KickAss Duke or KADuke is a gameplay modification, enriching Duke Nukem 3d with a large amount of features.
The major cores are weapons, inventory and gore, featuring +30 weapons and +10 items, new and old ones but all recoded, while violence got very improved with physics and more particles and effects.
Also, KADuke gives D3D a bit of modern-rethinking, due to many modern games, mods and TCs in last 10-15 years which served as inspiration; at the same time it proposes to bring back some Lameduke/beta scrapped materials and ideas.
All the new items replace randomly original pickups , so no map is touched. It is designed for playing original episodes and usermaps.
This mod will be gradually enriched of many features planned (and mostly done, but put away ATM), like new enemies, other gore features, items, weapons, maybe some maps and episodes with special objects; so, many updates are expected. There will be some fixes and suggestions to follow, for sure.

A more complete list of KADuke features:

- more than 30 weapons in total, where the original 9 have been improved... various features: legit alien drops, reloading, alternate fire, shared/multiple ammo, recoil, diminishing accuracy, better bobbing, status-inflicting
- Improved melee fighting , replacing slot 1 Knee with fists, kicks and WASD combos
- 11 items for the inventory, recoded from zero
- The "Brutal Engine" : MORE blood, stayput jibs and pools, physics on corpses and jibs with explosions, hit detection with injuries (only headshots for the moment)
- New sounds and visual effects, expecially for weapons
- New KADuke-brand HUD
- Various improvements to enemies
- Various gameplay enhancements: step sounds, stamina, double tap evasion, lookleft/right
- Some aestethic improvements
- KickAss options menu : violence settings, hud and crosshair settings, item drop mode and so on
- The "Djuke Box" for selecting music from other levels while playing
- Various fixes

Also check KADuke thread on Duke4.net.

Do not forget the readme file for important infos, expecially for installation and controls.

Now go and enjoy new badass methods for ass-kicking !!

- This mod is powered by Eduke32. -

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Post article RSS Articles

Duke Nukem 3D, one of Duke's most famous and iconic outings, has now turned 27. As 2022 yielded gold aplenty for Duke Nukem fans in the form of many once-lost builds of remakes, spinoffs, and sequels, 2023 is looking like a great year for fans to make Duke their own - so here's five examples where they already have!

Duke Nukem 3D - Legacy Edition

By marcolino123

Redesigned Shotgun


Duke Nukem is no stranger to cut content, and for the most part, that's true of every game - but where you might be expecting us to talk about DNF here (the new or the old), today, we're digging into Duke Nukem 3D: Legacy Edition, which remixes alpha and beta content back into the game. It's tougher, it's newer, it's rebalanced - and it kicks ass.

KickAss Duke

By RichardStorm

Image 10


KickAss Duke is a general enhancement mod featuring 30+ new weapons and items, a new gore system (which fans of the many Brutal DOOM-adjacent submods out there will be right at home with), as well as more particles and effects for a visual spectacle in every gunfight. Designed to be as modular as possible and for maximum compatibility with the original maps and custom maps, it's a great addition to many of the custom level packs available for DN3D.

WG MEGA PACK

By WilliamGee

duke0000


If you're a long-time Duke Nukem fan or someone who recently played DN3D, and just wanted more Duke, then the WG Mega Pack has you covered in spades - thirty seven new levels across four episodes, including a deathmatch map for the competitively inclined, play within the vanilla DN3D sandbox and find creative ways to teach an old Duke new tricks.

Hollywood Holocaust Rethinked

By Team Misfit

duke0009


Laughing into the face of indifference, Team Misfit, forged in adversity, embarked on a vision of what Hollywood Holocaust could have looked like if computers had more RAM and per-pixel lighting back in the mid 90's...A bold revision of what could have been. This is the result. Remastered with next-generation assets, new areas and featuring a cast of millions of polygons, HHR will thrill you, chill you and possibly even fulfil you. It’s Hollywood Holocaust, but not as we know it.

Submachine

By Ledsbourne

Images from week 6 update


Duke is visiting a brand new Earth Defence Forces facility that is still partly under construction. The main focus of this massive structure is harvesting, processing and research of green crystals used in shrinker (which are called Terratin crystals) and their unique capabilities. Being the world's most reknowned expert on shrinker usage, Duke is to inspect the laboratories and mines... However, as he is about to descent, a strange explosion happens - indicating that he will have some more serious job to do here!


Betting On Duke

Duke Nukem 3D first hit the world stage on January 29th 1996, and took on an unenviable task - trying to be a notable, stand-out FPS in the era of DOOM, Blood, other 2.5D shooters and, later that same year, Quake. All these years later, it remains one of Duke's best outings and whilst new games since have not had the same impact, we've gotten a better glimpse in that time at what Duke Nukem is, what it could be, and particularly last year, what it could have been.

In-game shot

Duke Nukem's irreverent humour helped him make a huge splash in the FPS personality field


Forever Chewing Bubbles

Fans have already been doing remarkable work with the released build of Duke Nukem Forever dating back to 2001, and other Duke Nukem titles like Endangered Species or DN3D: Reloaded have also been in the minds of modders and may yield similarly impressive restoration efforts as time goes on. One thing remains certain - even after all these years, we can still bet on Duke.

RSS Files
KickAssDuke 1.14

KickAssDuke 1.14

Patch 35 comments

Small patch with some improvements to the controls section and a few fixes like missing (custom) Skyboxes and some crosshair stuff.

KickAssDuke 1.13

KickAssDuke 1.13

Patch 22 comments

Mid-patch with some critical fixes that needed to be done - issues on Anarxitical City, Android support, controller support, compile failures

KickAssDuke 1.12

KickAssDuke 1.12

Patch 17 comments

Important patch for item replacement in alien levels

KickAssDuke 1.11

KickAssDuke 1.11

Patch 1 comment

First patch after 1.1 version, solving various bugs and adding a few improvements.

KickAssDuke 1.1

KickAssDuke 1.1

Patch 15 comments

A big update with many improvements, six new weapons and a bonus episode !

KickAssDuke 1.02

KickAssDuke 1.02

Patch 3 comments

Small and fast update with 32bit Eduke version and few changes

Post comment Comments  (70 - 80 of 318)
tintillum
tintillum - - 17 comments

I can't yet post in the duke4 forums, so I'm posting my issue here. The game's sound starts bugging out for me in certain areas of the map "Anarxitical City". The areas it bugs out are usually in shadowy areas and areas I'm guessing are supposed to have an echo effect (like tunnels or between buildings). I'll probably play through those areas with no sound for now. But I have now clue why that is happening. I also tried switching the sound driver to windows mme, to no avail. It might be an issue with the shadows, but more likely it's the echo effect on sound. Maybe that's overloading the amount of voices happening at once or something. (I don't mod DN3D so I actually am not sure, but that's my best guess with my minor knowledge of games and software.) I'll post a video link to better illustrate what's happening.
Here: Youtu.be

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tintillum
tintillum - - 17 comments

Just an update, it isn't only that map, but also the map after that one that this glitch is affecting. I tried running this mod with the latest eduke32, but that resulted in 5 warnings and 2 errors during a CON file compilation. I tried also running as admin (although I'm admin some things are just picky like that), that didn't work. Tried running it with reduced graphics, that didn't work. Weird thing is, this didn't happen in L.A. Meltdown. It's just happening in Kickass Tour. Maybe some of those maps are too big or something. Or my GPU can't handle it. I'm using a 1060 6GB nvidia GTX. Seems like it would be decent enough for a 1996 game mod. A raze implementation of this mod would be interesting. Since raze uses it's accurate raze renderer and gives the options for both opengl ES and Vulkan rendering API's. Which are both better than just opengl.

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RichardStorm Creator
RichardStorm - - 179 comments

Yeah, anarxitical city audio bug and CON errors are well known, since I was not initially aware of the echo issue; that most likely happens because eduke has a built in echo system and it goes in conflict with echo SEs. As for CON errors, it's caused from variable names, which gave no error before further eduke version. The same thing made it to not run on Raze, which comes with update eduke version ofc, but i tried fixing the var error and it went at the end. I did not extend the test, also for key assigmnent etc, but definitely these things are in line for next update. (Also, i will remove anarxitical map or swap with another)

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tintillum
tintillum - - 17 comments

Okay. I also tried this mod with a map pack like "Duke Hard". But unfortunately, it requires the latest eduke32 to play correctly, which is not compatible with KA Duke. I need to find maps compatible with the r8704 (or earlier) build of eduke32 I guess.

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tintillum
tintillum - - 17 comments

Well it works on older map packs like Roch at least, just tested the first map. The only noticeable thing to me was that some tree sprites were able to be clipped through with both ammo and player/enemies. But I'm guessing that's due to the older eduke32.

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LuistheDoomMarine
LuistheDoomMarine - - 182 comments

i really liked this mod the weapons feel better and the new gore is great my only issue is that the sprites amd voicelines are inconsistent with each other so heres some suggestions:

new enemy behavior(new attacks etc)
more enemies
more details to already existing levels like destroyed cars on hollywood holocaust
double barrel shotgun
spent casings(shotguns shells etc) make noises when hitting the ground
more gore

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Guest
Guest - - 696,725 comments

Hi, This is a great job, i can finally have so much fun with Duke Nukem now with the addition of all of his weapons from other titles including his weapons form N64 version. Its been a while but now in think this needs an update, the lattes eduke offers great support to xinput so i can use my PC/Xbox controller for those times where you need to sit in a relaxed stance. However if i try to upgrade the eduke, This mod give error compiling .con file. So it only runs on the eduke that comes in which has no support for xinupt. So i was wondering if we will get an update soon or if there is a work around.

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RichardStorm Creator
RichardStorm - - 179 comments

Yeah it's been discussed some many times, Eduke updates got my code broken due to some variable definition i messed up (but they were not a problem before) - Maybe i should release a mid small patch with only this fix, but i'm working for the next release

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redgrape404
redgrape404 - - 20 comments

Ever thought of giving all the levels the Kick *** treatment?

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RichardStorm Creator
RichardStorm - - 179 comments

You mean ?

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redgrape404
redgrape404 - - 20 comments

Lunar Apolcyapse, Shrapnal City, and The Birth (oh and Alien Wold Order)

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RichardStorm Creator
RichardStorm - - 179 comments

Yeah i know about which levels/episode you meant, of course XD my question is instead WHAT you mean about KA treatment ... the only thing may be to enable new weapons via KADuke options

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redgrape404
redgrape404 - - 20 comments

Oh, ok but still really good mod for Duke Nukem.

I really like the idea of Duke using the Assault Trooper's own laser blaster.

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RichardStorm Creator
RichardStorm - - 179 comments

Indeed, i let alien weapons to be usable by Duke, with some little modifications

Reply Good karma+2 votes
tintillum
tintillum - - 17 comments

redgrape404 might mean modifying the maps to expand them, sort of like how "maps of chaos" did it for doom and doom 2. Not sure if they meant that, but it's a neat concept.

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