Four years in the making (2019 2023), Blast Radius is a fan add-on for the Apogee/3D Realms classic 1996 FPS Duke Nukem 3D by ck3d. Features a brand new episode of 15 maps (estimated blind playthrough length: 20+ hours) as well as 40+ new types of alien scum. VERSION 2.0.x NOW INCLUDES A BONUS EPISODE SIX-LEVEL DEMO. Requires EDuke32 (eduke32.com) and Duke Nukem 3D: Plutonium Pak/Atomic Edition or superior; software/classic renderer only (for more info on Polymost incompatibilities, see the release notes). Single player, co-op, Dukematch supported; simultaneously speedrunner and completist friendly. Download includes printable manual and artwork. Come get some!

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Download Duke Nukem 3D: Blast Radius (last update: 08/17/2023; v. 2.0.9)

Duke's ride out of Paris gets wiped only for our hero to spiral down the historical city of Blois, France where the blast seemingly struck as hard as it takes to justify that status for good. No château left to visit, and the Loire river has turned purple; when it comes to enemy presence however, it's a safe bet Duke won't get blue balled.

'It's time to paint this town red!'

Duke Nukem 3D: Blast Radius on ModDB


Duke Nukem 3D: Blast Radius on ModDB

Duke Nukem 3D: Blast Radius on ModDB


History: Both secret levels in Blast Radius have in common that their respective origins are loaded with history; therefore, that is the aspect their dedicated Level Lore articles will emphasize on, retracing decades of Build engine experiments, real-life locale reinterpretations throughout the ages as 2.5D commentary on contemporary urban design trends, and the inception then evolution of gameplay concepts. The otherwise now-typically-long walkthroughs should not need be reserved, since both levels happen to be exploration-based; in the case of "Duke Du Quatrain", following the Metroidvania type of logic.

"Duke Du Quatrain" is the culmination of over twenty years of user mapping focused around the same real-life locations around the humble but historical city of Blois, France, heart of the Châteaux of the Loire Valley and town I grew up in.

Chronologically, it was the thirteenth map designed for Blast Radius; its construction started on February 24th, 2022 and finished on March 18th, 2022.

Duke Nukem 3D: Blast Radius on ModDB


It always was intended to be the episode's primary secret map and, as such, was tackled 'last' - at least in theory, since the need for one epilogue map after level 12 "Zarathustra" eventually justified the last-minute crafting of level 13 "Closure" and then, level 15/secret 2 "Hotel Atlantis" came about even later, only being introduced with v. 1.1.0 of Blast Radius after entirely being built post release.

Ironically for a historical city-themed level, "Duke Du Quatrain" is the ultimate heritage and remake of several personal user maps (released and unreleased) which were built 2001-2022, including (but not limited to) the relatively popular "Anarchy City" trilogy of the early naughts.

Reviews and download links for "Anarchy City: Locked Out!" (2003), for "Anarchy City 2: Neighborhood Nightmare" (2004) and for "Anarchy City 3: Zero Tolerance" (2004) can be found here, here and here, respectively.

Duke Nukem 3D: Blast Radius on ModDB

"Duke Du Quatrain" (Blast Radius, 2022)


Despite their aforementioned niche renown at the time however, the "Anarchy City" series can be argued to really lack in quality altogether, and mostly just have a certain mood that is instilled by the stylized aesthetics but otherwise bring little original substance.

"Anarchy City 2: Neighborhood Nightmare" maybe being the most interesting one out of the trilogy, as it relies on "Red"-inspired evolutive gameplay sequencing that isn't too commonly tackled in Duke 3D user maps, with progressive, usually cinematic introduction of all the monsters.

Generally speaking though, in practical terms the layouts are sketchy and basic, with the occasional forgotten wall or downright design error, and an open nature that does not facilitate progression. These user maps were some of the first pseudo-serious levels I ever tried designing for Duke Nukem 3D, back when I was sixteen, seventeen years old, in the original DOS Build and so, through the tedious limitations that program implied.

Duke Nukem 3D: Blast Radius on ModDB

"Duke Du Quatrain" (Blast Radius, 2022)


Duke Nukem 3D: Blast Radius on ModDB

"Anarchy City 3: Zero Tolerance" (user map, 2004)


Two typical beginner's modding curses are: first, the progressive realization of all the possibilities within the engine, equating to just as much technique one needs to learn, as a relative newcomer, prior to finally getting to express and materialize a product which would be faithful to the reality of their vision and ambition and thus, satisfying.

That means a finished level really never feels good enough as long as the tool isn't mastered, which oftentimes incites the temptation of reiteration (case in point: Merlijn Van Oostrum's original "Red: The Long Road", 2001 compared to its more recent remake, "Red 1: Poisoned Lands", 2014).

Duke Nukem 3D: Blast Radius on ModDB

"Duke Du Quatrain" (Blast Radius, 2022)


Duke Nukem 3D: Blast Radius on ModDB

"Anarchy City: Locked Out!" (user map, 2003)


Second curse would be letting said hungry vision and eager ambition get out of hand, and spiral out of control until it just dies from the excessively enthusiastic lack of serious supervision, more often than not resulting in 'aborted' projects. To a degree, such was the case of the "Anarchy City" series, really envisioned to be more than just a trilogy at the time but a full-length episode.

Alas, after the third installment, no version of an "Anarchy City 4" that was started ever grew to be viable (it would have been set in and around a train station; later, I reused the basic idea in the map "Derailing" for Metropolitan Mayhem and then finally refined it again in 2013 with the user map "Bummed Out! Anarchy City X").

Increasingly unhappy with the quality of the former installments, I instead started working on several loose remakes but none of those ever saw completion, either; one exception being one of "Anarchy City 1: Locked Out!" that wasn't finished but later fragmented and integrated into one of the other Metropolitan Mayhem boss levels and also the 2006 user map, "Roch Island", a playable tribute to Pascal Rouaud's classic "Roch" series that was co-built with Merlijn and Maarten Van Oostrum and Taivo Maripuu.

Duke Nukem 3D: Blast Radius on ModDB

"Duke Du Quatrain" (Blast Radius, 2022)


Duke Nukem 3D: Blast Radius on ModDB

AYMHOUSE.map (unreleased, 2001)


Duke Nukem 3D: Blast Radius on ModDB

Scrapped "Anarchy City" remake (2005) later incorporated into Metropolitan Mayhem (released 2012)


Duke Nukem 3D: Blast Radius on ModDB

"Anarchy City: Locked Out!" (user map, 2003)


The meta just doesn't stop however, since even those old "Anarchy City" levels at the time already were attempts at the stabilization of thematics I had formerly been setting in even earlier maps - products of some of my first ever Build adventures that barely qualified as levels, such as various 'MYHOUSE.maps' which already reinterpreted the same condos and backyards, or primitive renditions of the same mall (Centre Commercial Quinière) around the same time I was just figuring out how to make swinging doors.

Duke Nukem 3D: Blast Radius on ModDB

"Duke Du Quatrain" (Blast Radius, 2022)


Duke Nukem 3D: Blast Radius on ModDB

QUINIERE.map (unreleased, 2001)


Duke Nukem 3D: Blast Radius on ModDB

BLOIS.map (unreleased, 2003)


Duke Nukem 3D: Blast Radius on ModDB

"Duke Du Quatrain" (Blast Radius, 2022)


One notable appearance of the mall was in a finished, but unreleased level: BLOIS.map which is tempting to describe as a proto-"Anarchy City 2" of sorts, since it is based on and around the same real-life suburban residential block and layout - but really predates the inception of the entire series, meaning that the later "Anarchy City 2" itself already was a remake, unbeknown to most, of that level.

The released "Anarchy City 2" however, due to more (DOS) Build resources spent on indoor locations and detailing, would scrap the mall and instead flesh out the main block.

Duke Nukem 3D: Blast Radius on ModDB

"Anarchy City 3: Zero Tolerance" (user map, 2004)


Duke Nukem 3D: Blast Radius on ModDB

"Duke Du Quatrain" (Blast Radius, 2022)


Now may be important to highlight how limited and painful DOS Build used to be, enforcing much stricter limits on possible map scope all the while lacking each and every one of the quality-of-life improvements and thousands of processes EDuke32 and Mapster32 these days essentially automatize, and regularly introducing random bugs and file corruption to boot.

As a result, juxtaposing several detailed, pseudo-complex, fleshed out city blocks within the confines of one same map file used to be borderline impossible, which technically justifies why "Anarchy City" (and a lot of user content in general from the time period) had to come out in 'series' form instead of as one massive open world-styled city level.

Duke Nukem 3D: Blast Radius on ModDB

"Anarchy City 2: Neighborhood Nightmare" (user map, 2004)


Duke Nukem 3D: Blast Radius on ModDB

"Duke Du Quatrain" (Blast Radius, 2022)


Had that been possible at the time though, the ideal vision for "Anarchy City" always would have been no splits and map transitions between the different regions, and just one gigantic town to navigate. (The first and second installment in the series do in fact start in front of, supposedly, the exact same row of condos, just from the opposite sides.)

One of the goals with "Duke Du Quatrain" for Blast Radius was seeing how possible such an approach (and resulting player experience) would be, now, with the enhanced resource limits and manipulation tools and shortcuts of Mapster32 at hand.

As a result, "Duke Du Quatrain" is the ultimate "Anarchy City" remake, recreating, refining and incorporating the main locales of all three maps from the released trilogy into one huge, original level, plus the formerly scrapped mall from the 'proto' BLOIS.map as an exclusive.

Duke Nukem 3D: Blast Radius on ModDB

"Anarchy City 2: Neighborhood Nightmare" (user map, 2004)


Duke Nukem 3D: Blast Radius on ModDB

"Duke Du Quatrain" (Blast Radius, 2022)


But the meta still doesn't stop, again and reaches one more lateral dimension when, in addition to all the specifically-themed reiterations of the real-world places in the various released/unreleased levels, their retakes and their remakes, fragments of the atypical, recognizable architecture of the settings naturally started penetrating the fiber of my other unrelated user maps throughout the next two decades, via the occasional reference to its specific patterns in completely different works.

The triangular condos probably are the most obvious and best example. Originally built in the real Blois, back in the late seventies, as an entry for an architecture competition themed after 'housing of the year 2000', their infiltration into the 2.5D dimension eventually resulted in their exportation around various imaginary worlds and abstract settings, as they would appear and reappear at will around the corner of unexpected levels and designs.

Duke Nukem 3D: Blast Radius on ModDB

"Bottles To The Ground" (user map, 2009)


Duke Nukem 3D: Blast Radius on ModDB

Scrapped "Anarchy City" remake (2005) later incorporated into Metropolitan Mayhem (released 2012)


Duke Nukem 3D: Blast Radius on ModDB

"Bottles To The Ground" (user map, 2009)


Finally, the city of Blois itself gets sucked into the meta as a more or less officially recurring theme, being either canonically the settings of, or indirectly represented in several of my user map releases and various Build works throughout the ages that never explicitly were part of the "Anarchy City" continuation, including but very much not limited to the humble and cramped "Downtown Ride" (2004), the much better "Overtime" (2004), "Happy Hangover" (2008) and "Anorak City" (2011) which themselves were part of yet another aborted Blois episode-turned-trilogy and represent the local landmarks, and "Bummed Out! Anarchy City X" (2013), a weaponless survival user map based around various Blois-inspired environments and recognizable settings, the title of which references the "Anarchy City" series as a tongue-in-cheek tie-in.

Duke Nukem 3D: Blast Radius on ModDB

Château de Blois reinterpretation in "Happy Hangover" (user map, 2009)


Duke Nukem 3D: Blast Radius on ModDB

Pont Jacques-Gabriel as seen in "Anorak City" (user map, 2011)


Duke Nukem 3D: Blast Radius on ModDB

Blois train station and real destinations; "Bummed Out! Anarchy City X" (user map, 2013)

also reimagines the original Chocolat Poulain factory and references the now gone Tour Kennedy.


The title "Duke Du Quatrain" is part Dexter 'omelette du fromage' reference (which actually is improper French, the correct term being omelette au fromage), and part double entendre on quatrain: a four-line stanza or poem, and its popular local homophone "quatre-un" for "4.1", or "41" which is the administrative number of Loir-et-Cher, the department of France Blois is the prefecture of.

Historically, the region was home to many powerful counts and dukes; in the present, it is our Duke's turn to claim his heritage, all the while twisting the mistake in the Dexter line into correct French as he intervenes ("du" meaning "from" and not "of"; our hero is le duc du quatre-un, the local Duke).

41 also is referenced in how the map consists 4 plus 1 islands, and as far as in technically being level 14 of Blast Radius as an episode.

Duke Nukem 3D: Blast Radius on ModDB

"Anarchy City: Locked Out!" (user map, 2003)


Duke Nukem 3D: Blast Radius on ModDB

"Duke Du Quatrain" (Blast Radius, 2022)

Duke Nukem 3D: Blast Radius on ModDB

Walkthrough:

Duke's chopper flight out of Paris gets shot down earlier than expected and, as our hero masterfully catches the edge of a protruding rooftop, simultaneously realizes two things: that he is in Blois, and that he really should get the crap out of here.

Another helicopter already can be seen from distance, but it's hovering over a faraway chunk of the torn, flooded city that essentially is a faraway island, across an ocean of highly toxic purple lava and very high up, where an empty-handed version of Duke normally couldn't reach.

Duke 3D: Blast Radius on ModDB


The only way to reach that destination is if Duke is stocked up on Steroids, Protective Boots, Portable Medkit and then can use a jetpack to fly to the top of the structure, where a final trial awaits.

Around the first island Duke starts on, and in addition to the aforementioned last island, three other chunks of the city can be seen, at varying distances and heights, Duke shall need to traverse in order to recover one extra inventory item from each.

Given the open nature of the level, the first part of this walkthrough really will just reveal the location of each of the items.

Duke 3D: Blast Radius on ModDB


Steroids can be recovered from the starting island, around the northeastern corner, behind the church (église Saint-Pierre de Cabochon) and the bar.

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB


They should be used to cross over (without Protective Boots) to the nearest island, close to the southeastern corner of Duke's starting one, all the while making sure he has enough health to sustain the mandatory damage (but a lot of health items are scattered all around the island, and in the immediate vicinity).

Duke 3D: Blast Radius on ModDB


Before he leaves the first island, Duke already can retrieve the chaingun, the shotgun, the RPG, the Shrinker and the Microwave Expander gun, but also the Devastator if he keeps a certain eye out on secrets.

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB


Tons of Protective Boots finally can be found scattered throughout the lower, second island, but the purple lava is so corrosive it will wear them out real quick.

In order to cross over to the next island, which is the distant one on the very east of the map, Duke will need the boost from Steroids again, which he shall find around one end of the underground parking lot.

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB


The third island features a mall with a pharmacy, where a copious amount of Portable Medkits can be retrieved.

Their use shall allow Duke to withstand the damaging purple lava for even longer now, since he can keep healing up as he goes until his Medkit runs out.

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB


Somewhere on this island, the Freezethrower can be found, too.

Protective Boots can be found in front of the 'Pressing 3000' store, and Steroids in front of the laboratoire d'analyses médicales.

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB


The simultaneous use of both items and the Portable Medkit is a way to rather safely access the fourth chunk of the city, with the tall watertower, all the way up north and around the northeastern corner of the starting island.

If Duke hasn't found any of the multiple secret jetpacks yet, then he may have to rush back through every formerly visited island, not neglecting to recollect their respective items, all the way back to where he found the first Steroids where, thanks to all the inventory items found thus far used in combination, the purple lava can now be crossed in order to reach a bus that is bathing in it, which Duke can climb, to then leap on top of the island. (Last few moments of Steroids rush can be useful for that jump.)

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB


Flipping the power switch on the building will raise an elevator platform Duke can ride to reach the rooftops, where the jetpack can be picked up. Duke should first use it to fly to the top of the tall watertower, where three Sunburnt Battlelord Sentries have spawned, to refurnish his Portable Medkit.

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB


Some more Protective Boots also can be found behind a truck, down on the street, in the middle of the road; and more Steroids are tucked away in the park.

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB


The central tower of the church should have blown up now, revealing an extra stash of all the inventory items on the central island.

Duke should cross back there now, all the while minding their miniboss guardians, in order to refill on all of them at once before he can go to reach the final island at last.

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB


On the final island, which comprises a rich, open double plaza (la Halle aux Grains, from "Anarchy City 3"), twelve switches need to be found and flipped, which security cameras point to and already can easily be spotted if Duke simply explores around the parks, streets and up the various buildings with watchful eyes.

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB


The activation of all twelve switches will raise the Nuke Button on the roof of the central library (bibliothèque Abbé-Grégoire), allowing Duke to finally get to board the emergency chopper there and fly off to Norilsk, Russia.

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke 3D: Blast Radius on ModDB

Duke Nukem 3D: Blast Radius on ModDB

Par time route: There is one particular secret place, on the starting island, that conceals every inventory item Duke needs to directly cross over to, and reach the final island, thus skipping all of the others.

That is all.

Duke 3D: Blast Radius on ModDB

Duke Nukem 3D: Blast Radius on ModDBParticularities: Not much left to be said that wasn't already covered in the History section, above.

"Duke Du Quatrain" is one of those extremely rare cases of a city-themed Duke 3D level with zero doors.

Duke Nukem 3D: Blast Radius on ModDB


It only has one elevator platform, too and then the progression is purely terrain-based, embracing an original take on the most common inventory items to dictate a Metroidvania style that also rewards lateral exploration with hidden bonuses and secret places (22 of them are marked).

The music track playing from one of the car radios on the starting island is a demo version of the track "Carry On" by French concept band Stupeflip, later rerecorded for their eponymous debut album on Etic Records, 2003.

Duke Nukem 3D: Blast Radius on ModDB

Duke Nukem 3D: Blast Radius on ModDB


Soundtrack: "Vivre Ou Survivre" by Daniel Balavoine / "Vendeur De Larmes" / Barclay, Riveira L.M., 1982 (MIDI version)


A popular French classic...

'Nuff said!

Automap:

Duke Nukem 3D: Blast Radius on ModDB

Duke Nukem 3D: Blast Radius on ModDB


Map stats (as of v. 2.0.8): 1492/4096 sectors, 15497/16384 walls, 10505/16384 sprites.


Duke Nukem 3D: Blast Radius on ModDB


Download Duke Nukem 3D: Blast Radius (last update: 08/17/2023; v. 2.0.9)

Tip for the mapping effort on Ko-Fi

Blast Radius v.2.0.0 release ft. EPISODE 2: Zero Zone six-level demo

Blast Radius v.2.0.0 release ft. EPISODE 2: Zero Zone six-level demo

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You're Not Supposed To Be Here - Level Lore - "Closure" (level 13/BRL13.map)

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You're Not Supposed To Be Here - Level Lore - "Zarathustra" (level 12/BRL12.map)

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Duke Nukem plunges into purgatory and experiences deconstruction on the prison planet of Zarathustra, land of the repressed where he finally shall meet...

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"Zarathustra" (level 12/BRL12.map) / WALKTHROUGH

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Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Full Version 32 comments

Four years in the making (2019 2023), Blast Radius is a fan add-on for the Apogee/3D Realms classic 1996 FPS Duke Nukem 3D by ck3d. Features a brand new...

Post comment Comments  (0 - 10 of 36)
ck3D Creator
ck3D

New six-level demo for episode 2: "Zero Zone" now included with v.2.0.0. More info on the way... Enjoy!

Reply Good karma+1 vote
ck3D Creator
ck3D

The included .con files with the previous download were potentially failing on game launch, that is now fixed - sorry for the couple of hours that version stayed up for.

Reply Good karma+1 vote
SPY-maps
SPY-maps

Am playing this awesome mod now for 2 days and am on level 4 I believe. LOVE it, it is as simple as that. I have read through quite a few comments here and read all the answers from ck3D, the creator. And I have to agree with all that is said. What does surprise me is that till now I haven't heard anybody about the playability qua fps. Because I have a nice high end computer and there are quite a few mapparts where even my PC has problems. I still can play it, but I just can feel the frames drop like crazy. And this makes playing it really less fun. And Duke mods are mostly played by people with not such powerful PCs. So I can't imagine how much they hate those frame drops. Don't get me wrong, I know that large detailed maps give fps drops. But, am a very long time mapper/modder myself. And have worked with Mapster32 myself. And it really IS possible to get better frames than this, even with maps like this. That said, I really do admire what you did here ck3D! This is a beautiful Duke 3D mod that will be played and liked my the whole Duke community, and probably even outside of that. But the playability is a small miss, which is a shame.

Leon

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ck3D Creator
ck3D

Hi Leon and thank you so much for both the enthusiasm and technical feedback. This is indeed my first time hearing about any FPS drops and performance concerns re: Blast Radius as far as both the individual maps (ran independently from the new code) and their pairing with the rest of the package are concerned. Now I'm intrigued and wonder if the issues you've been getting and are reporting could be either from the use of particular hardware specs/brand (honestly, a subject I have close to zero familiarity with), or maybe just certain in-game settings? I'm curious if you're indeed running the game in the classic/software renderer (Polymost causing various conflicts and thus being unsupported), or maybe are working with some kind of extreme resolution or screen display setting. Now the odds for that are lower, but I suspect it potentially could be an EDuke32 build thing too.

Blast Radius was entirely conceived and runs smoothly on my (gaming-inadequate) PC which is from 2009; no one on the testing team also ever reported lag (only Polymost-induced issues that still exist and so will manifest in that mode), and I also never caught any indirectly in every stream of the episode I've watched, including 4K videos made by players running what to me are otherworldly resolutions. So many tests and previews on different machines. I am only specifying for context, though; regardless of how possibly isolated, I'm taking your report seriously, as your direct issue indeed is regrettable first and foremost but now I'm also wondering if more players ever experienced it too, and just never spoke up. So, thank you for shining some light on this. Cheers!

Reply Good karma+1 vote
ck3D Creator
ck3D

Some good news: courtesy of EDuke32 developer TerminX, the sprite drawing cap which had been introduced in 2017 and so far was forcing me to include a specific build of the port with Blast Radius has been lifted back to its former value of 4096, which means albeit that is still untested for now, Blast Radius should from this point in time on be 100% compatible with the latest EDuke32 builds, updates and quality of life improvements.

The classic/software renderer remains a must over Polymost, which still introduces issues throughout the levels (mostly related to sprite and texture alignment and also sky rendering sometimes turning props and enemies invisible) and causes crashes and/or severe jank in levels 8 and 14/secret.

Reply Good karma+1 vote
whirledtsar
whirledtsar

Is there a way to change the soundfont in this version of eduke32? Or can i use a newer version without it breaking? I usually play with an SC-88 soundfont and the default MIDI sounds horrible now haha.

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ck3D Creator
ck3D

I'd need to check again but I *think* one can change the soundfont in the included EDuke32 version, somewhere in the menu/audio settings, and the main difference there with recent EDuke builds only comes down to which option is selected by default. Otherwise if you're missing anything from more recent EDukes really, project will run fine in them, you'll just get some occasional sprite flickering depending on your position in some of the most open maps which even in the worst cases shouldn't break gameplay, just cosmetics. Classic mode/software renderer is a more important restriction however as Polymost will downright break things around some maps/cause crashes. If using the included EDuke32 then that is set up in Display Setup, then Video Mode (in-game menu).

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CsyeCokTheSolly
CsyeCokTheSolly

Finally, Duke got the Deathwish (Blood mod with Ion-Fury-detail levels) kind treatment, I'll DL this once I actually get Duke 3D.

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ck3D Creator
ck3D

That is a very flattering comparison, I hope its reality holds up. I only first learned about Deathwish around the time of maybe 80% of Blast Radius development and was pretty amazed, not just (of course) by what I saw but also by how the author seemed to have similar sensibilities in approach from staying away from custom .art, recycling unused/beta elements and even packaging the files. Only difference seems they insisted to make Deathwish DOS Blood compatible which I also think is cool, here it was always clear my concept would require expanded limits and some extra EDuke specific code from the get-go but I can really respect that too.

Reply Good karma+2 votes
100-ideia
100-ideia

I have been having a blast with this mod. I would suggest adding different weapons/ammo that allows people to take down enemies from far ranges. Other than that, congrats on your long dedicated work! You are a blessing to the community for working this hard!

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ck3D Creator
ck3D

Thanks a lot, very glad you're into the experience. You actually make a good point: Blast Radius expands from base Duke 3D by providing with more targets and more space, but not with new enhanced weaponry to match. This is in part for technical reasons (modding things in like secondary fire actually gets pretty technical and also would anchor the project even deeper into Eduke32 scripting) but also and mostly because it was important for me to only add to, but never change anything from the base game and its mechanics for this project. Instead I wanted to see how far I could push them, but that also means one can see the occasional stretches. In order to compensate and regain practicality, Blast Radius tries teaching the player to really rely on, if not abuse inventory items (steroids and jetpacks are all over the place). Which I imagine will be a challenge at first, since base Duke 3D traditionally slept on that dimension of the equipment a wee bit or at least taught players the opposite and to be conservative with them. Here one really is encouraged to fully exploit their potential, though; alleviates a lot of otherwise almost impossible situations, and most encounters (or just exploring around) gain an extra dimension in general. But I took note of your remark. I'm tempted to expand on the code for (hypothetical, but hopefully possible) future projects; time will tell us what happens. I appreciate the appreciation for the work. Cheers!

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