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!

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Blast Radius v. 5.0.X is out and presents "Lunar Apocalypse 3072: A Space Oprah", a new user map which, similarly to what "L.A. Meltdown 2047" and "Shrapnel City 2096: Trapped In The Future!" did to their respective counterparts, reinterprets all of the classic episode two of Duke Nukem 3D: "Lunar Apocalypse" by Richard 'Levelord' Gray & Allen H. Blum III in just one level.

Duke Nukem 3D: Blast Radius on ModDB

Duke Nukem 3D: Blast Radius on ModDB

New level "Lunar Apocalypse 3072: A Space Oprah".


Which means that in addition to its original twenty-hour, 15-level campaign and the six-map demo of its sequel: "Zero Zone", Blast Radius now suggests its own, brand new take on the entirety of the original "Duke Nukem 3D" 1.3d adventure, synthetized into three giant maps.

Duke Nukem 3D: Blast Radius on ModDB

Duke Nukem 3D: Blast Radius on ModDB

New level "Lunar Apocalypse 3072: A Space Oprah".


Total level count now 24, total file count 322.

DOWNLOAD Blast Radius v. 5.0.0 here

More general info about the project here and in the general Articles section, also comprising per-level walkthroughs and analysis.

"Lunar Apocalypse 3072: A Space Oprah" (vanilla) 100% secrets run by Radar.


The new level: "Lunar Apocalypse 3072: A Space Oprah" as included in the add-on features its own unique Overlord boss variant; the standalone/vanilla version of the map can be downloaded, separately, from here.

Classic/software renderer recommended.

Duke Nukem 3D: Blast Radius on ModDB

New level "Lunar Apocalypse 3072: A Space Oprah".


Duke Nukem 3D: Blast Radius on ModDB

DOWNLOAD Blast Radius v. 5.0.0 here



Blast Radius v.4.0.X release ft. "Shrapnel City 2096: Trapped In The Future!" new user map

Blast Radius v.4.0.X release ft. "Shrapnel City 2096: Trapped In The Future!" new user map

News 1 comment

Blast Radius v. 4.0.X is out and presents "Shrapnel City 2096: Trapped In The Future!", a new user map which reinterprets all of the classic episode...

Blast Radius v.3.0.0 release ft. "L.A. Meltdown 2047" new user map

Blast Radius v.3.0.0 release ft. "L.A. Meltdown 2047" new user map

News 1 comment

Blast Radius v. 3.0.X is out and introduces "L.A. Meltdown 2047", a new user map that reinterprets all of the classic episode one of Duke Nukem 3D: "L.A...

You're Not Supposed To Be Here - Level Lore - "Hotel Atlantis" (level 15/secret 2/BRL15.map)

You're Not Supposed To Be Here - Level Lore - "Hotel Atlantis" (level 15/secret 2/BRL15.map)

News 1 comment

A wormhole takes Duke Nukem to Dubai, space in the second secret level of Blast Radius: "Hotel Atlantis". The blast has blown Palm Jumeirah into orbit...

You're Not Supposed To Be Here - Level Lore - "Duke Du Quatrain" (level 14/secret 1/BRL14.map)

You're Not Supposed To Be Here - Level Lore - "Duke Du Quatrain" (level 14/secret 1/BRL14.map)

News

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...

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Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Full Version 36 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. Originally a brand...

"Lunar Apocalypse 3072: A Space Oprah" (Duke Nukem 3D user map)

"Lunar Apocalypse 3072: A Space Oprah" (Duke Nukem 3D user map)

Full Version 6 comments

New user map for Duke Nukem 3D by ck3D that reinterprets all of the classic episode two "Lunar Apocalypse" by Allen H. Blum III & Richard 'Levelord' Gray...

"Shrapnel City 2096: Trapped In The Future!" (Duke Nukem 3D user map)

"Shrapnel City 2096: Trapped In The Future!" (Duke Nukem 3D user map)

Full Version 17 comments

New user map for Duke Nukem 3D by ck3D that reinterprets all of the classic episode three "Shrapnel City" by Allen H. Blum III & Richard 'Levelord' Gray...

"L.A. Meltdown 2047" (Duke Nukem 3D user map)

"L.A. Meltdown 2047" (Duke Nukem 3D user map)

Full Version 1 comment

New user map for Duke Nukem 3D by ck3D that reinterprets all of the classic episode one "L.A. Meltdown" by Allen H. Blum III & Richard 'Levelord' Gray...

Comments  (0 - 10 of 70)
brokenbrush
brokenbrush - - 2 comments

Played through reimaginations of three classic episodes first. Will say it right now, so that I won't have to repeat it for individual levels - the visual aspect is some of the best stuff I've ever seen in Duke. The creativity, at which game's props are used is just insane (I won't be able to remember each example, but the one I remember currently, is the use of white billiard balls as spheres to make loops for space trains, in the Lunar episode. When I understood, what I was looking at, it just put such a smile on my face). The other thing to note, which goes for all levels aswell, are the midi's used - they are too short and become repetitive. I guess it's expected, from levels that take more than an hour to complete, but still. L.A and Shrapnel levels are bearable, but Lunar's midi is very repetitive.
The L.A. level was great on all fronts, in terms of looks and gameplay, don't thinks there's much to complain about it.
Shrapnel City level was also great. Getting to flooded area, I literally said out loud: "Holy ****, this looks awesome", but then quickly it became an irritating choir. Lack of non-hidden scooba gears was annoying but I could cope with it, but the red keycard inside the crane... I dunno, maybe it was because of upscaling I was using, to make picture more pixelated, for that classic feel, is what made red keycard blend with the red crane, but I just didn't see it and probably spend around 15 minutes swimming back and forth, eventually having to consult a playthrough video. Later in that same level, placement of battlelords started getting on my nerves. They have a grenade launching attack, and that thing has just no limits, it will get to you no matter the distance, plus being shot with hitscan from far away is not the most pleasant experience. Lunar episode was again, great, but with few set backs. Mainly, overuse of flying drones and battellords, I was starting to run out of all explosive ammo by the end. I know it's possible to insta shrink them, by shooting their feet with shrinkray, but doing that requires disabling auto-aiming and that just feel iffy to do.
Will definitely check out the main Blast Radius episode later.

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ck3D Creator
ck3D - - 103 comments

Thanks a lot for the feedback, that helps. Your criticism is very fair, the red key location in the Shrapnel City map is one thing I saw another player get stuck on on stream recently, so whenever I revise the level I might throw in a security camera angle that shows it; I've been meaning to update that map sometime to address a few minor quality of life concerns so I'll do that too then. I did want that section to feel anxiety-inducing by forcing observation/exploration in spite of the limited air supply, but the player also shouldn't get stuck like that and so no hint at the crane must be overdoing it. My intent was I assumed that even a scuba-less player would be tempted to investigate around the surface of the crane (also the hook of it is a massive upside down question mark just below the key) but in practice there probably should be one more signal to encourage going there. I might half the timer of the chopper ride too, most players I've seen stream the level seem to beat the enemies faster than I thought there and then get blocked by the door for too long before it opens. Since no one has been seriously speedrunning that level yet I guess it's still acceptable to change that.

I appreciate the appreciation for the use of the assets and hope you will enjoy Blast Radius which really is the main piece, to me. What I can say about it that would qualify as preparation but not backseating (I don't think) would be, how easy/enjoyable one's time with it is tends to reflect how familiar they are with all the (sometimes obscure) mechanics of the base game. Expander is OP against drones for instance but since Duke 3D never really set up that type of encounter then it's rather novel practice for most to figure out. But in general those who trust that the maps are fair and do not mind experimenting with the strategies and approaches that their design allows for seem to have no problem with the episode. Hope you have fun with it.

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Guest
Guest - - 696,297 comments

Is it possible to add more tiles art to the Duke Nukem 3D or Atomic Editions without corrupting the CON.Files in the game on Eduke32? Or basically add for example custom usermap art in a usermap to the actual DN3D Game art files without messing up the original art files or add the art files but with Tiles.art 18, 19, 20 and so on so that you have the art Tiles already in the game so you don't have to run the usermap as a MOD just so the art file will show up?

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ck3D Creator
ck3D - - 103 comments

I have no idea how .art files work, I never even tried messing with them. Can probably find your answers on the EDuke32 Wiki.

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Guest
Guest - - 696,297 comments

I had problems with DukePlus not working for me in the past and it just wouldn't run on my DN3D Atomic for some strange reason? I also wish there was an option in DukePlus where you could turn off the extra realistic damage. We already have enough damage from regular attacks why do you need to add more? I noticed that Alien Armageddon had extra damage in its MOD as well and it may make some players play a different MOD that has normal DN3D damage so there's my opinion cK3D your thoughts? Do I make any relevant valid points there Chris btw just wondering and God bless man thanks for your thoughts.

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Guest
Guest - - 696,297 comments

I do believe that Duke Nukem is in for a reckoning what with all the unresolved issues of breaking the Space Time Continuem and the wierdness that was Zarathustha. Duke better be well prepared because he just unleashed Armageddon and the gates of hell by what he is doing. Hopefully it also will be explained in Zero Zone how Duke Nukem is going to pull off a Duke Nukem sized miracle to not only fix the Space Time Continuem but also restore his original Earth. Just a little food for thought CK3D its Chris btw just checking in and sharing my thoughts what about you what do you think. I think Duke is going to confront a far greater threat than what he did on Zarathusa and thats not good at all for Duke Nukem that is.This also reminds me of that level in Duke Nukem Zero Hour N64 before the mothership level where the staue of Liberty gets destroyed after the mothership crashes into it where all the timelines start to morph into eachother including enemies from the past and present in the alternate Reality along with evil Dukes that Duke has to kill. Very good N64 Duke Game BTW. PS: I also had a thought of adding the Gamma cannon or RPG or devastor to the unused weapon slot that was supposed to be for the flame througher that might work right?

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Guest
Guest - - 696,297 comments

Great mod, especially those two last maps reinterpreting 1 & 3 episodes from the vanilla Duke Nukem. The only flaw I found is "too many sprites spawned" crash, happened when riot tanks shot me on a large map (because map is large and they produce many laser sprites at once, those sprites live too long to overflow sprite buffer).
Ah, and ATM machines produce "click-click-click" even if the player walked away after interacting with them.

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ck3D Creator
ck3D - - 103 comments

Thanks for the report/feedback; am already aware of those issues, ATM thing in Shrapnel City has everything to do with me being stupid and using the wrong sound, should be gone as soon as the next update. "Too many sprites spawned" issue should be exceptional unless using cheats/somehow sleeping a little on killing enemies/collecting items/general sprite unload throughout BR levels 4, 12 and the Shrapnel City remake especially, I'm always optimizing that along time too but might devote more focus to that aspect soon since at this point it's one of the last technical issues left with the add-on. I also just started 'remaking' episode 2 by the way. Cheers and a great weekend.

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Guest
Guest - - 696,297 comments

Is there a way to add new weapons while also keeping the old ones?

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sergesh
sergesh - - 34 comments

There is, but it's hard as hell, comparing to how you add weapons to a Doom modification. There are some mods with weapons, try DukePlus by Dan Gaskill (google it), that mod has laser pistol, double-barreled shotty, mp5 etc.; it could be played with any map/episode that has no big changes in code. I believe it could be played even with Blast Radius but I'm not sure.

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ck3D Creator
ck3D - - 103 comments

DukePlus was pretty great and I remember in the 2010's a lot of people's go-to way of experiencing Duke 3D in modern times for a good while, I have particularly found memories of the Imperium episode the Oostrums, W.G. and Kaiser had made for it. IIRC it used something like DUKEPLUS.CON which reduced the odds of conflicts vs. modifying a base file. I'm not sure how Blast Radius would react to it either, however; BR doesn't change the base code (minus fixing one annoying bug in the Battlelord Sentry AI) but it adds a lot to it for the new projectiles and enemy types. One thing in the item department it introduces as soon as episode 2 Zero Zone is negative Atomic Health in exchange for Shrinker and Expander refills which may or may not clash with DukePlus code. There are a few lines of code that may be dependent on relatively recent EDuke scripting capabilities too (although I did recently get rid of most shorthands so that BR could work with NetDuke32). Of course Blast Radius was designed with the ruleset of the original game + its own code to be traversed as the real experience but I guess will expand to wherever players want to try to take it anyway. L.A. Meltdown remake that is downloadable as a standalone map on here is DukePlus friendly/technically compatible, now that is for sure.

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ck3D Creator
ck3D - - 103 comments

I wouldn't know, I've never tried nor been interested. But IIRC the number of weapon slots is set and a lot of the stuff is hardcoded. So one's best option would be to add alternative fires (à la Duke 64) which basically takes being a full-on programmer to do well, which I am not, and most likely would rely on EDuke32 scripting like a lot of features you see in modern mods which otherwise would be impossible to make (e.g.. things as simple as custom projectiles).

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