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[DNF]Charlie Wiederhold über den alten DNF Build [dani - 08 Jul 2006]
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Ja, endlich hab ich meinen eigenen Account! Zur Feier des Tages gibts heute mal eine besonders interessante News. Charlie Wiederhold, bis vor kurzem noch Mitarbeiter bei 3D Realms, ist im Forum auf seiner Webseite "Gaming is Stupid" ausführlich auf den alten Build von DNF, oder besser gesagt den alten E3 Trailer eingegangen. Lest es euch durch. Wirklich interessant, was der Mann zu erzählen hat.
"Actually, that video is old enough now that I don't think anyone will care if I go through it and point out specific stuff I worked on, and it'll be kinda fun for me to take that trip down memory lane.
All the ghost town stuff (donkey + sand worm, EDF guy being blown up by a pipebomb, etc) was my Ghost Town map, which is the same base that the screenshots in 1999 were taken from. Those were the Gus shot and the church shot. The church screenshot is the location that the sandworm came out of the ground to eat the donkey in the video.
Also, if you remember the "developer desktop" screenshot from Voodoo Extreme, that was a very early version of the interior of the church.
The Lake Mead section (jetskis, flying jets, boat turret, crashing through the building) was also something I had worked on. That map is partly responsible for my transition over to almost pure coding. I think there is some footage out there of the Quake 2 version of that map that was shown at a much earlier E3 one time.
Funny note, if you look closely at the jetskis when the turret zooms in on them (late in the video) you can see that we accidentally recorded the footage with some LOD stuff setup incorrectly, so the polys on the riders are all messed up. Doh!
The cockpit riding through a tunnel where you can see Duke's legs. I didn't build the cockpit. Just the very basic tunnel. Well and the gameplay that went with it. I was proud of the solution I came up with to make that section work... but that'll be saved for a much later date, if ever.
I had done quite a few of the particle systems as well (not the art, just the functionality). Tripmine explosion that blows up the guy in the blue shirt being chased by an Octabrain, projectile explosions, shrink ray effects, decorations blowing up (like the paint can blowing up and leaving splatters everywhere). Nothing really fancy to write home about, especially compared to particle effects that can be done now, but it was fun and something new and interesting to work on. The bigger flashier effects were usually done by other mappers though for key events (like the mothership blast, pirate ship, ship shooting the Lady Killer sign, etc).
Also the strip club scene at the end with Gus was from one area of the strip club map I had worked on. That map showed up in one of the 1999 screenshots as well, just a different room. Shouldn't be hard to figure out which one.
I think that's about it... I know myself and plenty of the other guys involved in that video are still proud of it to this day. George did a good job coming up with proper pacing for it by learning what works in good movie trailers and applying it to that one, and then we found situations that really showed off the game and Dukeness." Wenn man das so hört, möchte man doch am liebsten gleich wieder mit dem Duke los legen. Also 3D Realms, haltet euch ran!
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