Hello Ken Silverman. I would just like to know every single commercial game made by your build engine. Im not sure if you even know all of them but it would be great if you told me the ones that you do know that were created by it. Thank You,
~Junior
Awesoken at
JonoF has a list of all the commercial Build games with pictures here: here
It is a complete list - I do not know of other commercial Build games.
cragtek at
OK, Ken, I'm going to put you on the spot here a little. Don't answer if you don't want to, I'll understand :-)
The 1st Annual Ken Silverman Award for Worst Use of the Build Engine goes to...
....?
Personally, I think it should go to 'Nam.
Awesoken at
Craig, it sounds like you're asking me to plug your website : P
Seriously though, I can't answer this question in good conscience.
Fernando at
NO!!! NAM is not as bad as Extreme PaintBrawl is. THAT GAME SUCKS!!!
cragtek at
Awesoken said
Craig, it sounds like you're asking me to plug your website : P
Hehe. I can't believe that site's still there. Seriously, though, that was a great use of the Build engine! Immoral, yes, but great nevertheless.
No worries about not answering. I wouldn't expect you to.
But, Nam was pretty bad. I never played Extreme Paintbrawl. I recall it being reviewed though.
-C
ThreeHeadedMonkey at
Re:
Thanks for the welcome, Ken! Nice forum, I'll try to check it out more often :wink: .
- Danny D.
classpc at
Build Games
I gotta download Suicide world when I'm back at home.
cragtek at
classpc said
I gotta download Suicide world when I'm back at home.
I don't want to hijack Ken's forum to talk about what is, essentially, a massively out of date misuse of the Build engine, but seeing as you showed interest...
Suicide World is designed for more than one player. If you're just going to run around by yourself then it's really not going to make much sense. SW was really just a project to keep myself and my friend entertained over my home network (one PC was a 486, so we had to find something that worked well).
Despite this, I'm very proud of the design of SW. If you open it up in Build you can see just how complex the structure is. There's a lot of room-over-room going on there.
Aesthetically, I think it's better than most Duke maps available for public release - and it's unbeatable fun to watch your friends get crushed through a 10ft window.
Just bear in mind that releasing SW was a major afterthought, and the blueprint hasn't been touched in almost five years. Some sections are incomplete, such as the tour. Any degree of controversy was entirely deliberate. Think of the map as a tech demo. We really tried cramming everything in there.
On top of this, don't be surprised if there are some hidden things lurking in there that we forgot to remove prior to release.
Sadly, the adjoining hotel was lost in a backup error two years ago, which is a real shame. I had some pretty neat stuff in there, including a bar which backed onto a huge window which looked into the hotel swimming pool (techincally quite a challenge to work out) and some hotel rooms which made very interesting uses of cameras.
I still intend to finish SW in collaboration with my friend. I'm working on the hotel very slowly, but it's hard to find motivation when there isn't an audience (or real purpose) for your release. I might get back to work on it on my old P133 notebook if I feel someone might benefit.
I'm starting to look at perhaps porting to the Source engine. I'm still assessing the limitations. I've got to hand it to Ken, Todd and the guys. Duke made it possible to die in so many different ways; it's going to be a challenge to take the concept further on a different platform.
Originally it was intended that SW would be remade in Duke Nukem Forever, but it's not looking like that'll happen any time soon.
Oh, and please bear in mind that I can no longer access or remove that website. With the wonderful gift of added maturity and hindsight, I can tell you that I would have completely rewritten the ride descriptions.