[Release][Alsmost finishe]Duke Nukem: War Against the Doomed

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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby TheLightBad96 » Thu Apr 23, 2015 1:43 am

This mod looks really Incredible and i agree the weapons work really well and i enjoy having the ability to upgrade them but i do have a few questions to ask you

1. Are you planning on adding more Stuff (like guns, Powerups,) you know to extend the shops usefulness (if yes I will share my ideas If no i will not be upset Will still share idea if you like)

2.Are you planning on releasing a separate enemy pack which contains the enemies from Duke3d (aliens/pigcops/octobrains ect)
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby xenoxols » Thu Apr 23, 2015 2:01 pm

Ok, no update but a statement of things to come. The next thing on my list is a monster randomizer, similar to AEoD's. It would have the Doom monsters, The Duke3d Aliens, possibly Nazis, and something robotic themed.
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby xenoxols » Thu Apr 23, 2015 5:23 pm

Update, removed the custom enemies for now. The randomizer will be in a later update. Added reload animation for the grenade launcher, fixed some incorrect prices in the shop, and improved gore.
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby BFG » Fri Apr 24, 2015 2:00 am

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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby TheSkyBug » Fri Apr 24, 2015 8:58 am

You should to optimize gore in Xdeath, because even on standart doom maps (Check this on MAP08 with RPG) it cause a lot of lags.
Also:
1. What happened with zombie's sounds, and secret finding sound?
2. Replacing anti-rad suit with money - bad idea, even if you can buy anti-rad boots on it, because sometimes you need it instantly, or some maps can be unplayable.
3. Doing the same with Invulnerability - even worst idea, because sometimes it's the only thing, that save your life (Not even on MAP08, some maps contain much more cruelthy traps, that without invulnerability can't be passed).
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby armymen12002003 » Fri Apr 24, 2015 11:10 am

Nice cause that moving while kicking was getting on my nerves.
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby xenoxols » Fri Apr 24, 2015 3:58 pm

Alright, changed back zombies sounds, gave radsuit and invuln replacements that do the same, but are activatible. Started on the monster randomizer, currently only zombiemen, imps, and shotgunguys can be replaced. You can replace them with nazis or aliens by the way; I'll do the robot pack once I'm done with everything else.
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby osjclatchford » Sun Apr 26, 2015 3:50 am

the more this evolves the better the gameplay is getting.
my 2pennith: the rpg explosions look way out of place (too high res) and that shotgun is fugly as hell compared to the other weapons. don't get me wrong. not just being negative here, this seems real fun and has some nice features (love the whole shop/cash pickup thing and the golden eagles: :wub: ) but it is still looking a little disparate and mismatched graphically. needs some uniformity in the visual design aspects is all...
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby BFG » Sun Apr 26, 2015 4:53 am

can't wait for the Strife version, blowing up laser shooting robots in the Strife maps as Duke :wub:
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby xenoxols » Sun Apr 26, 2015 10:23 am

Thanks for the feedback guys. Update! Replaced the shotgun sprites, added pinky and chaingunguy replacements for the randomizer, and added intermission music.
@osjclatchford: What graphics in particular bother you?
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby Carbine Dioxide » Sun Apr 26, 2015 10:51 am

The only thing I think looks out of place is the Evil Dead chainsaw.
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby Onar4241 » Sun Apr 26, 2015 10:54 am

Talking seriously right now, you totally deserve a Cacoward.
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby xenoxols » Sun Apr 26, 2015 11:11 am

Carbine Dioxide wrote:The only thing I think looks out of place is the Evil Dead chainsaw.

The graphic style or the weapon itself?

Onar4241 wrote:Talking seriously right now, you totally deserve a Cacoward.

Thank you!
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby Carbine Dioxide » Sun Apr 26, 2015 11:15 am

The graphic style. Most of the weapons aren't as realistic looking as the chainsaw (Which means Pillow Blaster and you did an amazing job!).

Maybe you can match the chain cannon's style (scratches everywhere) with the other weapons.
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Re: [Big Update][Alsmost done]Duke Nukem: War Against the Do

Postby -Ghost- » Sun Apr 26, 2015 11:42 pm

Yeah, that's a good point, the chaingun does kind of stick out as being more cartoony than some of the other weapons.
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