If you look in the Overlord's spawn room, you can see a huge MAC gun (read: gigantic railgun) aimed at the San Andreas fault. There's an interesting reason for that which the game itself never tells you: Only the strategy guide reveals this but the aliens' plan is to drill through the San Andreas fault and fire their main cannon into the bore hole. The guide says the aliens are miners and they've come to harvest our planet's resources, planning to do this by splitting it into smaller asteroids for easier retrieval. The Alien parody with encasing our women in green jelly and screwing them in order to lay eggs in their wombs is supposed to be the _side_ story, not the main event like in Duke Nukem Forever. The alien ship in the fault where we fought the Battlelord in Episode 1 was presumably the digging vessel, trying to burrow as deep into the mantle as it could without melting. Then the overlord ship fires a MAC gun or something into the rift to blow the Earth to smithereens, so they can mine the debris. It's basically the same plan as the Romulans in the first new timeline Star Trek movie, but without the black holes. Odd how they chose the San Andreas fault when Earth's actual weakest point is in the Arctic Circle near Jan Mayan Island.
Bianca85 Yes actually, specifically the superior AS master race I.e. The pinnacle of the _sentient_ end of the spectrum. But considering what you actually meant by that, are you always an asshole to strangers? Not to mention your comment was irrelevant to the topic at hand, which just wastes both my time, and that of anyone else reading. EDIT: Just realised you're the guy who spammed comment threads on the Pro Nukem part 1 video with trolling and have changed your name. In that case go fuck yourself. People like you should have been dealt with via 2020's little natural selection experiment by now. Then again, you never leave your mum's basement anyway.
16:19 "I need a stiff drink...a shower...and a soft-skinned belly to lie my head on." Sometimes, we forget that even a man like Duke just wants the simple things in life.
Why escape? It's a shithole up here, with Illuminati controlling the weather, worldwide oil shortage and, most importantly, the plague. Also nice try, AX3.
I keep sending him Krinkov-Shaped cakes every month, not sure if security is giving him said cakes though. I'd have no idea why they wouldn't. Its just a _NORMAL CAKE_ after all, nothing suspicious.
3:25 I absolutely LOVE how each level starts where the last one ends. It's one of my favorite things about this game. And it's funny, because like, there would never again be a point in gaming history where that would seem cool. Especially when they started pushing story elements more and all that, it just seems obvious. But here in Duke3D, it was just like... They didn't have to do this, so it was a nice touch, and it made the game so much better. Such a stupid little obvious thing, but yet it was great here and only here.
@Spaalone Babagus Yes, yes it was. Honestly, something about it felt almost like it was a technical achievement. I mean, it wasn't really, but back when HL was new it felt almost as impressive as the characters having actual mouths that would open when they talked. It wasn't like no one COULD have done those things before, it was just, no one actually DID.
A bit late, but something similar happens now in modern FPS and RPG games; plenty in MMO's as well. I'll use Metroid Prime as a great example; a good number of folks have played it but what it has instead of a loading zone is a "seamless level transition"; buzz words for "it loads the next area before you reach it" And games like Blood, Duke Nukem, and Quake all had contiguity during some levels, which still is astounding when level designers can use part of another zone to link them together. Even Left 4 Dead and its sequel do similar things; you'll always start your next part where you ended the last. The best was No Mercy as you can *see the hospital* in all of the levels. Duke walked, Half Life jogged, and now newer games have to find some way to fill the next void.
Lunatic Fringe's impossible 720 degree circular layout is not done with teleports. The Build engine allows sectors to overlap, even occupying the same physical space, so long as you cannot see into two overlapping sectors at once.
@@xanious3759 There is no hard limit, but if you have too many vertexes from lots of overlapping areas too close together the engine can become confused about which sector you're in, causing momentary hall of mirrors effect as you pass through the overlapping sectors. It is a feature best used sparingly.
This game is famous for its city levels, since "a map that actually resembles a real place" was really novel at the time. But I like the abstract sci-fi weirdness of Episode 2, even if that's bog-standard for this genre.
Y'know what, at least the maps in episode 2 look more like a space station than any of the maps in Doom 1 and 2 looked like what they were supposed to be, haha. Duke's world feels so much more real and distinct from level to level than any of Doom's landscapes, at least until ya wind up in hell. Then things kinda pick up, a little bit. Not to say I don't like Doom, cause I do! But Duke 3D has a much more fun and engaging world imo.
@@brianriff8550 To be fair Doom 1 and 2 were made on an older engine at the time. Duke3D's build engine was far more powerful and complex. But Doom 1's knee deep in the dead are more game-like while like you said Duke went more for a realistic approuch.
@@deadrock1678 and more processing power was available at the time Duke3D was released, so bigger and more complex maps were possible. Build engine in vanilla form is way more powerful than doom engine.
@@brianriff8550 Doom was made 3 years before Duke Nukem, which was light years in gaming in the 90's...which totally nullifies your point :( sorry lol (note that I like both games as well but you need to consider the tech limits of Doom at the time, it was straight after Wolf "3D")
@@brianriff8550 I think ID did initially go for more logical, realistic military base levels, but decided they found them uninteresting so they decided to just abandon realism in favor of what they thought was more fun
@@19822andy And he's fairly new on the stage - like 2017 at the absolute earliest iirc. His channel fucking BLEW UP and for good reason - there are some guys who are still struggling to get to 100k after being extant since 2014. His humor clicks, the editing clicks, the framing device of him being in Guantanamo Bay clicks.
I just hope he brings something new to the table. Everybody and their mom already complained about DNF, so I hope Civvie brings some new topics to discuss.
13:52 If you put on night vision the pillar in the middle writes "Jump into the moonlight", which would make you jump into the hidden wall. That's why they hid it behind a wall. There was a hint.
No, you're thinking of when it says 'jump in the monolith' on the back of a computer terminal in the room before the secret level exit. It's hinting you to jump into the monolith in the centre of the room to teleport. There's also a crack on the opposite wall to the hidden one, which is much more obvious and is how I found the exit.
6:54 It was at that moment, when I suddenly started thinking of Sir Patrick Stewart himself portraying a hypothetical live action version of Heskel from “Ion Fury”.
Ever read the Blood devs rant about it? George: I just got off the phone with Nick, who told me he had passed my previous message about Ken to you. I hope that you understand that I was really just venting at Nick, and I didn't intend that my message be passed on to you, Ken, or his father. There is still, however, a very significant problem we (Q Studios) have in dealing with Ken. Every update Ken makes to his engine turns out to be a major tribulation for us. He regularly makes changes that break our code without any advance warning. He consistently ignores our requests for fixes or suggestions for design strategy. Nick is constantly on me to "Call him. Just get on the phone and talk to him," but to be honest, talking to Ken on the phone is pretty much near the bottom of the list of things I'd like to do with my life. The problem is, he's just so completely unresponsive. I'll ask him a question, and nine out of ten times I'll either get silence or "I don't know" as a response. I know he's highly intelligent, but so are a lot of people I know, and I can TALK to THEM. Okay, so perhaps his personality is a bit different, but he still needs to work WITH us, not AGAINST us. We've had a resource and memory manager in Blood since last year, and it's been working well and is very solid code at this point in time. To get it working back in December though, I had to completely replace parts of the engine, no thanks to Ken. A well designed system would have been built on the ground up from a good memory manager, or at the very least with hooks laid in so it could be developed later. To get our virtual memory system to work with Ken's engine, I had to spend weeks reverse engineering Ken's code, documenting variables, prototyping functions -- all things that Ken himself should have done or provided. Now in June, he hacks in his "group file" system, and says we have to use it. In one sense he's right -- he's hard coded the thing into his engine, and it's broken Blood unless I can figure out which parts of the engine I need to replace. By the time we're done with Blood, we probably won't have any of Ken's engine left... Perhaps you'll want to reconsider the royalties that you are paying him. A few months ago, Ken made a change to the engine that allowed each tile to have its own origin -- a reference point by which it could be positioned. This change was a good one, but there were some problems with the implementation. When the bit was turned on to enable sprites to be centered on their origin, animations bounced, and sprites appeared at the wrong position. It turns out the solution was one of procedure -- by setting the origin at the base for sprites that are supposed to be on the floor, everything appears correctly. Unfortunately, setting the origin for several thousand tiles using Ken's EDITART tool was just a bit too cumbersome for us, so I spent a few days developing a tool that would allow simple tweaking of the tile origins, among other things. This tool is integrated with our new sequence editor, which will be used to create and edit all the actor animations (walking, attack, death, etc.) Everything with this system was going fine until we discovered that Ken has some engine flaws in dealing with sprites that use origin based centering. The clipmove() function doesn't work, and neither does hitscan(). These two functions are pretty much essential to doing anything with the engine. I could rewrite them, of course, but that would be a few days to weeks out of our schedule, depending on how many more bugs and design problems crawl out of the woodwork. We had waited a few months before switching to the new origin based centering, so I was quite surprised to find such fundamental problems with it. We called up Ken and told him about it, and he said he didn't think anyone was using it, but he really didn't know. We asked him to fix it. Tonight I called up Ken because of the group file problems, and because we still don't have a fix for the clipmove() or hitscan() problems. Ken he wasn't going to fix it and we should go back to using the old centering mode. This is totally and completely unacceptable. We've already invested time and effort (need I say money?) into using something, and we're not about to waste more regressing. Ken understands algorithms, and he understands graphics. What he doesn't get is how to design SYSTEMS. Everything he does to the engine is a piecemeal enhancement to something that should have been designed right from the beginning. The memory system is a poignant example of this. It is a hack, like most of his code, and not very robust. From what I've disassembled of the group file code (trying to figure out a way to eliminate or replace it), it too demonstrates plentiful opportunities for crashing the system -- pointers being freed without validation, files being closed without verifying the handle, etc. Our resource and memory manager are quite superior to Ken's (no bragging), so to abandon our body of code would be a step in the wrong direction. When I mentioned to him that our resource manager used an LRU list to handle purging of resources, he said that he didn't understand how they worked and he didn't want to undertake something that complicated. It isn't that complex; it's just outside the realm of Ken's experience. I usually end my phone conversations with Ken with something like the following: "Ken, is there anything I can do, anything I can provide to you, that would help you make these fixes or changes?" The answer is invariably "No." After we hang up, I usually bang my head on the desk for about ten minutes. I've tried to explain to Nick that this is why I don't like to call Ken, but I think he already knows. Tonight I tried to explain to Ken what a library file is. I told him how linkers work, and how they resolve symbol name when producing an executable. I tried to impress on him the benefits of "code granularity" -- breaking a system up into as many small discrete modules as possible so that the linker can efficiently pack only used code into the executable. I informed him about "dead code", and why there was so much of his in Blood. I don't think I made any impression at all. George, I want you to understand one thing. When I ask Ken to make a fix or enhancement, it is most surely something we absolutely need for Blood. I wouldn't force myself to make the phone otherwise. However, everything that I ask for would benefit not only Blood, but EVERY OTHER build project. I've spent enough time as a Project Manager for commercial programming tools that I know what makes a good API, and I know what makes a system extensible. The things I've been asking for are "hooks" so we can implement our own features, not have him do them for us. I sometimes wonder, though, if I'm going against the flow. Perhaps Ken added his cache system in response to other teams request for a memory manager? Maybe the group file code was asked for by the Duke Nukem team? These fears usually turn out to be unfounded, since other teams report similar problems as a result of Ken's "updates." I realize that most of the problems I've been describing with Ken are highly historical in nature, and there's no way to change the past. What can and must be done though is to make Ken more responsive to our needs. He needs to work WITH us, not against us. I don't know why he is so combative, but I can guess -- ego. He probably feels about his code the way a lot of programmers do: it's okay to criticize your own code, but for anyone else to do so is blasphemy. I used to be that way until I realized that a lot of the suggestions people were making to me were actually right.
I think it's a toss-up between Spaceport and Lunar Reactor for the best level in the game. Spaceport has top-notch design, and Lunar Reactor has the best music.
My first experience with Duke was the PS1 Total Meltdown. Blew my brothers and I minds when we saw Duke take a dump on the Overlord. Loved the videos. Keep it up man.
I love the Lunar Apocalypse episode. I often think it might be my favourite. Those sentry drones are really easy to deal with, you just have to know how. They're almost always placed where you can close a door on them. You're supposed to trigger them so they follow you, and then close a door between them and you, and then stand next to the door and they blow themselves up when they're close to you on the other side of the door. Doing that deals no damage to you.
Turok is a Nintendo thing though. I mean, there are PC ports, but they're *_really_* not the same. Especially not the soundtrack. Eugh. The N64 handled its music very differently from anything else, and since Turok 2 basically pushed the limits of the N64 kicking and screaming to the end of the universe, it's just about impossible to replicate the music properly. Or...much of anything else, actually. Like, the beta for Turok 2 occupied three cartridges. I'm not even kidding. You could just use an emulator, but...then you'd have to deal with the original controls. Which are...depressing.
@@ootdega I don't know about any of that, I only ever played Turok on PC, I remember spending a good hour as a kiddo setting Turok 1 up because I had no idea what graphics accelerator option I should choose. There was no music. Only enemies, guns and some ambience. To me that added to the atmosphere. You had this thick fog, aggressive enemies (especially those annoying bugs), heartstopping platforming and a sense of mystery because seemingly at any moment at any place a portal could appear that would take you to another dimension filled with traps and electricity.
Best use of duct tape and clown jizz ever. Who knew those were an essential part of my childhood. Guess I must have suppressed it in blood and cheesy one liners 🤣
Duke mapping was really awesome as a kid and there were tons of cool custom maps. It had really mindblowing mechanics for it's time like destructible environment, trains, etc. You could even make a driveable car which was also done in Shadow Warrior. Man great times, nothing regarding games have impressed me as much as the build engine did back then.
I finally found the only pair of 3D glasses I know I have, and tried to watch the 3D section at 9:02. ... I didn't get as much 3D as I was hoping for, lol.
Great memories. This episode really drives home the sci-fi feel....when I was traveling on shuttles I almost crapped my pants when I was 10. Civvie's done good...get that stray jacket off of him!
I like this episode - it's pure sci-fi, and also the closest you can get to the look and feel of the old Duke Nukem platformers. The oldest Duke 3D beta, a.k.a. "Lame Duke," began with the space station episode.
I'm gonna get technical here: Lunatic Fringe doesn't use teleporting to create the 720° effect. Neither did the spiral staircase in Hollywood Holocaust. Figured I should point this out now, just in case you run out of Duke and end up reluctantly playing Ragtag Randy's cashgrab episode. Fucking Randy. The way the Build engine works, different sectors can overlap and occupy the exact same space. Nothing _should_ go wrong as long as you can't see into two overlapping sectors at the same time. I say "should" because you can throw pipebombs from the projection room down to the elevator in Hollywood Holocaust, and crouch jump your way from the bulletin board of wanted developers into the secret behind John McClane's bookcase in Pigsty, among countless other oddities. So in Lunatic Fringe, you're just walking from sector to sector in a path that just so happens to loop over itself, taking you 720° to get back to where you started. It's sort like traveling around a Mobius strip of sorts... but not really, because Ken Silverman gave Euclid the finger when programming the Build engine. I'm not Ken, I just spent way too many hours making maps for DN3D in my youth. The elevators that you enter and exit from the same side do use teleportation, though.
Thoroughly enjoyed this! I couldn't afford this as a kid so I had to go watch my mate play it on his pc. But what a great way to rewind time and smile again.
I see you hit 73k subscribers Civvie! It won't be too long before you have 100k! You deserve it man your video are both informative and hilarious. Keep up the great work, much love and best of luck!
Just recently found a new Pro tip for the drones in Megaton Edition and Eduke True 3D pack: if you can get them hemmed into a narrow space or, in more open areas, get them to fly close to the wall of floor, you can trick them into not getting far when they try to dodge your rockets or not dodge at all. It's more likely to work with the main RPG instead of the devastator and it takes 2 to 3 rockets. If it looks like they won't manoeuvre just right for this trick to work, doors and corners are still the best way other than the shotgun or chaingun cannon.
thanks for reliving these games for me without having to play them again!! much appreciated, just recently found your channel! I enjoy your Vids very much, subbed !
That 3D section reminded me that UA-cam used to natively support that kind of 3D too. It was a hardly used feature and got replaced with VR support but it was an interesting thing to see in like 2009.
I *REALLY* liked the usage of the Duke Manhattan Project intro and level change theme in this. Barring the Megadeth mixes, those are my favorite. I guess the video's pretty cool too.
@@zoidsfan12 after 12 hours of tripping the first time I took acid I just wanted to sleep but I wouldn't let me, learnt my lesson not to take it at night. I feel for you with the insomnia in general, it's hell. Hope you're better now.
@@moisttony9798 well as for tripping my first time I dosed with 3 tabs, one after another every 6 hours. 18 hour trip. Absolute hell. Just wanted to go to sleep and couldn't. Right now I'm to the point of rolling a log a mile. I just an trying to burn energy and pass out.
John St. John delivers the "Kickass and chew bubblegum" line much better than the person they stole it from. its like a person bringing you the first chocolate ever and then another person the next day perfecting the presentation and flavor of chocolate.
Idk man if Rowdy Roddy Piper in his prime walked into my Bank with a shotgun and said, "I am here to kick ass and chew bubble gum and I'm all out of bubblegum!" My pants would be pretty full.
Is it weird that I enjoy this game more than I enjoy Doom? Idk what it is, but it feels more like an adventure than a slaughter game. The puzzles and traps feel more creative too
Yeah, but only slimes and drones. Even with that my favorite episode. Great maps, great ideas, music and general "VIBE". It is like cosmic-dr-who-ferrari. From 201X to 1997 in 1 sek :D
@@ScorpioRahl I feel you. But honestly playing duke 1 & 2, and Blake stone, at the time and recently I just had my fill of space stuff. Bit of a stretch I know. I just thought duke was at it's fucking peak, ITS PEAK, when you were sleeping the floors of Duke burger of alien guts. Ducking between dumpsters and trash cans between ass blasting pig cops. The city levels were my absolute favourite, and you'd see that the most in the first, third and fourth episodes.
This episode is hilarious with the DukePlus-enhancer, as you can give sentry drones randomized upgrades. Some of them get rocket launchers attached to them, and thus every map turns into a horrible clusterfuck.
"Topical and socially Relevant Marvel Expanded Universe reference." Devoid of any actual humor or wit. I guess it's slightly better than making a jojoke though.
That strafe jump you did to go into the vent at the last level blew my mind! I always get pissed at myself for using up my damn jetpack fuel, but that blew my mind. Ill have to try it out! Thanks CV-11!
Yes ep 2 is the best, on 4chan /vr/ there are so many retard plebs who think its the weakest episode cause of sentry drones and theyre too stupid to use a pistol or ripper against them so that kind of tells you all you need to know of their opinion.
It just the textures itself, give so much incredible atmosphere, and space itself is sooo great. Also love a fan levels that use this assets. If someone want play Duke again, should check mod War of Attirtion that add rpg elements.
Ha! I didn't notice, until now, that the lunar crater in the "Dark Side" level is actually a part of a super huge telescope! Very cool, I hope something like this will be built on the Moon during our lifetime :)
If you look in the Overlord's spawn room, you can see a huge MAC gun (read: gigantic railgun) aimed at the San Andreas fault. There's an interesting reason for that which the game itself never tells you: Only the strategy guide reveals this but the aliens' plan is to drill through the San Andreas fault and fire their main cannon into the bore hole. The guide says the aliens are miners and they've come to harvest our planet's resources, planning to do this by splitting it into smaller asteroids for easier retrieval. The Alien parody with encasing our women in green jelly and screwing them in order to lay eggs in their wombs is supposed to be the _side_ story, not the main event like in Duke Nukem Forever.
The alien ship in the fault where we fought the Battlelord in Episode 1 was presumably the digging vessel, trying to burrow as deep into the mantle as it could without melting. Then the overlord ship fires a MAC gun or something into the rift to blow the Earth to smithereens, so they can mine the debris. It's basically the same plan as the Romulans in the first new timeline Star Trek movie, but without the black holes.
Odd how they chose the San Andreas fault when Earth's actual weakest point is in the Arctic Circle near Jan Mayan Island.
Bianca85 Yes actually, specifically the superior AS master race I.e. The pinnacle of the _sentient_ end of the spectrum. But considering what you actually meant by that, are you always an asshole to strangers? Not to mention your comment was irrelevant to the topic at hand, which just wastes both my time, and that of anyone else reading.
EDIT: Just realised you're the guy who spammed comment threads on the Pro Nukem part 1 video with trolling and have changed your name. In that case go fuck yourself. People like you should have been dealt with via 2020's little natural selection experiment by now. Then again, you never leave your mum's basement anyway.
Lion O Cyborg Never before have I heard us be called the “AS Master Race”, but I’m all on board with it!
Lion O Cyborg God *damn* kid, full throttle at all times. Nice.
Wait. Isn't that a variant of the Daleks' plan in The Dalek Invasion of Earth? Only they dropped a big bomb into the hole.
@@TheTimestreamer Come to think of it, it _could_ be. That was the last episode that had Susan in it. (The Doctor's granddaughter)
"In space, no one can hear you GET SOME."
Oh don't worry, nobody can hear me get any even on earth.
Because girl is dead?
0:04 need this remix! Has anyone found who made it yet?
Oh wait I found it! It’s from Duke Manhattan Project!
@Boomer Esq. BLOW IT OUT YOUR ASS!
STEEL. STEEL. STEEL.. BALLS OF STEEL!
Respec
Jon St. John is certainly a treasure. Badass Picard impression and he played Big the Cat.
We don't pay him enough.
when did he play big the cat?
"Froggy?" :D
Something that Jon is willing to forget about, but that Picard impression always gets me rolling!
//Frost i believe in both sonic adventure games if I remember correctly.
oh good god, the poor dude lmfao
@@S20TBL True sadly Bigs new VO is Kyle Herbert or Ryu from street fighter. Jon ended up being picked up by Valve for a few of their games in the end.
Fun fact - in Duke Nukem 64, Yoda is the one hanging from the ceiling in Lunar Reactor, instead of Luke Skywalker.
I always assumed that was because it was easier to have a muppet hanging instead of a human get past Nintendo's old school ways.
"A sticky situation this is!"
@@zigfaust but they had a dead, mutilated, impaled Snake Plisken. I think yoda honestly fit the games humor better.
@@kingbaby8761 At the time who do you think was a more scarier company to get sued by: 90's LucasFilms/Art or MGM Studio?
Yeah, thats what I thought.
"Most dangerous weapon in Build Engine ever conceived... Doors." That sounds very accurate.
Doors can flip out an entire level. Just think... Door can fuck up your space and time.
(*Squish!*)
Also in LithTech engine.
@@DinnerForkTongue Well Monolith did cut their teeth first on a Build Engine.
The Jedi Engine would have to agree with that.
16:19 "I need a stiff drink...a shower...and a soft-skinned belly to lie my head on." Sometimes, we forget that even a man like Duke just wants the simple things in life.
You’re weird
@@Rountree1985 no u
Omg... he's just like... me?... HE'S JUST LIKE ME FR
Pro escaping a heavily guarded government correctional facility when?
But if he escapes, he won't be supplied the games to make videos of, or have the rig to record anything with. Civvie must be freed legally.
Why escape? It's a shithole up here, with Illuminati controlling the weather, worldwide oil shortage and, most importantly, the plague.
Also nice try, AX3.
@@GoodRogue don't forget the white genocide
Edit: for the people reading this a year after I wrote. this is a reference to the show. Chill
I keep sending him Krinkov-Shaped cakes every month, not sure if security is giving him said cakes though.
I'd have no idea why they wouldn't. Its just a _NORMAL CAKE_ after all, nothing suspicious.
@@dirpyturtle69 Oh hello cancer mouse.
3:25 I absolutely LOVE how each level starts where the last one ends. It's one of my favorite things about this game. And it's funny, because like, there would never again be a point in gaming history where that would seem cool. Especially when they started pushing story elements more and all that, it just seems obvious. But here in Duke3D, it was just like... They didn't have to do this, so it was a nice touch, and it made the game so much better.
Such a stupid little obvious thing, but yet it was great here and only here.
@Spaalone Babagus Yes, yes it was. Honestly, something about it felt almost like it was a technical achievement. I mean, it wasn't really, but back when HL was new it felt almost as impressive as the characters having actual mouths that would open when they talked.
It wasn't like no one COULD have done those things before, it was just, no one actually DID.
A bit late, but something similar happens now in modern FPS and RPG games; plenty in MMO's as well.
I'll use Metroid Prime as a great example; a good number of folks have played it but what it has instead of a loading zone is a "seamless level transition"; buzz words for "it loads the next area before you reach it" And games like Blood, Duke Nukem, and Quake all had contiguity during some levels, which still is astounding when level designers can use part of another zone to link them together.
Even Left 4 Dead and its sequel do similar things; you'll always start your next part where you ended the last. The best was No Mercy as you can *see the hospital* in all of the levels. Duke walked, Half Life jogged, and now newer games have to find some way to fill the next void.
The time between Civvie uploads? Shrink it!
Poor man lives in a secret state correction facility run by sadistic robots and his only friend is a GMO rodent. Give him some slack!
Trolls that just live to piss everyone off?
*_SHRINK ‘EM!_*
Quantity over quality huh?
Neo-nazis? Shrink them!
@MinscFromBaldursGate92 is there anything the shrinker can't do?
Lunatic Fringe's impossible 720 degree circular layout is not done with teleports. The Build engine allows sectors to overlap, even occupying the same physical space, so long as you cannot see into two overlapping sectors at once.
How they even create that map?
So not a regular circle, more like a freaky circle?
God I fucking love the build engine
i know this comment is two years old, but curious, what happens if you try to have more than two?
@@xanious3759 There is no hard limit, but if you have too many vertexes from lots of overlapping areas too close together the engine can become confused about which sector you're in, causing momentary hall of mirrors effect as you pass through the overlapping sectors. It is a feature best used sparingly.
This game is famous for its city levels, since "a map that actually resembles a real place" was really novel at the time. But I like the abstract sci-fi weirdness of Episode 2, even if that's bog-standard for this genre.
Y'know what, at least the maps in episode 2 look more like a space station than any of the maps in Doom 1 and 2 looked like what they were supposed to be, haha. Duke's world feels so much more real and distinct from level to level than any of Doom's landscapes, at least until ya wind up in hell. Then things kinda pick up, a little bit. Not to say I don't like Doom, cause I do! But Duke 3D has a much more fun and engaging world imo.
@@brianriff8550 To be fair Doom 1 and 2 were made on an older engine at the time. Duke3D's build engine was far more powerful and complex.
But Doom 1's knee deep in the dead are more game-like while like you said Duke went more for a realistic approuch.
@@deadrock1678 and more processing power was available at the time Duke3D was released, so bigger and more complex maps were possible. Build engine in vanilla form is way more powerful than doom engine.
@@brianriff8550 Doom was made 3 years before Duke Nukem, which was light years in gaming in the 90's...which totally nullifies your point :( sorry lol
(note that I like both games as well but you need to consider the tech limits of Doom at the time, it was straight after Wolf "3D")
@@brianriff8550 I think ID did initially go for more logical, realistic military base levels, but decided they found them uninteresting so they decided to just abandon realism in favor of what they thought was more fun
Boomer Juice: Drank.
Some: Got
Bubblegum: all out of
Duke: Nukem
Hotel: Trivago
Lock: "nloaded.
Wang: Lo
Time: Go Postal
@@LuisHernandez-ss2fc Postal: Gone would've worked better tbh
27k subs to go people till Civie plays Duke Nukem Forever and rips Randy a new one.
Civvie 's been already tearing Randy apart. Now he's gonna finally tear his ass in whole.
He's got 73k now? Goddamn I remember when Civvie had like 700 and his videos only had a couple hundred views. He's moving up in the world!
@@19822andy And he's fairly new on the stage - like 2017 at the absolute earliest iirc. His channel fucking BLEW UP and for good reason - there are some guys who are still struggling to get to 100k after being extant since 2014. His humor clicks, the editing clicks, the framing device of him being in Guantanamo Bay clicks.
I'm legit glad Civvie's been growing this much. His content is so good.
I just hope he brings something new to the table. Everybody and their mom already complained about DNF, so I hope Civvie brings some new topics to discuss.
The views of Earth from the 'space station' blew my mind when I first saw it. Very atmospheric.
Civve just shrink Duke Nukem Forever. Also shrink Randy he deserves it
Randy is already a small man.
He could definitely do with a good shrink.
I also want to shrink you.
The cheating wife or girlfriend's vagina too big?
Just shrink it!
shrine his USB drive so if he loses it, we won't find it.
13:52
If you put on night vision the pillar in the middle writes "Jump into the moonlight", which would make you jump into the hidden wall. That's why they hid it behind a wall. There was a hint.
No, you're thinking of when it says 'jump in the monolith' on the back of a computer terminal in the room before the secret level exit. It's hinting you to jump into the monolith in the centre of the room to teleport. There's also a crack on the opposite wall to the hidden one, which is much more obvious and is how I found the exit.
Someone on /vr/doom made a doomguy mugshot replacement for Doom 1 and 2, that is literally Civvie's profile picture as a sprite pack. It's sweet.
Hello there, new mod on my list!
I have a mighty need!
Can i find videos of it?
You know I wish that Jon St. John would do audiobooks as Duke Nukem.. I'd be hooked!
Romance novels XD
Obligatory request for 50 Shades and Go the Fuck to Sleep
At last, the return of the longest-running recommendation on Oprah's book club, "Why I'm So Great"!
If Darth Vader can do the bible, then so can the Duke.
Only if he does the original Duke voice. Not the goofy Duke caricature he's been doing since after Duke 3D.
The Peggy Forever bit at the end cought me off guard. I almost spilled my coffee!
I wonder how Peggy is doing nowadays. Hopefully less trolling.
i actually did spit out my coffee lol
I'VE GOT BAAALLS OF STEEL. STEEL.
BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS
BALLS OF STEEL!
@dennismoore2752
''And you're full of cum also.''
Duke Nukem Vent Harrasment reference, good lord Civvie!
Oh lord I totally missed that! For those who weren't around in 2007: ua-cam.com/video/FvL-WGcoBis/v-deo.html
Oh my god I completely forgot about that and that played at the end I was like ohhh yess
BALLS OF STEEL! >:D
I seriously can't hear "All out of bubblegum" without the follow-up anymore.
Get out my vent or I'll have you bent.
6:54 It was at that moment, when I suddenly started thinking of Sir Patrick Stewart himself portraying a hypothetical live action version of Heskel from “Ion Fury”.
"The engine is held together by duct tape and clown jizz" man civvie is a quote generator
Ever read the Blood devs rant about it?
George:
I just got off the phone with Nick, who told me he had passed my previous
message about Ken to you. I hope that you understand that I was really just
venting at Nick, and I didn't intend that my message be passed on to you,
Ken, or his father. There is still, however, a very significant problem we
(Q Studios) have in dealing with Ken.
Every update Ken makes to his engine turns out to be a major tribulation for
us. He regularly makes changes that break our code without any advance
warning. He consistently ignores our requests for fixes or suggestions for
design strategy. Nick is constantly on me to "Call him. Just get on the
phone and talk to him," but to be honest, talking to Ken on the phone is
pretty much near the bottom of the list of things I'd like to do with my
life.
The problem is, he's just so completely unresponsive. I'll ask him a
question, and nine out of ten times I'll either get silence or "I don't know"
as a response. I know he's highly intelligent, but so are a lot of people I
know, and I can TALK to THEM. Okay, so perhaps his personality is a bit
different, but he still needs to work WITH us, not AGAINST us.
We've had a resource and memory manager in Blood since last year, and it's
been working well and is very solid code at this point in time. To get it
working back in December though, I had to completely replace parts of the
engine, no thanks to Ken. A well designed system would have been built on
the ground up from a good memory manager, or at the very least with hooks
laid in so it could be developed later. To get our virtual memory system to
work with Ken's engine, I had to spend weeks reverse engineering Ken's code,
documenting variables, prototyping functions -- all things that Ken himself
should have done or provided.
Now in June, he hacks in his "group file" system, and says we have to use it.
In one sense he's right -- he's hard coded the thing into his engine, and it's
broken Blood unless I can figure out which parts of the engine I need to
replace. By the time we're done with Blood, we probably won't have any of
Ken's engine left... Perhaps you'll want to reconsider the royalties that
you are paying him.
A few months ago, Ken made a change to the engine that allowed each tile to
have its own origin -- a reference point by which it could be positioned.
This change was a good one, but there were some problems with the
implementation. When the bit was turned on to enable sprites to be centered
on their origin, animations bounced, and sprites appeared at the wrong
position.
It turns out the solution was one of procedure -- by setting the origin at
the base for sprites that are supposed to be on the floor, everything appears
correctly. Unfortunately, setting the origin for several thousand tiles
using Ken's EDITART tool was just a bit too cumbersome for us, so I spent a
few days developing a tool that would allow simple tweaking of the tile
origins, among other things. This tool is integrated with our new sequence
editor, which will be used to create and edit all the actor animations
(walking, attack, death, etc.)
Everything with this system was going fine until we discovered that Ken has
some engine flaws in dealing with sprites that use origin based centering.
The clipmove() function doesn't work, and neither does hitscan(). These two
functions are pretty much essential to doing anything with the engine. I
could rewrite them, of course, but that would be a few days to weeks out of
our schedule, depending on how many more bugs and design problems crawl out
of the woodwork.
We had waited a few months before switching to the new origin based
centering, so I was quite surprised to find such fundamental problems with
it. We called up Ken and told him about it, and he said he didn't think
anyone was using it, but he really didn't know. We asked him to fix it.
Tonight I called up Ken because of the group file problems, and because we
still don't have a fix for the clipmove() or hitscan() problems. Ken he
wasn't going to fix it and we should go back to using the old centering mode.
This is totally and completely unacceptable. We've already invested time and
effort (need I say money?) into using something, and we're not about to waste
more regressing.
Ken understands algorithms, and he understands graphics. What he doesn't get
is how to design SYSTEMS. Everything he does to the engine is a piecemeal
enhancement to something that should have been designed right from the
beginning. The memory system is a poignant example of this. It is a hack,
like most of his code, and not very robust. From what I've disassembled of
the group file code (trying to figure out a way to eliminate or replace it),
it too demonstrates plentiful opportunities for crashing the system --
pointers being freed without validation, files being closed without
verifying the handle, etc.
Our resource and memory manager are quite superior to Ken's (no bragging),
so to abandon our body of code would be a step in the wrong direction. When
I mentioned to him that our resource manager used an LRU list to handle
purging of resources, he said that he didn't understand how they worked and
he didn't want to undertake something that complicated. It isn't that
complex; it's just outside the realm of Ken's experience.
I usually end my phone conversations with Ken with something like the
following: "Ken, is there anything I can do, anything I can provide to you,
that would help you make these fixes or changes?" The answer is invariably
"No." After we hang up, I usually bang my head on the desk for about ten
minutes. I've tried to explain to Nick that this is why I don't like to call
Ken, but I think he already knows.
Tonight I tried to explain to Ken what a library file is. I told him how
linkers work, and how they resolve symbol name when producing an executable.
I tried to impress on him the benefits of "code granularity" -- breaking a
system up into as many small discrete modules as possible so that the linker
can efficiently pack only used code into the executable. I informed him
about "dead code", and why there was so much of his in Blood. I don't think
I made any impression at all.
George, I want you to understand one thing. When I ask Ken to make a fix or
enhancement, it is most surely something we absolutely need for Blood. I
wouldn't force myself to make the phone otherwise. However, everything that
I ask for would benefit not only Blood, but EVERY OTHER build project. I've
spent enough time as a Project Manager for commercial programming tools that
I know what makes a good API, and I know what makes a system extensible. The
things I've been asking for are "hooks" so we can implement our own features,
not have him do them for us.
I sometimes wonder, though, if I'm going against the flow. Perhaps Ken added
his cache system in response to other teams request for a memory manager?
Maybe the group file code was asked for by the Duke Nukem team? These fears
usually turn out to be unfounded, since other teams report similar problems
as a result of Ken's "updates."
I realize that most of the problems I've been describing with Ken are highly
historical in nature, and there's no way to change the past. What can and
must be done though is to make Ken more responsive to our needs. He needs to
work WITH us, not against us. I don't know why he is so combative, but I can
guess -- ego. He probably feels about his code the way a lot of programmers
do: it's okay to criticize your own code, but for anyone else to do so is
blasphemy. I used to be that way until I realized that a lot of the
suggestions people were making to me were actually right.
Lunar Reactor has a kickass soundtrack, too. Love that level...almost makes all of the screaming floating roombas worth it...almost
I think it's a toss-up between Spaceport and Lunar Reactor for the best level in the game. Spaceport has top-notch design, and Lunar Reactor has the best music.
My first experience with Duke was the PS1 Total Meltdown. Blew my brothers and I minds when we saw Duke take a dump on the Overlord. Loved the videos. Keep it up man.
12am: Tired
Civvie Uploads: WIRED!!!
Ha, it is currently 9 am in america
salokin has amazing taste in youtubers
@@jobelthirty1294 Salokin IS the amazing taste in youtubers.
Knee: Unbroken
Water: Wine
Thanks Civvie.
I love the Lunar Apocalypse episode. I often think it might be my favourite. Those sentry drones are really easy to deal with, you just have to know how. They're almost always placed where you can close a door on them. You're supposed to trigger them so they follow you, and then close a door between them and you, and then stand next to the door and they blow themselves up when they're close to you on the other side of the door. Doing that deals no damage to you.
Their explosion seems kind of anemic, as well.
@@expendableround6186 the explosion has an odd hitrange that deals more or less damage depending from the weird angles the explosions hit you
tripbomb didn't work on the train because it doesn't count as a "wall" in the game engine. i use them a lot.
Also, dat Enterprise map tho
Insert glowing brain meme
Manhattan Project had the best Grabbag version, for real.
Just the best in the way of Duke music in general! End boss theme of episode 1 was great as well!
@@LaverniusTucker2410 Oh hell yeah, that helicopter boss fight was epic.
@@LaverniusTucker2410 The level music was terrible.
Actually, a bonus: Pro Turok 1 and 2 when Civvie??? :P
Oh my childhood. Pro Turok 1 would be even better than Pro Doom.
Iunno which one I'd like to see more.
Turok is a Nintendo thing though. I mean, there are PC ports, but they're *_really_* not the same. Especially not the soundtrack. Eugh.
The N64 handled its music very differently from anything else, and since Turok 2 basically pushed the limits of the N64 kicking and screaming to the end of the universe, it's just about impossible to replicate the music properly. Or...much of anything else, actually.
Like, the beta for Turok 2 occupied three cartridges. I'm not even kidding.
You could just use an emulator, but...then you'd have to deal with the original controls. Which are...depressing.
@@ootdega I don't know about any of that, I only ever played Turok on PC, I remember spending a good hour as a kiddo setting Turok 1 up because I had no idea what graphics accelerator option I should choose. There was no music. Only enemies, guns and some ambience. To me that added to the atmosphere. You had this thick fog, aggressive enemies (especially those annoying bugs), heartstopping platforming and a sense of mystery because seemingly at any moment at any place a portal could appear that would take you to another dimension filled with traps and electricity.
@@the_kovic I remember how smooth moving in that game impressed me :)
Only today have I discovered that the dude's name really is Jon St. John... I always thought that was some stage name or porn alias...
Best use of duct tape and clown jizz ever. Who knew those were an essential part of my childhood. Guess I must have suppressed it in blood and cheesy one liners 🤣
had to pause the video for a minute there. incredible line.
Still better code than half the Triple A shit we have now.
Bozo the clown. You know, the guy your mom called uncle? Ya, he was painfully aware.
idk why the ending made me laugh so much.
Great stuff.
Man, it was a callback to an old-internet classic. Glorious ending.
Time to crack out the illicit energy drinks. Thanks, Civ!
You mean root beer made with real sassafras oil?
Barq's Root Beer with no ice and lukewarm
@@metanumia That's MDMA dude.
Hate when I can't watch Civvie right away and have to send him to "Watch later"
i didnt know there were people who actually used "watch later"
I just enter the video once so it goes in my history
@@dirtfriend I keep a backlog there, for when I'm bored
@@papayer same, I open the video then just go back to my history later
@@dirtfriend i had to start using it when i realised having 300 tabs open was killing my pc
I love the astounded cackle at 9:06. That is the laugh of a man who just found new depths of build engine weirdness.
Did I hear ventrilo harrassment at the end? Civvie you beautiful bastard.
Oh my god yes. I remember those. No idea if they still do those these days. They are probably discord harassments now?
Someone has BALLS OF STEEL xD
BALLS BALLS BALLS BALLS
GET OFF THE VENT
OR I'LL HAVE YOU BENT
BALLS
BALLS
BALLS
BALLS
BALLS
@@KryptiKGh0st IT HAS TO BE SOMEBODY FROM THE GUILD.
2:58 such a calm and chill song, just standing by some doors while hearing explosions, so chill.
Pro Coolmath Games when Civvie?
When Civvie finishes that Boomer Juice can
That's not important, important is Pro Grezzo 2.
lol, imagine pro club penguin or poptropica.
Whoa easy there guy, Civvie isn't ISorrowProductions/ISP, next you'll want Civv to play HOI4 in observe mode...
I didn't know I needed this.
So glad Jon St. John just seems to be a legit cool and chill person.
Shine on you crazy talented bastard!
Duke mapping was really awesome as a kid and there were tons of cool custom maps. It had really mindblowing mechanics for it's time like destructible environment, trains, etc. You could even make a driveable car which was also done in Shadow Warrior.
Man great times, nothing regarding games have impressed me as much as the build engine did back then.
I finally found the only pair of 3D glasses I know I have, and tried to watch the 3D section at 9:02.
...
I didn't get as much 3D as I was hoping for, lol.
Great memories. This episode really drives home the sci-fi feel....when I was traveling on shuttles I almost crapped my pants when I was 10. Civvie's done good...get that stray jacket off of him!
You're the Duke Nukem of all video game review channels.
All hail the king.......🙌
Or the DooMguy
He's still great
HE'S GOING ON A FIFTEEN YEAR HIATUS?
OH, GOD!
OH, FUCK!
But it doesn't beat LGR though. Clint even makes a somewhat decent impression of Duke.
Oh and thanks for the door trick with the sentry drones, I'd always try to be ballsy with the pistol but this is better!
I love how you added that "Ventrilo Harassment" clip at the very end! That Duke Nukem one was hilarious.
I like this episode - it's pure sci-fi, and also the closest you can get to the look and feel of the old Duke Nukem platformers. The oldest Duke 3D beta, a.k.a. "Lame Duke," began with the space station episode.
Sentry Drones are pretty much Classic Doctor Who Daleks but without the dignity and instead of stairs their weakness is doors 2:47
Civvie is literally that cool uncle you always play games with lmao
Ur awsome civvie !
15:20 That's what I was thinking! What kind of alien invasion force shoots down Duke's ride unless they have a death wish?
I'm gonna get technical here: Lunatic Fringe doesn't use teleporting to create the 720° effect. Neither did the spiral staircase in Hollywood Holocaust. Figured I should point this out now, just in case you run out of Duke and end up reluctantly playing Ragtag Randy's cashgrab episode. Fucking Randy.
The way the Build engine works, different sectors can overlap and occupy the exact same space. Nothing _should_ go wrong as long as you can't see into two overlapping sectors at the same time. I say "should" because you can throw pipebombs from the projection room down to the elevator in Hollywood Holocaust, and crouch jump your way from the bulletin board of wanted developers into the secret behind John McClane's bookcase in Pigsty, among countless other oddities.
So in Lunatic Fringe, you're just walking from sector to sector in a path that just so happens to loop over itself, taking you 720° to get back to where you started. It's sort like traveling around a Mobius strip of sorts... but not really, because Ken Silverman gave Euclid the finger when programming the Build engine.
I'm not Ken, I just spent way too many hours making maps for DN3D in my youth.
The elevators that you enter and exit from the same side do use teleportation, though.
Thoroughly enjoyed this!
I couldn't afford this as a kid so I had to go watch my mate play it on his pc.
But what a great way to rewind time and smile again.
Great episode. I really enjoyed that short snippet of dungeon exposure
I see you hit 73k subscribers Civvie! It won't be too long before you have 100k! You deserve it man your video are both informative and hilarious. Keep up the great work, much love and best of luck!
Just recently found a new Pro tip for the drones in Megaton Edition and Eduke True 3D pack: if you can get them hemmed into a narrow space or, in more open areas, get them to fly close to the wall of floor, you can trick them into not getting far when they try to dodge your rockets or not dodge at all. It's more likely to work with the main RPG instead of the devastator and it takes 2 to 3 rockets. If it looks like they won't manoeuvre just right for this trick to work, doors and corners are still the best way other than the shotgun or chaingun cannon.
thanks for reliving these games for me without having to play them again!! much appreciated, just recently found your channel! I enjoy your Vids very much, subbed !
What a wonderful day in the neighborhood.
Oh won't you be my Neighbor~
That 3D section reminded me that UA-cam used to natively support that kind of 3D too. It was a hardly used feature and got replaced with VR support but it was an interesting thing to see in like 2009.
I *REALLY* liked the usage of the Duke Manhattan Project intro and level change theme in this.
Barring the Megadeth mixes, those are my favorite.
I guess the video's pretty cool too.
That ending with Duke Nukem Ventrilo Harassment Day 2, classic
Just a friendly reminder that CV-11 is going to review Duke Nukem Forever when he gets 100,000 Subscribers.
Its only a matter of time...
Play the game civvie.
12:10 Leaving this time stamp here so I can come back to that funky jam and watch Civvie break shit.
Love the music. I'm at the 40 hour mark of being awake and you are serenading me off to dream Land.
Do you also save Civvie for coke comedowns?
@@moisttony9798 rofl my heart couldn't take coke. Nah It wasn't even acid this time, just insomnia coming back out of nowhere.
@@zoidsfan12 after 12 hours of tripping the first time I took acid I just wanted to sleep but I wouldn't let me, learnt my lesson not to take it at night. I feel for you with the insomnia in general, it's hell. Hope you're better now.
@@moisttony9798 well as for tripping my first time I dosed with 3 tabs, one after another every 6 hours. 18 hour trip. Absolute hell. Just wanted to go to sleep and couldn't. Right now I'm to the point of rolling a log a mile. I just an trying to burn energy and pass out.
@CreeperManCreeps its Grabbag from Manhattan Project.
I really liked how this episode hankered back to Duke Nukem 1 Episode 2, Mission: Moonbase
6:59 oh so THIS is where Alex Kurtzman got the idea for Picard and Data’s new relationship
Thanks for giving me a new appreciation of exactly how freaking awesome this game still is after all these years.
You know it's a good day when civvie11 uploads
Jon St John's impression of Picard was surprisingly good. Almost indistinguishable, even!
To be fair, Spin Cycle always felt like a map that was specifically designed for Deathmatch.
Many good hours on that map.
Its probably my favourite duke episode and I lveo the earth levels. Its so comfy for some reason like black mesa.
John St. John delivers the "Kickass and chew bubblegum" line much better than the person they stole it from. its like a person bringing you the first chocolate ever and then another person the next day perfecting the presentation and flavor of chocolate.
Idk man if Rowdy Roddy Piper in his prime walked into my Bank with a shotgun and said, "I am here to kick ass and chew bubble gum and I'm all out of bubblegum!" My pants would be pretty full.
Imo that line is pretty lame, but Duke being an eccentric guy makes it suck less.
I bet Duke could solve the crisis at the boarder in record time
I love this episode. Come at me Civvie
BTW you forgot to mention the Awesome Soundtrack especially lunar Reactor's
Good times!
To the day I die, I will maintain that the best version of the Duke Nukem theme, is the one from Manhattan Project.
Is it weird that I enjoy this game more than I enjoy Doom? Idk what it is, but it feels more like an adventure than a slaughter game. The puzzles and traps feel more creative too
Duke is a lot more advanced, it came out 3 years after Doom. Duke is a classic and as good as Doom, imo
The delivery of your lines makes me chuckle. Thank you.
Subbed.
Manhattan Project theme for the intro? I see you're a man of culture as well, Civvie.
In dark side they should have had a line for duke where he says "That's one small step for man and another giant leap for Duke Nukem!"
Blue keycard in the bathroom? Randy?!
the shrink ray can make enemies explode, you have to press it's nuber two times, an it turns red, and grow enemies till they explode
Episode 2 is okay on paper but man coming back to it every once in a while those sentry drones make it so tedious.
Yeah, but only slimes and drones. Even with that my favorite episode. Great maps, great ideas, music and general "VIBE". It is like cosmic-dr-who-ferrari. From 201X to 1997 in 1 sek :D
@@ScorpioRahl I feel you. But honestly playing duke 1 & 2, and Blake stone, at the time and recently I just had my fill of space stuff. Bit of a stretch I know. I just thought duke was at it's fucking peak, ITS PEAK, when you were sleeping the floors of Duke burger of alien guts. Ducking between dumpsters and trash cans between ass blasting pig cops. The city levels were my absolute favourite, and you'd see that the most in the first, third and fourth episodes.
You guys realize the Sentry Drones also appear in Episode 3 and 4, right? They are not exclusive to Episode 2 ;)
@Kyros Droztamyr pipe bombs bro
@Kyros Droztamyr hell ya brother.
"there are no pig cops in space" yes because "PIIIGS IN SPAAAAAAAAACE!" would be too obvious a joke right?
"Put on your 3-D glasses now"
Dammit, not I gotta go dig out Spy Kids 3D. Like literally, I buried that shit.
This episode is hilarious with the DukePlus-enhancer, as you can give sentry drones randomized upgrades. Some of them get rocket launchers attached to them, and thus every map turns into a horrible clusterfuck.
That sounds masochistically fun.
Why?
16:30 When the Alien Bastards are sus
You really nail every beat, I've watched a lot of your videos now. You never outstay your welcome, excellent videos.
For us, Thanos makes half of the universe turn into dust
For Civvie, he srinks the whole universe
"Topical and socially Relevant Marvel Expanded Universe reference." Devoid of any actual humor or wit.
I guess it's slightly better than making a jojoke though.
*squish!*
Thank you for getting me to hear the Manhattan Project version of Grabbag for the first time. What a banger!!
Did Civvie just make a Ventrilo Harrassment reference?
BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS
@@cluckyx443 IT ONLY DOES IT WHEN YOU TALK, PEGGY.
@@TBONE_2004"*Sigh* I'm gonna get you"
That strafe jump you did to go into the vent at the last level blew my mind! I always get pissed at myself for using up my damn jetpack fuel, but that blew my mind. Ill have to try it out! Thanks CV-11!
Man, your channel is actual perfection.
Omg godly ventrillo hatrassment reference at the end. I'd subscribe if i hadn't already
Just wait till Civvie finds out about the Sega Genesis version.
These games got me into track ball mice big time.
Memories.
The freezethower is pretty useful against explosives sentries
Also protector drones and enforcers.
Oh man, those slimes scared the crap out of me as a kid. Creeping up on your face = rapidly scooting back in the office chair
This is my favorite fps episode in a history. Just a masterpiece in level design
Yes ep 2 is the best, on 4chan /vr/ there are so many retard plebs who think its the weakest episode cause of sentry drones and theyre too stupid to use a pistol or ripper against them so that kind of tells you all you need to know of their opinion.
>/vr/
also IN AMERICA
It just the textures itself, give so much incredible atmosphere, and space itself is sooo great. Also love a fan levels that use this assets. If someone want play Duke again, should check mod War of Attirtion that add rpg elements.
Ew
I dig that Ventrilo reference you put at the end! That really put the "icing" on the pie! (Yeah puns intended!)
That was a damn good impression of Patrick Stewart.
JSJ actually has a good bit of range as a voice actor.
Ha! I didn't notice, until now, that the lunar crater in the "Dark Side" level is actually a part of a super huge telescope!
Very cool, I hope something like this will be built on the Moon during our lifetime :)
"ha hah haaa , nerds......." [THE EXISTENTIAL SILENCE THAT YOU'RE A NERD TOO]