Thread 11861490 - /vr/ [Archived: 568 hours ago]

Anonymous
7/11/2025, 6:48:45 PM No.11861490
wp15118427
wp15118427
md5: b8766006eaae614f02785add23f2f728🔍
>changes the world by doing things never done before in the FPS genre
Replies: >>11861535 >>11861561
Anonymous
7/11/2025, 6:50:00 PM No.11861492
Like what? Having functional light switches on walls?
Replies: >>11861593 >>11861603 >>11861607 >>11861610 >>11861628 >>11861628
Anonymous
7/11/2025, 7:04:25 PM No.11861529
What the heck?
Anonymous
7/11/2025, 7:05:39 PM No.11861535
>>11861490 (OP)
Quake 3 is a big meh, but this one if actual kino

Also, bot thread to drive engagement
Replies: >>11861557
Anonymous
7/11/2025, 7:14:04 PM No.11861557
qwerty
qwerty
md5: 9c167b453ee2e56ce93df1390a8276e8🔍
>>11861535
I ain't afraid of no Quake.
Anonymous
7/11/2025, 7:15:41 PM No.11861561
>>11861490 (OP)
I like the amusement park level. And duke burger.
Anonymous
7/11/2025, 7:28:44 PM No.11861593
>>11861492
Pissing off Bruce Campbell for “ripping off” his movie lines
Replies: >>11861628
Anonymous
7/11/2025, 7:31:26 PM No.11861603
>>11861492
All these little ways you can interact with the environment everywhere really make you feel like you're in this world and make Duke3D the first every true immersive sim.
Replies: >>11861624
Anonymous
7/11/2025, 7:33:32 PM No.11861607
>>11861492
Retard
Jesus Reborn
7/11/2025, 7:33:58 PM No.11861610
>>11861492
>Like what? Having functional light switches on walls?

Yeah, exactly that. The Build engine is really fun to mess around with, because you can use these 'high' and 'low' state tags in so many unique ways to make interactive objects, and state machines, and in game 'cinematics'. It was probably the first FPS game that I t can think of playing where I could shoot out all of the lights in an area and have the room go dark.The Build engine renders everything in sectors on a grid. The original engine does not render in polygons. It uses all sorts of teleportation tricks to create multi story buildings and underwater areas. The starting point of Hollywood Holocaust teleports the player to a different area as soon as you go down the first vent.
Anonymous
7/11/2025, 7:35:08 PM No.11861614
Yeah, exactly that... The Build engine is really fun to mess around with, because you can use these 'high' and 'low' state tags in so many unique ways to make interactive objects, and state machines, and in game 'cinematics'. It was probably the first FPS game that I t can think of playing where I could shoot out all of the lights in an area and have the room go dark.The Build engine renders everything in sectors on a grid. The original engine does not render in polygons. It uses all sorts of teleportation tricks to create multi story buildings and underwater areas. The starting point of Hollywood Holocaust teleports the player to a different area as soon as you go down the first vent.
Anonymous
7/11/2025, 7:36:25 PM No.11861624
>>11861603
Makes sense, given how many Duke fans get filtered by Lunar Apocalypse.
Anonymous
7/11/2025, 7:38:12 PM No.11861628
>>11861492
>Like what? Having functional light switches on walls?

Yeah, exactly that... The Build engine is really fun to mess around with, because you can use these 'high' and 'low' state tags in so many unique ways to make interactive objects, and state machines, and in game 'cinematics'. It was probably the first FPS game that I t can think of playing where I could shoot out all of the lights in an area and have the room go dark.The Build engine renders everything in sectors on a grid. The original engine does not render in polygons. It uses all sorts of teleportation tricks to create multi story buildings and underwater areas. The starting point of Hollywood Holocaust teleports the player to a different area as soon as you go down the first vent.

>>11861593
>>>11861492
>Pissing off Bruce Campbell for “ripping off” his movie lines

The game doesn't really rip of Army of Darkness much at all. Most of the lines of dialogue were ad-libbed in the recording booth.