September 1998 Archives


September 30, 1998

Ruben Cabrera

Our own Ruben Cabrera has a mention in an article on loonygames this week. The article is entitled "DRAW, Pardner", and is an article about graphic artists tips from several people in the industry. If you'd like to read some on the programs that 3D gaming artists use, and hear a few tips, make sure to check out the article over at loonygames!

Posted by Joe Siegler at 1:00 PM


September 30, 1998

3D Realms Hits the Strip!

A week ago, Keith Schuler detailed a trip that several 3D Realms folk took to Las Vegas in his plan file. Now, we bring you the pictures from this trip. In our Digital Camera Madness page is a new section called "3D Realms Hits the Strip". In it, you can see our guys at the Hoover Dam, in Vegas Casinos, at the Star Trek Experience, and several other locations around Las Vegas.

Make sure to check it out, and while you're at it, take a peek at our Caught on Camera! page, where you can see picture collections of several other things we've done in and out of the offices.

Posted by Joe Siegler at 1:00 PM


September 30, 1998

The Rise & Fall of Shareware Gaming

The Adrenaline Vault has a new article online called "The Rise and Fall of Shareware Gaming". In it, the article details the author's perceptions on the importance (or lack thereof) of gaming shareware nowadays, and the Internet's impact on all this. Scott Miller of Apogee/3D Realms features in this article, and is consulted several times by the article's author, Bob Mandel. Scott talks about his infamous set of letters to John Romero (then of Softdisk), and several other "origin of Apogee" stories. This is a quote from the author about his feelings about gaming..

I know I must sound like some old codger yearning for the good old days. But you should know I would not give up the bells-and-whistles of today's state-of-the-art 3D video accelerated, 3D sound enhanced games for anything. At the same time, I cannot help but be wistful for the simpler days of the golden age of game shareware, where the relationships between game buyers and game developers were so much closer and more mutually rewarding, where solid gameplay took precedence over slick presentation, and where creativity and innovation rather than financial support were the keys to success.

This is a good look on gaming shareware, and worth your time to read. Check it out!

Posted by Joe Siegler at 1:00 PM


September 25, 1998

Scott Miller Interview

There is a new interview with Scott Miller up over at Top Secret Games. In it Scott talks about some Duke Nukem Forever issues, as well as some behind the scenes stuff here at 3D Realms. Here's a short snippet from the full article...

(When asked about DNF's interactivity) This is one of the places where we've made a giant breakthrough in gameplay mechanics, so I can't reveal too much. Suffice to say that just as Duke 3D blew wide the doors on interactivity (which other games are only now finally catching up to us on), so will DNF set a new standard.

Make sure to head on over to Top Secret Games and check it out.

Posted by Joe Siegler at 1:00 PM


September 24, 1998

Sidescroller Article

The day of the sidescroller is not totally gone, even if it does seem to be 3D'ed to death. TC tells us that Meccaworld has a new article online called "The Provocation - Platform Games". It's about sidescrolling "platform" games, and our own Commander Keen is mentioned several times in it. Here's a quote from the full article:

There are many reasons to praise platform games. The first is that they allow for character development and storytelling, better than 3D games. It becomes a pain in a gamer's ass to tell a story with cutscenes. Take a look at the development in just two years of whom I consider to be the best platform character ever, Commander Keen. Within 6 episodes, an entire story is told, and the character development and plot follow through nicely. Second, we have to consider playability. Modern 3D shooters and RPGs take some time to get good at. The learning curve is great. Sit a 5-year old child down in front of a platform game, tell them what key does what, and let them have fun. That's how I got into gaming. Kids don't care about 32-bit color or high-poly models. Kids like cartoons. Hmm. Let me see. What games look like cartoons?

They also speak of the current state of affairs, and Epic's Jazz Jackrabbit II. If you are a fan of sidescroller games, this article will not be death. :)

Posted by Joe Siegler at 1:00 PM


September 23, 1998

Star Trek

Lon Matero, a long time Apogee fan, has covered some really old Apogee games on his latest site update. The two games he covers are Star Trek Trivia, and Star Trek TNG Trivia. We don't have anything to do with these titles anymore, but if you'd like to take a look at these, head over to Lon's Apogee Page.

In an unrelated Star Trek bit, the official site for Star Trek: Insurrection (the next Trek movie) is now online. You can download the movie trailer there.

Posted by Joe Siegler at 1:00 PM


September 23, 1998

3D Realms in Las Vegas

On September 13th, the "Duke Strike Team" (actually a few of our guys) recently went to Las Vegas to photograph things. Keith Schuler, our resident Monkey Man detailed some of the happenings from the trip in his .plan file. Here's a snippet...

After getting back from the dam we visited a couple hotels, sneaking cameras in and getting interior pictures until security chased us away. Brian got pretty creative explaining his digital camera to security. He claimed it was a television, a tricorder, or anything else that would get security off his back. At the Las Vegas Hilton, we checked out the Star Trek show. The displays were a little lame but the motion ride was one of the best I've ever been on. From the Hilton we went to the Stratosphere. There we found a "Virtual Reality" Duke Nukem 3D machine set up for deathmatch, which was pretty cool. We got a lot of pictures of the Las Vegas skyline, as well as many interior shots. Ruben and I rode the "Big Shot." This thrill ride shoots the riders 100 feet or so straight up from the top of the Stratosphere tower, then lets you freefall back down. Believe me, once you can't see the tower under you anymore, you get a real feel for how high over Vegas you are. At the peak of the ride, they snap a souvenir picture of the riders. Check the 3D Realms web site for this hilarious picture. For dinner, we ate really, really, thick steaks at the "Golden Steer."

In the picture (L-R) are Strike Team Members Allen Blum, George Broussard, Ruben Cabrera, Keith Schuler, and Brian Cozzens. What they're pointing at, we're not sure - it could be Stephen Cole who is not in the shot.

Posted by Joe Siegler at 1:00 PM


September 23, 1998

Shadow Warrior Updates

There have been a few files/items released recently that would be of great interest to Shadow Warrior Fans. Check 'em out...

Shadow Warrior Map Editing FAQ v1.4

Jonah Bishop, long known for his excellent Duke Nukem Map Editing FAQ is back with a new version of his Shadow Warrior Map Editing FAQ. The new update is up to v1.4, and is an excellent tool if you are into editing Shadow Warrior. Make sure to check it out at 3D Portal's MAP FAQ Central.

Lo Nukem

Ben Smit's newest Shadow Warrior TC entitled Lo Nukem was released September 12th. Lo Nukem's intent is to demonstrate the advancements made so far in the Total Conversion's Adaptation Program SwGroup, enabling TC's in general. Lo Nukem is a 4 level episode with new art and weapons from Duke 3D based maps. Download it now!

Wang City

The Shadow Warrior add-on, Wang City headed by Andrew Huppatz has been released. It is a six-level Wang Bang add-on focused on city maps.

Posted by Joe Siegler at 1:00 PM


September 23, 1998

Max Payne Stuff

A lot has happened in the last few days with Max Payne. Here are some of the highlights. Make sure and click though to all of them for the full scoop!

Remedy Entertainment at ECTS Show: Remedy Entertainment, the makers of Max Payne (and Death Rally) went to the 1998 ECTS Show (The European "E3"). Along for the ride was Scott Miller of 3D Realms (in this picture, Scott is fourth from the left). Remedy has posted some thoughts (as well as some pictures) on their site about their trip.

Remedy Entertainment Unveils Max-FX� Technology: Remedy Entertainment today announced details on revolutionary MAX-FX� Technology. MAX-FX� is the next generation technology base that enables flexible and scalable computer game development that pushes the boundaries of 3D acceleration. Remedy has been developing MAX-FX� Technology since early 1997. Some of the core elements of MAX-FX� were already featured in Remedy's critically acclaimed 3D benchmark, Final Reality. The first game using full MAX-FX� Technology will be Max Payne�, currently under development at Remedy. Remedy has the full press release on their web site for your perusal.

In other Max-FX� News, Gamespot has a news article about the technology online that has more than just the press release text quoted.

VUP3D Preview: Voodoo: Unlimited Power had this to say in their Max Payne Preview:

'Max Payne has been in development for one and a half years now' he begins. 'You can see here' he goes on, moving the Max character across a small, outdoor location where brick high rise blocks and wire-mesh fencing soars up into the night on every side 'the Full Radiosity Lighting, which is just about the most effective way you can do it.' and indeed it seems very effective indeed. According to the chaps at maxpayne.com, 'The lighting has never been this realistic.

They had rather a lot to say about the game, it's a very different kind of preview. Make sure to check it out.

Next Generation Online had this to say about Max Payne in their article entitled "Max Payne Gives Maximum Effort"..

Max Payne by Remedy Entertainment is going to be hitting the shelves in Summer 99, published by GOD. When seen in its embryonic state at ECTS it resembled a polished, interactive cinematic . With stiff competition from the myriad of alternative third-person action/shooters out there, Remedy's Petri Jarvilehto and Sam Lake spoke to Next Generation Online about the game's features and setting.

"The features that set Max Payne apart are the stylistic combat, it really looks and feels like a movie, slow-motion as a game-play element, strong character that stands above the crowd and last but not least a proper storyline to give context and meaning to the action."

Other Max Payne Previews: There have been several other Max Payne previews posted in the last few days.

Gamer's Reality Preview

The weapon system for Max Payne is truly unique. Unlike most games, where you can rip the bad guy apart with a railgun, or blast them with a laser gun, or torch them with a Guardian Head, Max will feature only real-world weapons. And these aren't just Remedy's interpretation of the weapons, but the guns in the game are being modeled to look exactly like their real-world counterparts.

Golem Network News (In German)

All in all Max of Payne offered the best and at the most realistic working 3D-Engine, which we saw so far. The play is by the way also delivered or two wordprocessor, so that everyone can create itself its to own level inclusive action and new characters. Was shown the level wordprocessor, that offered despite its efficiency a very uncomplicated operation and by the developers themselves is used. (Max Payne doesn't use Word Processors - I used Altavista's Translation service to translate the page from German to English, and that is what it told me the page said; obviously not a 100% accurate translation).

Missil's Preview (In Swedish)

This one I can't translate, as I don't understand Swedish, and the Altavista Translator used in the last preview doesn't know Swedish. However, they did start their preview with Wow! - That I understood. :)

Posted by Joe Siegler at 1:00 PM


September 19, 1998

Joe Siegler Returns!

See subject. :)

There's been a lot happening since Bryan's last update (thanks for keeping it moving Bryan) and now. I'll get to it all tomorrow. I've been literally swimming in Email and web messages today. Matter of fact, that's about all I've done for the last 8 or 9 hours. Big news update tomorrow.

It's good to be back! For those that didn't know (and give a crap), my wife and I were off visiting family for the last 11 days (we're both from Pennsylvania). As shown here, this is what I look like after 8 straight hours of email and web messages. The circular effect is actually there, too. :)

Posted by Joe Siegler at 1:00 PM


September 18, 1998

Max Payne Review

Voodoo: Unlimited Power has released their experience with Max at the ECTS.maxdamn.jpg

Still wary of the gun-totting henchman and the hovering PR woman, I had to be daring and make a comment on how impressed I was with the way that the clothes all moved on the characters. I heard a safety catch unclip somewhere in the room, but Petri raised a hand and agreed, continuing to demonstrate on the computer in front of him. 'Yes, and you can see how the clothes are layered so there's the jacket and there's the shirt and then you have the T-shirt all separate.'

You can read the entire article here.

Posted by Joe Siegler at 1:00 PM


September 16, 1998

Birth of a Gamer at Loonygames

Well, Elaine O'Neal of loonygames has gotten into her first game, and what did she get into. Duke Atomic:

I'm on a roof. Okay, I can deal with this. I slip behind a crate, figuring if some alien beastie comes shooting for me, at least I'll have some cover. I take stock of all my weapons-okay, my pistol (the phallic imagery of all this is not escaping me)-and the layout of the roof. No alien beastie. Okay, so maybe I should start walking around, so the patter of my little Dukey feet will let them know I'm here. Still no beastie. And I'm still on the roof.

You can read the whole article here. Also I would like to apologize for how many different ways that I have printed out loonygames. With such a great site you would think that I would get it right. Jason \"loonyboi\" Bergman pointed this out to me, and Jason, it will be correct from now on.

Posted by Joe Siegler at 1:00 PM


September 15, 1998

Time to Kill Behind the Scenes

There is a real good behind the scenes article on Duke Nukem: Time to Kill is over at Gameslice. It starts at the original phone call and follows the project all the way:

As the story goes, detailed in an animated cinematic opening, the aliens from Duke Nukem 3D realize that they can�t destroy Duke in the present, so they use their superior technology to develop portals that allow them to travel through time to points where the human race is much easier prey. Mind you, Duke isn�t going to stand still and let the aliens change the course of history forever, so he�s right behind them as the game moves back and forth between the present and the past.

You can read the entire 10 page article here.

Posted by Joe Siegler at 1:00 PM


September 15, 1998

Max Payne at ECTS

Scott Miller made a .plan update discussing Max Payne's showing at ECTS this year being quite favorable.

Max Payne was the only game 3D Realms was showing at the show (no Duke or Prey), which was being demoed in the Take 2 booth, in a backroom area reserved for Gathering of Developer games. (Take 2 is the exclusive distributor of Gathering games in Europe.)

Posted by Joe Siegler at 1:00 PM


September 15, 1998

Duke at Loonygames

The Duke stuff just keeps coming over at loonygames in this week's issue. Tuesday you can find the winners of last week's contest to win an autographed Duke Nukem 3D CD, coming Wednesday is a new column, "Birth Of The Gamer," in which a total newbie documents her experiences playing Duke Nukem 3D.

Posted by Joe Siegler at 1:00 PM


September 14, 1998

While the Cat is Away

While Joe Siegler is away on vacation Bryan Turner will be doing the news updates. So if you have something that I missed please send it to this address: [email protected].

Posted by Joe Siegler at 1:00 PM


September 14, 1998

Is Duke Nukem Sexist?

While Joe was getting ready to leave it looks like we missed a really good article on Duke Nukem over at loonygames. Although it is a few days old, I wanted to let everyone know about it. Stephanie "Bobbi" Bergman asks the question: "Is Duke Nukem Sexist?" and gets some really good feedback.

The article ends with a comment from George Broussard:

"The best game design is when you can do something new and different, spark controversy and get people talking about a game."

Be sure to check out the full article here.

Posted by Joe Siegler at 1:00 PM


September 10, 1998

New Time to Kill Promo Video Online

There is a new Time to Kill promotional video on-line. It has some great action shots, as well, it shows off allot of the different weapons that will be in the game. Although the music is not final, it is a good look at the game because of the great action shots of Duke.

You can get the Time to Kill Real Video here.

If you need the Real Player you can get it here.

Posted by Joe Siegler at 1:00 PM


September 10, 1998

3D Realms Web Forum Software Upgraded

The software that we use to run our web based forums has been upgraded. It's still the same software (The Ultimate Bulletin Board), but it has now been upgraded to the current version (v5.09 from the v4.8 we were running). This new version has many cool new features. Here's some of them...

1. "Announcements" feature for each of the forums.
2. Unlimited Forums (even though we currently only have eight of them).
3. Search! You can now search through the forums for any particular phrase or word in any of the active messages.

There's also a few bug fixes that were relating to "last visited" messages and the display of a graphic showing you exactly which messages were new since your last visit. Check out the 3D Realms Forums today! If you'd like to learn more about the software we use, and get your own copy for your web site, visit the Ultimate Bulletin Board Home Page.

Posted by Joe Siegler at 1:00 PM


September 9, 1998

More from Loonygames

There are two more 3D Realms related items in the new loonygames site...

* Code on the Cob Update: Our own Kiwidog (Chris Hargrove) is doing a regular feature for loony games entitled Code on the Cob. In this feature, he will be programming a game, documenting every step for you to see, including the code!
* Duke Action Figure Review - The loonyboy himself (Jason Bergman) takes a look at the Duke Nukem Action figure, and does unspeakable things with it! (Not really, but it sounds good, eh?)

Posted by Joe Siegler at 1:00 PM


September 9, 1998

Duke Nukem at Loonygames

There's a new game site that popped up recently called "Loonygames". They promised a different look on the world of Internet game reporting, and they're certainly living up to their name. They have an article online now called "Duke Nukem: Master of Satire and Carnage". It's written by Josh "Dr. Rogue" Vasquez, and is a slightly different look on the character of Duke Nukem. Here's a few excerpts from the article...

1. Duke's physical heritage can be traced back along a steroid laden family tree the branches of which include such notables as illiterate action goon Dolph Lundgren and Stop, or My Mom Will Shoot Sylvester Stallone in his Rambo phase.
2. You could point to him as the new Thundar the Barbarian or the latest model of the muscle bound Pex, late of Paradise Towers really doesn't matter.

For more silliness about Duke, make sure to check out the entire article.

Posted by Joe Siegler at 1:00 PM


September 8, 1998

George Broussard Interview

There is a new interview with George Broussard entitled "George Broussard Gets Annihilated". The interview is conducted by Chris Taylor, the creator of the popular Total Annihilation game. As some of you may remember, George did an interview of Chris a short while back, and this is the "flip side" of the interview. Here's a small tidbit from the full interview:

(In response to a question asking if Duke Forever will be the last Duke Nukem Game) ...HELL no... There will be lots more Duke. He�s the undisputed PC character gaming champ and people can expect lots more Duke in the future. Duke Nukem: Time to Kill (PSX) will be out in Sept/Oct and is a Playstation exclusive. This is also the first time we�ve licensed the character to someone else to make a game and the guys at n-Space have done a great job. Duke has become an icon and merchandising dream at this point. There are multiple Duke projects in the works and a feature film. There have already been action figures, with more to come, as well as novels. Our goal is to make Duke synonymous with PC games (and gaming in general) like Mario is to Nintendo, or Sonic is to Sega. As Duke would say��Come Get Some�.

Posted by Joe Siegler at 1:00 PM


September 8, 1998

Is it Done Yet?

3D Portal's Chris Day has written a very good article on computer game companies and the always sticky subject of release dates. Here's a few tidbits from Chris' article...

1. There are two main things that gamers need to realize about PC games, the first being that as technology evolves, development time for the games unavoidably lengthens.
2. Many gamers seem content with the irresponsible attitude taken by some of today�s developers that if they can�t complete 100% of a title on time that patches later are an acceptable alternative.

Chris has a lot more to say on this subject, make sure and check out the entire article.

Posted by Joe Siegler at 1:00 PM


September 8, 1998

3D Realms at ECTS

A lot has happened over the US Labor Day Weekend, and we're back in gear to let you know what's going on. First up is coverage of the 1998 ECTS Show (That's the UK equivalent of E3). There's been several previews and comments about our titles there, so here's what we've found...

1. Max Payne Preview - Set in contemporary New York, the game will not draw upon science-fiction elements for its weapons array. Instead, each gun has a real-world equivalent. While this may not be so revolutionary, the modeling of the weapons is. Max Payne will feature a 3D particle-based system, so that muzzle flashes are both randomized and ultrarealistic.
2. Duke Nukem: Time to Kill Preview - Move over Lara Croft, Duke's coming to get a piece of your third person action.
3. Duke Nukem Forever Preview - The two chaps charged with keeping the laughs � John St John and George Broussard - have plenty of source material. Ideas being kicked around include a visit out in the desert to a place called Slick Willy's - where rooms will be called Paula Jones or Monika Lewinsky. Vocal jokes will abound too as the ever cynical Duke "Borrows some guy's ass..." to get to the bottom of the Grand Canyon.
4. Prey Preview - Prey is widely touted as the true next generation in first-person shoot 'em-ups, with a powerful, original engine, advanced geometry and mind-bending potential for interactivity. Its 3D engine adopts a new system known as Portal Technology, which allows a full six degrees of freedom in a very, very smooth environment.

Also, the Max Payne Preview has a couple of screenshots, make sure to check them out, too. All four of these links come from Gamespot UK, a European Gaming News site. Thanks to 3D Portal for the link info.
--------

Posted by Joe Siegler at 1:00 PM


September 4, 1998

Duke Nukem Forever Interview

There is a really outstandingly good interview with George Broussard online now. It's about the state of Duke Nukem Forever since the switch to the Unreal engine. It's quite current, and covers the hiring of Paul Richards, and another person whom we haven't even announced yet. :) This interview was conducted by Brad Wernicke of 3D Portal, and you can read the interview over at duke4ever.com.

We strongly recommend you read this if you want to know what's going on with Duke Nukem Forever at the moment.

Posted by Joe Siegler at 1:00 PM


September 4, 1998

Battle Damaged Duke Action Figures

No, it's not another Duke Nukem Action Figure. Well, not really. We got an Email submission the other day from a user who had played with his Duke action figure, and had created what he calls his "Battle Damaged Duke Action Figure". Shown to your right here, this figure was modified by Ross Baker, who sent us the pictures. We thought they looked kinda cool, so we posted them here. Also included here are other pictures he sent us which are things like the weapons, the shareware CD that came with some Duke action figures, and Duke's severed hand. Anyway, check out these pictures, they're pretty cool! You can click on any of them for a larger version. Thanks to Ross for sending these along and giving us permission to put them on our web page.

   
 

Posted by Joe Siegler at 1:00 PM


September 3, 1998

Duke Nukem Time to Kill Preview

The site playstationfan.com has a new preview of Duke Nukem: Time to Kill. This preview has some more screenshots, some spooging, and a couple of animated web images for you to check out. Here's some of what they say...

1. Not a sequel to Total Meltdown, but a whole new pig shooting', alien ass kicking' adventure!
2. Trying out different weapons from the crossbow to the gatling gun in the various time zones is great fun.
3. With each time zone having totally different scenery, right down to the smallest objects, you definitely won't get bored of your surroundings.
4. ... it's an excellent game that's well worthy of your cash. An essential purchase.

Check out the entire preview here!

Posted by Joe Siegler at 1:00 PM


September 1, 1998

Max Payne Update

This update comes from Petri Jarvilehto's .plan file...

Mika Tammenkoski has finally joined Maxteam. Mika is a programmer whom we've worked with before and he's a really valued addition to the team. Mika's first task is to write KF2.0 Plugin to replace our old and dated scripting system. The new Plugin allows us to assign all the texture mapping, and materials etc. for actors right within 3D Studio Max, and then export those as run-time data. It's a really nifty tool and gives us great flexibility in regard to actor data.

Mika's personal bio will be updated to http://www.maxpayne.com devteam section shortly.

For more, check out Petri's .plan file.

Posted by Joe Siegler at 1:00 PM


September 1, 1998

George Broussard

George on IRC: Lon's Prey Page brings us the IRC log of George Broussard when he dropped by IRC the other day. George talked about a bunch of topics - Duke Nukem Forever & Prey were a few of them. Head on over to Lon's page to pick up the IRC log (in his news section).

George Interview: There's another new interview with George online over at game-interviews.com. In it, George talks about (what else) Duke Nukem Forever. George had this to say when asked about DNF interactivity... I expect DNF will be the most interactive environment to date, much like Duke 3D was. We are doing things that are just insane as far as interaction goes.

Speaking of IRC.. If you ever want to catch us, you need to head over to the Undernet servers, and join the #3drealms channel. That's generally where folks from 3D Realms will pop up when they do visit IRC.

Posted by Joe Siegler at 1:00 PM


September 1, 1998

Duke Nukem Action Figures

As we promised you yesterday, today we bring you some photos of the new Duke Nukem action figures we received at 3D Realms Headquarters yesterday (in addition to the poker chips).

We received one of each of the four new action figures that Resaurus is about to ship to the public. The four figures are...

1. The Battlelord
2. The Octabrain
3. The Pigcop
4. Nightstrike Duke

We have taken pictures of these and have placed them online here on our web site for you to check out. In addition, we have some more photos online that we took a few months back when we got the prototype for the Nightstrike Duke action figure in. At that time, we also had a prototype for the SWAT Team Duke figure, which will be a limited edition figure (not generally available for sale).

For more detailed information about these action figures (and to see the pics above), please visit our Action Figures page. There is a list of action figures, books, addons, and may other items about our games you can find out about.

Posted by Joe Siegler at 1:00 PM