
those are two examples of very different approaches to take on a port. It's still pretty much Doom graphics, which means sprites all over. The graphics are not very impressive though. I've played a fair amount of Ghouls vs Humans, which is really fun. It's also super easy to play mods online, which people then do. They have a really impressive multiplayer experience. You should take a look at skulltag some time. They don't really have any DM maps, so go figure.Īnother community which has come very far is the Doom community. On the other hand: Duke Nukem never really was a big online multiplayer hit and I don't even know if teamplay is possible except for cooperative. They still don't have a real client-server architecture (at least not in the most widely used port - eduke32) where you can join mid-game. But it's true: not much has happened in Duke Nukem world of multiplayer advances. Also note that this video is showing off *single-player* gameplay. The Q2 models they use for the monsters are not the best though, but let's consider: they started off with only sprites! Overall that's quite impressive stuff, if you ask me. They have, just like QW, a complete high-resolution faithful texture pack (also displayed in the video) which I think looks really good. Also, it's much more than just lighting effects. Clearly they're using much more advanced rendering techniques than what's used in ezQuake. I just wanted to show what is happening in our "cousin community". I am not even conveying any opinion about whether it's good or bad. I am merely showing a video of the current state-of-the-art in Duke Nukem graphics. Sorry I'm off topic here, just had to get it out. Not much progress there except for some "nice" lightning effects. IMO raz0's the one trolling here, that duke nukem clip just made me love QW even more.

This website (forum+wiki) is a great resource for getting answers and the people seem very helpful, but I can imagine that a lot of casual new players can't even be bothered to skim through the manual. the slider will only go to 40xx max after you played around with the drawdistance once). the HUD editor is a great tool -, but the layout isn't very inviting, some of the settings could be explained better and there are still a handful of settings that can only be edited through the console (i.e. an easy installation (nQ does a great job at that) and 2. What this game needs is to be fundamentally newbie-friendly: 1.

Besides, every semi-serious player disables eyecandy features like bumpmapping or HDR in multiplayer modern games anyway. I was impressed by the simplistic, highspeed and skillful gameplay of the dag&def 3 video and the retro feel. As someone who hadn't played QuakeWorld before (just Quake singleplayer and LAN-DM in '96-'97), up to date graphics were the last thing that attracted me.
