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 three "Shrapnel City" by Allen H. Blum III & Richard 'Levelord' Gray in just one level. 01/07/2024 was integrated to Blast Radius v.4.0.0 selectable from the fourth episode slot, but here is the autonomous archive which can be run independently including in different source ports than EDuke32 (e.g. should generally work with Raze, various renderers and be compatible with Duke Nukem 3D: 20th Anniversary World Tour). Flirts with all kinds of limits so may exceptionally crash if reckless/cheating around the start. 16 secrets.

Preview
"Shrapnel City 2096: Trapped In The Future!" (Duke Nukem 3D user map)
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Guest
Guest - - 689,619 comments

I have been playing your new level and its fantastic Chris btw. I did experience a too many sprites spawned crash in the huge underwater section though plus that section needs more scuba gear not enough to actualy get through that area. I did not know where the extra scuba gear was after getting the one in the secret. until I found it at the top of a bus by the way. I hope this commentary I gave helps you out.

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ck3D Author
ck3D - - 101 comments

Hi Chris and thanks for playing, I'm glad you like the level. Yes the level is likely to crash mostly around the first minutes of the map because it's just about too loaded with sprites but then the odds diminish as the player kills the first enemies/collects a few items. Interesting to hear it happened in Flood Zone though which is pretty far into the progression already, didn't expect that. Might optimize sprite count a little at some point later down the line.

Flood Zone part really relies on optimal scuba gear use, it's probably the only really demanding part of the map, thankfully it's big but pretty short once figured out. Whether or not the player has found the secret scuba like you did already sets a big precedent, otherwise the idea is the player has to rely on nothing but the numerous Atomic Healths and Portable Medkits around, and also remember about resurfacing to cross large distances until they find the one you found on the Terminator 2 truck. The TV in the central apartment is a security screen pointing to it if they first miss it, and then there are two extra scubas in the rest of that part. One of them is revealed by a poorly hidden switch under the stairs in the very next hallway (it's in plain sight after going down the stairs if you turn back), and another one is available on the 'dry' office floor with the central elevator to the rooftop if Duke interacts with the Duke 3D Flood Zone loading screen on the PC. But in the midst of all of that the player should find a moment to visit the crane.

Thank you for playing and giving feedback. Cheers!

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ck3D Author
ck3D - - 101 comments

List of possible skips I'm aware of, re: speedrunning (CASUAL GAMEPLAY SPOILERS):

- get none of the keys, get steroids from clinic trashcans, jump out of the window and dive right into Flood Zone (good luck);

- get first blue key, don't open the karaoke bar with it and keep it for the next blue lock, that can be combined with the aforementioned skip to get into Flood Zone with either a spare blue key, a spare red key or both blue and red keys (allows for skipping the entire Flood Zone section, or further parts of the level);

- getting inside the part of the firestation where the trucks originally start still is possible without opening the gates, most consistent way to do that seems to be climbing around the structure from the elevated entrance then roof and then jumping down then crouching through the lower sprite roof upon impact, once inside the key can be grabbed and a switch there can be used to trigger the sequence from inside that I replaced a decorative speaker sprite with after I realized breaking in was possible, so get ready for the Pig swarm;

- obviously the subway gates can be jumped whichever way so spending the yellow key on the ticket machines is pointless (way more fun to unlock Freeway instead), first gate is deliberately more difficult since it's meant to be an obstacle on normal play (whereas every other way/gate has stuff to assist) but is possible by luring an enemy nearby or even just from flat ground since I did it once, first try, and then never ever managed to replicate that again;

- Fahrenheit can be skipped if the player entered the last block (whichever way) with a blue key, Movie Set too if they did with a red key;

- it's most likely possible if not very easy if determined to get high enough of a jump boost off an enemy or prop to reach the top of the first floor of the hotel from the street and then just climb all of the tall slope to reach the part with the last red key lock, thus skipping all of Hotel Hell and the need of any key up to that point;

- last but not least, the last gate is a lure, the joke is the red key pad can be used as a platform to just jump it (call the elevator first), meaning it's certainly possible to complete the map in seconds having found zero of the keys.

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Guest
Guest - - 689,619 comments

A new duke 3 d map is always the welcome, and I like them big, no confusion I'm talking about map size XD, as always and even before playing I know for sure it will be an amazing experience as always, as your maps are known for their quality, and quantity too :), thanks for entertaining us and bringing us new duke 3d maps after all those years.

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Guest
Guest - - 689,619 comments

Duke probably has a long way to go before he actually gets back to his original timeline huh?

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ck3D Author
ck3D - - 101 comments

Nah, I think he could in a flash... The true question is, now that he has realized the near-infinity of dimensions at his disposal - all complete with their respective ratio of ***** to kick - will he ever choose to come back?

Almost ironically, only time will tell us - once Duke decides.

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Guest
Guest - - 689,619 comments

Just where will Duke go an end up next? Who knows!

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ck3D Author
ck3D - - 101 comments

Lofi timelapse of the rough design process of the level:

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Guest
Guest - - 689,619 comments

Wouldn't what Duke Nukem be doing switching between dimensions break the Space Time Continuem and have negative side affects on Duke Nuke and the other Timelines he's in and severely damage or distort his own? Chris btw just a little cautious food for thought for you ck3D. Your thoughts appreciate it.

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ck3D Author
ck3D - - 101 comments

It's already happening (the N.U.K.U.M.'s that appear from Zarathustra on are alternate versions of Duke Nukem), but the original timeline isn't looking good at the end of Blast Radius anyway. Technically saved humanity there and then, but Earth is still gone and it's unknown how much of what Duke is experiencing really is happening anyway. Maybe he didn't even survive the original skycar crash in Sunset Suicide, maybe he did exactly thanks to his nature of a video game character. Whatever is the case, whenever the game is going, he has to keep advancing also exactly because he is Duke Nukem. Just a master of his design now, and is all the more unstoppable that he trusts reloading more than ever.

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Guest
Guest - - 689,619 comments

I have a feeling that Duke is going to pay for messing with the Space Time Continuem with added interest so Duke better be well prepared because Duke just unleashed Armageddon.

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Shot846
Shot846 - - 270 comments

I also get too many sprites crash, is there a way you could fix it? I tried going alternate paths, killing monsters but it happens anyway. Can't leave the spawn area because of this.

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ck3D Author
ck3D - - 101 comments

Alright, I didn't realize things could get that extreme since the crashes stopped happening to me personally, but I guess is because I spontaneously follow the ideal route or has to do with gameplay style. There probably is a number of sprites I can cut from certain places around the map which hopefully would suffice to alleviate the problem. Will try as soon as the next update. In the meantime, the route that's always stable for me is going down the first road (to the clinic) killing monsters/grabbing items on the way, reaching the road should trigger an explosion which will unload a considerable bulk of sprites. Then I basically keep progressively cleaning out the streets and subway entrance before getting inside the sushi place, things should be fairly stable by then. Exploding too many trashcans at once also might generate too much debris sprites for the early game to handle (but should be fine individually, or later). Sorry for the inconvenience, I'll be thinking about optimization. In its current form I'd say the map may be fragile for the first five minutes tops depending on the player's actions but stabilizes after that.

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Shot846
Shot846 - - 270 comments

I don't have any crashes on the other two maps, even with Alien Armageddon :)

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ck3D Author
ck3D - - 101 comments

Ah if you were getting the sprite crashes trying to run this specific level with AA or any gameplay mod then it makes complete sense, technically this is a vanilla map so in theory is compatible with everything but not necessarily optimized for any derivation of the game that will draw a lot of extra sprites. The other maps will work fine because they still have a lot of leeway in sprite count but this one is so packed base Duke can just barely run it already (IIRC it's only a hundred sprites below the hard limit) so it's likely to run into difficulties with more thrown on top. What I'm thinking still is I might make a 'light' version sometime with some of the decoration and explosions cut and offer that as a separate download but I have no idea when that might be. Am also not sure that would even suffice to guarantee smooth compatibility with other mods that use sprites their own way anyway because due to its nature, this specific level is this loaded.

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ignacio24tco
ignacio24tco - - 1 comments

please fix too many sprites error, im so so sad for this, im play with alien armagedon mod

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ck3D Author
ck3D - - 101 comments

The issue can be alleviated but I'm afraid not to the point of being used with gameplay mods the code of which itself involves the drawing lots of extra sprites. AA uses/spawns way more sprites than base Duke 3D for gameplay purposes and so will most likely not run the map (or most largest Duke maps) without crashes until AA code gets lighter or a quarter of the level gets deleted, both of which are unlikely, even if the files technically are compatible, it's a Build engine thing and why Duke players shouldn't expect mod overlap support, Duke modding internals do not work like DooM, most ambitious projects usually are mutually exclusive due to hard limitations and different modders can only make so much work together by nature.

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