| Fox666 Random nobody Level: 8 Posts: 2/9 EXP: 1611 For next: 576 Since: 07-24-12 Since last post: 9.2 years Last activity: 9.0 years |
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| For quite a while I have been working in a Total Convesion of Duke Nukem 64 for PC (Website), and over the course of it I have found tons of leftover content, including arts, sound, messages, among others. It seems some of the discussions me and the other developers had about it in some forums have already been tracked and included in the Cutting Room wiki. But since Duke Nukem 64 is already a child for me I guess I should take responsability for sharing the information. I will start with the maps. technical jargon advise. Map effectors One-way train ![]() While making a map for Duke 3D, to create a one-way train that moves on its own, you need another train that will work as a pendulum. Apparently the developers of Duke Nukem 64 were not aware of this during the making of the maps, so they created a new effector in Rabit Transit level. For some reason the red lights of the train are missing in the actual game. ![]() Additionally, the train is planned so that, when it reachs the end of the path, it would trigger the explosion of the wall of the blue key card area. However it seems this effect is not working properly for some reason. End of level switch ![]() In Stadium level the "nukebutton" that triggers the end of level is covered by another switch, which used a lo-tag of -1, meaning it also triggers the end of level. While a level ending switch is not used in any level of Duke 3D, the effect is present, however in this case the switch uses a palette of 69 (pun intended?), making it works exactly the same expect for being invisible (in Duke 3D this would only make the switch be present only in multiplayer maps, but clearly it was intended for something else). As a result, in the actual game the only noticeable difference is that as soon you hit the button the level instantly ends instead of displaying the "Auto-destruct" sequence. Something that cannot be seen in any other existing level. ![]() The purpose behind this is absolutely unknow, as it doesn't have any seemingly pratical effect. Unknow tag in boss level ![]() In Overlord level there is an unusued trigger with a lo-tag of 77 which does nothing. It may be not a coincidence that in Stadium level this same tag used for the doors. ![]() As a curiosity 77 is also the tag used for the new effector added in the game to end the level when the player fall of a sector. Not that this is in anyway connected to the other effect, I am just pointing out that the number they used is probably triggered by something. ![]() I am not very sure of what this was meant to be, but it seems something was meant to happen when a boss takes some damage or is killed. In some early screenshots the doors is Stadium level are open: ![]() Additionally, when you kill a boss, an earthquake effect is triggered. In Overlord and Stadium maps they have gone as further as adding special wreck spawning effectors. This is almost unnoticeable in the actual gameplay, since the level ends as soon the boss is killed. My theory of what effect was planned for this is that, after you kill a boss, the entire level would shake, the doors in the level would open and you should hit the nukebutton in the end. Perhaps this could also explain the super weird nukebutton in Stadium level mentioned above. Level extras Starting locations ![]() Player one starting location is missing the sector bit of information in the maps extracted from the ROM. in Build engine, besides the xyz coordinates, the sprites also have the sector information, which makes it possible to have multiple areas that coexist in the locations, an effect that has been widely used in Lunatic Fringe level. In Lunatic Fringe, instead of starting near the original location of the PC version, the player start on the very other side of the 720º circle in mid of a bunch of enemies! ![]() Since this is in the very same coordinates as the place you start in the actual game, was the player meant to start here instead? Skies ![]() The sky textures are not rendered in the actual game. In fact, most of the maps just replaced the skies with some random textures, making it really weird to look at them in a standard editor of Duke 3D. However Castle Dukenstein and Noctis Labyrinthus levels have been created with the skies in mind (which also mean they have been created very easly in development). These textures are interesting to check. Since the sky in Noctis Labyrinthus uses a palette, in the actual game projectiles will hit it as if there was a barrier. Fog intensity ![]() There has been some work with sector fog intensity in the maps. Despite that the visibility is leveled in the actual game. Palettes ![]() There is some work with palettes in the levels which cannot be seen in the actual game since most of the palettes have been removed. In the example above from Raw Meat, the microphone is green, the tables are blue and the Karaoke sign is grey. Of course this may not be necessarily considered leftover content, since in Duke 3D some palettes are also replaced by the palette of the sector. In the example above, the tables would be completely blue regardless of the palette of the sprites themselves. |






























Hope you don't mind, this is some good stuff.


































