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  Messages - James
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1  Other topics / Images / Art / Design / Re: Post UR Pic 2 on: June 16, 2013, 11:35:29 PM
Yeah it was a blast, it was a bit inconvinient as we had to go around my work schedule but we did alot in the time-span we had (y)
2  Duke Nukem / Duke Nukem Releases / Re: [RELEASE] Duke Nukem Forever (2013) on: April 30, 2013, 06:00:10 PM
Finished it, nice work (y) I don't have a ton of words to say apart from it was enjoyable, the new art gave it a really fresh feel. It did feel like basically what DNF would be if it was made in Build.
3  Duke Nukem / Duke Nukem Main / Re: Duke Nukem Forever is out! on: April 02, 2013, 01:20:30 PM
You glorious bastards :D
4  Other topics / General games / Re: Doom mapping on: March 13, 2013, 02:18:44 AM
Alot of Zdoom features are things that you can do in normal Duke, but I think actual strong storyline maps like the RED series are few and far between.
If you haven't you should check out Winter's Fury for GZDoom. It has a pretty decent story going on. Worth checking out.
I already have actually! I saw it on the Caco-awards :) the story is indeed pretty damn good and interesting, but the WAD made my computer cry so I had to play most of it with god mode on. I didn't really hold it against the author since GZdoom's 3D floors always lag badly for me, but it was a beautiful WAD.
5  Other topics / General games / Re: Doom mapping on: March 13, 2013, 01:27:55 AM
That's good to hear about Doom editors, I tried a 3D WYSIWYG one ages ago and had some success with it but ultimately I decided to go back to Build. Maybe one day I'll give it another shot.
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I've played tons of high-quality Doom wads but I kinda agree with MickyC. I don't think I've ever been amazed by a Doom mod.
Well, I've been amazed by Doom mods much more than Duke mods - but that IS mostly because I stick to mods and TCs more than standard WADS. Alot of Zdoom features are things that you can do in normal Duke, but I think actual strong storyline maps like the RED series are few and far between.
6  Other topics / General games / Re: Doom mapping on: March 12, 2013, 03:53:45 PM
You're playing the wrong doom wads if you think most of them are abstract :P Go to Doomworld.com and check out the Cacoawards, all of them, for the best of the best to look at. I love our Duke, but the Doom community has us beat for quality and quantity (And the majority of Doom level editors still aren't as easy as Mapster32)
7  Duke Nukem / In Construction / Re: I'm working on Trequonia TC. New mod. on: February 24, 2013, 02:37:53 AM
That reactor...is insane :o keep up the great work (y)
8  Other topics / General games / Re: Last Game You Played on: January 22, 2013, 01:22:45 AM
My only problem with the high detail wads is that A) I keep getting stuck on geometry even though clip shapes as a concept isn't specific to quake engines and B) they often add custom monsters, which is cool most of the time but every wad that has one also adds stupid bullet sponges. The new ZDCMP2 was kinda ruined by that in the later half of it.
9  Other topics / General games / Re: Last Game You Played on: November 06, 2012, 10:05:54 PM
Rented Halo 4, so far it's just really dull. Graphically it looks amazing, but the combat doesn't seem to of evolved at all since the first Halo (ironically called Combat Evolved) Not only that but there's hordes of enemies and all your guns just feel pretty weak and useless. I'm glad I didn't buy it.
10  Other topics / General games / Re: Last Game You Played on: November 03, 2012, 01:42:19 PM
hahah that was a shitload of fun (y)
11  Duke Nukem / AMC TC / Re: AMC TC bugs on: October 28, 2012, 01:02:37 AM
Heh, I decided to quit Minecraft cold turkey :P I figured doing it when there was a new version out and most of the mods I used were outdated was as good a time as any. I'm thinking of doing some more bug fixing (including widescreen errors that have cropped up now that classic mode has proper widescreen support) and then releasing a final version of Episode 1 with the new mission screen and maybe some little bonus things for future development (Although I will say that Episode 2 won't be for a long long time, although you probably already knew that heh)
12  Duke Nukem / AMC TC / Re: AMC TC bugs on: October 27, 2012, 01:14:15 PM
Just taking a crack at fixing what ones I could of of these.
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Using the technique I've mentioned before, possibly in a conversation with you on steam, wherein you slide kick and crouch at the same time to get into areas you normally need to shrink into, I've discovered that, similar to how rolling used to be, it sets your height to 0. This can be used to very rarely go through doors (90% of the time I just gib), but more importantly, as mentioned, you can get into shrink-only areas and through doors like those in the hacking segments.
Unfortunately I can't fix this, originally you had to press crouch whilst sliding but I removed it by request - If I remove the height reduction than you can no longer slide under gaps you should be able to.
13  Duke Nukem / AMC TC / Re: AMC TC is released, Merry Christmas! on: October 21, 2012, 11:24:05 AM
haha, nice :D I've managed to get Grim Reaper, but of course half of those kills are from testing maps over and over again.
14  Duke Nukem / AMC TC / Re: AMC TC is released, Merry Christmas! on: October 18, 2012, 03:57:07 PM
heh thanks :D I swear it'sbeen done other places before but I think it makes it nice and atmospheric and helps suit the time of year you're playing it in.
15  Duke Nukem / AMC TC / Re: AMC TC bugs on: October 16, 2012, 09:08:45 PM
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Zombies don't go towards kills for the sake of stats or achievements.
Intentional, since you can kill thousands per play of INVURB and I thought that would just make people grind that map over and over.
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If you die while infected for any reason except the infection, you will respawn still infected.
Also intentional, considering how easy it is to suicide even without a kill console command I decided it would be better to make it ONLY curable with a syringe (although with MP being broke that stuff needs changing, it will be once MP is fixed of course)
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You can rescue non-trapped babes by crouching and using. Probably not a bug, but you shouldn't be able to rescue them from the credits stage! Probably not worth fixing.
Yeah it's not a bug, it was more a tiny irrelevant feature I added for playing usermaps so you can still use/tip them but you can also get rid of them so they won't get killed by explosions or whatever.
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You can have Jane follow you in the credits. Possibly intended?
Yeah it's just Jane's normal sprite in that sequence, I didn't make a new one since I thought it was a bit pointless :)
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