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				<title>Duke Nukem 3D, Duke Nukem Forever • Duke4.net : News</title>
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					<title>Duke Nukem 3D, Duke Nukem Forever • Duke4.net : News</title>
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<item>
<title>Nuking the 3D Realms Lobby Floor</title>
<link>http://www.duke4.net/news.php?item.569.4</link>
<description><![CDATA[<br /><div>Former 3D Realms community manager Joe Siegler has just <a href="http://joe.siegler.net/2012/05/nuking-a-lobby-floor/">posted</a> a very touching blog article about a special Nuke logo that existed on the 3D Realms office floor until the company went belly-up.  Long story short, the $10,000 floor piece glorified the 3DR lobby until its demise earlier this year, when Goodwill overtook the building and tore down the tiles.<br /><br />As a testament to the original work, longtime fan MrBlackCat has recreated the Nuke logo on the floor of his game room--and boy does it look awesome.  Check out the photos below for a comparison--but do yourself a giant favor and <a href="http://joe.siegler.net/2012/05/nuking-a-lobby-floor/">read Joe's post</a> while you're at it.  As a bigtime Duke fan, I found it to be a great read.<br /> </div><div><div style="text-align: center;"><a href="http://www.duke4.net/images/newspost_images/nuke06.jpg"><img style="width: 560px; height: 375px; border-image: initial; float: none; border-width: 1px; border-color: black; border-style: solid;" src="http://www.duke4.net/images/newspost_images/thumb_nuke06.jpg" alt="thumb_nuke06.jpg" /><br /><br /></a><a href="http://www.duke4.net/images/newspost_images/nuke13.jpg"><img style="width: px; height: px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/thumb_nuke13.jpg" alt="thumb_nuke13.jpg" /></a><a href="http://www.duke4.net/images/newspost_images/nuke06.jpg">﻿</a></div></div><br />]]></description>
<content:encoded><![CDATA[<br /><div>Former 3D Realms community manager Joe Siegler has just <a href="http://joe.siegler.net/2012/05/nuking-a-lobby-floor/">posted</a> a very touching blog article about a special Nuke logo that existed on the 3D Realms office floor until the company went belly-up.  Long story short, the $10,000 floor piece glorified the 3DR lobby until its demise earlier this year, when Goodwill overtook the building and tore down the tiles.<br /><br />As a testament to the original work, longtime fan MrBlackCat has recreated the Nuke logo on the floor of his game room--and boy does it look awesome.  Check out the photos below for a comparison--but do yourself a giant favor and <a href="http://joe.siegler.net/2012/05/nuking-a-lobby-floor/">read Joe's post</a> while you're at it.  As a bigtime Duke fan, I found it to be a great read.<br /> </div><div><div style="text-align: center;"><a href="http://www.duke4.net/images/newspost_images/nuke06.jpg"><img style="width: 560px; height: 375px; border-image: initial; float: none; border-width: 1px; border-color: black; border-style: solid;" src="http://www.duke4.net/images/newspost_images/thumb_nuke06.jpg" alt="thumb_nuke06.jpg" /><br /><br /></a><a href="http://www.duke4.net/images/newspost_images/nuke13.jpg"><img style="width: px; height: px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/thumb_nuke13.jpg" alt="thumb_nuke13.jpg" /></a><a href="http://www.duke4.net/images/newspost_images/nuke06.jpg">﻿</a></div></div><br />]]></content:encoded>
<category domain='http://www.duke4.net/news.php?cat.4'>3D Realms</category>
<dc:creator>Yatta</dc:creator>
<pubDate>Tue, 15 May 2012 17:21:03 -0500</pubDate>
<guid isPermaLink="true">http://www.duke4.net/news.php?item.569.4</guid>
</item>

<item>
<title>DLC Behind-the-Scenes Interview with Triptych</title>
<link>http://www.duke4.net/news.php?item.567.2</link>
<description><![CDATA[<br /><div style="text-align: center;"><strong>WARNING: The following article contains spoilers for The Doctor Who Cloned Me.<br /> </strong></div><div style="text-align: left;">Now that both add-ons for Duke Nukem Forever are available through the Mac App Store in addition to Steam, Xbox 360 and PlayStation 3, it seems a good time to reflect back on the new single-player campaign contained within The Doctor Who Cloned Me.<br /><br />For that, Gearbox community manager Chris Faylor <a href="http://www.gearboxity.com/content/view/861/33/">caught up</a> with David Riegel and Allen Blum of Triptych Games --  the studio formed by several 3D Realms veterans to ensure that the legendary unshippable game actually saw release -- to see what they had to say about the making of The Doctor Who Cloned Me.﻿<br /><br /><div style="text-align: center;"><a href="http://www.duke4.net/images/newspost_images/spdlc1.jpg" rel="lightbox"><img style="width: 560px; height: 315px; border-image: initial; float: none; border-width: 1px; border-color: black; border-style: solid;" src="http://www.duke4.net/images/newspost_images/spdlc1.jpg" alt="spdlc1.jpg" /></a></div></div><div><strong><br /></strong></div><div><strong>Chris Faylor</strong>: The Doctor Who Cloned Me starts off in Area 51, a location that the Duke Nukem Forever team had discussed<strong></strong> at various points but one that wasn't fully realized until now. Can you shed some light on that? <strong><br /><br />David Riegel</strong>: There was never a definitive script at 3D Realms, although there was always a plan. The plan was for Duke to start in Vegas, then go to the Hoover Dam, and then to end up in Area 51. The game was constantly being worked on, and there were always some levels that were close to done and always some levels that had atrophied. When Triptych took over Duke Nukem Forever, we talked a lot about how to take the most fun parts of the game and to put them into a full story with a full plot and how to put everything together. Looking at the levels that were most important, we felt that the Duke story was really about Vegas and the Hoover Dam.<br /><br /><strong>Allen Blum</strong>: We wanted to focus on the Duke aspects and flair. All that Area 51 stuff, it wasn't very far along.<br /><br /><strong>Chris Faylor</strong>: And now, Area 51’s finally come to life in The Doctor Who Cloned Me.</div><br /><br /><div><strong>David Riegel</strong>: There were solid gameplay ideas for Area 51, so when we started thinking about a DLC campaign, we felt it would be really cool to bring them back. For example, there was an old version of the containment chamber where you go through and you get scanned by lasers and then have to dodge hostile cutting lasers on the way back. So we actually went back to the concept art from 2006, and we re-built the flow almost exactly. You move through the level in kind of a semi-circle. You go through the space and you get scanned by lasers, and then you go and have this timing gameplay on the way back.<br /><br />The original concept was very similar, but the space itself and the art assets are all-new. It looks similar because we're going off the same concept art and because we're using the same kind of gameplay, but it was re-done. 100% of the art assets had to be re-done. The clone canisters are an example of something that previously existed but were re-done. They might have the same proportions and the same general look, but they had to be rebuilt. Part of the reasons for this were aesthetic, and part of the reasons were technical.<br /><br /><strong>Chris Faylor</strong>: But, it's obviously not all inspired by old ideas. The new campaign kicks off with a reference to 2010's Call of Duty: Black Ops... <strong><br /><br />David Riegel</strong>: Sections of Area 51 were inspired by some of the previous ideas, but the Military Base, the Burning Bush, the Moon, and everything else were custom-built from the ground-up. <strong><br /><br />Allen Blum</strong>: Of the time it takes to make a map, 10% of it is probably just laying it out and so that was down. So you have the layout and you know how it's going to work and everything, and then it takes forever to go up through and re-art and re-touch everything and make it look right and run right.<br /><br /><strong>Chris Faylor</strong> When you started the design of this DLC, did you incorporate any of the feedback you received from the main campaign? <strong><br /><br />David Riegel</strong>: I think we took specific pieces of feedback. We wanted to keep the same core game mechanics but we really wanted to emphasize the things that people seemed to enjoy. For example, they seemed to enjoy combat in large, open combat arenas. So even though the flow of levels is linear, our combat spaces are a little bit more open. We give players a lot of guns right away so they have a lot of variety, and we introduce our two new weapons early.<br /><br />Story-wise, we were very careful to save the comedy until people had a chance to get into the DLC. We tried to keep Duke a little more serious, a little more gritty. A lot of the humor takes place around him. We brought back Dylan and Dylan's a great source of humor. Dylan does definitely contrast with Duke. In terms of platforming, there's a lot less of it this time . We tried to keep the emphasis on combat and big set pieces.<br /><br /><strong>Chris Faylor</strong> I think the parodies, the references, were a bit more obvious here. This started and ended development in 2011. They had to be a lot easier than something that... <strong><br /><br />Allen Blum</strong>: …started in 1997? Yeah. <strong><br /><br />Chris Faylor</strong>: Was that a weight off your shoulders? <strong><br /><br />Allen Blum</strong>: It seems that with a short time period of working on something it just comes together easier and more focused and it all makes more sense. It's more cohesive.<br /><br /><strong>Chris Faylor</strong>: How did this process compare to the creation of the Duke 3D Plutonium Pak? <strong><br /><br />Allen Blum</strong>: It's exactly the same. Duke 3D came out and it was a hit and everything and we instantly started working on the add-on pack and it was exactly the same thing. We just kept on working and just made it all and put it all together. <strong><br /><br />Chris Faylor</strong>: How much of The Doctor Who Cloned Me DLC was affected by what you learned making the core DNF campaign?<br /><br /><strong>David Riegel</strong>: We've been working with the engine for a long time. Most of our lessons from Duke Nukem Forever were technical, so when we built content we could do it right the first time. That allowed us to create a really significant amount of content in a short period of time. The DLC is about four hours plus four multiplayer maps, and we were able to build everything in five months. <strong><br /><br />Chris Faylor</strong>: Speaking of those multiplayer maps, what was the process behind their creation? <strong><br /><br />David Riegel</strong>: That was a mix. We did one full map here, which was Rooftops. Piranha did one full map, which was Breston Plants. Then the other two we shared. We did the rough-outs here and then Piranha did the final collision, gameplay, and polish for those two. <strong><br /><br />Chris Faylor</strong>: Dylan stood out to people this time around, much more so than in the main campaign, and felt much more like a sidekick. Was that what you were going for? <strong><br /><br />Allen Blum</strong>: Yup. <strong><br /><br />David Riegel</strong>: The technology for friendly AIs fighting alongside Duke came very late in the development cycle of Duke Nukem Forever, and only a couple of levels used it. When we approached the DLC, we definitely wanted more of it. We thought it would be really funny to bring Dylan back and have him fight alongside you. <strong><br /><br />Chris Faylor</strong>: At one point, Duke acquires comes across a new vehicle. Why is it a pink car? <strong><br /><br />Allen Blum</strong>: Why not?<br /><br /><strong>Chris Faylor</strong>: It's such a wonderful contrast to the blood and grime and guts of that level. A shiny pink plastic car. <strong><br /><br />Allen Blum</strong>: With Holsom Twins one-liners. <strong><br /><br />David Riegel</strong>: That was actually something that almost didn't make it in. I think that the reason we put it there was precisely because of the contrast. We felt that Area 51 was getting very heavy and that level in particular was very bloody. We needed something to provide a little contrast and a little humor. And so we pushed very hard to make sure that made it in. <strong><br /><br />Allen Blum</strong>: We had a Barbie car, way back in I don't know how long ago, as a drivable vehicle and at some point, it became the RC Car. So going back to the Barbie car is kind of an old idea. <strong><br /><br />David Riegel</strong>: Yeah, that was another concept from 3D Realms where we re-built the asset, then added the dialog and the Holsom Twins theme. I thought that was pretty cool. <strong><br /><br />Allen Blum</strong>: Yeah, back at 3DR we had generic Barbie car. That was it. <strong><br /><br />Chris Faylor</strong>: The Doctor Who Cloned Me is about Dr. Proton cloning Duke. With such a heavy emphasis on cloning, is Dr. Proton really dead?<br /><br /><strong>Allen Blum</strong>: Well, he died in the original Duke Nukem. So. And he's in Duke Nukem Forever now. So…<br /><br /><strong>Chris Faylor</strong>: Can anyone explain the fire safety film?<br /><br /><strong>David Riegel</strong>: That was from Andrew. Andrew made the porno movie for the Strip Club in the main game, and we knew that we wanted to make a similar kind of video for humor purposes for the DLC. We basically just locked him in a room for two weeks and said, "Hey, you're good at this." And he wasn't sure whether to take that as a compliment or an insult. [laughter] But we basically just gave him a couple weeks and had him go. <strong><br /><br />Allen Blum</strong>: It was Andrew Baker that did that. It's pretty funny.<br /><br /><strong>Chris Faylor</strong>: David, some members of our forums were curious as to how your mod background affected the way you approached this project? <strong><br /><br />David Riegel</strong>: I think in order to get any ambitious mod done, you have to be really persistent and really stubborn. I think that's the biggest lesson we had with DNF. It was sheer stubbornness that allowed us to complete it and get it out the door. [laughter] Whenever you're working on a smaller team like we have here at Triptych, you have to trust all your developers. You have to allow people to make decisions, and you have to work really hard and just trust that everybody else is doing the same. We have a really good atmosphere for that here. <strong><br /><br />Allen Blum</strong>: We've got ten guys and we're all trying to finish what we do, so you're all doing something exactly to finish it. Nobody's coming in, having their coffee and then going home. Everybody's coming in to work to try and finish t. That makes a big difference. <strong><br /><br />David Riegel</strong>: I think people from mod backgrounds are generally very passionate and very creative people and really have a mindset to get things done. I think that's been the case with a lot of the guys here. <strong><br /><br />Chris Faylor</strong>: Anything else you’d like to say?<br /><br /><strong>David Riegel</strong>: With respect to The Doctor Who Cloned Me and 3D Realms, I think it benefits us to say that the guys at 3D Realms were immensely talented and the reason that we brought back a lot of ideas was because we thought they were really fun. The artists and designers at 3D Realms were very, very creative folks. We didn't want to take anything away and claim that every idea was ours. We had a lot of input from Gearbox and a lot of old ideas from the 3<strong></strong>DR guys to draw upon. It feels like we always end up with the strongest end product whenever we collaborate.<br /><br /><strong>Chris Faylor</strong>: Now that Duke Nukem Forever is finally on store shelves and the The Doctor Who Cloned Me DLC is complete, what’s next for Triptych? <strong><br /><br />David Riegel</strong>: We're very excited to take the lessons we learned on DNF and apply them to something new. I feel like we have a great team synergy, and we're getting stronger all the time. I don't want to talk too much about what's next just yet, but it's going to be awesome.﻿﻿<br /><br /> </div>]]></description>
<content:encoded><![CDATA[<br /><div style="text-align: center;"><strong>WARNING: The following article contains spoilers for The Doctor Who Cloned Me.<br /> </strong></div><div style="text-align: left;">Now that both add-ons for Duke Nukem Forever are available through the Mac App Store in addition to Steam, Xbox 360 and PlayStation 3, it seems a good time to reflect back on the new single-player campaign contained within The Doctor Who Cloned Me.<br /><br />For that, Gearbox community manager Chris Faylor <a href="http://www.gearboxity.com/content/view/861/33/">caught up</a> with David Riegel and Allen Blum of Triptych Games --  the studio formed by several 3D Realms veterans to ensure that the legendary unshippable game actually saw release -- to see what they had to say about the making of The Doctor Who Cloned Me.﻿<br /><br /><div style="text-align: center;"><a href="http://www.duke4.net/images/newspost_images/spdlc1.jpg" rel="lightbox"><img style="width: 560px; height: 315px; border-image: initial; float: none; border-width: 1px; border-color: black; border-style: solid;" src="http://www.duke4.net/images/newspost_images/spdlc1.jpg" alt="spdlc1.jpg" /></a></div></div><div><strong><br /></strong></div><div><strong>Chris Faylor</strong>: The Doctor Who Cloned Me starts off in Area 51, a location that the Duke Nukem Forever team had discussed<strong></strong> at various points but one that wasn't fully realized until now. Can you shed some light on that? <strong><br /><br />David Riegel</strong>: There was never a definitive script at 3D Realms, although there was always a plan. The plan was for Duke to start in Vegas, then go to the Hoover Dam, and then to end up in Area 51. The game was constantly being worked on, and there were always some levels that were close to done and always some levels that had atrophied. When Triptych took over Duke Nukem Forever, we talked a lot about how to take the most fun parts of the game and to put them into a full story with a full plot and how to put everything together. Looking at the levels that were most important, we felt that the Duke story was really about Vegas and the Hoover Dam.<br /><br /><strong>Allen Blum</strong>: We wanted to focus on the Duke aspects and flair. All that Area 51 stuff, it wasn't very far along.<br /><br /><strong>Chris Faylor</strong>: And now, Area 51’s finally come to life in The Doctor Who Cloned Me.</div><br /><br /><div><strong>David Riegel</strong>: There were solid gameplay ideas for Area 51, so when we started thinking about a DLC campaign, we felt it would be really cool to bring them back. For example, there was an old version of the containment chamber where you go through and you get scanned by lasers and then have to dodge hostile cutting lasers on the way back. So we actually went back to the concept art from 2006, and we re-built the flow almost exactly. You move through the level in kind of a semi-circle. You go through the space and you get scanned by lasers, and then you go and have this timing gameplay on the way back.<br /><br />The original concept was very similar, but the space itself and the art assets are all-new. It looks similar because we're going off the same concept art and because we're using the same kind of gameplay, but it was re-done. 100% of the art assets had to be re-done. The clone canisters are an example of something that previously existed but were re-done. They might have the same proportions and the same general look, but they had to be rebuilt. Part of the reasons for this were aesthetic, and part of the reasons were technical.<br /><br /><strong>Chris Faylor</strong>: But, it's obviously not all inspired by old ideas. The new campaign kicks off with a reference to 2010's Call of Duty: Black Ops... <strong><br /><br />David Riegel</strong>: Sections of Area 51 were inspired by some of the previous ideas, but the Military Base, the Burning Bush, the Moon, and everything else were custom-built from the ground-up. <strong><br /><br />Allen Blum</strong>: Of the time it takes to make a map, 10% of it is probably just laying it out and so that was down. So you have the layout and you know how it's going to work and everything, and then it takes forever to go up through and re-art and re-touch everything and make it look right and run right.<br /><br /><strong>Chris Faylor</strong> When you started the design of this DLC, did you incorporate any of the feedback you received from the main campaign? <strong><br /><br />David Riegel</strong>: I think we took specific pieces of feedback. We wanted to keep the same core game mechanics but we really wanted to emphasize the things that people seemed to enjoy. For example, they seemed to enjoy combat in large, open combat arenas. So even though the flow of levels is linear, our combat spaces are a little bit more open. We give players a lot of guns right away so they have a lot of variety, and we introduce our two new weapons early.<br /><br />Story-wise, we were very careful to save the comedy until people had a chance to get into the DLC. We tried to keep Duke a little more serious, a little more gritty. A lot of the humor takes place around him. We brought back Dylan and Dylan's a great source of humor. Dylan does definitely contrast with Duke. In terms of platforming, there's a lot less of it this time . We tried to keep the emphasis on combat and big set pieces.<br /><br /><strong>Chris Faylor</strong> I think the parodies, the references, were a bit more obvious here. This started and ended development in 2011. They had to be a lot easier than something that... <strong><br /><br />Allen Blum</strong>: …started in 1997? Yeah. <strong><br /><br />Chris Faylor</strong>: Was that a weight off your shoulders? <strong><br /><br />Allen Blum</strong>: It seems that with a short time period of working on something it just comes together easier and more focused and it all makes more sense. It's more cohesive.<br /><br /><strong>Chris Faylor</strong>: How did this process compare to the creation of the Duke 3D Plutonium Pak? <strong><br /><br />Allen Blum</strong>: It's exactly the same. Duke 3D came out and it was a hit and everything and we instantly started working on the add-on pack and it was exactly the same thing. We just kept on working and just made it all and put it all together. <strong><br /><br />Chris Faylor</strong>: How much of The Doctor Who Cloned Me DLC was affected by what you learned making the core DNF campaign?<br /><br /><strong>David Riegel</strong>: We've been working with the engine for a long time. Most of our lessons from Duke Nukem Forever were technical, so when we built content we could do it right the first time. That allowed us to create a really significant amount of content in a short period of time. The DLC is about four hours plus four multiplayer maps, and we were able to build everything in five months. <strong><br /><br />Chris Faylor</strong>: Speaking of those multiplayer maps, what was the process behind their creation? <strong><br /><br />David Riegel</strong>: That was a mix. We did one full map here, which was Rooftops. Piranha did one full map, which was Breston Plants. Then the other two we shared. We did the rough-outs here and then Piranha did the final collision, gameplay, and polish for those two. <strong><br /><br />Chris Faylor</strong>: Dylan stood out to people this time around, much more so than in the main campaign, and felt much more like a sidekick. Was that what you were going for? <strong><br /><br />Allen Blum</strong>: Yup. <strong><br /><br />David Riegel</strong>: The technology for friendly AIs fighting alongside Duke came very late in the development cycle of Duke Nukem Forever, and only a couple of levels used it. When we approached the DLC, we definitely wanted more of it. We thought it would be really funny to bring Dylan back and have him fight alongside you. <strong><br /><br />Chris Faylor</strong>: At one point, Duke acquires comes across a new vehicle. Why is it a pink car? <strong><br /><br />Allen Blum</strong>: Why not?<br /><br /><strong>Chris Faylor</strong>: It's such a wonderful contrast to the blood and grime and guts of that level. A shiny pink plastic car. <strong><br /><br />Allen Blum</strong>: With Holsom Twins one-liners. <strong><br /><br />David Riegel</strong>: That was actually something that almost didn't make it in. I think that the reason we put it there was precisely because of the contrast. We felt that Area 51 was getting very heavy and that level in particular was very bloody. We needed something to provide a little contrast and a little humor. And so we pushed very hard to make sure that made it in. <strong><br /><br />Allen Blum</strong>: We had a Barbie car, way back in I don't know how long ago, as a drivable vehicle and at some point, it became the RC Car. So going back to the Barbie car is kind of an old idea. <strong><br /><br />David Riegel</strong>: Yeah, that was another concept from 3D Realms where we re-built the asset, then added the dialog and the Holsom Twins theme. I thought that was pretty cool. <strong><br /><br />Allen Blum</strong>: Yeah, back at 3DR we had generic Barbie car. That was it. <strong><br /><br />Chris Faylor</strong>: The Doctor Who Cloned Me is about Dr. Proton cloning Duke. With such a heavy emphasis on cloning, is Dr. Proton really dead?<br /><br /><strong>Allen Blum</strong>: Well, he died in the original Duke Nukem. So. And he's in Duke Nukem Forever now. So…<br /><br /><strong>Chris Faylor</strong>: Can anyone explain the fire safety film?<br /><br /><strong>David Riegel</strong>: That was from Andrew. Andrew made the porno movie for the Strip Club in the main game, and we knew that we wanted to make a similar kind of video for humor purposes for the DLC. We basically just locked him in a room for two weeks and said, "Hey, you're good at this." And he wasn't sure whether to take that as a compliment or an insult. [laughter] But we basically just gave him a couple weeks and had him go. <strong><br /><br />Allen Blum</strong>: It was Andrew Baker that did that. It's pretty funny.<br /><br /><strong>Chris Faylor</strong>: David, some members of our forums were curious as to how your mod background affected the way you approached this project? <strong><br /><br />David Riegel</strong>: I think in order to get any ambitious mod done, you have to be really persistent and really stubborn. I think that's the biggest lesson we had with DNF. It was sheer stubbornness that allowed us to complete it and get it out the door. [laughter] Whenever you're working on a smaller team like we have here at Triptych, you have to trust all your developers. You have to allow people to make decisions, and you have to work really hard and just trust that everybody else is doing the same. We have a really good atmosphere for that here. <strong><br /><br />Allen Blum</strong>: We've got ten guys and we're all trying to finish what we do, so you're all doing something exactly to finish it. Nobody's coming in, having their coffee and then going home. Everybody's coming in to work to try and finish t. That makes a big difference. <strong><br /><br />David Riegel</strong>: I think people from mod backgrounds are generally very passionate and very creative people and really have a mindset to get things done. I think that's been the case with a lot of the guys here. <strong><br /><br />Chris Faylor</strong>: Anything else you’d like to say?<br /><br /><strong>David Riegel</strong>: With respect to The Doctor Who Cloned Me and 3D Realms, I think it benefits us to say that the guys at 3D Realms were immensely talented and the reason that we brought back a lot of ideas was because we thought they were really fun. The artists and designers at 3D Realms were very, very creative folks. We didn't want to take anything away and claim that every idea was ours. We had a lot of input from Gearbox and a lot of old ideas from the 3<strong></strong>DR guys to draw upon. It feels like we always end up with the strongest end product whenever we collaborate.<br /><br /><strong>Chris Faylor</strong>: Now that Duke Nukem Forever is finally on store shelves and the The Doctor Who Cloned Me DLC is complete, what’s next for Triptych? <strong><br /><br />David Riegel</strong>: We're very excited to take the lessons we learned on DNF and apply them to something new. I feel like we have a great team synergy, and we're getting stronger all the time. I don't want to talk too much about what's next just yet, but it's going to be awesome.﻿﻿<br /><br /> </div>]]></content:encoded>
<category domain='http://www.duke4.net/news.php?cat.2'>DNF</category>
<dc:creator>Green</dc:creator>
<pubDate>Wed, 11 Apr 2012 10:04:40 -0500</pubDate>
<guid isPermaLink="true">http://www.duke4.net/news.php?item.567.2</guid>
</item>

<item>
<title>Duke Nukem the Series - Ep. 3: Bacon Factory</title>
<link>http://www.duke4.net/news.php?item.566.3</link>
<description><![CDATA[<br /><div>Here's another great episode of an ongoing Duke3D machinima.  Make sure you watch it to the end so you won't miss out some of the great eye candy and outside creativity that Open Maw Productions put into this.<br /> </div><div style="text-align: center;">﻿		<!-- Start YouTube --> 				<object width="565" height="377" >			<param name="movie" value="http://www.youtube.com/v/G32-kCgYnss?fs=0&amp;hl=en_US"></param>			<param name="allowFullScreen" value="false"></param>			<param name="allowscriptaccess" value="always"></param>			<param name="wmode" value="transparent"></param>		<embed src="http://www.youtube.com/v/G32-kCgYnss?fs=0&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="false" wmode="transparent" width="565" height="377"></embed></object><!-- End YouTube --><br /><br /><a href="comment.php?comment.news.554">Episode 1</a> - <a href="comment.php?comment.news.559">Episode 2</a> - <a href="http://forums.duke4.net/topic/5130-duke-nukem-the-series-discussion-thread/">Discussion Thread</a></div><br />]]></description>
<content:encoded><![CDATA[<br /><div>Here's another great episode of an ongoing Duke3D machinima.  Make sure you watch it to the end so you won't miss out some of the great eye candy and outside creativity that Open Maw Productions put into this.<br /> </div><div style="text-align: center;">﻿		<!-- Start YouTube --> 				<object width="565" height="377" >			<param name="movie" value="http://www.youtube.com/v/G32-kCgYnss?fs=0&amp;hl=en_US"></param>			<param name="allowFullScreen" value="false"></param>			<param name="allowscriptaccess" value="always"></param>			<param name="wmode" value="transparent"></param>		<embed src="http://www.youtube.com/v/G32-kCgYnss?fs=0&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="false" wmode="transparent" width="565" height="377"></embed></object><!-- End YouTube --><br /><br /><a href="comment.php?comment.news.554">Episode 1</a> - <a href="comment.php?comment.news.559">Episode 2</a> - <a href="http://forums.duke4.net/topic/5130-duke-nukem-the-series-discussion-thread/">Discussion Thread</a></div><br />]]></content:encoded>
<category domain='http://www.duke4.net/news.php?cat.3'>Duke3D</category>
<dc:creator>Yatta</dc:creator>
<pubDate>Sat, 07 Apr 2012 07:21:09 -0500</pubDate>
<guid isPermaLink="true">http://www.duke4.net/news.php?item.566.3</guid>
</item>

<item>
<title>AMC Mod v1.10 in the Works</title>
<link>http://www.duke4.net/news.php?item.565.3</link>
<description><![CDATA[<br /><div><a href="http://www.duke4.net/images/newspost_images/amc1.jpg" rel="lightbox"><img style="width: 150px; height: 113px; border: px solid black; float: left; margin-right: 4px;" src="http://www.duke4.net/images/newspost_images/amc1.jpg" alt="amc1.jpg" /></a>﻿This past Christmas, we <a href="comment.php?comment.news.555">announced</a> that the release of the AMC Total Conversion for Duke Nukem 3D.  Now, we've received word from  the upcoming <a href="http://forums.duke4.net/topic/973-modsduke4net/">mods.duke4.net</a> programmer, Hank, that "the AMC TC team is quietly updating their game. James, head honcho of the AMC TC game, issued a preliminary list of improvements and bug fixes. Version 1.10 will see pin point accuracy for shooting enemies, enhanced weapon imagery and mission updates to name 3 out of 143 now known updates."<br /><br /> </div><div>For all the details and excitement, enter our <a href="http://forums.duke4.net/topic/5127-amc-tc-released-merry-x-mas/page__view__findpost__p__125167">forums</a><span>.</span>﻿</div><br />]]></description>
<content:encoded><![CDATA[<br /><div><a href="http://www.duke4.net/images/newspost_images/amc1.jpg" rel="lightbox"><img style="width: 150px; height: 113px; border: px solid black; float: left; margin-right: 4px;" src="http://www.duke4.net/images/newspost_images/amc1.jpg" alt="amc1.jpg" /></a>﻿This past Christmas, we <a href="comment.php?comment.news.555">announced</a> that the release of the AMC Total Conversion for Duke Nukem 3D.  Now, we've received word from  the upcoming <a href="http://forums.duke4.net/topic/973-modsduke4net/">mods.duke4.net</a> programmer, Hank, that "the AMC TC team is quietly updating their game. James, head honcho of the AMC TC game, issued a preliminary list of improvements and bug fixes. Version 1.10 will see pin point accuracy for shooting enemies, enhanced weapon imagery and mission updates to name 3 out of 143 now known updates."<br /><br /> </div><div>For all the details and excitement, enter our <a href="http://forums.duke4.net/topic/5127-amc-tc-released-merry-x-mas/page__view__findpost__p__125167">forums</a><span>.</span>﻿</div><br />]]></content:encoded>
<category domain='http://www.duke4.net/news.php?cat.3'>Duke3D</category>
<dc:creator>Yatta</dc:creator>
<pubDate>Fri, 06 Apr 2012 11:28:42 -0500</pubDate>
<guid isPermaLink="true">http://www.duke4.net/news.php?item.565.3</guid>
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<item>
<title>Metropolitan Mayhem 15-Map Episode Released</title>
<link>http://www.duke4.net/news.php?item.563.3</link>
<description><![CDATA[<br /><div>Recently there's been a release of not just one, but fifteen new high quality maps all packaged in an action-packed episode for your convenience and pleasure. The authors MetHy (aka MetHunter), Aymeric "MRCK" Nocus, Mikko Sandt, and Merlijn van Oostrum are all veteran mappers with numerous high quality releases and countless years of combined mapping experience behind them. Having joined forces, they focused their efforts into making classic maps in the same style as the original Duke 3D levels you played and loved all those years ago. Debuting to unanimous acclaim, many have commented that this episode has made them feel like teenagers again playing Duke Nukem 3D for the first time, and if you try out the maps, then you'll probably see why.<br /><br />This is what the authors have to say about the episode:<br /><br /><div class="ecxindent"><div class='indent'>Around January 2010 MetHy came up with the idea of making an episode in the style of the original Duke Nukem 3D city maps (episode 1, 3 &amp; 4). Later on MRCK became project leader. The idea was to restrict ourselves: each map should be made in only 24 hours, including time not spent on building. While the basis of most maps respected this restriction, we also decided to take a bit more time to polish things, to end up with better results. We also decided to include Meatball Sub Makin', a previously released standalone map by MRCK, because its style fits perfectly with the rest.<br /><br />The result is a total of 15 maps (including 1 secret map and 4 boss maps) respecting the style and feel of the original city maps.</div>﻿﻿</div>Naturally, it's recommended that you play the maps in classic (vanilla) style--that is, 8-bit classic renderer, no mods (e.g DukePlus), and no HRP. If you disregard this advice you will either a) burn in the eternal fires of hell or b) nothing will happen. But if I were you I wouldn't take my chances with the first one.<br /><br /><div style="text-align: center;"><a href="http://duke4.net/images/newspost_images/revmetro1.jpg" rel="lightbox">﻿<img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro1.jpg" alt="revmetro1.jpg" /></a> <a href="http://duke4.net/images/newspost_images/revmetro2.jpg" rel="lightbox"><img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro2.jpg" alt="revmetro2.jpg" /></a> <a href="http://duke4.net/images/newspost_images/revmetro3.jpg" rel="lightbox"><img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro3.jpg" alt="revmetro3.jpg" /></a> <a href="http://duke4.net/images/newspost_images/revmetro4.jpg" rel="lightbox"><img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro4.jpg" alt="revmetro4.jpg" /></a> <a href="http://duke4.net/images/newspost_images/revmetro5.jpg" rel="lightbox"><img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro5.jpg" alt="revmetro5.jpg" /></a> <a href="http://duke4.net/images/newspost_images/revmetro6.jpg" rel="lightbox"><img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro6.jpg" alt="revmetro6.jpg" /></a></div><br /><br />[<a href="http://msdn.duke4.net/metropolitan.zip">Download</a>]<br />[<a href="http://msdn.duke4.net/revmetropolitan.php">MSDN Review</a>]<br />[<a href="http://forums.duke4.net/topic/5313-release-metropolitan-mayhem-a-15-map-episode">Discussion</a>]<br /><br /><em>Submitted by Micky C.</em></div><br />]]></description>
<content:encoded><![CDATA[<br /><div>Recently there's been a release of not just one, but fifteen new high quality maps all packaged in an action-packed episode for your convenience and pleasure. The authors MetHy (aka MetHunter), Aymeric "MRCK" Nocus, Mikko Sandt, and Merlijn van Oostrum are all veteran mappers with numerous high quality releases and countless years of combined mapping experience behind them. Having joined forces, they focused their efforts into making classic maps in the same style as the original Duke 3D levels you played and loved all those years ago. Debuting to unanimous acclaim, many have commented that this episode has made them feel like teenagers again playing Duke Nukem 3D for the first time, and if you try out the maps, then you'll probably see why.<br /><br />This is what the authors have to say about the episode:<br /><br /><div class="ecxindent"><div class='indent'>Around January 2010 MetHy came up with the idea of making an episode in the style of the original Duke Nukem 3D city maps (episode 1, 3 &amp; 4). Later on MRCK became project leader. The idea was to restrict ourselves: each map should be made in only 24 hours, including time not spent on building. While the basis of most maps respected this restriction, we also decided to take a bit more time to polish things, to end up with better results. We also decided to include Meatball Sub Makin', a previously released standalone map by MRCK, because its style fits perfectly with the rest.<br /><br />The result is a total of 15 maps (including 1 secret map and 4 boss maps) respecting the style and feel of the original city maps.</div>﻿﻿</div>Naturally, it's recommended that you play the maps in classic (vanilla) style--that is, 8-bit classic renderer, no mods (e.g DukePlus), and no HRP. If you disregard this advice you will either a) burn in the eternal fires of hell or b) nothing will happen. But if I were you I wouldn't take my chances with the first one.<br /><br /><div style="text-align: center;"><a href="http://duke4.net/images/newspost_images/revmetro1.jpg" rel="lightbox">﻿<img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro1.jpg" alt="revmetro1.jpg" /></a> <a href="http://duke4.net/images/newspost_images/revmetro2.jpg" rel="lightbox"><img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro2.jpg" alt="revmetro2.jpg" /></a> <a href="http://duke4.net/images/newspost_images/revmetro3.jpg" rel="lightbox"><img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro3.jpg" alt="revmetro3.jpg" /></a> <a href="http://duke4.net/images/newspost_images/revmetro4.jpg" rel="lightbox"><img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro4.jpg" alt="revmetro4.jpg" /></a> <a href="http://duke4.net/images/newspost_images/revmetro5.jpg" rel="lightbox"><img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro5.jpg" alt="revmetro5.jpg" /></a> <a href="http://duke4.net/images/newspost_images/revmetro6.jpg" rel="lightbox"><img style="width: 150px; height: 120px; border: 1px solid black; float: none;" src="http://www.duke4.net/images/newspost_images/revmetro6.jpg" alt="revmetro6.jpg" /></a></div><br /><br />[<a href="http://msdn.duke4.net/metropolitan.zip">Download</a>]<br />[<a href="http://msdn.duke4.net/revmetropolitan.php">MSDN Review</a>]<br />[<a href="http://forums.duke4.net/topic/5313-release-metropolitan-mayhem-a-15-map-episode">Discussion</a>]<br /><br /><em>Submitted by Micky C.</em></div><br />]]></content:encoded>
<category domain='http://www.duke4.net/news.php?cat.3'>Duke3D</category>
<dc:creator>Green</dc:creator>
<pubDate>Thu, 29 Mar 2012 15:43:22 -0500</pubDate>
<guid isPermaLink="true">http://www.duke4.net/news.php?item.563.3</guid>
</item>

<item>
<title>Expectations for Duke Nukem Forever Were Too High, Says Gearbox</title>
<link>http://www.duke4.net/news.php?item.562.2</link>
<description><![CDATA[<br /><div>In an interview with <a href="http://www.theverge.com/gaming/2012/3/28/2903588/half-life-borderlands-gearbox-software-aliens-brothers-in-arms">The Verge</a>, Randy Pitchford has said that Duke Nukem Forever was the victim of high expectations that were built up over the 15 year development cycle of the game.</div><div><br /><div class='indent'>"In the case of <em>Duke Nukem Forever</em>, there has been 15 years of expectations built up," Pitchford said. "There are a lot of people who were perfectly gratified by the game; they liked the surprises, the details of how the humor manifested itself or how the scenarios manifested themselves ... and there were other people, because of the development effort or because of the way it’s been upsold throughout the years, there is just no possible way to meet or exceed such expectations."﻿</div><br />Randy also added that out of all the games that Gearbox Software has shipped, they get more positive fan mail from players of Duke Nukem Forever then any other title, adding that he believes this, above all else, is the indicator that Gearbox hit the mark in terms of quality.<br /> </div><div style="text-align: center;"><a href="http://www.theverge.com/gaming/2012/3/28/2903588/half-life-borderlands-gearbox-software-aliens-brothers-in-arms"><img style="width: 560px; height: 296px; border-image: initial; float: none; border-width: 1px; border-color: black; border-style: solid;" src="http://www.duke4.net/images/newspost_images/randy.jpg" alt="randy.jpg" /></a>﻿</div><br />]]></description>
<content:encoded><![CDATA[<br /><div>In an interview with <a href="http://www.theverge.com/gaming/2012/3/28/2903588/half-life-borderlands-gearbox-software-aliens-brothers-in-arms">The Verge</a>, Randy Pitchford has said that Duke Nukem Forever was the victim of high expectations that were built up over the 15 year development cycle of the game.</div><div><br /><div class='indent'>"In the case of <em>Duke Nukem Forever</em>, there has been 15 years of expectations built up," Pitchford said. "There are a lot of people who were perfectly gratified by the game; they liked the surprises, the details of how the humor manifested itself or how the scenarios manifested themselves ... and there were other people, because of the development effort or because of the way it’s been upsold throughout the years, there is just no possible way to meet or exceed such expectations."﻿</div><br />Randy also added that out of all the games that Gearbox Software has shipped, they get more positive fan mail from players of Duke Nukem Forever then any other title, adding that he believes this, above all else, is the indicator that Gearbox hit the mark in terms of quality.<br /> </div><div style="text-align: center;"><a href="http://www.theverge.com/gaming/2012/3/28/2903588/half-life-borderlands-gearbox-software-aliens-brothers-in-arms"><img style="width: 560px; height: 296px; border-image: initial; float: none; border-width: 1px; border-color: black; border-style: solid;" src="http://www.duke4.net/images/newspost_images/randy.jpg" alt="randy.jpg" /></a>﻿</div><br />]]></content:encoded>
<category domain='http://www.duke4.net/news.php?cat.2'>DNF</category>
<dc:creator>Green</dc:creator>
<pubDate>Thu, 29 Mar 2012 14:32:14 -0500</pubDate>
<guid isPermaLink="true">http://www.duke4.net/news.php?item.562.2</guid>
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<item>
<title>Apogee Shooters 50% Off This Weekend!</title>
<link>http://www.duke4.net/news.php?item.561.5</link>
<description><![CDATA[<br /><div><div style="text-align: center;"><a href="http://www.gog.com/promo/apogee_shooters/?pp=6c1e671f9af5b46d9c1a52067bdf0e53685674f7"><img style="width: 560px; height: 335px; border-image: initial; float: none; display: block; margin-left: auto; margin-right: auto; border-width: 1px; border-color: black; border-style: solid;" src="http://www.duke4.net/images/newspost_images/apogee50off.jpg" alt="apogee50off.jpg" /></a></div></div><br />]]></description>
<content:encoded><![CDATA[<br /><div><div style="text-align: center;"><a href="http://www.gog.com/promo/apogee_shooters/?pp=6c1e671f9af5b46d9c1a52067bdf0e53685674f7"><img style="width: 560px; height: 335px; border-image: initial; float: none; display: block; margin-left: auto; margin-right: auto; border-width: 1px; border-color: black; border-style: solid;" src="http://www.duke4.net/images/newspost_images/apogee50off.jpg" alt="apogee50off.jpg" /></a></div></div><br />]]></content:encoded>
<category domain='http://www.duke4.net/news.php?cat.5'>Duke Nukem</category>
<dc:creator>Yatta</dc:creator>
<pubDate>Fri, 16 Mar 2012 12:16:21 -0500</pubDate>
<guid isPermaLink="true">http://www.duke4.net/news.php?item.561.5</guid>
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<item>
<title>What fans want from the next Duke game</title>
<link>http://www.duke4.net/news.php?item.560.5</link>
<description><![CDATA[<br /><div>Duke Nukem is an icon in video gaming history, and Forever, despite its long development time, left room for improvement in the areas of graphics, interactivity, and general gameplay.  So what are hardcore fans of classic Duke looking for in a future title? <br /><br /><strong>1) Creativity and Interaction</strong></div><div><strong><br /></strong><a href="http://www.duke4.net/images/newspost_images/wewant_inter.jpg" rel="lightbox"><img style="width: 184px; height: 110px; border: 1px solid black; float: right; margin-left: 8px;" src="http://www.duke4.net/images/newspost_images/wewant_inter_thumb.jpg" alt="wewant_inter_thumb.jpg" /></a>Games in 2012 are different beasts, and in order to keep up with games like Modern Warfare 3 which pass for "shooters" these days, the next installment in the Duke Nukem franchise is going to need to have more originality.  Duke Nukem 3D and the various Duke Nukem console games (Zero Hour, Duke Nukem 64, et al) all brought new weapon ideas and gameplay mechanics to the table, and DNF could have gone beyond relying on these same decade-old ideas.  In 1996, Duke Nukem 3D was hailed as a game changer because it let players do things like shrink monsters and play pool.  In 2011, Duke Nukem Forever was criticized because these features standing on their own were not viewed as being as innovative as they were 15 years earlier.</div><div><br /><br /><strong>2) Challenge</strong>﻿<br /><br /><strong><a href="http://www.duke4.net/images/newspost_images/wewant_challenge.jpg" rel="lightbox"><img style="width: 223px; height: 110px; border: 1px solid black; float: left; margin-right: 8px;" src="http://www.duke4.net/images/newspost_images/wewant_challenge_thumb.jpg" alt="wewant_challenge_thumb.jpg" /></a></strong></div><div>Many of those who played Duke Nukem 3D have long since moved on to other games of all types, from other shooters to high-stakes <a href="http://www.partypoker.com">PartyPoker</a>.  The one thing that might tempt them back to the King is legitimate challenge, in terms of combat, level exploration, and game objectives.  Duke Nukem 3D was famous for its non-linear maps and weapon/health mechanics, and the next Duke game should follow in this line. ﻿</div><div><br /><strong>3) Hidden Areas and Secret Levels</strong>﻿<br /><br /><strong><a href="http://www.duke4.net/images/newspost_images/wewant_hidden.jpg" rel="lightbox"><img style="width: 182px; height: 110px; border: 1px solid black; float: right; margin-left: 8px;" src="http://www.duke4.net/images/newspost_images/wewant_hidden_thumb.jpg" alt="wewant_hidden_thumb.jpg" /></a></strong></div><div>This was one the best features of any shooter back in the nineties.  Secret areas, often containing bonus power-ups, were hidden just well enough to evade discovery by the casual gamer, but also cleverly enough to reward players who would take their time to smell the roses.  Duke Nukem Forever sought to offer a return to this classic notion, and Gearbox President Randy Pitchford hinted about secret levels in a short video interview.  Unfortunately, the game contained little actual secrets to speak of.  Understandably, creating an entire secret level is a pretty daunting task in a day and age where content creation is so difficult and time consuming, but a few more secret rooms wouldn't hurt.<br /><br /> </div><div>These were just minor suggestions, seeking to remind everyone that we've always got our hero's back.  Duke Nukem is a legend and Gearbox has a big legacy to live up to in continuing the franchise.  In the mean time, we'd like to start posting more Duke Nukem 3D map updates to keep the website updated more frequently.</div><br />]]></description>
<content:encoded><![CDATA[<br /><div>Duke Nukem is an icon in video gaming history, and Forever, despite its long development time, left room for improvement in the areas of graphics, interactivity, and general gameplay.  So what are hardcore fans of classic Duke looking for in a future title? <br /><br /><strong>1) Creativity and Interaction</strong></div><div><strong><br /></strong><a href="http://www.duke4.net/images/newspost_images/wewant_inter.jpg" rel="lightbox"><img style="width: 184px; height: 110px; border: 1px solid black; float: right; margin-left: 8px;" src="http://www.duke4.net/images/newspost_images/wewant_inter_thumb.jpg" alt="wewant_inter_thumb.jpg" /></a>Games in 2012 are different beasts, and in order to keep up with games like Modern Warfare 3 which pass for "shooters" these days, the next installment in the Duke Nukem franchise is going to need to have more originality.  Duke Nukem 3D and the various Duke Nukem console games (Zero Hour, Duke Nukem 64, et al) all brought new weapon ideas and gameplay mechanics to the table, and DNF could have gone beyond relying on these same decade-old ideas.  In 1996, Duke Nukem 3D was hailed as a game changer because it let players do things like shrink monsters and play pool.  In 2011, Duke Nukem Forever was criticized because these features standing on their own were not viewed as being as innovative as they were 15 years earlier.</div><div><br /><br /><strong>2) Challenge</strong>﻿<br /><br /><strong><a href="http://www.duke4.net/images/newspost_images/wewant_challenge.jpg" rel="lightbox"><img style="width: 223px; height: 110px; border: 1px solid black; float: left; margin-right: 8px;" src="http://www.duke4.net/images/newspost_images/wewant_challenge_thumb.jpg" alt="wewant_challenge_thumb.jpg" /></a></strong></div><div>Many of those who played Duke Nukem 3D have long since moved on to other games of all types, from other shooters to high-stakes <a href="http://www.partypoker.com">PartyPoker</a>.  The one thing that might tempt them back to the King is legitimate challenge, in terms of combat, level exploration, and game objectives.  Duke Nukem 3D was famous for its non-linear maps and weapon/health mechanics, and the next Duke game should follow in this line. ﻿</div><div><br /><strong>3) Hidden Areas and Secret Levels</strong>﻿<br /><br /><strong><a href="http://www.duke4.net/images/newspost_images/wewant_hidden.jpg" rel="lightbox"><img style="width: 182px; height: 110px; border: 1px solid black; float: right; margin-left: 8px;" src="http://www.duke4.net/images/newspost_images/wewant_hidden_thumb.jpg" alt="wewant_hidden_thumb.jpg" /></a></strong></div><div>This was one the best features of any shooter back in the nineties.  Secret areas, often containing bonus power-ups, were hidden just well enough to evade discovery by the casual gamer, but also cleverly enough to reward players who would take their time to smell the roses.  Duke Nukem Forever sought to offer a return to this classic notion, and Gearbox President Randy Pitchford hinted about secret levels in a short video interview.  Unfortunately, the game contained little actual secrets to speak of.  Understandably, creating an entire secret level is a pretty daunting task in a day and age where content creation is so difficult and time consuming, but a few more secret rooms wouldn't hurt.<br /><br /> </div><div>These were just minor suggestions, seeking to remind everyone that we've always got our hero's back.  Duke Nukem is a legend and Gearbox has a big legacy to live up to in continuing the franchise.  In the mean time, we'd like to start posting more Duke Nukem 3D map updates to keep the website updated more frequently.</div><br />]]></content:encoded>
<category domain='http://www.duke4.net/news.php?cat.5'>Duke Nukem</category>
<dc:creator>Duke Nukem</dc:creator>
<pubDate>Fri, 09 Mar 2012 10:19:16 -0600</pubDate>
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<title>Duke Nukem the Series - Episode 2: Cola Conundrum</title>
<link>http://www.duke4.net/news.php?item.559.3</link>
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<category domain='http://www.duke4.net/news.php?cat.3'>Duke3D</category>
<dc:creator>Yatta</dc:creator>
<pubDate>Fri, 27 Jan 2012 11:48:49 -0600</pubDate>
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