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!

Description

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 in just one level. Standalone level available now, SP/DM/coop/difficulty settings supported, 11 secrets, 1000+ enemies. Classic renderer recommended. More info on the way & in the .txt file...

Preview
"Lunar Apocalypse 3072: A Space Oprah" (Duke Nukem 3D user map)
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CheezeCrostata
CheezeCrostata - - 356 comments

The thing about Lunar Apocalypse is that it was *supposed* to be separated into different maps, for the most part. If you were paying attention, the first half of the episode has Duke hopping from one space station\ ship to the next, until he reaches the Moon, where the maps actually should have been connected into a coherent experience, and the finally makes his way to the alien mothership.

Here, it seems you've reimagined the whole thing, which isn't a bad thing per say, but why didn't you give the space-ship(s) (a) proper exterior(s)?

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ck3D Author
ck3D - - 101 comments

That is such a smart comment, yes obviously I'm aware of the normal sequencing. Just it was part of the exercise (by design) with those reinterpretations to retell the respective stories as closely as possible but within the confines of just one single map each, a restriction which completely impacts what's doable at large (and to a lesser extent, what's most desirable in the sequencing). That means in order to just be achievable as a product, some liberties would have to be taken and some corners would have to be cut. So in this map that is you don't reach lunar grounds as early as Tiberius Station, instead Occupied Territory/Tiberius Station are merged and act as one last gateway before being teleported to Dark Side. Lunar Reactor is (a bit symbolically) integrated between Occupied Territory and Tiberius Station because Duke 3D only lets you blow up one reactor per map without risking issues, and to me made sense to make that happen on the overrun station that has the moon portal (which here is more like an asteroid). And then Overlord mostly is just the battle (but can easily spill into Dark Side and take a cooler turn if you let it) because I was out of map resources and figured the aesthetics may be redundant with Fusion Station (which is big) anyway. You're limited to 16384 walls you can draw in just one map in Mapster32 and my levels typically max that out all the while being optimized in that sense (every split has some kind of purpose); sometimes also the sprite limit which you can rely on for extra detail instead of some walls/sectors but technically adding anything to these maps is impossible, if something isn't in it's because it couldn't be in. I've been calling this 'Johto Kanto'-ing the episodes, since by design you can only summarize the landscapes/experiences due to the context. Blast Radius main campaign takes Duke 3D and expands it, the three remakes instead shrink it. Shrapnel City had the smoothest cuts out of all three maybe. It's also the reason why the ship at the end of L.A. Meltdown 2047 takes off instead of digging into the ground and revealing a cave (which would have fit the narrative better), or the rocket in that map is just a bunch of sprites. Build limits are being stretched out and that choice comes at a cost (but hopefully not just that, engine is very much win some, lose some). Large Build/Duke maps aren't exactly draw as you feel and go nuts (although most every mapper wishes), they take constant consideration for the balancing of a lot in the context of the complete picture. Constructing one in a linear fashion that micromanages detail, you can paint yourself into a corner and fail very easily. A lot of my interest in the process precisely was to see the changes and derivations the shift in format naturally would dictate (or not), was a bit of an exercise of compression.

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ck3D Author
ck3D - - 101 comments

Nacho/The Legend Of Devon has a blind stream of the level scheduled for 30 minutes from now (but might open with a short mapping session/demonstration of theirs, so the actual level might start later than that):

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Guest
Guest - - 689,566 comments

Hey ck3d its your good pal Chris and I played this level and it was a hundred percent awesome. There where some buggy areas for instance the one jetpack secret at the beginning of the level kept auto killing duke even though he wasn't in space the build engine of eduke must have because every time I tried to jetpack through the vents to the secret it would auto kill Duke to the point were I didn't have a choice except use the God mode cheat to acess the secret area and kill all the monsters and get this I turned Gmode off thinking I could get the items and weapons no problemo but as soon as I did it auto killed Duke. I don't know whats going on in that secret area but I don't think its supposed to auto kill the player like that huh? Plus I found a couple of odd transport area bugs that also auto kill the player when you are getting on and off the transport to get the second blue key card whats up with that? Thats not supposed to happen too right? Are you going to eventually add the Blast Radius monsters to the level to add a little more challenge btw? Just wanted to know and tell you about the problems I found while playing the map. Keep up the good work Ck3D and can't wait for an update to Zero Zone Eventually with even more new monsters to the roster.

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ck3D Author
ck3D - - 101 comments

Hi Chris thanks for reporting the bugs, were you using an old version of the level by chance, those issues were present for a day or two after release until I noticed and fixed them. First secret should be safe in the current version, and the bug with the trains can still happen even now (you should still save before boarding or leaving) but is way less likely. Over time I'll keep refining things as I spot them and yes I want to incorporate the new aliens eventually, as well as keep going with Zero Zone but I have no idea when that'll be, these days I'm trying to take a break from screens. Be well, cheers.

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Guest
Guest - - 689,566 comments

Thanks ck3d I hope you have a wonderful time off and don't work yourself too hard. And good luck on future maps alright. God bless you man.

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