![]() They are unwitty, and also dumb sounding. Doomguy in this has dumb one liners ranging from “Watch this little thing spitting fire!” to “Imps give me gas”. Of course, this was meant for regular Duke Nukem 3D (Atomic), but nowadays, you can’t run such a thing in windows without the aid of Dosbox or other virtual PC applications. ![]() Nevermind the fact that if you want to run this with Eduke32, you’ll have to extract it to a subdirectory, then rename the con files to their proper ones. Duke Meets Doom, created by Oddeye.Īt first sight, it looks like it could be promising, but as soon as it’s start up, it starts going downhill, pretty fast. One such mod I’m going to look at today is one for Duke Nukem 3D. Unfortunately, there have always been problems in succeeding on that regard. W marks mods featuring weapon behavior that differs from the originals (not just re-skins).Į marks mods featuring enemy behavior that differs from the originals (again, not just re-skins).It’s no surprise that people want to bring the awesomeness that is Doom to other games. ![]() As for the rest, if it has an X in the column, you can expect the following, to varying degrees: I've thrown all BEX and MBF stuff under BooMBF, for what is the current cross-port standard of supported "advanced" features. Boom's extended format (BEX) is a step beyond DeHackEd it won't work in vanilla, but it works in a lot more ports than DECORATE, which is the realm of Zternivoom. "Classic" mods achieve their effects via DeHackEd and will work in any port that supports it, which is pretty much all the popular ones. The most significant, for compatibility reasons, is the target port. ![]() "Built-In Mods" come with their own map packs and aren't explicitly designed to work with others. The first, "Gameplay Mods", consists of works that can be played on top of existing mapsets. ![]()
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