bodger_uk writes "The BBC is running an article on the use of Duke Nukem in long term memory research. From the Article: 'It has long been thought that sleep deprivation affects your ability to consolidate memories. To test the theory, the researchers gave the volunteers place-finding missions in a virtual city created in the Duke Nukem game.' Slashdotters already know that Duke Nukem aids long term memory research of course. Just look how long we've been remembering about Duke Nukem Forever!"
I hope they added a "You should not be here... --Level Lord" message on some in-accessible portion of the map. Hadn't seen that kind of loving development of a game since Rise of the Triads.
If you rolled into a glitch in the geometry that took you off the map, the King would appear and take you back to a safe spot on the map, and spend about 2 minutes telling you all about how wonderful the "Royal Warp" is.
"We all know Duke Nukem Forever is going to be a Phantom release title, it'll be released as soon as the console is released"
Be careful with that joke. Its an antique.
/.ers already know that Duke Nukem aids long term memory research of course. Just look how long we've been remembering about Duke Nukem Forever!"
That is so unfair!! Why should the article submitter also steal the troll which rightfully, belongs to the First Poster!? And every other troll in this thread!
by Anonymous Coward
on Tuesday April 18 2006, @08:34AM (#15148287)
Even though you obviously made an effort and thought long and hard about your punchline, the joke was so contrived and convoluted as to be "dark-funny": not just lack of funny but the removal of funny.
I got soft between the shareware version and trading games on 3 1/2 diskettes at school until I found someone with duke3d. My first play through the moon base, I abused the water fountain +1% health like it was going out of style:(
Might've been because I'd been playing alot of wolfenstein and assumed the secrets were pushwalls instead of creative jumping/shooting/searching puzzles. Just sorta gave after after the red light district level.
red light district is tricky, i couldn't do it until someone showed me.
afaict there is no way to complete that level without passing through a secret (an airduct to be precise) to get behind the curtain and open it (a friend and i have checked quite hard in build and we can't seem to find any other switches that open it).
You take the stairs up to the projector room and turn a switch (I think it was by the window facing the movie screen) and the movie starts playing, then the curtain opens. Shoot an RPG at the crack in the screen (or place a pipe bomb nearby) and you can jump behind the screen.
The level editor was quite easy, and I'm sure that they had to worry less about having PCs capable of handling more recent games. It was the most logical choice.
However, I have to wonder, do any more recent games have such easy to use level editors? Aside from Second Life, I mean.
yeah while builds overuse of the keyboard (its the only app i've seen that used the two control keys seperately and used the numpad for totally different things to the corresponding keys on the main keyboard) took some getting used to The principle was very simple, draw a 2D map and then fill in the heights. True 3D editors are much harder to learn as our main means of interacting with computers are all 2D. I tried once with unrealed but never got very far (the fact it was slow as molasses on my pc probablly
Marathon, Bungie's Mac FPS from the same era, used an editor almost exactly like that. It's due to the design of the engine, which it shares with Build--it's called "2.5D". Marathon has now been open sourced and modernized as Aleph One, available on sourceforge, and an editor for Windows exists (Obed).
build always allowed sectors that couldn't be seen at once to overlap and later build games found a way to join sectors floor-ceiling (duke unfortunately didn't and while there have been attempts to add it getting it right is a lot harder than it looks)
And with the additon of the polymost renderer you have true 3D viewpoints too.
but yeah you still map in the 2.5D style even though you can create true 3D constructions in the later variants.
Yeah, you can do that overlap in Marathon too--it's a consequence of the "portal" engine architecture, and is completely impossible in BSP engines like Quake. (We call it "5D" in Marathon, because of a net map in the original game which used it deliberately as an effect.) Marathon's engine is somewhat more limited than Build, though--you can't have slanted surfaces at all, and things approaching 3D effects like stacking open spaces over each other are only possible through horrible hacks.
Have you seriously ever designed a level for Duke and Quake. Sure you can do so much more with Quake but it takes 4 or 5 times longer to develop anything. These people wern't interested in graphics just a computerize maze.. Realistically they should have used Doom which in my opinion is the easiest level editor in existance. Or mabye Wolf3d, though that might have been pushing it.
Realistically they should have used Doom which in my opinion is the easiest level editor in existance.
Doom is a game, not a level editor. You are probably thinking of one of the dozens of third-party level editors for Doom, which range from hideously-hard-to-use all the way down to merely mindbendingly-hard-to-use. Seriously, unless it was released in the last 10 years or so, there's no Doom level editor that even comes close to being as quick and intuitive to use as the Build editor for Duke3D.
Sorry, I found the doom editor to be really easy. Though in my sadness you did catch me in a partial lie. I've never used the duke editor, though I assumed it had to be someway between doom and quake..
Easy, just draw two different sectors that cross each other, and make one of them higher than the other one (or you might end up with a room-inside-room thing, really cool indeed, but leads to many bugs usually). In Doom-engine games, however, this is impossible. Only in Build games. And, I believe, Dark Forces had something similar.
You don't know what is was like, Back In The Days. Ain't had no fancy Duke Nukem Forever announcement, nobody promising us "This decade it'll be released for sure!", and you better damn well believe we ain't had no Phantom console announced. Basically we had to make up our own vapourware! We did have the "Linux ready for Desktop next year", though. Aah, those were the days.
Researchers asked the subjects "Do you remember when 3DR first announced Duke Nukem Forever?" If the subjects replied "yes", they were judged to have a good long-term memory.
Only... (Score:2)
Re:Only... (Score:2)
Re:Only... (Score:1)
I'd really like to see another drunk missile launcher. It was awesome in open areas.
I've heard... (Score:1)
Re:Only... (Score:1)
Katamari Damacy 2 had it (Score:2)
Stop with the DNF jokes (Score:1, Redundant)
Re:Stop with the DNF jokes (Score:1)
Re:Stop with the DNF jokes (Score:2)
WHAT!? (Score:2, Funny)
That is so unfair!! Why should the article submitter also steal the troll which rightfully, belongs to the First Poster!? And every other troll in this thread!
Re:Forever (Score:2)
Ob (Score:1)
Re:Forever (Score:2)
Re:Forever (Score:1)
Dear Zonk. (Score:4, Insightful)
well go ahead and post anyways (Score:1)
Sleep?? (Score:5, Funny)
That's no experiment! Any hardcore gamer will tell you, sleep deprivation is absolutely necessary for the full experience.
Summary of scientific findings: (Score:5, Funny)
Re:Summary of scientific findings: (Score:2)
Might've been because I'd been playing alot of wolfenstein and assumed the secrets were pushwalls instead of creative jumping/shooting/searching puzzles. Just sorta gave after after the red light district level.
Re:Summary of scientific findings: (Score:2)
afaict there is no way to complete that level without passing through a secret (an airduct to be precise) to get behind the curtain and open it (a friend and i have checked quite hard in build and we can't seem to find any other switches that open it).
Re:Summary of scientific findings: (Score:2)
Re:Summary of scientific findings: (Score:2)
It makes perfect sense. (Score:3, Insightful)
However, I have to wonder, do any more recent games have such easy to use level editors? Aside from Second Life, I mean.
Re:It makes perfect sense. (Score:2)
Re:It makes perfect sense. (Score:2)
True 3D editors are much harder to learn as our main means of interacting with computers are all 2D. I tried once with unrealed but never got very far (the fact it was slow as molasses on my pc probablly
Re:It makes perfect sense. (Score:2)
how exactly do you define 2.5D? (Score:2)
And with the additon of the polymost renderer you have true 3D viewpoints too.
but yeah you still map in the 2.5D style even though you can create true 3D constructions in the later variants.
Re:how exactly do you define 2.5D? (Score:2)
Re:Duken Nukem?! (Score:3, Insightful)
Re:Duken Nukem?! (Score:3, Insightful)
Doom is a game, not a level editor. You are probably thinking of one of the dozens of third-party level editors for Doom, which range from hideously-hard-to-use all the way down to merely mindbendingly-hard-to-use. Seriously, unless it was released in the last 10 years or so, there's no Doom level editor that even comes close to being as quick and intuitive to use as the Build editor for Duke3D.
Re:Duken Nukem?! (Score:2)
Re:Duken Nukem?!-2.5 level design. (Score:1)
Teens these days... (Score:3, Funny)
Re:Teens these days... (Score:2)
Details of the study (Score:2, Funny)
Researchers asked the subjects "Do you remember when 3DR first announced Duke Nukem Forever?"
If the subjects replied "yes", they were judged to have a good long-term memory.
Re:Details of the study (Score:2)