Custom 7-levels episode for Duke Nukem 3D (Atomic), with new stuff as enemies, textures, sounds and music. You will fight the aliens through high mountains, big lagoons, a village, sewers and more!!!
I finished this work along 2 years (unconstantly), and after 9 years from my last work for Duke Nukem, "The Last Goodbye" (2007).
This uses a modified EDUke32.exe (included with rar file), and was tested only for Win64 version (Win 10), but should run for 32 bits and Linux.
Author data.
-------------------
Name: Juan Daniel "Papamonos" Alcobre
Email: jdgonzalezalcobre@gmail.com
Episode (levels) data.
------------------------
Title: New Encounter
Number of levels: 7
SinglePlayer: Yes
Multiplayer: No
Difficulty Settings: Yes
New music: Yes
New sounds: Yes
New textures: Yes
New enemies: Yes (variations)
New weapons/items: No
Atomic Edition required: Yes
EDuke required (included) (1*)
1*) IMPORTANT NOTE: this episode uses a modified EDuke32.exe version, which is included in this same ".rar" file (inside "new_encounter" folder). Use it, or game will not run properly!
Installation notes explains how to do it, it's easy :)
Argument (really?).
---------------------
A new horde of aliens has invaded the montains. Apparently, their point of entry is located at an EDF facility inside the area. Lucky for the world (unfortunately for him), Duke Nukem is nearby, taking some relaxing days at his cabbin, inside a private and delimited area of these montains (he deserves it after save the planet for countless times... isn't true?). This really pisses Duke off, and with a terrible hangover after last night, he decides to pick up his inseparable pistol gun and face this scum for one more time. Could he enjoy a true vacations some day?
New enemies.
--------------------
*Assault lieutenant: these assault troopers swear armours, and doubles his normal strengh (the same as Pigcops and Enforcers). You will recognize them by their dark blue jackets.
*Teleporter pigcop: as Assault Captains, they teleport constanlty and can attack Duke rear. You can distinguish them by their red uniforms.
*Suicide Pigcop: these pigcops, in addition to their shotguns, are equipped with explosives activated by proximity system. They also explode when die (excerpt by freezer or shrin-
ker). They swear green uniforms and, as well as flying drones, will emit an alert beep when are near to Duke. When you hear this, get away!
General changes and other features.
-------------------------------------
*Some items and weapons (as RPG or chaingun) give less ammunition than originals.
*Enemies cause more damage to Duke, so this adds extra difficult to the game. Save the game (with caution) frequently, cause you could die in a moment!
*Enemies never drop their weapons when die (pigcop, enforcers and troopers). You only can get weapons from scenary (and from secrets).
*Slimers are scavenger.. excerpt with Duke. Don't wait they will eat aliens to save your work!!!
*Behaviour for "Stay" enemies modified, now they can leave from their initial sector and reach Duke.
*New special sector hi-tags ("1", "2" and "3") that block some enemies (pigcop, enforcer, newbeast, battlelord, tank and assault commander) to avoid they fall from heighs or jump to water in some undesired situations. This is specially able for "respawn" enemies that "escape" from initial start point.
*Duke will not be damaged when "enter" at an alien (purple) lava sector, just only if he steps on (boots still protect you).
*Duke teleport sound defined as "global", not "local" as original (this causes inaudible sound for far teleport points).
*"Difficulty-settings" (lo-tag) added for weapons and items (finally not used). This runs opposed to enemies (for example, a "2" lo-tag for a health pack defines than this will be accesible for skills 1 and 2, but not for skill 3 ("Come Get Some")).
*Added an unused (and funny) Duke hurt sound from original GRP files.
ADVICE FOR PLAYER: as I have said above, enemies cause more damage, and weapons / items are more adjusted. Then be carefully (specially for hard and medium skills), because you can die suddenly in a moment. Don't waste your ammunitions and try to not face directly to enemies with fire-weapons (Pigcops and Enforcers, by example). Search for secrets to get special weapons (Shinker, Expander, devastator and Freezer) and special items, or just for extra ammo and health packs to help you!!!
Installation.
-------------
1. Make a backup of your original EDuke32.exe file from main Duke Nukem folder.
2. Extract "new_encounter" folder to your main Duke Nukem folder.
3. Moves EDuke32.exe from "new_encounter" to main Duke Nukem folder, replacing current file. Do not forget to make backup!!!
4. Run EDuke32.exe and select "new_encounter" from "Custom game content directory".
5. Start the game, select Episode 2 ("New Encounter") from menu episode selection, with your desired skill, and enjoy!!
It seems like you compiled EDuke32 in debug mode. It results in vcruntime140d.dll and ucrtbased.dll missing, making your addon unplayable.
Thanks about the report, another person had the same problem. In fact, I have the build option set as debug. I changed it to release 32 bits and works fine. I will upload the file along this day.
Thanks! I'm looking forward to testing it! :)
The game has been rebuilt as "Release 32 bits" and uploaded again. I expect this fixes the problem. Can you download and try again? Thanks!
I finally beat it and I confirm it's playable from start to finish.
It was overall okay, though my main complaint is that fighting in big areas doesn't really fit the game because of the weapons' firing spread. I also had a hard time beating the couple last levels because of how tight ammo and health management was.
I did love however the overall 90's feel. The choice of music and references in that Alaska setting gave the addon some cheesy Steven Seagal movie vibe, which kinda fits with Duke Nukem.
Also could you please tell me what required to modify the EDuke32 binaries?
Hello Azatoth. Thanks for play and comment the mod, I notice you that to modify EDuke binaries, you need three things: C++ knowledges, source code, and an IDE. Here is the link that explains how to do it: Wiki.eduke32.com
I used Visual Studio Express (as IDE) and Tortoise as subversion client. If you have C++ knowledges, you have all you need. However, I want to say that the code is too confusing, specially cause game is old and development team don't used good programming practices (as comments, more explanatory definitions...).
What I meant to ask was why you had to modify EDuke32.
Hello.
I modified binaries to change some things don0t availables into CON's files:
-Green slimers don't eat alive enemies.
-Modified 'Stay' state for enemies, because this causes that enemies don't get out from initial area, used to avoid they fall from high areas (see pigcops from E3L2 'Bank Roll', located at high wall at the start of the level). Now, they can get out.
-Added special 'hi-tags' for sectors, making certain enemies don't enter into these areas. Used to avoid they fall accidentally from higher zones or into water.
This replaces and try to performance behaviour for stay state.
-By default, 'purple-alien' lava hurts Duke when he enters into the sector. I modified this to damage him only if he steps on the floor (as normal lava).
-By default, teleport sound generates locally into origin teleports position. This causes be inaudible between far teleports. I tried to change sound to 'global' from 'USER.CON'
file, but doesn't worked. So I had to change it from binaries.
-I inverted 'dificult settings' behaviour for weapons and items, because by default works as enemies. To explain it:
By default, a lo-tag '2' makes a weapon or item only appears in difficult settings 2 and 3 (this is not the desired behaviour). With binaries modification, now only
appears in difficult settings 1 and 2 (as Doom).
Regards!
Hello,
I played this mod and to be honest it didn't satisfy me.
I tried to play the first two-three levels, but the size of the maps is jarring and not very duke-like.
Maps are also empty, and monsters get summoned right in front of you! Monsters should be there from the beginning, not getting spammed as soon as you go through triggers.
Also, the size of the maps will confuse any player not willing to spend hours on it. There is no sense of orientation, nor way for a player to realize where he is going, if it is the right place, if he is going to find the keys.
And to say that the starting house made me feel this would be a likeable mod.
For now I do not recommend it.
The first 2-3 levels (the open levels) are really painful to be played and as such drained me of my will to play the other levels..
Regards
and sorry if my review sounds harsh.
Hello Sergio (¿eres de habla hispana?). Thanks for your feedback, don't worry if this is negative (is the essence of reviews). Really, this shown to me that big open sceneries don't runs too fine for Duke, specially cause monsters AI is too poor (monsters run with no sense around the map, fall through cliffs or into water, or just hide and wait in any nook...). In fact, this map style is better for Doom (duplicating the number of monsters), but a lot of people, specially old-style gamers, like big and/or non-linear maps (including laberinthic designs, but I think that this is not really the case). So finally these are personal likings. However, I wont to do this as some "different", and knew from beginning about the risk.
Regards!
your answer was so good that I'm actually going to give the rest of your mod a chance.
I'm looking forward to seeing more from you!
Thanks! If you still disagree with this mod, I'm sure you can enjoy another older works by me with more standar style, wich I should publish here. Also have two addons for "Doom 3" ("Pray for Pain" and "Hell in Time") published at addons section.
Minor bug on E2L6 (Duke is Here). During the 'purple-alien' lava part, there's an alien button that opens a door across the bridge. Upon the first contact, the door will open, however if you close it and try again, the door will not open. The horizontal and vertical doors will take turn blocking the area.
Then again, I am not playing on eDuke.
like the Scandinavian theme of the maps but yea a bit big and fatigue inducing but cool all the same