Description

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. Originally a brand new main episode of 15 maps (estimated blind playthrough length: 20+ hours) introducing 40+ new types of alien scum, as of v. 5.0.0, it has spread to include a six-level demo for its continuation: Zero Zone, as well as reinterpretations of the original "L.A. Meltdown", "Lunar Apocalypse" & "Shrapnel City" Duke 3D episodes each into one big level. Requires EDuke32 (eduke32.com) and Duke Nukem 3D: Plutonium Pak/Atomic Edition or superior; software/classic renderer recommended. Single player, co-op, Dukematch supported; simultaneously speedrunner and completionist friendly. Download includes printable manual and artwork. Come get some!

Preview
Duke Nukem 3D: Blast Radius
Comments
Muleke_Trairao
Muleke_Trairao - - 256 comments

Yaaaaay! Let's do thiiiiiiiis!!!

Congratulations for four years of commitment and hard work to deliver us this massive experience! Thank you so much!

I hope the big PC gaming sites write about Blast Radius! :D

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skdursh
skdursh - - 475 comments

oh hell yes.

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tronix2012
tronix2012 - - 24 comments

Great! Thank you very much!!!

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ck3D Author
ck3D - - 103 comments

My pleasure. Hope you enjoy!

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_origami_
_origami_ - - 219 comments

Thanks!

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ck3D Author
ck3D - - 103 comments

My pleasure, have fun!

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LUISDooM
LUISDooM - - 7 comments

Congratulations for the release! :D

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ck3D Author
ck3D - - 103 comments

Much appreciated!

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JackJamson
JackJamson - - 23 comments

Played your recent speedmaps and they've got me hyped for this set. One particular thing i've enjoyed, among many others in your maps, is how tight the ammo balance was for the most part; had this set been balanced around continous playthrough (would jetpack carryover affect the ammount of accesible secrets?) or pistol starts may be totally fine?

Finished the first level so far, pretty epic for an opener, got 14 secrets which were fun to look for.

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ck3D Author
ck3D - - 103 comments

Hi and thanks! This set is optimized for both pistol start and continuous play simultaneously, I tried being considerate about all possible approaches. You don't have to worry about anything regarding inventory use, in fact a lot about the whole map set is articulated around it including open 'sequence breaks' everywhere that were specifically designed for the player to possibly exploit depending on whether they have the correct equipment in their current playthrough or not. Think Red Light District jetpack-to-the-key except ten thousand times over with no shame, one can go nuts. Item distribution in general is plentiful (but you'll have to earn the best caches), even in the few maps that take your weapons away (there are a few of those) it's always for the sake of a gimmick and you get everything back in no time. Sometimes finding the equipment actually is the puzzle. Experience really was consciously crafted for all kinds of approaches from casual play (it's pretty hectic though) to completionism or speedrunning. All par and 3D Realms times were also set from pistol start. I'd say nothing to worry about, you can go in.

Thanks for playing, too. If you're into secret hunting you'll probably be into what's coming, as Duke goes at the start of level 2 you're just getting warmed up and I don't think he's lying!

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JackJamson
JackJamson - - 23 comments

Thanks for the set.

Decided to play with pistol starts to minimize the chaos of sequence breaking, that didn't go well in the 4th level, but at least pistol starts are nice for the kick of finding new weapons each new map. The ammo was in abundance, with almost nearly every fight with a group of overlords starting with full RPG ammo, except for the very finish of trying to sweep up everything on 4th level; not sure how much secrets have accounted for this.

You weren't kidding about the level 1 being only a warm up, second one is heaps grander and level 4 just blows the 2nd 20 times over. The jetpack here with a clever steroid route could lend to a quick finish, i think, while my ingame timer was nearing 3 hours as i was trying to find new areas, mainly in the town section after finding the exit. The secrets were meme-y, but i went for only a bit over half of them, while kill counter on Come Get Some could've exceeded 1500 if i went to find all the rest of secrets. Surprised that there weren't any framerate hiccups, even though i'm playing in classic mode. The level would've been awesome to playthrough in something like Attrition mode of Alien Armageddon mod.

Amazing and huge set so far that's also extremely detailed. I've got 9 more levels to play which means if there's anything even remotely close to a half of 4th level, or even second and third - i'll be busy until the end of this month. xD

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ck3D Author
ck3D - - 103 comments

Thanks a lot for the feedback, very happy you're into the experience so much. Honestly it's pretty cool you're pistol starting every map, that's also how I played them for the longest time during dev (obviously) and so I'm still accustomed to all the routes, now starting with even just some carryover gear feels cheap (but also adds a whole dimension to the traversal). Everyone has that option and honestly I feel like the supplies in general are so generous it really only affects so much. Level 4 has a secret chaingun right at the start (very first secret place in the level, easy to trigger by accident by just stepping over it), at least I think I remember it's a chaingun since I still never take that route. Shotgun is almost instant if one goes the other 'intended' way and regardless of the path, Devastator with full ammo comes right after (even before the RPG) but may be quite easy to miss. Once you know where it is it's possible to get the Overlords with it before they even get the chance to catch up. General rule of the episode is lots of space conceals lots of goodies (and baddies) but the start of level 4 in particular is terrain scouting overload for sure, can be a lot to take in at once.

My route for the pistol start par times in level 4 is jump down then blue key sequence rush, steroids jump across the river, then marathon across the level all the way to the baths to climb on top of the house that holds the scuba gear. From that spot with the right timing it's possible to ride the wave of Octas that should be coming from down below and reach the brown cliffs, which conceal a secret jetpack not too far away. Then from that point on it's essentially steroids/jetpack rush to the exit. There's an alternative trigger in one secret place that allows for the triggering of the last wall collapse/exit reveal early (skips the switch puzzle) and so I usually hit that one on the way. But it's clearly not optimized and just a cool route I found when working on the par times. I remember there are more jetpacks that are closer to the start and probably would be faster to get to - just never tried those routes yet. And yeah, the whole concept of secret places is a bit of a gimmick in that level. Someone just told me that map's true secret was the intended path, which cracked me up because it's true.

One of the testers (Ledsbourne on ModDB) actually did 100% secrets in that map once, can't remember whether it took him three or four hours (despite already being familiar with it) but something crazy, kill counter was in the 1600+.

And yeah, still quite a bit to go; you're just nearing what would be the end of the first chapter, were Blast Radius divided into three acts. Hope you enjoy the rest!

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ck3D Author
ck3D - - 103 comments

Just updated the file with a few surface level cosmetic changes no one else may ever notice, but the current version also fixes the possibility of two newly spotted (although rather improbable) softlocks in levels 1 and 10, and shows better emphasis on a switch in level 12 that used to be just a hair too easy to miss. If anyone feels like this warrants an update from the former version but is concerned about their save files, the following maps in Blast Radius have weaponless starts: 6, 12 and 13 and so those are possible to just warp back to by using cheats without altering progress.

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ck3D Author
ck3D - - 103 comments

New update is up with similar fixes of relative unimportance besides maybe a few progression helpers in level 12. Same advice as in the previous post re: save files still stands.

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ck3D Author
ck3D - - 103 comments

New update is up introducing quality of life improvements and minor bug fixes galore based on player feedback, some extra navigation helpers throughout the levels, and the officialization of a few secret places that had become possible to mark as such.

'Release notes' article was also updated with more detailed info on video renderer behavior and why classic/software mode is primarily supported, as well as a list of specific known issues introduced by Polymost.

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ck3D Author
ck3D - - 103 comments

New update fixes more stuff... Some formerly possible issues in level 5 (one killer wall crack and one softlock), lighting effects in levels 2 and 12, and it also clarifies one elevator as well as its trigger in level 12 again. Sorry it's been a lot of updates since release, been trying to keep up with last minute player reports. Both the file description on this page and the included _readme.txt are being kept updated accordingly with changelogs.

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Muleke_Trairao
Muleke_Trairao - - 256 comments

No, thank you for still updating it! You are doing a great job at keeping everyone informed! :)

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ck3D Author
ck3D - - 103 comments

Thanks and cool, good to know. Personally I tend to prefer the approach that is one clean, definitive release, which the testers and I actually tried going for here except player feedback has been so rich since release, I can't help going back to fix little inconveniences, issues or bugs that were reported to have slipped through the cracks. Was hoping frequent updates so shortly after release wouldn't upset players too much and maybe instead be appreciated indeed.

From this point onwards though, nothing really should budge much gameplay-wise at all. Every now and then I might adjust microscopic things like this or that random enemy's exact type or trigger if I've gained perspective on the particular encounter, but I'm also watching that those changes shouldn't affect, say, a speedrun.

Right now I want to push one more update, soon, where a switch in level 3 is a bit more visible and the Nukebutton doesn't break from certain angles, and one Battlelord in level 4 becomes touchplate-triggered for better cinematics, but things like that should be just about the extent of further edits from now on unless something serious somehow comes up. Otherwise product as a whole to me in this state feels mostly clean and it's mostly detail I'll be refining in the future.

Thanks for keeping up!

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ck3D Author
ck3D - - 103 comments

New update pushed and I think the last one for a good while: every issue players have been reporting (or I have been spotting) post release throughout the whole game at this point should be sorted out. Would recommend updating now, especially if one never did since release day, the sum of quality-of-life improvements and fixes has been quite crucial. Thank you for all the feedback and looking forward to hearing about everyone's progress and experience. Special thanks to YouTube users MikkoSandt, Geomancien Live, Necro Insomniac, The Legend Of Devon, DARTHVR, Chewbarta, Twitch user kyler_smiler, and too many Duke4 Discord users to name for providing perspective on gameplay possibilities and level readability issues.

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ck3D Author
ck3D - - 103 comments

New update fixes rough edges found around levels 1, 2, 3, 12; adds navigation clues to levels 2, 3, 12; fixes a possible softlock in level 3; fixes a possible cosmetic sequence break in level 13. Gameplay changes: one Sunburnt Overlord in level 2 is now a stayput Sunburnt Battlelord, level 3 has an extra Atomic Health.

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ck3D Author
ck3D - - 103 comments

New update (and hopefully the final one in a while) prevents a Battlelord in level 8 from risking obscuring the way ahead with its corpse by dying in the wrong place, makes level 13 a bit more survivable with some extra hints and items (+ 1 marked secret place), and cleans up some more minor stuff. Most possible major issues should be ironed out at this point - thanks to everyone who's been submitting reports or streaming Blast Radius. Ideal goal for the next possible update would be solving the occasional crashes around maps 8 and 14 but those engine breakages seem very original and so might take a while to solve, if ever even possible.

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ck3D Author
ck3D - - 103 comments

Just pushed one more update that cleans up some leftover non stayput Assault Generals in level 2 and also addresses some random bouts of cosmetic OCD. Would definitely recommend updating to anyone who might still be on the older versions (pre-March), it's been a gazillion of tiny fixes since release day but in the end that added up to major quality of life improvements and new/refined navigation pointers that probably qualify as notable gameplay changers. Thanks again for all the feedback.

I've also refreshed the Release Notes article with updated info on Polymost conflicts, the Level Lore article for level 1 with... stuff, and one new one for level 2 is just about to go up since I've been encouraged to keep pushing those.

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ck3D Author
ck3D - - 103 comments

New update is up with really just minor fixes so might not be worth upgrading from 1.0.9 if in the middle of running that version. Otherwise the new version does correct some subtle ugliness.

Main things I want to solve in future updates at this point are the exact causes for the crashes some players have been reporting in levels 8 and 14/secret (those seem particularly user settings dependent; classic/software mode will prevent them in most cases, but apparently not all). I also would like to work out the whole included EDuke32/MAXSPRITESONSCREEN cap thing eventually so as to package the project with less restrictions upon the players who want zero sprite flickering, but would need time to conduct testing on varying EDuke32 builds in order to be able to get there.

Level lore page for map 3 also is going up soon.

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AgisXYX
AgisXYX - - 8 comments

Kā palaist spēli? Grūti izveidot, lai pēc extract uzreiz palaistu spēli .exe failā. Nekādas instrukcijas, ko darīt, lai palaistu spēli!!!

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AgisXYX
AgisXYX - - 8 comments

How to run the game? Difficult to make to run the game immediately in the .exe file after extract. No instructions what to do to run the game!!!

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ck3D Author
ck3D - - 103 comments

Hi, installation information is everywhere i.e.. in the manual or also here might be helpful: Moddb.com (detailed release notes article)

You need a copy of the Duke 3D 1.4+ main file (DUKE3D.GRP) to be in the same folder as the contents of DN3DBR.RAR (once DN3DBR.RAR is unarchived). Also to unzip the contents of the included version of the EDuke32 port (current version of DN3DBR.RAR includes one build for 32-bit systems and one build for 64-bit systems). Once that is done you can run EDuke32.exe. Make sure you select Classic Mode/Software Renderer in the Display Setup -> Video Mode menu to prevent various conflicts/crashes/bugs in some levels.

You can also use a different or newer version of EDuke instead, only consequence is you will get some minor visual glitches at times (when some maps draw too many sprites on screen).

Hope this helps.

05/2023 edit: the info here regarding an included EDuke32 build is now outdated; can and should use the latest version(s) which can be downloaded from EDuke32 dot com.

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ck3D Author
ck3D - - 103 comments

New update is up and fixes tons of stuff mostly around levels 1-7; please see the changelog for details.

'Level lore' article page for level 5 is also up.

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ck3D Author
ck3D - - 103 comments

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.

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ck3D Author
ck3D - - 103 comments

Version 1.0.14 is now up with some microscopic retouching and subtle fixes here and there around some of the maps (up to level 7). Special thanks to streamers GamesWithJohnny_, SeriousCacodemon, The Legend Of Devon and Fiendzy for helping spot little issues.

More importantly: it REMOVES the now obsolete, formerly included specific EDuke32 build from the archive download, as the latest revisions of the port to date seem confirmed 100% compatible with Blast Radius again (classic/software renderer still a must!); filecount down from 273 to 271 as a consequence. _README.TXT updated to reflect this information; .pdf manual still in need of a similar correction.

One can download the latest EDuke32 from eduke32.com.

If this breaks anything or someone somehow was attached to the formerly included EDuke build, please feel free to report.

'Level Lore' article for level 7 "Lights, Camera, Revolution" going up soon on the Blast Radius ModDB.

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ck3D Author
ck3D - - 103 comments

New version 1.0.15 (hopefully) finally fixes the potentially crash-inducing problematic sky rendering (as well as a few overlooked minor cosmetics) in levels 8 and 14/secret. Those should be way more stable now, at least in the classic/software renderer. Mostly untested in-game for the time being to please feel free to comment if something else broke.

Edit: testing on my side reveals a few glitches left in level 8 the player can still trigger by flying around the edges of the map from certain angles (those were already there) but the most annoying ones from the gameplay area/rooftops seem gone, and level 14 seems clean too but I haven't tested that one nearly as much yet since the update.

Edit 2: upon further testing, level 14 seems confirmed 100% bug free now.

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ck3D Author
ck3D - - 103 comments

Update/version 1.0.16 is up featuring some minor technical and cosmetic tweaks to levels 9 (mostly around its secret places) and 13 (to avoid too strong of an immersion breakage during a scripted sequence if the player uses cheats to get to fly around).

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ck3D Author
ck3D - - 103 comments

The included .con files with the previous v.2.0.0 download were potentially failing on game launch, that is now fixed - sorry for the couple of hours that version stayed up for. Introduces a six level demo for episode 2: Zero Zone, enjoy!

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Guest
Guest - - 698,614 comments

Hey Ck3D its me your Pal Chris. Just wondering how you have been doing lately and what have you been up to. And I don't know when but are you also going to do a complete episode level map for episode 4 the Birth and Alien World Order Episode 5? By any chance? Or when your next new maps are going to be released if not now sometime later. Just wondering btw. And I still don't quite understand how the TEXT.ART files work and I know your no expert either but if you learn anything new let me know and thanks CK3D don't work yourself too hard man.

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ck3D Author
ck3D - - 103 comments

Hi Chris thanks for stopping by and asking. Well I've been trying to take a break from mapping but also failing at that completely for the past couple of weeks and so yeah I have been working on some cool stuff. You'll see it when it all drops, especially if you can wait until around mid summer this year I suspect you'll be stoked. But it's possible you get something else to play that's different even before that. No I'm not going to do an episode 4 remake but I'm not ignoring that The Birth exists, just I want to approach that one in a different way if I ever do. Episode 5 remake would be redundant as Blast Radius main campaign already is my vision of a Duke 3D world tour so in a way already exists (but I am glad no one is out there comparing both). I wish I could help you with .art but I really never had any interest in learning anything about the game's graphics, the best I can tell you is the EDuke Wiki Utilities page lists software you can use to edit and add textures, some common programs are BastART and DukeRes but again I never used or did any of that myself, I really just draw walls that sometimes overlap and move because Build engine magic. I hope that helps still, blessings and please take care!

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Guest
Guest - - 698,614 comments

Thanks for the info and help I actually tried just playing Closure from level select not to long ago I was able to unlock the community chests after circling the map because of the constint bombardment of projectiles and got the goodies in it after that I wondered around the top part of the map collecting the weapons some I had difficulty getting because of all the hazzards and obstacles in the map couldn't figure out the button combo for the top are in order to proceed all the while trying to dodge all the missles and ninja stars being shot at me in the map and my protective boots ran out while trying to figure out the code for the button combo as well. tried looking for more ammo underwater but the stupid floor hazzard caught me off guard underwater and drained all my health and killed me all the while I was trying to find the key card to proceed further in the level couldn't find it. If you have any good advice about this map let me know one thing I've learned about maps with infinite projectile spammers is to always keep moving. Also if you have picked out a name for your new map let me know. Ck3D its your pal Chris. I hope you get plenty of rest man. From the look of things this year looks a bit rough but thats my opinion how about you? Also I have been trying other usermaps with this MOD and it can be pretty interesting. I learned that Apprehension Arizona with Blast Radius MOD cannot be completed without cheats because of all the red liztroopers. I also wonder what happened to Radar Dukes Channel because I was looking for it the other day and its like his channel doesn't exist anymore? Whys that a thing?

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ck3D Author
ck3D - - 103 comments

Hi Chris, the idea for Closure is the three keys are at the surface (perched on top of each Chance space), but in order to be able to reach them you need to press 1 switch for each and all of the switches are in the underwater area near the center. Duke will take some damage just getting close to them so make sure he has enough boots or health before going for each, otherwise underwater has a lot of supplies but they need to be conquered as the area is hazardous and hostile. Now the weapons are all on the surface too and all rely on solving some sort of puzzle. If you check the walkthrough for the level in the Articles section, it details all of them. There also is a secret place (only one in the level) you can access from the start if you pay the right kind of attention (it has one strong enemy, but lots of supplies and some clues to the rules). And some basic items such as pistol can be found inside of the 'Go' space. Map features some bugs at the very end that are part of the intended design, just saying so you don't think something is wrong if/when you see them. It's the most cruel and cryptic level that I hope feels rewarding as it progresses, so kudos in advance if you complete it. You're also right, constant movement is key. Once you've figured out what the level expects from you as a player it stops being difficult.

I've been mapping a little, maps will come out later this year and so that will be my contribution to it. Radar is just taking a break from Duke - last I heard they're doing fine and might be back sometime.

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Guest
Guest - - 698,614 comments

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