE and my copy of Duke Nukem 3D or from the internet or other wads.

I haven't found much of a Duke Nukem 64 resource though, plus not all the enemies are in DN64 (alien queen, protector drone and the cycloid emperor is a model), and the weapons are different.

Also, I like the original Duke sprites just fine, actually.
The_Funktasm
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by The_Funktasm »

I sort of meant as extras. Here's a thread with some rips though, if you reconsider.

http://forum.drdteam.org/viewtopic.php? ... 074b642567
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WhoDaMan
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by WhoDaMan »

can you upload it to another site, i cant figure out exactly how to download it from the 1 you linked.

EDIT: sigh never mind, stupid moron me didn't think to scroll down.
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Enjay
 
 
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Enjay »

Not bad. Quite good fun. Observations:

Console errors with both files loaded:

Code: Select all

Invalid data encountered for texture Zim-DukeMonsters.wad:----
...
Tried to register class 'ArtiSpeedBoots' more than once.
Script warning, "" line 0:
Icon 'ARTITRCH' for 'NightVision' not found

Script warning, "Zim-DukeWeapons.wad:DECORATE" line 817:
Unknown class name 'DukeKnuckle'
Script warning, "Zim-DukeMonsters.wad:DECORATE" line 53:
Unknown class name 'BurnDeath'
Invalid command for KEYCONF: New Player Class
...
Warning: DukeShellBox and Shell both have doomednum 2008.
Warning: RocketGrenadeAmmo and RocketAmmo both have doomednum 2010.
Warning: PolyMorph and Chainsaw both have doomednum 2005.
Warning: MorphAmmo and CellPack both have doomednum 17.
Warning: ProtozoidSlimer and Spectre both have doomednum 58.
Titlepic looks quite grainy.

Your sprites for the slimer creature use the same names as those commonly used for splashes on the NUKAGE flats. Anyone with a splash WAD loaded will have slimers apparently appearing out of the nukage when something splashes in it.

Too much Duke talk when things die. Duke only tended to say the kind of stuff you are using when monsters gibbed and even then it wasn't too often. With your mod he seems to speak with most deaths and often the words get cut off.

Drone - was silent and exploded when it hit a wall posing no danger to me at all.

Pig flying car - silent and spawned pig seemed blissfully unaware of my presence after he appeared.

Chaingun - flash appear on all three barrels at the same time - doesn't look that good as a result.

Rockets from the launcher respond to gravity (did the Duke originals do this?) - gives them a short range.

The episode 2 boss fires rockets from his mouth, not his rocket launchers.

There is a cyan pixel on the destroyed pig tank.

The monster that fires the pig morph missiles fires them very frequently. I spent a lot of time as a pig fighting them. Should be rarer IMO.
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WhoDaMan
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by WhoDaMan »

is there a way you could make the protiziod slimer act more like the original, like slow it down for one. or make the attack sprites bigger and more elevated off the ground. and why does it launch you? in duke 3d that thing was terrifying but in this its just..... a joke.
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Xim
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Xim »

@ Enjay: Thanks for the feedback, Enjay. But I do believe the RPG launcher is supposed to have a falling affect, as it is a rocket propelled grenade launcher.

@WhoDaMan: Yeah, sorry about the slimers, I'll admit I did them too quickly. Not sure how I could make them more like the originals.
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Imp Hunter
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Imp Hunter »

Excelent wad...
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Xim
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Xim »

Although I found it pretty damned hard, if you're up for some nostalgic fun, try playing my mod with this WAD, it's only the first level, but I found it really fun.
http://www.doomwadstation.com/psyren/duke/
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Enjay
 
 
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Enjay »

Xim wrote:I do believe the RPG launcher is supposed to have a falling affect, as it is a rocket propelled grenade launcher.
Perhaps it does. I've always thought that there was something unusual about Duke's rpg and maybe that was it? However, the fact that, if it happens, I've never noticed Dukes rockets falling but I noticed yours instantly does imply that your effect is significantly more severe. I'll have to check Duke when I get home tonight.
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Project Shadowcat
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Project Shadowcat »

I was led to believe that it didn't fall at all. I had no problems engaging targets from long range in Duke3D.

I have my own sets of criticisms, mostly with the weapons. I'll say what hasn't been repeated.
> You should start with 48 ammo instead of 40 (not that 8 ammo will make a whole hell of a lot of difference).
> The pistol fires slow. Is this to make up for the fact that you don't have to reload every time the ammo counter reaches a multiple of 12?
> The shotgun's firing offsets are all over the place. While it has great punch, it seems to fire faster than it should.

You could try making a brand new status bar using [wiki]SBARINFO[/wiki] (especially since the new face -- while a good effort -- really didn't look very good, plus I couldn't see all of my ammos). That way you can perfectly emulate every single aspect of the original Duke 3D HUD.
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Lolo_is_cool
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Lolo_is_cool »

Okay, this is what i think of the mod

-If you can, make the pistol with the reload, to make it better;
-The Shotgun animation must be fixed with some extra animations, when you shoot looks like the weapons disappears from the screen;
-the chaingun animation must be also fixed... you should make the sprites for every shot (a shot animation for every cannon) and randomize them to make the animation better;
-The RPG needs to have an animation similar to the real RPG (see heavy rocket launcher from AEoD to make yourself an idea);
-Why did you add the Blood SawedOff in the mod?? this is a Duke Mod, not a Mixed mod with weapons from different games :P ;
-the pipebombs were made qite good. it's the weapon i liked more than the others;
-also the freeze thrower must be fixed in the animation... make it similar to the real one making extra animations when it shoots;
-why don't you try to make your own Devastator and Shrinker instead of using the ones from WRW?? same for some monsters
-What i said on the monsters that annoyed me was the Cycloid emperor. Why does he shoot only one minirocket??;
-I agree With PDF, you must make a new Status bar

at the end (sorry to be so rude) i didn't like almost everything of this mod, "hundreds" of things must be fixed, weapons and monsters.
Also, try to make some Decs with the original sprites, instead of the shrinked ones that they look crappy on my eyes.
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Captain Proof
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by Captain Proof »

Combine this with the Duke Nukem texture pack on the afterglow website and you've got a TC.

EDIT:
@Xim:Do you plan on doing a Shadow Warrior weapons and enemies pack?
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SoulCrow
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Re: Duke Nukem Weapons & Enemies Mod [Release]

Post by SoulCrow »

Project Dark Fox wrote:I was led to believe that it didn't fall at all.
The RPG's rockets do not fall, and never have done. The fact that it is Rocket-Propelled suggested (to me at least) that it was grenades fired like rockets (i.e. straight).

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