Another few posts by George Broussard in various threads. This
thread on the official 3D Realms forums has George posting about the various moves in Duke Forever.
>>besides the usual first person attributes such as running, jumping, strafing. what other abilities are you going to
give duke example guns akimbo, climb a rope etc;.
Duke will have several "moves" beyond the typical run, jump, climb ladder. We'll reveal them later, but there are 3-4
planned that I can think of beyond duck/duck-jump and they should add the fun of levels and getting around in
them.
Another one was about
the multiplayer levels.
>>what sort of style will DNF's multiplayer levels be in? none of the Half-Life, SiN, UT, or quake mp levels were too
exiting. is there a chance that we will be seing some mp levels in the extraordinary style of Duke3d? those were the
best. although i do like the idea that SiN and UT had of a level on a moving train, although neither pulled it off too
well.
Every map designer on the game is a very good deathmatcher. They know what makes a fun map, and I have full
faith in their design abilities. Beyond that the DNF levels will all be interesting real "places" with wome sort of hook.
No crate warehouses or non-descript, generic, boring places to fight.
Haven't we all seen enough of that?
The best, most original DM map I've seen in 2 years was DM_Morphius in UT. Too bad most professional levels
arne't like that.
A general rule for a bad DM level is: If you can't describe it by one key feature and have everyone know what it is,
it should be redone. What's all this DM5 crap? I wanna say "Hey, let's play the movie theater level, or the strip
club". That's far better.
He also posted on
PlanetDuke on why it's taking so long and
reaffirmed that co-op is just not a thing to count on in DNF, but since this news item getting big enough as it is I'll leave that to read for yourself. Remember,
this is what we are waiting for.