Post news RSS Duke Nukem 3D: Blast Radius beta screenshots (August 27th, 2022)

Catch up with the latest news and screenshots from the development of Blast Radius for Duke Nukem 3D.

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Lo and behold - it's now been over a year since the last sign of even alien life on here; but whilst I may not deserve your patience, Duke Nukem hopefully does and if so, then great are the news that progress on Blast Radius has been just as active as its P.R. hasn't been. (Well, for the most curious some casual updates were still dropped in the dedicated thread on the Duke4.net forums this whole time, here!)

And, although the desperately optimistic perspective of a summer 2022 drop is now realistically looking flunked, the project's current status persists on not denying the current year as the one of its release, including:

- 13, possibly 14 brand new maps: all structurally complete, general gameplay implemented at 75%;

- 40+ new monster variants, some with original projectile attacks;

- new sounds;

- W.I.P. printable game manual;

- per-level beta-testing phase approximately 60% completed, hinting to over 15 hours of eventual gameplay.

Below, some screenshots from a selection of the maps, taken during their beta-testing stage.

Doing my best with this. Thank you for waiting and come get some... soon,

- ck3D


Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius

Duke Nukem 3D: Blast Radius


Comments
Ultimate_Dukke
Ultimate_Dukke - - 103 comments

Great! Looks wonderful! Wonder if I will be able to play this with the Kickass mod.

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ck3D Author
ck3D - - 102 comments

Thank you, I appreciate your enthusiasm! About compatibility, one of my mottos for this project was to try and have it as vanilla compatible (or at least simple) as possible. Very quickly it grew to a point of requiring a modern port such as eDuke32 (due to map size), as well as its own .con code (for the episode format and all the new enemies, projectiles and sounds), the latter in particular I suspect might conflict with other existing mods but who knows, I've seen other people make Kickass Duke compatible with a lot. The gameplay in Blast Radius thus far already is very fast and action-oriented, though, with the new enemy variants posing their own new and unique challenges to test the player's reflexes in fresh ways. So hopefully, that will be enough to satisfy regardless! Have a great weekend.

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