Alien Armageddon is a mod for Duke Nukem 3D which adds many new high quality enemies, sexy NPCs, and a second playable character, all featured in an epic new adventure. Some of the community's best talent have come together to make this amazing free expansion.
Version 2.15 of Alien Armageddon, an overhaul and huge expansion for Duke Nukem 3D. See changelog at end of full description.
Alien Armageddon is a mod for Duke Nukem 3D which adds many new high quality enemies, sexy NPCs, and a second playable character, all featured in an epic new adventure. Some of the community's best talent have come together to make this amazing free expansion. Installation and other info is included with the download, and also below (scroll down).
Version 2.0 is more than just an update -- in addition to the content you would expect (new weapons, enemies, bug fixes, etc.) we have added hours of new gameplay with an overhauled version of the classic Duke it Out in DC expansion. Check out the official trailer:
To install and run:
Unpack the folder alien_armageddon from the DNAA215.zip file.
Place a copy of the file 'DUKE3D.GRP' (the game data from Duke Nukem 3D) inside of the alien_armageddon folder at root level. An Atomic Edition or later version of the file is required (not shareware, not version 1.3, etc.) Note: Eduke32 will look for your DUKE3D.GRP data file in several places, so if Duke 3D is installed elsewhere on your system, you may not need to copy it to the install folder.
Run eduke_64bit.exe OR eduke_32bit.exe to start the game, as appropriate for your system.
New option as of version 2.10 -- we have supplied upscaled enemy sprites as an optional extra, and to see them you need to start the game using the included AA_UPSCALE.BAT
On the video mode dropdown menu, it is recommended to use OpenGL for the full visual experience, but the game will work in the software renderer.
It is NOT recommended to check the box for "Polymer". The Polymer renderer is not fully commpatible with Alien Armageddon; you will experience low framerate, missing shadows and missing voxels. The only advantage to using Polymer is that it renders dynamic lights from projectiles, fires, and certain other sprites.
The included executables have been tested with this version of Alien Armageddon. If you use an executable from an older OR newer version of Eduke32, then do so at your own risk. If you want to try other builds of EDuke32, you can find them here:
Mac builds of Eduke32 can be found here: Dukeworld.duke4.net
As with any mouse and keyboard shooter, you should configure the mouse and keyboard to your liking. Alien Armageddon uses three functions different from regular Duke 3D:
You should assign each of those to suitable keys or buttons from the setup menu before starting a game. SWAP CHARACTERS will switch control of the playable character, if the other character is available. SECONDARY FIRE will activate the secondary function of the weapon currently selected, if the weapon has a secondary function (for example, reload weapon or use scope). ALTERNATIVE WEAPON will switch to a subweapon on the same weapon slot, if one is available (for example, it will switch between shrinker and expander). Additionally, on Bombshell's SMG, it will cause the weapon to reload. You can also access subweapons by using the next/previous weapon keys.
Troubleshooting: If you own Duke Nukem 3D but you get an error message that "DUKE3D.GRP" cannot be found, or something similar, then you need to find the file "DUKE3D.GRP" and place a copy of it within the alien_armageddon folder where the executable resides.
Changelog from version 2.0 to 2.15:
-more 2X upscaled enemy sprites added (use AA_UPSCALE.BAT to start game)
-fixed crash when player uses noclip cheat to go out of bounds
-fixed bug where peeing pigcop would become giant if upscaled sprites are used
-fixed the randomized enemies toggle in AAUSER.CON so it continues to work past the 1st map now
-restored self-damage to 50% (was 25% or less due to a bug)
-various minor code changes
-minor map updates
-minor art corrections
-2X upscaled original enemy sprites available as optional feature (use AA_UPSCALE.BAT to start game)
-Dukinator robot sprites replaced with higher definition ones
-debris sprites and generic gore sprites replaced with 2X upscaled ones
-included censored art folder, with optional replacement art for streamers and anyone else who wants to play with reduced sexual content
-hack to fix "ledgeshot" bug on plasma rifle and upgraded freezer
-Sliding kick is affected by conveyer belts (before it was possible to cheat by sliding against currents)
-screen sizes showing obsolete status bar no longer available
-map edit to prevent Dukinators to emerge from wall slot in DC3
-map edit to prevent the player from using a toilet while simultaneously interacting with an NPC in VacaSL
-fixed freezer and shrinker related bugs with sharks
-reduced friendly fire damage between the player and the bot companion to 25% of normal
-fixed bug where some civilians were tagged as enemies and would be attacked by friendly AI
-fixed bug where it was possible to freeze the first form of Dr Proton in the New Invasion episode and get softlocked
-fixed bug where Bombshell's spent magazines could bounce continuously
-fixed bug where puffs of smoke coming from destroyed tank would stay at the bottom of the tank
-includes new build of EDuke32
-texture alignment and other minor issues fixed in VACA1, VACA2, DUKEDC4 through DUKEDC7
-Alien snipers will no longer attempt to shoot the player when the player is not in sight
-If you change the color of your bot companion's costume, the change will persist between levels
-plasma rifle will remain centered on all resolutions
-text at start of DC episode that says "these events take place..." should now fit on screen at all resolutions
-player will take fire damage from minor sources of flame again
-Bombshell's railgun will use 1 ammo per shot instead of 2
-Classic levels should have correct enemy counts (listed number of enemies in stats were higher than actual)
-picking up the railgun for the first time will actually switch to it, instead of causing your weapon to lower and then raise up again
-pressing altfire while holding the laser pistol will no longer cause your regular pistol to reload in the background
-your bot partners health will reset to 100 when you die
-removed the bobbing crosshair feature, except on the pistol's laser dot
-some color corrections on art tiles