War of Attrition 1.40
Nov 6, 2011 Full Version 1 commentThis release features some awesome new explosion animations, new one-liners for Duke, new alt-fire modes, new maps, bug fixes, rebalancing, and more.
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
This release features some awesome new explosion animations, new one-liners for Duke, new alt-fire modes, new maps, bug fixes, rebalancing, and more.
Highest Rated (2 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
Thanks for this mod. It's the first time I've played any DukeNukem since the N64. Myself and my bro are blown away by this mod.
Thanks.
Thanks, and be sure to check out the new version, 1.20, which I'm uploading now. It should be authorized in a few daya.
I tested the new version of the mod (1.15), and every version is more awesome than the last. Keep doing you excellent work DT.
I checked the manual and I saw a little mistake with some words (I telling you this not for bothering you, only for do the mod more "complete").
In SPECIAL KEYS part: PIPEBOME, must be PIPEBOMB.
In SKILL LEVELS part: diffuclty, must be difficulty.
In STUNS part: weapoin, must be weapon.
In MAP MIRORRING part: the name must be MAP MIRRORING.
IN CHANGELOG part: Optimzed, must be Optimized. And eduke33.exe must be eduke32.exe jeje.
Anyway, excellent work, cookie for you DT.
Thanks for the corrections. Unfortunately, I have already uploaded the file, and I don't want to do it over again, so those typos will remain until the next version.
Also, I made some more code changes since the version 1.15 I posted about in the Duke4.net forum yesterday. These were mostly minor bug fixes. For example, the purple newbeasts were giving too many points.
Ha, I was about to post something about those purple beasts gving so much EXP. Also one of them were damn near impossible to kill. I ran across a giant purple drone that breathed acid or whatever. That guy took SOOOO much abuse before i managed to put it down...
Also the Lizard Captain that spawns purple, also has a super version of himself that has a blink pack (short range teleporter) That guy is way OP... He is more life threatening than the gold Robolords...
This version is crisp so far, only other thing I found other than the Purple pain in the ***, was the brain that has that psychic pull from hell. As said in other MODs, that damn pull likes to pull you through walls and objects causing the game to crash or kill you instantly. I know smaller ones have it but it is nowhere near as life threatening as this one. >.<
Also I have been finding glitched ammo drops on Battle Lords. When they drop ammo they drop giant sized pistol clips. Another thing that has been bugging me to know end is the flames from the RPG. They seem to endlessly stick to me when I accidently walk over them. Might be better if you set the self burn time to only a 1/4 of the duration. I have been killed too many times by own flames when avoiding enemy fire. -.-
I also miss the uber difficulty from DNWMD, where you started off super hard on DIG difficulty, liked that better than the lame respawning of enemies...
There is no lame respawning of enemies on DIG in Attrition. What happens is the difficulty progresses twice as fast. It's a recent change so maybe you didn't notice.
That's not a bug, that's a feature. Seriously. In those episodes you will eventually play through ALL the levels, even the secret ones, but it happens in a certain order. Using a secret exit will just take you to the next level.
I have explained this before.
How does it send you to them if the episode ends? Is it a random chance or what?