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Incline Ion Fury (formerly Ion Maiden) - Build Engine powered FPS by Duke Nukem 3D mappers - now with Aftershock DLC

Lyric Suite

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You can see the fugly Bombshell face next to the health counter.
 

Grim Monk

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Another Screenshot:
tumblr_or7fdmTLCp1u8zqvfo1_1280.png


There is a development thread on the "Duke4.net" forums:
https://forums.duke4.net/topic/8181-ion-maiden/


You can see the fugly Bombshell face next to the health counter.

I think they mentioned that it might be a placeholder.
 

taxalot

I'm a spicy fellow.
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Codex 2013 PC RPG Website of the Year, 2015
I cannot tell you exactly what, but I am not loving these screenshots. They look somehow anarchic, incoherent, messy, hard to read. The weapons too lack style.

It's like Lameduke.
 

Ash

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Oct 16, 2015
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I just want good level design, good enemy design and fun weapons.

Is that too much to ask.

In 2017, probably. Level design? Pfft. Art direction, ease of navigation and realism has to dominate that discipline, that's what everyone is doing and for good reason. Keep with the times. Gaming is better than ever. We've made so much progress since the days of mindless shooting and keyhunting.

...that hurt to write. There are retards that actually believe shit like this.
 

Lyric Suite

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Heh, modern shooters being shit is one thing, shooters that advertise themselves as "old school" while failing to meet the most basic criteria of an old school shooter is something else entirely.
 

Sceptic

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Divinity: Original Sin
I wonder if they ever make use of Build's ability to have overlapping sectors. Levels like Lunatic Fringe or Tier Drops really pushed that to the limit, and it was amazing to see. Be in one room decorated in one particular style, then leave it, turn around the corner, and go back in, and suddenly it's an entirely different room. I remember playing with that in Build myself; they could be a bitch to make if not well planned in advance. I can't remember any other games or engines that had similar abilities even all these years later
Descent engine did this too, back then, though I don't think the official campaign took advantage of it. But I remember one of the levels that shipped with the CD version, had a large room with a big cube in the centre. Each side of the cube had a door, and each of the 6 doors lead to a corridor and a part of the level that was obviously MUCH larger than what could fit in the cube. It was a really cool level. But yeah that's the only other game I can think of.

I don't remember if it was lunatic fringe, but my favourite use of this in Duke3D was the circular rotating room, which actually went on for more than 360 degrees thanks to the overlapping sectors. Combined with the change to walking speed due to it rotating, it gave the room a disconcerting feel of not being the right size.
 

Ash

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Duke Nukem 3D had some really damn creative level design. Good level design really is a dying art.

Secondary agenda here is to bump. So, so much popamole on the codex general gaming.

I have to wonder, though, how much this game too will fall victim to realism and art direction -- the need to make the game look good. Because visually, this is definitely the best work on the Build Engine, and levels do seem to emphasise realism perhaps a little too much. But we'll see. As the post above me mentions, in the likes of Duke 3D you had levels where shit often made no realistic sense. It was good old abstract level design centred around multi-genre gameplay and interesting creativity.
 
Last edited:

deuxhero

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But will it have mod support? (actually a somewhat serious question)

I am glad I'll see another "silly demake made for promotion winds up better than shitty AAA game that spawned it" after Dark Void Zero.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
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Codex 2014
A bomb!:



https://forums.duke4.net/topic/8181-ion-maiden/page__st__450

The bombs don't work as grenades or the tnt bundle. These are bowling bombs so usually you release them before finishing the hand swing.

As you can see those panels are floor and ceiling textures. No as easy to break but we will take a look into the possibility. Just be sure there will be lots of destruction though.

Yeah, it's a weird little TRON-like trail thing. The same sort of weapon in Bombshell has them, too. Not an artifact.

P.s. we didn't code sector/wall texture destruction based on radius damage yet. It will definitely be in the game.

 

iqzulk

Augur
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Apr 24, 2012
Messages
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I wonder if they ever make use of Build's ability to have overlapping sectors. Levels like Lunatic Fringe or Tier Drops really pushed that to the limit, and it was amazing to see. Be in one room decorated in one particular style, then leave it, turn around the corner, and go back in, and suddenly it's an entirely different room. I remember playing with that in Build myself; they could be a bitch to make if not well planned in advance. I can't remember any other games or engines that had similar abilities even all these years later
Descent engine did this too, back then, though I don't think the official campaign took advantage of it. But I remember one of the levels that shipped with the CD version, had a large room with a big cube in the centre. Each side of the cube had a door, and each of the 6 doors lead to a corridor and a part of the level that was obviously MUCH larger than what could fit in the cube. It was a really cool level. But yeah that's the only other game I can think of.

I don't remember if it was lunatic fringe, but my favourite use of this in Duke3D was the circular rotating room, which actually went on for more than 360 degrees thanks to the overlapping sectors. Combined with the change to walking speed due to it rotating, it gave the room a disconcerting feel of not being the right size.
Bungie's Marathon games did this (example, near the big red A on the map, described in "Secrets" paragraph), from what I get, it even was some kind of a meme ("5D space" - also see this) in those games. Also, I remember a 2.5D FPS game, that was wholly built around this overlap gimmick, although it was a very obscure and arguably not a really good one, it was called "Madspace" (steam link).
 

LESS T_T

Arcane
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Codex 2014
Heh, they're re-purposing the Bombshell account.

I guess this is the renewed character design?

9Zmq2gL.jpg


https://www.facebook.com/bombshellgame/posts/2062326540449252

A few words from Frederik Schreiber about Bombshell:

Happy Birthday Bombshell!

2-Years ago we released our most ambitious game to date "Bombshell".

It was an extremely complex game, with more than 30 people from all around the world, actively working on the game for over 2 years.

The game was released on January 29, 2016, to some critical acclaim but was also plagued by day-1 issue and some harsh reviews as a result. We later fixed said issues and improved on almost every aspect of the game.

Bombshell was a diamond in the rough. And overambitious game, which was just barely released in time.
Bombshell didn't get the chance it deserved at launch.

Understandably so. But it's a game we're very proud of, a game which has improved a lot since release, and an IP we're not giving up on.

Except more news from Bombshell this year!
Happy Birthday Shelly Harrison!
 

Ash

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Oct 16, 2015
Messages
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Can anyone confirm the dev accounts there? Is Bombshell incline now that it has had further work done on it?
 

Ash

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Oct 16, 2015
Messages
6,228
Eh, seems borderline irredeemable based off of the press build:



Ion Maiden better be good ffs.
 

Jack Of Owls

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Massachusettes
I'm not ashamed to admit that my classic FPS games gamer's spirit got a woody seeing those screenshots, and I ain't talkin' 'bout that old jew who makes Ingmar Bergman-inspired dramatic-comedies..
 

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