In this mod of Duke Nukem 3D, all 12 of Duke’s weapons gain experience points and upgrade as he uses them. Duke’s max health, armor, and some of his inventory items can also be upgraded. As you progress through the game, you will encounter more powerful monsters to match your increased firepower. Based on the popular Duke Plus mod, Attrition incorporates many of the same features (including advanced monster AI, bot allies, mirrored levels, damage effects, and more). Attrition comes with a large number of high quality fan made levels. In some episodes, missions are selected at random, and you must reach a certain score to unlock the boss level and finish the game. In War of Attrition mode, you face a series of challenges with "Invasion" style gameplay. Addictive with lots of replay value, Attrition showcases some of the best levels ever made for Duke 3D, adding new gameplay but keeping the essence of the original game intact

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Attrition 1.5

Attrition 1.5

Sep 13, 2013 Full Version 6 comments

Note: This version was released a while back but I forgot to upload it to Mod DB. oops! War of Attrition 1.5 Release notes: <> Added a new enemy, the...

War of Attrition 1.40

War of Attrition 1.40

Nov 6, 2011 Full Version 1 comment

This release features some awesome new explosion animations, new one-liners for Duke, new alt-fire modes, new maps, bug fixes, rebalancing, and more.

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Valherran Jun 9 2011, 4:58pm says:

I played through the latest version and found some things:

1. When an enemy drops the Damage Amp, it constantly makes the pickup sound when you walk over it regaurdless of how much of it you have.

2. When Evil Dukes use the Damage Amp, they are way overpowered. 1st time I ran into a 600 point Evil Duke, he 1 shotted me with the shotgun with Damage Amp on, I had 200 HP and 200 armor. Later on I encountered the Blue Evil Dukes, and they 1 shotted me through 400 HP and 500 Armor using an RPG + Damage Amp. Disabling thier use of that is recommended...

3. After playing this for a while, I feel that the Shotgun ammo is too plentiful. It gets very powerful later on that the ammo is just everywhere not needing to be picked up. Even at level 1 I find tons of ammo for it. Instead of 10 shells a box, reduce it to 4-6?

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DeeperThought Creator
DeeperThought Jun 10 2011, 8:11pm replied:

-Evil Dukes do not use the damage amp or other inventory items. Maybe you found a bug, but I don't think it is related to damage amp. Also, I don't see how it could be a new bug, since I didn't change any code that would effect that.

-You were right about the damage amp sound bug; it is fixed for the next version.

-There has always been too much shotgun ammo in most Duke maps. I'm afraid of reducing the pickup amount because that might make some maps unfair.

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Valherran Jun 11 2011, 6:02pm replied:

I am pretty sure I heard the buzzing sound of that damage amp being active on those Evil Dukes. If they don't use them, then I think they did get stronger, I never had to put up that much of a fight untill now. lol

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DeeperThought Creator
DeeperThought Jun 12 2011, 11:07am replied:

The sound is played in exactly one circumstance, and that's when the player is using the item. ENEMIES DO NOT USE IT. If you heard the sound and the player wasn't using it, then there is some weird bug in the game engine's sound code that I have no control over.

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Valherran Jun 4 2011, 10:46pm says:

Your README states that the monsters can no longer be stunned by bleeding wounds, I am inflicting them with it and they are getting stunned by it...

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DeeperThought Creator
DeeperThought Jun 6 2011, 1:29pm replied:

Yeah I noticed that too. There must be a loophole somewhere. It seems to happen less often, though. That reminds me, I need to upload v1.35 to Mod DB

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Valherran Jun 6 2011, 2:54pm replied:

The Pistols and Shotgun do it the most. Will there be new monsters for this anytime soon? I am going through the endless spree of levels and I fear I may be nearing that point where I am stomping everything again. lol

Another thing, did you buff the Evil Dukes? They seem to be twice as powerful as before...

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DeeperThought Creator
DeeperThought Jun 7 2011, 1:06am replied:

I don't recall buffing them, but it's possible. Maybe I fixed a bug that was making them weaker than intended?

As for monsters: At the momment I'm out of ideas when it comes to the Duke 3D enemies. I did add one new variant in 1.35, but that's all. The trouble is, if I add new sprite monsters, then they will look strange if someone plays with the HRP. If I add new modeled monsters, they will look strange if someone plays without the HRP. The only monsters that have both sprites and models are the Duke 3D ones. I made an exception for the mech miniboss, but I don't want to make a habit of doing that.

+1 vote   reply to comment
Valherran Jun 7 2011, 3:45am replied:

I don't mind it at all, it's something else to shoot! lol

I did notice some of your monsters from DNWMD did not make in Attrition. Would be possible for those to make it back?

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BoneofFear May 12 2011, 3:05pm says:

Will this work with HRP (v5 I believe) and the latest eduke32?

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DeeperThought Creator
DeeperThought May 13 2011, 11:09pm replied:

Yeah, it will work. Make sure you start the game using attrition_HRP.bat

I am starting to like the Polymer HRP these days, but on many maps the frame rate drops below acceptable levels, unless you have the greatest rig ever.

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Released Apr 2010
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Highest Rated (4 agree) 10/10

I can't believe this mod has a rating under 10, its incredible and really adds a simple effective system to Duke Nukem. I played through the arena-type missions and had a friggin' blast. Never has Duke Nukem or any game recently been that enjoyable. The installation is hassle free (unlike the other Duke Nukem mods) and runs efficiently well and smooth. I'll be playing this mod for months maybe even years to come.

10/10 easy...

Dec 15 2010, 6:49pm by BenjaminShanklin

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