Duke nukem 3d classic game room


















They've timed its release really badly: it should have been out six months ago. But it's still good. The level editor that comes with Duke is the very one that the designers use themselves, and allows you to edit everything that's in the game apart from the code that runs the game engine itself.

It comes complete with a warning that if you cock up your copy of Duke using it, you're on your own, and that they won't offer any help with its use. Like Doom, you can sit down and design yourself an evil arena in plan view, but you can also go into the area you've just designed and work on it in 3D from within the level itself, making it much easier to realise that the level you've just made based on the exploration of a giant Pamela Anderson has genitals of the wrong sex and breasts that are too realistic.

Had enough of 3D, first-person perspective, annihilate 'em ups? Thought not. The latest Doom-abee, Duke Nukem, tries to give you everything that the original Doom gave you and more. Look at the buildings, for example.

They're proper buildings, with multiple floors, overhanging bridges, video monitors that you can switch on and use to check out your surroundings They have walls that can be blown out completely if the designers have designated them as such , allowing convenient access to outdoor bits, and whole suspended walkways can be brought crashing to the ground. They have ventilation shafts that you can get inside and crawl about in, emerging somewhere else. Anything and everything can be shot or blown up: windows, lights - even the lavatories, which raises the interesting possibility of catching someone in the bog and really blowing the shit out of them.

The ex-toilets even spew water afterwards. There are outside bits, and you can fly about with a jetpack, land on the roof of another building and work your way down through it. You can catch a tube, or go into the remarkably clean, but remarkably over-populated, sewers, and swim about, shooting Ik sharks. Or why not try going into the disco and shooting evervone who's wearing last year's sunglasses? To use: Place in corner of room next to chicken.

Retire to safe distance. Press fire. Watch chicken feathers float down from ceiling. To use: Point at chicken of whom you disapprove. Squeeze trigger. Chuckle as disapproved-of chicken becomes a poussin. Laugh crazily as you chase poussin and stamp it into a puddle of blood and goo. To use: Place on wall next to entrance to chicken toilet. Wait for chicken to enter toilet.

This whole destructible walls thing looks like it might be great. There's nothing to stop you, for example, from getting a lift to the top of a building, placing a bomb in the bathroom, getting the lift back down and going outside to watch, then pressing the button and watching the side of the building disappear in a big cloud of vaporised andjdecidedly singed loo roll.

Then you'll be able to see into the building, which is all you wanted to do in the first place. Basically, Doom took the world by storm and will probably never be bettered for originality and fear factor, but the chaps at Apogee and 3d Realms have done everything they can to add features that the other pretenders don't have. They've added humour with the shrinker weapon and the chance to shoot people in the toilets excellente , and the level designer looks like it's worth having on its own.

And there's a network option. Duke Nukem 3D was one of the first games to take the first-person shoot 'em up by the scruff of the neck and inject some balls into it; the 'real world' level design even managed to include a booming strip joint with live dancing girls.

There was even swearing, ft was a bit risque back then, and we loved it. Duke Nukem 3D is the sort of game you want to complete for him rather than for you. Graphically, DN3D looks dated, with no sign of the 3Dfx wonders we now take for granted. And there's no question that the newer graphic engines seen in Unreal, Quake 2 and Thiel make for a smoother ride.

However, when two new mission packs namely Duke Caribbean and Duke Out In DC are also bundled into this wholesome quid package, you can forgive the scruffy edges.

When it comes to entertainment, this is a whole lot of it. Duke Nukem 3D released in on the PC and is widely regarded as the "last great sprite-based first person shooter". Before the likes of Half-Life and Quake released with 3D graphics, most first person shooters had an interesting 2. Games like DOOM , Wolfenstein 3D , and Duke Nukem 3D all have this unique and interesting art style, which blends hyper violence and cartoon-like visuals for a satisfying visual treat.

The game's story is quite easy to follow, and plays as a container for tons of goofy one-liners and pop culture references. Duke Nukem's main goals are to rid the world of alien scum, pick up chicks, and drink beer. He's the amalgamation of 80's action movie stars and all the accompanying machismo attitude.

With a giant arsenal of inventive weapons and a boot that was made for kicking butt, Duke and by proxy, the player must blast his way through dozens of fun levels in an effort to save the world. The game is split up into different episodes, all of which contain a slew of linear levels you must complete.

Each mission has a different theme, but with the constant throughline of explosions and blood. Early levels see you exploring interesting locations like strip clubs, adult cinemas, and arcades. Later episodes give way to even wackier environments, such as alien ships, giant factories, and space. Throughout each level, Duke's main goal is to collect the different colored keys that are need to progress.

These keys are scattered throughout the maze-like levels, and depending on your chosen difficulty level, you'll have to face off against intimidating creatures to reach them. Many different types of enemies will reach the barrel of your gun, including mutant pig police, various unique bosses, obese flying aliens, and much more. Your arsenal of weapons is well suited to take on these otherworldly foes. Duke can grab a slew of fun weapons, ranging from your standard pistol and shotgun to things like ice beams and shrink rays.

Regardless of your weapon of choice, there always seems to be an attitude of fun to the combat. Game manual:. File size:. Game size:. Recommended emulator:. From Wikipedia, the free encyclopedia:. For fans and collectors:. Find this game on video server YouTube. Buy original version of this game on Amazon. Available online emulators:.

The basic features of each emulator available for this game Duke Nukem 3D are summarized in the following table:. Java applet. Similar games:. Duke Nukem A vast majority of levels has a small signature made out of sectors of the person that made it placed somewhere that can only be seen with the noclip cheat or a level editor. Allen H. These signatures show some interesting information for Critical Mass E4L8. The readme that comes with the game states that Keith Schuler made Critical Mass, but both Keith's and Leverlord's signatures can be found on the level, showing that Levelord originally worked on it before it was taken over by Keith, as Levelord quit during the production of Atomic Edition.

Levelord's signature in Critical Mass E4L8 , a level he was officially not credited for working on. The images used to sell the game in the shareware version of the game contain earlier versions of levels seen in the final game. The first level is an early version of the outside tram section in Warp Factor E2L3. The middle area the player spawns in is closer to the center of the map in the screenshot than it is in the final game.

The window and the part of the middle area that can be seen through it are completely different as well. The outside portions use a completely different texture. A "Tiberus Station" sign can be seen hanging above the tram dock, which was removed in the final game. The tram itself has yellow textures on it, while the final one has a lot more gray on it. The dock itself has a Protozoid Slimer, which doesn't exist in the final version of the level.

The second level, despite having a generic resemblance to several used levels, such as the large circular areas in E2L1, doesn't seem to actually match any of the levels in the final game. Screen 2 appears to show an early version of the lit large room near the end of the final's Spaceport E2L1 level. The most noticable difference is that it uses the moon sky texture instead of the space sky texture.

The central shaft can be accessed from any side, while the final only has part of it open. The shaft also has a different texture and is rounded instead of square.

The crate to the right of the shaft is missing, but that might be because the screenshot was angled in a way to hide it. The right side looks completely different; it looks more like a ledge than the wall with windows the final Spaceport has. Interestingly, a preview screenshot, dated August , also shows a similar area to the one seen in the shareware sell screen. This shot gives a glimpse of the right side of the room, showing it as a more open version of the final's right side area. If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon.

Thanks for all your support! From The Cutting Room Floor. This game has a prototype article Ass, bubblegum, you guys surely know the drill by now. A bugged Reactor2, showing the beam sprite in place of the reactor connector sprite.

Source: Duke4. Trying to kill an attached slimer with the Mighty Boot found in weapon slot 1. The Duke Nukem series. Navigation menu Personal tools English Create account Log in. Namespaces Page Discussion. Views Read View source View history. This page was last edited on 15 August , at Content is available under Attribution 3. This game has a prototype article. Prototype Info. A similar effect exists in LameDuke. A wall texture with a circuit breaker box.

A "dumpster" texture with yellow warning stripes. It certainly could be used as a door tile, but it doesn't seem like that is what this label was intended for in this circumstance. The DOORTILE labels are also dubious at best and it's questionable to what function they would have been used for, since you don't need specifically-labelled textures in order to operate a door in the final game.

A Space Shuttle texture, comes right after the fan textures. Most likely replaced in favor of using alternate effects. No longer has an effect without modifications. See this. See here. Is in reality the teleporter floor sprite which animates. Since animated sprites are defined separately from Tile defines, it's unknown what function this would have. These numbers aren't actually used in the final Duke3D campaign. A label would imply some sort of menu use, but neither the 0. High Treason. Plutonium was already out with 1.

May be misremembering and he'd written his own instead. The tile thing makes sense at least, given how most other effects are rendered to a tile like that mirrors, afterimages, viewscreens.

I don't know if it was ever confirmed, but there were certainly rumors of planned updates to the existing levels - possibly in a version beyond 1.

Like most things, I suppose it was just another idea left on the cutting room floor for one reason or another, not unlike the few voxels that were made too. Short of someone coming and confirming the actual intentions for such features, I can't help but wonder if they were never really meant to be used and, instead, were wedged in as a test in an already established game for one of the other Apogee teams, either those on Blood or Shadow Warrior, to get a feel for it in their own project.

If course, it could just be bored artists and programmers who had nothing left to do, but were still on the payroll.



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