Duke Nuke 3D v10b

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Re: Duke Nuke 3D v10b

Postby UnbornDecay25 » Sat Jul 27, 2019 2:15 pm

This is a fan-fuckingtastic mod, I loved almost everything I saw. The only issue is this mod makes doom much harder. Not a bad thing, but theres an overuse of hitscanners. This was an issue in Duke 3d for sure, but its a little overkill here. It isnt really fun to walk into a room and become 70 percent lead without a chance to retaliate.
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Re: Duke Nuke 3D v10b

Postby xenoxols » Sat Jul 27, 2019 2:55 pm

This is amazing, holy shit. A bug that I noticed is that key sprites stay on the ground after you pick them up.
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Re: Duke Nuke 3D v10b

Postby StroggVorbis » Sat Jul 27, 2019 3:21 pm

xenoxols wrote:This is amazing, holy shit. A bug that I noticed is that key sprites stay on the ground after you pick them up.


This is because the mod's based off of Complex Doom. Set cd_sharedkeys "1" to disable.
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Re: Duke Nuke 3D v10b

Postby xenoxols » Sat Jul 27, 2019 3:58 pm

DabbingSquidward wrote:
xenoxols wrote:This is amazing, holy shit. A bug that I noticed is that key sprites stay on the ground after you pick them up.


This is because the mod's based off of Complex Doom. Set cd_sharedkeys "1" to disable.


Thanks. Here is what I think should be done; feel free to ignore.

1. Have only one of each weapon slot at a time, maybe juggle what is on which slot and change ammotypes to make it work?
2. Enemies have too much health, and do too much damage. I absolutely love the enemies by the way. :)
3. Have normal armor/health bonuses; maybe have pipe bombs replace small rocket pickups?
4. Make the 2 barrel chaingun cannon looking think shoot lasers or plasma or something. It looks like an energy weapon and already uses projectiles.

I cannot overstate how awesome this mod is, but it's kind of a pain to play right now.
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Re: Duke Nuke 3D v10b

Postby Exeor » Sat Jul 27, 2019 8:59 pm

While I really love this Duke mod and those extra enemies, Is it possible to have an option to enable or disable what weapons or aliens do you want to spawn in the levels (something like Project Brutality does)? Don't get me wrong, I love the enemy variants, but what if I sometimes want to play your mod with the classic vanilla aliens? :wink:
Anyway keep it up! Can't wait for the next hotfixes and updates.
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Re: Duke Nuke 3D v10b

Postby Xada » Sat Jul 27, 2019 11:09 pm

This is great, been waiting for a more refined Duke mod for a while! Very nice work here.
I do agree though that enemy damage output seems a little high however, even for Duke-inspired gameplay. Also, perhaps there should be an option to toggle auto-swapping when out of ammo? In my experience when a weapon ran out of ammo it'd simply go to the empty state 'click' instead of swapping to the next tier weapon-- it felt a little jarring with gameplay.
Hyped for updates at any rate!
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Re: Duke Nuke 3D v10b

Postby hammer oz » Sun Jul 28, 2019 12:31 am

Awesome mod so far thought I would add my two cents about it
Added a couple more things since last time I played
. Chaingun cannon could use a bit of a buff since most enemies seem bullet spongey and from what I have seen the better variants only drop
from unique enemies

. To be honest the new quotes just feel cringey to me. Maybe add an option to change between the new and old ones

. To me this mod adds a bit of difficulty that I like but on certain map packs it can make it impossible to continue without cheating.
I am guessing this mod only had the base games in mind?

. Lost soul replacements charge you way too much and can get a bit hectic when there are lots of them even the ones that use guns and they feel pretty tanky

. Ammo seemed pretty scarce at times with enemies not dropping that much

. I feel the incinerator should act more like a flamethrower than being another lobbing weapon. Perhaps a toggle with the reload button
could activate the same flamethrower mode the enemies use or increase its base fire rate

. As others have stated a reload for the pistols would be nice :)

. In the original duke3d using steroids while shrunk would restore you to normal size and prevent you from being shrunk while activated would love to see that same effect in this mod if possible

. Could be just me but duke feels a bit slow

. The Alien Queen needs a re balance in my opinion fighting this thing was just not fun at all. The spamming of those enemies that can shrink you combined with its very high damage hit scan attack made it an enemy i just wanted to avoid if possible.

. There are waaaay to many pipe bomb pickups. I am currently playing community chest 4 and the amount of pipe bombs seemed a little ridiculous making it my primary weapon 90% of the time

. judging by the model for the minigun I am guessing you will be able to shoot grenades later if not please add it since my first days of duke3d I have always wanted to pickup that minigun the battle lords drop and shove some of there own medicine down there gobs in the form of bouncing exploding ordinance :mrgreen:

. Some of the weapons could use the ability to cycle through there various forms such as the shrinker/expander and incinerator/freezethrower to save on slots

. the assualt shotgun feels a little clunky in its current form. May i suggest making a weapons that can fire as fast as you can click your mouse and increasing its mag size effectively making it a high damage ammo chewing weapon. The minigun could also benefit from an increase in fire rate adding to that of making a high damaging weapon that shreds through ammo
Last edited by hammer oz on Tue Jul 30, 2019 2:11 am, edited 2 times in total.
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Re: Duke Nuke 3D v10b

Postby hammer oz » Sun Jul 28, 2019 2:32 am

Captain J wrote: - Explosive Shotgun is very, VERY powerful but takes only one shell. The same thing goes Desert Eagle and makes Pump-Action Shotgun useless once you pick this beauty up.

Feels like the opposite to me I end up going back to the double barrel shotty instead of the explosive one but it could be that because I am playing it on the second hardest difficulty. The deagle feels fine in my opinion its powerful enough to take out the small guys while not powerful enough to wipe out the big fellas.
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Re: Duke Nuke 3D v10b

Postby YasuoProjectX » Sun Jul 28, 2019 7:26 pm

Damn it i hate Protozoid slimer, it makes me scared when it pops up from the screen. (and i cant sleep when having nightmares about my room)

btw sorry for grammar
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Re: Duke Nuke 3D v10b

Postby Captain J » Sun Jul 28, 2019 10:08 pm

Well, then Kick 'em! Throw your fear away!
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Re: Duke Nuke 3D v10b

Postby Exeor » Mon Jul 29, 2019 1:24 pm

Also I agree with the Duke Nukem voices, I prefer the original ones from 3D instead of the Anniversary Edition (even the ones from Zero Hour are pretty good too), but this is really easy to do as a mutator anyway.
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Re: Duke Nuke 3D v10b

Postby mamaluigisbagel » Wed Jul 31, 2019 5:50 pm

I can agree that I hate the slimers. I would've played through Duke 3D more than once if not for them lol

Though you can hold down quick kick to make sure they never get on you (which adds this hilarious image in my head of Duke jumping around maps on one leg and kicking with the other) but you can't switch weapons or shoot at the same time.

Though talking about turning off certain/all monsters, this could also be useful for people who want to use monster mods such as Colorful Hell, DoomRLA monsters, etc. I'm not sure if there's anything that requires the custom monsters. (ie maybe the Expander drop?)
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Re: Duke Nuke 3D v10b

Postby Crudux Cruo » Wed Jul 31, 2019 10:24 pm

There's a lot to love, however i really would love it more if there were less weapons or there were a inventory weight system or something to where I had to switch out weapons. its just too much to juggle.
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Re: Duke Nuke 3D v10b

Postby zitro1987 » Thu Aug 01, 2019 11:32 am

This is playing quite well, but a few things are sticking out so far:
*Ammo scarcity issues, especially early in game. I recommend that duke starts with 100-200 pistol ammo to compensate.
*hp of lower-tier units are much higher than original doom and can cause balancing issues in some maps.
*the drones that charge at you and explode should be immobilized by gunfire (even pistol)even when charging at you like in duke-nukem. Their hp also seem high. Their flying ability can drastically change the gameplay in maps (why does it replace specter? shouldn't specter be replaced by ..oh yeah, slimers would fit in just fine!)
*Slimers don't seem like a natural fit for lost souls. Maybe this is where we place the explosive drones.
*explosive shotgun could use 2 ammo instead of 1 as it currently makes other shotguns useless in terms of ammo conservation
*laser trip bomb does not seem to work at all. Please fix
*pipe bombs could be obtained from 'single rocket' items. I believe they are too plentiful
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Re: Duke Nuke 3D v10b

Postby MaxRideWizardLord » Fri Aug 02, 2019 3:24 pm

Crudux Cruo wrote:There's a lot to love, however i really would love it more if there were less weapons or there were a inventory weight system or something to where I had to switch out weapons. its just too much to juggle.


Something I'm absolutely against. To be honest, I'd like more weapons, and altfire for some of them, like incenerator to have flamethrower-like attack.

If you really have problem "juggle" with different weapons, just remember their key location, or simply drop them from inventory. You can even bind drop weapon button from control options.
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