This is a Duke Nukem 3D weapons & monsters mod for the classic Doom games. Play as Duke Nukem in the world of Doom and take on the aliens from Duke Nukem 3D in Doom levels & mods

Add file Report Duke Nukem 3D v10b
Filename
DukeNukem3D_v10b.rar
Category
Full Version
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Mr.Ramon
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Updated
Size
60.1mb (63,023,059 bytes)
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2,598 (7 today)
MD5 Hash
6629ce36f3614a5d9d8b46c752d61fd6
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Description

A Doom mod that replaces all the weapons, enemies and items of the classic doom to that of the Duke Nukem 3D World Tour, adding new aliens and weapons to give more variety to the classic gameplay.

Preview
Duke Nukem 3D v10b
Comments
+100up
+100up

I would like more automatic rifle but so normal (rifle as in the screenshots of the mod on Doom brutal Duke nuke or as in brutal Doom) And so the mod at 11/10

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Mr.Ramon Author
Mr.Ramon

I will consider the suggestion, thank you.

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LocustQ
LocustQ

woooo man, looks great after 15min!

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Mr.Ramon Author
Mr.Ramon

<3

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LocustQ
LocustQ

Mod is great but I looks hard on default level, enemies dont drop ammo on custom maps. Great DN3D+

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Eleddon
Eleddon

Please, can you make this mod compatible with GzDoom, please??
For Android I mean. The last version doesn't wornk in Doom Touch. Thanks!!

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+100up
+100up

Sorry small but it is not possible

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Mr.Ramon Author
Mr.Ramon

That depends more on the Doom Touch, hopefully in future versions will be able to play more mods.

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eviltechno
eviltechno

Holy. This is good 8/10

Missing bloodpools and footprints, but other than that.. great work. Keeping an eye on this mod.

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Mr.Ramon Author
Mr.Ramon

They may be added in future versions, thanks.

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MrRumbleRoses Creator
MrRumbleRoses

i will say. it's been interesting to see this mod get updates since i posted the 1st one i had from long ago. i remember this mod being around on a random link, then suddenly the link was dead. so this page was made for those who wanted to find it

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Mr.Ramon Author
Mr.Ramon

We must revive this page: D

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MrRumbleRoses Creator
MrRumbleRoses

i liked the gloves used for the mod. you think it's possible to make a gloves mod like these? Forums.duke4.net or Steamcommunity.com

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Kewin0
Kewin0

El mod tiene futuro lo falta pulir la patada y la regarga con una mejor animasion o sprites 😎

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Mr.Ramon Author
Mr.Ramon

Los sprites de las recargas es un toque clásico que se le da (alguien podría crear un parche con las animaciones mejoradas), y las patada aun las tengo que mejorar, ya serán para la siguientes versiones, muchas gracias <3

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ANTARES74
ANTARES74

Eleddon Doom Touch old port.Upgrade to Delta Touch.On it, this mod works fine.On GzDoom and Zandronum.

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ANTARES74
ANTARES74

Thank you for your work!Waited a real working mod of Duke 3D. Another would be the texture pack for GzDoom under him and there would be nothing to be desired.

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Mr.Ramon Author
Mr.Ramon

With a little search you could find a patch that replaces the textures or someone who decides to do it, thank you very much <3

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ANTARES74
ANTARES74

Mr.Ramon, detected a small a sound bug. When using the Pipe bomb before the explosion, instead of the activation sound, the sound of a shot from the Chaingun Cannon is played.Wasn't that the idea? And the wish about the Pipe bomb ,can you make it possible to pick up back thrown by mistake?

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Mr.Ramon Author
Mr.Ramon

How strange, I do not hear that sound, only the beep when activated, and about the recovery of the pipe pump, I think it is possible, I will put it in the next version, thank you.

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Kills_Alone
Kills_Alone

Some really solid changes, I especially like the three different HUD choices, kickass! -Not sure if others would be interested, but I'd love the option to bind the mighty boot to a key like X.-

EDIT: Hell yeah! Upon further testing kick is bound to right click when using pistol.

Enemies seem a bit OP on UV. I know Build engine games were pretty tough, but I feel like most mods that convert Duke, Blood, & Shadow Warrior to ZDoom are always a bit OP. I think ZDoom can handle more enemies on screen then Build, so this should be balanced by reducing enemy attack damage just a bit, then the player can take on more enemies with ease (taking advantage of ZDoom's superior performance & controls).

Is there a reload function? Need to check my controls again.

A quick pipe bomb throw would be great, need to check if thats a thing.

Does anyone have any suggestions for maps to play with this? I've used the (secret) Extermination Day Duke maps before with v6.

Found a sweet texture pack: Forum.zdoom.org

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Kills_Alone
Kills_Alone

Thanks Locust, I'll check it out.

EDIT: Tested the map, an older version of one of my favorite BD Extermination Day levels. Problem is this map doesn't have enough weapons or health. So I'll try EdayTest001.pk3's EDAY16 next (newer release of the same map).

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msds2016
msds2016

There is near to be perfect, but before that, you have to have the girls!!!

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Dude27th
Dude27th

Me gusta mucho el mod! El Hud es bastante bueno pero tengo algunas quejas.

Para empezar el Hud es un poco confuso en cuanto a las armas que tienen una falsa recarga como las pistolas por ejemplo.
Después de un rato entendí que la barra que se llenaba de abajo debía ser la de cantidad de balas disparadas antes de recargar , pero no seria mejor que esa barra se fuera vaciando en vez de llenarse ?
Se que desde el punto de vista del que creo el hud va a ser obvio, pero para alguien desde afuera es contra intuitivo.

Podrian agregar un CVAR para que aparezcan sólo las armas / enemigos del Duke Nukem 3D + World Tour ?
Los enemigos modificados y las armas nuevas estaban muy bien hechas pero resultaban poco balanceados en dificultades como "Damn I'm Good"

Podria estar recordando mal , pero no que las pipebomb se podian recoger una vez que las lanzabas y no las hacias detonar ?
También el hitbox de las pipebomb es muy grande, mas grandes que el sprite de hecho lo que hace que no pasen por espacios donde pareceria que si pueden pasar

Ah y nuevamente podria estar recordando mal pero las tripmine creo que podian recibir disparos y estallar o no ?

Pero dentro de todo esta muy bien hecho el mod!

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Kills_Alone
Kills_Alone

Alrighty, I played through Episode 1 on UV, the main glaring issue I had was with the Pipe Bombs. After throwing a Pipe Bomb you have to wait for its animation to finish before you can swap to another weapon. So I kept hitting 3 or 4 yet nothing was happening if I did it too soon and this was really throwing off speedy combat.

I use the Pipe Bombs more often then the Trip Mines so its annoying having to hit 6 twice every time I want to use one.

Sometimes Trip Mines are just empty hands, not very helpful in a tight spot.

The robot drone enemies that explode are pretty annoying to kill, even when focusing fire on them they will often explode in my face. If you are cornered by them its a bad time (hence the end of the secret level is pretty rough when coming up the final elevator).

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Guest
Guest

This is an amazing mod, the best Duke mod for Doom by some way. Its compatible with Bolognese gore, and looks great with an HD texture pack. Also, it will work with monster replacers, or at least one called Doom Monster Randomizer, which combined with Bolognese gore turns it into a kind of Brutal Duke It Out in Doom

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Computostadora!
Computostadora!

Hello friend, I really find it interesting to play as the duke in doom hurts that my pc only supports gzdoom 1.8.6 and not higher, do you think you can make a version for gzdoom 1.8.6? Thank you.

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Guest
Guest

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Hawk_v_Dieg0
Hawk_v_Dieg0

can u use the old voice for duke?

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Kills_Alone
Kills_Alone

Some gameplay footage:

DUKE NUKEM 3D v10b ☢ DOOM ⛧ Knee Deep in Duke

DUKE NUKEM 3D v10b ☢ DOOM II ⛧ (MAP01) Entryway

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quakeboi
quakeboi

could u let gibs stay instead of disappearing

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Acid_Wizard_666
Acid_Wizard_666

Can you make this Chex Quest compatible?

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eviltechno
eviltechno

My 2 cents on the weapons:

1. the duke3d shotgun always sounds like you are in the mountains. Much too long after effect. I'd even prefer none at all.
2. The duke 3d machinegun should be more centered. (more aligned to the left) Same for the other grey minigun on slot 4. Looks like its not really aiming at the crosshair.
3. the n64 pistol reload sprites could look better. Something doesn't look right.(not smooth?) Especially obvious when dual wield reloading.
4. Also not too happy with the blood effect. Looks a bit too much. especially when being shot yourself. But not a big deal. Maybe think about a bloodstrengh option, or something. Also it would be cool if the wallblood would look the same as in duke 3d.

Nonetheless thanks for this. Keep it up.

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Kevinsmods
Kevinsmods

My version of this mod is back and available for download. It can be found here Youtube.com
Changes:
* Changed the startup screen music to Duke Nukem Forever Theme Song.
* Made it so you start out with Blacktail/Dual Blacktails.
* Made it so barrels can be pushed around and slide on walls.
* Increased Duke Nukem's health to 200.
* Changed it so when you pick up weapons you hear a shotgun cocking sound instead of Duke Nukem talk because if you picked up a bunch of weapons laying all around pretty quickly he would talk, but his sayings would get cut off in the middle of them which got really annoying so the shotgun cocking sound sounds a little better getting cut off then Duke Nukem did.
* Made it so when you run out of trip bombs or pipe bombs it will flip the double bird fingers from SGTMARKIV's (Brutal Doom Creator) Brutal Doom permanently until you change weapons or pick up more trip bombs or pipe bombs.
* Made it compatible with SGTMARKIV's (Brutal Doom Creator) friend mod so the friend mod spawns everything like Night Vision Goggles, Protective Boots, First Aid Kit, God Mode (Invulnerability), Hologram Of Duke, Steroids, Jetpack, Scuba Gear as well as Baby Cacodemon, Doom Guy's Rabbit, Dog, and Machine Gunman. It also spawns Green Armor and Blue Armor.
* Increased all weapons ammo carrying capacity to 999.
* Increased all item timers to 500.
* Changed two sayings in the game so that instead of him saying Holy cow or D**n, that was annoying he says I've got balls of steel and Looks like your f**ked in there place.
* Fixed a script error P_Startscript: Unknown Script 297 with the help of my friend (the bug dealt with the blue, red, and yellow keys as well as blue, red, and yellow skulls.)
* Fixed a bug that caused the blue, red, and yellow keys as well as blue, red, and yellow skulls to remain on the ground after being picked up. The keys and skulls will now disappear after being picked up like there supposed to.
* Made it so all items can be activated at the touch of a key of your choice, however, it had to be done through an INI file (See Readme In Download)
* Added a OPTIONAL universal health regeneration wad file for those who want and chose to use it

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perefalcon
perefalcon

is it possible to add health regeneration feature as well? the mod is beast overall <3

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Kevinsmods
Kevinsmods

My version of this mod comes with a universal health regeneration file that is OPTIONAL. All you would do is put DukeNukem3D_v10b.pk3 first, bfriend1.pk3 second, then Regeneration.wad last and then anything else afterwards when running the game with Zandronum / GZDoom / Zdoom. My version of this mod also has alot of enhancements and fixes as well so why not give it a look see?

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JohnnyTheWolf
JohnnyTheWolf

Maybe I did something wrong, but not all enemies drop their weapon or ammunition, e.g. Shotgun Pig Cops. Also, I think the Pipebomb and the Laser Tripwire should be assigned to separate slots. Oh, and is it normal that the Chainsaw is now replaced by Duke Nukem 3D pistol? If so, is that weapon not a bit redundant with the starting Duke Nukem 64 pistol?

Finally, I think this mod could use a catchier, more succinct title.

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MrRumbleRoses
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