Duke Nukem Companion Mod [New Update 9/13/22]

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NeenerWiener
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Duke Nukem Companion Mod [New Update 9/13/22]

Post by NeenerWiener »

Screenshot 1.png
Now Duke Nukem is here to help you take out the baddies that dare get in your way!

After I finished my Caleb companion mod, I wanted to make one of Duke Nukem as well, simple as that really 8-)
This was me basically seeing if I can apply what I learned onto another companion to see how much I retained, and I'm very happy with the result.

Duke's a very powerful ally that can tear through hordes without rest, his arsenal includes his Pistol, Shotgun, Ripper, Rocket Launcher, Freezethrower, and his Devastator.
And now his Expander and Shrinker, they both can work universally against all possible enemies from hopefully any mod, squish and explode all those baddies. 8-)
Not only will his carnage leave behind bodies, but even some ice statues of fallen foes :twisted:

I now made it so you can choose how long Duke will stay dead until he comes back to life.

I also made it so you can choose the chance of Duke taunting after killing an enemy. In case you either want him to just shut up, or always taunt, or anything inbetween. :lol:

Have fun with the Dukester!
Download [UPDATED]: https://www.mediafire.com/file/b8nr31ix ... 1.pk3/file

Here's my other Companion mods if you wanna give them a try as well.
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Last edited by NeenerWiener on Tue Sep 13, 2022 3:47 pm, edited 5 times in total.
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MrRumbleRoses
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Re: Duke Nukem Companion Mod

Post by MrRumbleRoses »

ooohh. so this is the Duke mod you spoke of. very nice :)
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openroadracer
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Re: Duke Nukem Companion Mod

Post by openroadracer »

That second screenshot... Do you have a link to that Shadow Warrior mod, please?
PatCatz2004
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Re: Duke Nukem Companion Mod

Post by PatCatz2004 »

I wonder if you can do like,...Quake or Dusk next-
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NeenerWiener
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Re: Duke Nukem Companion Mod

Post by NeenerWiener »

openroadracer wrote:That second screenshot... Do you have a link to that Shadow Warrior mod, please?
viewtopic.php?f=43&t=46168
It's this one.
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openroadracer
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Re: Duke Nukem Companion Mod

Post by openroadracer »

NeenerWiener wrote:
openroadracer wrote:That second screenshot... Do you have a link to that Shadow Warrior mod, please?
viewtopic.php?f=43&t=46168
It's this one.
Thank you.
cosmos10040
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Re: Duke Nukem Companion Mod

Post by cosmos10040 »

This looks great. How does it work? How do i use? Will you be making a doom marine companion too?
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r&r
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Re: Duke Nukem Companion Mod

Post by r&r »

Playing this add on with Caleb using the Infested mod
abit funny and fits the theme to use as a "ghostbusters" team
cosmos10040
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Re: Duke Nukem Companion Mod

Post by cosmos10040 »

r&r wrote:Playing this add on with Caleb using the Infested mod
abit funny and fits the theme to use as a "ghostbusters" team
I can't get dule to come out. I can hear him but he doesn't appear anywhere.
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NeenerWiener
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Re: Duke Nukem Companion Mod

Post by NeenerWiener »

cosmos10040 wrote:
r&r wrote:Playing this add on with Caleb using the Infested mod
abit funny and fits the theme to use as a "ghostbusters" team
I can't get dule to come out. I can hear him but he doesn't appear anywhere.
Are you using the newest version of GZDoom? Maybe that could be it. Duke is supposed to spawn automatically upon you entering the map.
cosmos10040
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Re: Duke Nukem Companion Mod

Post by cosmos10040 »

Ah okay. I'm using 4.7.1
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NeenerWiener
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by NeenerWiener »

I made a lot of changes to the companion mod already. :lol:

Now Duke has his full arsenal sans the Pipebomb and Trip Mine.
I managed to make him have a Shrinker and an Expander that can work universally with any enemy mod, now you can squish and explode all baddies now. 8-)

Duke also now has special taunts when kicking his enemies to death.

Download: https://www.mediafire.com/file/o5zvhsdw ... 2.pk3/file
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Baratus
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by Baratus »

Went through a tour of Scythe2 with The Duke, to about MAP24 and had a blast. It was fun destroying armies of demons with a fellow badass. The mod feels very balanced, and it doesn't feel like Duke can win every fight without you or clean up the monsters before you have a chance to join in, but helps deal with crowds and makes slaughtermaps easier.

I like how he behaves just like a co-op partner, or the old Dukebots from the original game. It's great to see Duke's full and varied arsenal on display, especially the Shrinker and Expander which are implemented very well. Having Weapon-specific deaths as universal and working across any game or monster pack is great to see, I remember when that was basically impossible to do.

Thank you for allowing the player's projectiles to pass thru him so that using the RL isn't extremely dangerous. A safe companion who won't catch your rockets and let you take the full splash damage is a fun companion.

Some small but not game-breaking issues are that Duke will sometimes hop over obstacles and initiate fights in areas where the player isn't meant to reach yet, or will get stuck in walls. This is somewhat solved by the leashing mechanic so he won't stray from the player for too long and will be able to actively assist in most fights.

Great work!
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r&r
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by r&r »

I hope Low Wang is next.

But he can be op and to dangerous...
Gas grenades and the Ripper heart that makes a friendly copy of him with a rail gun,
and the portable nuke...

Yeah he sounds like he can be op and dangerous companion in concept.
roundtree
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Re: Duke Nukem Companion Mod [New Update Already??]

Post by roundtree »

Duke nukem is so awesome. I have to say I like all three companion mods that you made but Duke nukem is my favorite! I think with all three they are a little too overpowered but they function very well. I really love Duke's one-liners!

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