the cutting room mirror

Duke Nukem 3D (PC)

Featured articleThis article has a talk page!
view on tcrf.net

Unfinished/Unused Monsters#

Organic Turret (sprite 2420)#

Some sort of brown creature attached to the ceiling, which opens like a flower revealing a tentacle. It has 30 hit points, and can be killed by the player. The CON files have the code for some melee attack, which is never used due to incorrect syntax.

Early Pig Cop Tank (sprite 1870-1876)#

Sprites for an early version of the Pig Cop Tank located in the .art files. This scorpion-like design appears to have been rendered from a very low-poly model and is missing textures on the rear of the "tail" and gun turret. There is no code associated with the sprites.

Early Pig Cop Tank

Used Pig Cop Tank

Early Pig Cop Tank

Used Pig Cop Tank

Early Pig Cop Tank

Used Pig Cop Tank

Mini Overlord#

A small version of the Overlord boss, like the mini Battlelord seen in regular gameplay, can be added into a level by placing his sprite in a level, then changing the palette to any value other than 0.

In-game, he behaves like the regular Overlord, but has a very fatal flaw: he has only one hitpoint. The positioning of his projectiles is not scaled with the enemy, which results in hitting the enemy's own hitbox at certain angles, giving him a high chance of killing himself.

Unlike the Battlelord or Cycloid Emperor, the mini Overlord freezing code is incomplete, and he freezes indefinitely.

This variant was fixed and used in both Duke Nukem 64 and Duke Nukem 3D: 20th Anniversary World Tour.

Mini Cycloid Emperor#

A mini version of the Cycloid Emperor boss can also be added to levels by adding a regular Cycloid Emperor sprite, then changing his palette to anything but 0.

Like the mini Overlord, he behaves like a smaller version of the regular Cycloid Emperor, but also has one hitpoint and is killed by his own projectiles.

This enemy was fixed up and used in World Tour.

Mini Alien Queen#

The following content is NSFWIcon.png and has been hidden by default. Click to reveal content: ;

A smaller version of the Alien Queen can be found. She's added the same way the other mini bosses are.

Unlike the other mini versions of bosses, the only difference between this one and the regular version of the Alien Queen is size. Otherwise, she has the exact same stats and behavior as the regular Alien Queen, down to making a level end when she is killed.

Unused Objects#

Forcesphere (sprite 2590)#

Creates a large sphere of solid white sparks. When one of the sparks gets shot, it is destroyed and the sphere starts rotating at a fast pace. After enough of the sparks are destroyed, the sphere gradually vanishes. May have been part of a planned force field power-up.

ROTT Flame Trap (sprite 2333)#

The flamethrowing obstacles from Rise of the Triad make a return in Duke Nukem 3D. While they were never actually used in the game, they're fully functional, and will cause damage if the player walks over them while they are active. The sound IDs haven't been changed since the Flamethrower was in, so the trap makes Freezethrower sounds.

These flame traps were used extensively in the LameDuke beta version, but all instances were removed in the final version.

Unused Flame Trap

Rise of the Triad Flame Trap

Trash (sprite 1272)#

Small pieces of trash that blow around and disappear when they hit something, but are nowhere to be seen in the final game because Duke gives a hoot and doesn't pollute.

Space Suit#

A planned inventory item that would have activated automatically like the Scuba Gear. In the pre-release 1.0 demo leak, it changes Duke's speed/physics to moon conditions while letting him survive in the vacuum of space. In the final game, the Space Suit's coding was removed and the pickup sprite was turned into a decorative sprite, and the one remaining vacuum area (in E2L8: Dark Side) was altered slightly with a force field so that it could be played normally.

It's still placed in the bonus Zoo demo level and the Space Suit's sprite is located among the rest of the item sprites in the files, so it must have been cut late.

AMMOLOTS (sprite 48)#

AMMOLOTS is an invisible object that gives 48 rounds of ammo for the Pistol when picked up. Interestingly, regular Pistols scattered throughout levels also give 48 rounds of Pistol ammo.

In Lameduke, large ammo pickups for the Pistol can be found. They also give 48 rounds of Pistol ammo.

Reactor2 (sprite 578)#

The game contains code for another reactor type called "REACTOR2". Reactor2 behaves the same as the regular reactor found in Episodes 2 and 4, but uses a much smaller sprite for the reactor ends. However, the reactor ends are bugged, as the game will constantly cycle through the regular reactor2 sprite, its broken variant, and the beam meant to be emitted by it.

Reactor2 also has its own special electricity graphic meant to be shown between the two reactor end sprites, Tile 580 (Reactor2spark).

Reactor2

Reactor

Reactor2

Reactor

Lavabubble (sprite 4340)#

Tile 4340 is an unused graphic of a purple bubble rising up, then exploding. Its colors match the purple glop the player must run through in The Queen (E4L10).

Unused Laser Tripbomb Functions#

The Laser Tripbomb has a setting in USER.CON, TRIPBOMBLASERMODE, that controls how the beams emitted by the weapon are rendered:

  • 0 (default setting) renders the beam normally.
  • 1 gives the beam some translucency.
  • 2 renders the beam invisible unless the Night Vision Goggles are active.
  • 3 renders nothing at all.

The only way to use modes 1-3 is by editing USER.CON.

DEFS.CON and NAMES.H Labels/Functions#

DEFS.CON defines and labels all effects in the game to be used by the game code. Much of it is hard-coded to the executable, but some of it is soft-coded within the GAME.CON script file. Of course, there's a lot of defines that are unused, so an attempt to document strange and unused functions/labels is below.

Unused Labels#

Tile Number

Tile Title

Description

13

FOF

According to the source code, this tile would be used by a floor-over-floor effector (SE 40). Floor-over-floor was later implemented in other Build games, such as Shadow Warrior.

48

AMMOLOTS

See this.

180

REFLECTWATERTILE

A similar effect exists in LameDuke.

247

EPISODE

A wall texture with a circuit breaker box. "EPISODE" is too ambiguous to guess what it would have meant, but probably something to do with menu graphics.

344

WATERTILE

A worn metal texture. Certainly isn't a water tile now.

395

DOORTILE22

A "dumpster" texture with yellow warning stripes. It certainly could be used as a door tile, but it doesn't seem like that is what this label was intended for in this circumstance. Most DOORTILEs correspond to actual door textures, but a few don't and are assumed to have been overwritten at some point. The DOORTILE labels are also dubious at best and it's questionable to what function they would have been used for, since you don't need specifically-labelled textures in order to operate a door in the final game.

412
416

FANSHADOW
FANSHADOWBROKE

A Space Shuttle texture, comes right after the fan textures.
There's a metallic texture with the shadow of a fan in Lameduke, albeit without a damaged frame. Presumably, once the damaged state was included, this code was intended to link the fan sprite with its shadow.

489

SATELLITE

Code was removed. See this.

538

SLIMEPIPE

Labelled, but it doesn't appear to have any noticeable function.

554

CAMERAPOLE

Is in reality the fourth frame of Tile 551 DOMELITE. It's unknown what function CAMERAPOLE could have had; GENERICPOLE is used when possible in the final campaign.

578

REACTOR2

See here.

626

BRICK

Is in reality the teleporter floor sprite which animates. Since animated sprites are defined separately from Tile defines, it's unknown what function this would have.

630

SPLINTERWOOD

Is actually a green short metallic/stone horizontal texture to be used with steps or raised teleporters or the like.

640

W_NUMBERS

These numbers aren't actually used in the final Duke3D campaign. A label would imply some sort of menu use, but neither the v0.99 Beta nor LameDuke use these in any sort of coded fashion. The numbers have existed since LameDuke, and are used as a decorative in several levels in that proto.

1022

HANGOOZ

No apparent effect despite being labelled.

1141

BIGHOLE

See Tile 893.

1169

DOORTILE17

Is really the canyon wall texture. See Tile 395.

1175

JAILBARBREAK

No apparent effect despite being labelled. Its sister tile, 1175, is listed as MASKWALL7.

1225

BARBROKE

Would be left after FEM2 was killed. However opposing code in GAME.CON caused it to be deleted.

1236

BANNER

A very thin dark olive color seven pixels tall. Unknown use.

1272

TRASH

See here.

1387, 1388

N/A

Repeat of the LameDuke plasma bolts at 604, 605. This set is more complete and starts at 1385.

1393

SCRATCH

Tile 1394 is documented below, but the label for the initial sprite still exists here; the graphic is the last frame of the FIREVASE object.

1647

TONGUE

Second frame of the Shrinker projectile (Tile 1646 SHRINKSPARK). In Beta v0.99's GAME.CON, this function is called in the unused ORGANTIC enemy's code but commented out. According to the source code, it would be a projectile attack for the ORGANTIC enemy.

1860

INNERJAW

According to the source code, would be spawned by the TONGUE projectile.

2160

LIZMANFEEDING

See "Unused Graphics" below. Apparently at some point, the Enforcer (LIZMAN) could eat corpses or other game objects? No reference in any known GAME.CON. Would certainly complement the "FECES" function.

2242

HEADERBAR

No idea, possibly internal or menu-only.

2235

USERWEAPON

Actually a frame of a lava splash or explosion animation. Apparently this would be where you would patch in your custom weapon sprites at one point?

2333

FLOORFLAME

See this.

2442, 2443

PLAYERISHERE, PLAYERWASHERE

Remnants from a Doom-style map screen. These elements were used in LameDuke.

2444

SELECTDIR

A similar function was used in LameDuke; presumably this graphic was used as a directory selection at one point, but by v0.99 the graphic is completely unused.

2446, 2447

NOTCHON, NOTCHOFF

Used in LameDuke?

2452, 2453, 2454, 2555

DUKEICON, BADGUYICON, FOODICON, GETICON

These were used in older versions of the automap.

2486

TITLE

See Unused Graphics below.

2487

NUKEWARNINGICON

At some point this would appear for certain hazards, apparently.

2488

MOUSECURSOR

The game doesn't use a mouse cursor in the final, instead opting to select menu options directly through the mouse.

2578

GLAIR

Presumably the old scuba mask sprite underlay, removed sometime before v0.99.

2584

SPACEMASK

This is where the graphics for the first-person view of the space suit would have been. The actual (hard-coded) function no longer exists, taken out between.

2590

FORCESPHERE

See here.

2612

LASERSITE

Remnants of the LameDuke laser sight on the pistol.

2696

BOSSTOP

The Battlelord's map view, unused in itself (see below), but also in the wrong position in the tiles - Tile 2696 points to nothing, the actual sprite is at 2686.

2821

SMALLFNTCURSOR

An 8x10 white square that serves no purpose. See BIGFNTCURSOR.

3026

BLANK

Tile is just a black square.

3164

BUTTON1

Tile is actually the closing curly brace in the micro-font.

3183

GLASS3

No graphic.

3701

FOOTPRINT

No graphic. The used one is FOOTPRINTS at Tile 550, and variants FOOTPRINTS2, FOOTPRINTS3 and FOOTPRINTS4 at Tiles 672 to 674. It's possible it doesn't even refer to the footprints left by water/sludge.

4094

POOP

No graphic.

Misc#

Tile Number

Tile Title

Description

20

ARROW

The cursor selection for items in the HUD, which is a box. Most likely it was an arrow earlier in development.

41

BATTERYAMMO

This is the Chaingun ammunition pickup. The name is a holdover from when the chaingun was a plasma gun.

51

COLA

The small health pack. This was cola in LameDuke.

52

SIXPACK

The large health pack. Was a six pack in LameDuke.

54

SHIELD

The armor. Was a shield, of sorts, in LameDuke.

59

HEATSENSOR

The Night Vision goggles. While they still fulfill the function of a Heat Sensor, the name suggests something different from actual Night Vision goggles, especially seeing as the item actually functions very poorly to see in the dark (even if they do light up dark rooms a little).

859

HURTRAIL

A damage floor concrete texture which is hard-coded to electrocute you. While it's used as the floor for the Dark Side train rails, it doesn't resemble rails.

893

BIGHOLE2

Strange name for the texture used as the background for the shrunk screen.

940

BOUNCEMINE

It is the underwater mines found in E1L4, which are attached to chains and simply float in place. It's worth noting that bouncy red mines did exist in the first Duke Nukem.

1642

DEVISTATORBLAST

A placeholder tile for the devastator rockets. Its actual sprites are the same as the RPG rockets.

2301 to 2309

WALLBLOOD1 to WALLBLOOD8

Used only by the parental lock function.

2440

BETAVERSION

Label would apparently refer to a function related to Shareware that is no longer relevant in the final game (by 1996 the idea of Shareware and Registered Shareware was already starting to fall out of favor in preference to "demos" and "full games").

2493

BETASCREEN

This is actually the title backdrop. Apparently, the devs liked this screen enough to keep it.

2485

LOGO

Is really the Demo Cam texture.

2820, 2821

BIGFNTCURSOR

Tile 2820 is an additional tile of the SPINNINGNUKEICON animation, and the tile dimensions are used to determine the vertical positioning of the SPINNINGNUKEICON.

CON Code Oddities#

Parsing error#

Due to a parsing error, an "else" followed by "//" (used for comments in the same line) is rendered null, due to the "//" being interpreted as a regular command. This affects the code for the big bosses at the end of the first three episodes:

ifspritepal 0 nullop

     else   // a fake way of doing a ifspritepal NOT.
       move PALBOSS1RUNVELS seekplayer

As a result, the big bosses move at a much lower speed than expected, which would otherwise be used only for the mini variations.

Boss death one-liners#

When the Overlord and Alien Queen are killed, they trigger two different one-liners for Duke. When killed, all bosses will play "DUKE_TALKTOBOSSFALL" ("Die you son of a bitch"), however the Overlord and Alien Queen will also play "JIBBED_ACTOR9" ("Eat shit and die") and "BOSS4_DEADSPEECH" ("It's time to abort your whole friggin' species") respectively.

The game prevents an one-liner to start when another is already playing, meaning only the first one is ever heard. The unheard lines are also triggered with the "sound" instead of "globalsound" command, which would limit the distance which they are heard despite being supposed to be said by the player. However, these sounds are not unused, since they are played in other moments.

The Alien Queen is an interesting case, since Duke calling her a "son of a bitch" is incorrect, and "BOSS4_DEADSPEECH" would make more logical since. However, the sound "BOSS4_DEADSPEECH" is also played at the movie sequence after the boss is defeated, and if that line was used also in-game, Duke would end up repeating the same line twice after killing the boss.

Unused Graphics#

Art

Art ID(s)

Description

94

Unused oceanscape. It's used in background of tiles 3370 - 3372:

511

In the final game, there's only one chapel picture of the Battlelord in Death Row. It's likely that this would have been in the same level. There's no definition for this inside DEFS.CON.

604, 605, 1385 - 1388

This was used as the Plasma Rifle firing animation in Lameduke. However, with the weapon's removal, only these sprites were left behind.

Duke_Nukem_3D_PC_0730.png Duke_Nukem_3D_PC_0731.png Duke_Nukem_3D_PC_0732.png Duke_Nukem_3D_PC_0733.png

730 - 733

Textures for a futuristic vehicle. Can be seen in a video titled Duke Nukem 3D - Hotel Hell dev history. Used in Duke it out in D.C. as the paneling on arcade machines in E3L6: Metro Mayhem.

1043

Unused sign for scrapped Sweeney level. Used in Duke it out in D.C. above a door in a sewer in in E3L7: Brown Water.

1336

A rather graphic sprite of an impaled woman.

1394

Tally marks representing a value of 2. In the 0.99 prototype, this was a part of a larger set of graphics meant to represent numbers 1 through 5. The first tile of the set is still named "SCRATCH" in the final version. This is part of an unused "scratchmarks" function in the source code, meant to display a counter in the screen. It might remain as a graphic as some sort of joke, as the CON code still uses the C standard of using two forward slashes "//" as a REM comment.

Duke_Nukem_3D_PC_1644.png Duke_Nukem_3D_PC_1645.png

1644 - 1645

"Firelaser" moving upward. Probably related to Lameduke early Troop enemy firing up sprites.

Duke_Nukem_3D_PC_1660.png Duke_Nukem_3D_PC_1661.png Duke_Nukem_3D_PC_1662.png Duke_Nukem_3D_PC_1663.png Duke_Nukem_3D_PC_1664.png Duke_Nukem_3D_PC_1665.png Duke_Nukem_3D_PC_1666.png Duke_Nukem_3D_PC_1667.png Duke_Nukem_3D_PC_1668.png Duke_Nukem_3D_PC_1669.png

1660 - 1669

Unused projectiles.

Duke_Nukem_3D_PC_1700.png Duke_Nukem_3D_PC_1701.png Duke_Nukem_3D_PC_1702.png Duke_Nukem_3D_PC_1703.png Duke_Nukem_3D_PC_1704.png

1700 - 1704

Unused Assault Trooper frames.

1705, 1845, 2061, 2686

In the final game, enemies aren't visible when the player is viewing a level through the 2D map mode. In spite of this, graphics for a few of these enemies' top-down sprites still exist in the .art files.

Duke_Nukem_3D_PC_2155.png Duke_Nukem_3D_PC_2156.png Duke_Nukem_3D_PC_2155.png Duke_Nukem_3D_PC_2161.png

2155 - 2156, 2160 - 2161

Unused "LIZMANFEEDING" sprites.

Duke_Nukem_3D_PC_2333.png Duke_Nukem_3D_PC_2334.png Duke_Nukem_3D_PC_2335.png Duke_Nukem_3D_PC_2336.png Duke_Nukem_3D_PC_2337.png Duke_Nukem_3D_PC_2338.png Duke_Nukem_3D_PC_2339.png Duke_Nukem_3D_PC_2340.png Duke_Nukem_3D_PC_2341.png Duke_Nukem_3D_PC_2342.png Duke_Nukem_3D_PC_2343.png Duke_Nukem_3D_PC_2344.png Duke_Nukem_3D_PC_2345.png Duke_Nukem_3D_PC_2346.png Duke_Nukem_3D_PC_2347.png Duke_Nukem_3D_PC_2348.png

2333 - 2348

Unused "FLOORFLAME" sprites. Was used in v0.99 BETA during the boss battle at the end of The Abyss level.

Duke_Nukem_3D_PC_2380.png Duke_Nukem_3D_PC_2381.png Duke_Nukem_3D_PC_2382.png Duke_Nukem_3D_PC_2383.png Duke_Nukem_3D_PC_2384.png Duke_Nukem_3D_PC_2385.png Duke_Nukem_3D_PC_2386.png Duke_Nukem_3D_PC_2387.png Duke_Nukem_3D_PC_2388.png

2380 - 2388

Water drip splash.

2440

Leftover from the shareware version of the game.

2441

Variant of 2441. Not used in either the final game nor shareware.

DN3Dpc-dukemaphead.png DN3Dpc-skullmap.png Duke_Nukem_3D_PC_2454.png Duke_Nukem_3D_PC_2455.png

2452 - 2455

Unused map icons for player, enemies, health and ammo as seen in early screenshots. Tile 2453 is used in Duke it out in D.C. as a motif on an archway in in E3L10: Top Secret.

2464

Unused part of the HUD visible in early screenshots.

2466

Space suit inventory icon.

2486

A preliminary title screen of sorts. The transparency present indicates it would have been an overlay. A similar logo design appears in some prerelease media.

2487

Unused radiation warning sign. A similar graphic appears in LameDuke when the player is close to certain reactors in Episode 2.

2527

Unused alternate crosshair.

Duke_Nukem_3D_PC_2589.png Duke_Nukem_3D_PC_2590.png Duke_Nukem_3D_PC_2591.png

2589 - 2591

Unused "FORCESPHERE" sprites. The unfinished code generates some sort of spherical force field made of several sprites.

2809

Last frame of the Overlord dying animation.

3290

Leftover from the shareware version of the game.

3291

Leftover from the shareware version of the game.

D3d_3341.pngD3d_3342.pngD3d_3343.pngD3d_3344.pngD3d_3345.pngD3d_3346.png

3341-3346

A futuristic looking screen. These tiles are located right next to the animation of a woman doing an erotic dance that appears in Faces of Death (E1L7) and fit over said sprites, suggesting a connection between the two. Used in Duke it out in D.C. as the glowing exhaust ports on an alien scout ship in E3L5: Capitol Punishment.

D3d_3350.png D3d_3351.png D3d_3352.png D3d_3353.png D3d_3354.png D3d_3355.png D3d_3356.png D3d_3357.png D3d_3358.png D3d_3359.png D3d_3360.png D3d_3361.png

3350-3361

Rotating green Duke Nukem head. This is similar to the rotating Cycloid Emperor graphics that are used. Used in Duke it out in D.C. as part of the display on an arcade machine in E3L6: Metro Mayhem.

3409

This is an alternate KTIT sign. In the actual game, the KTIT sign is rendered using a menu text font.

Unused Messages#

The following unused messages and definitions are in USER.CON.

String 25#

TYPE THE CHEAT CODE:

Appeared in the leaked shareware when user typed "DN".

String 28#

WILL ALWAYS HAVE NO FUTURE

Purpose unknown.

String 42#

BODY SUIT

This message was meant to be displayed when the player got the scrapped Space Suit inventory item.

String 46#

CHEAT CODE: UNRECOGNIZED

Appeared in the leaked shareware when it didn't recognize anything you typed afterwards.

String 77#

SPACE SUIT ON (Activating the above)

Line meant to be used when the removed Space Suit item was activated.

String 108#

YOU'RE BURNING!

A message very similar to this one is used when set on fire by an Enforcer in the v0.99 prototype.

Unused Level Names#

USER.CON contains three extra levels listed for Episode 1 that don't appear in the game's files.

definelevelname 0 8 E1L9.map 12:48 16:32 VOID ZONE
definelevelname 0 9 E1L10.map 0T:HX 11:38 ROACH CONDO
definelevelname 0 10 E1L11.map 08:67 53:09 ANTIPROFIT

The level times are actually references. Void Zone refers to bit/byte types (16/32/etc.), Roach Condo refers to the movie THX-1138, and Antiprofit refers to the song Jenny (867-5309). Void Zone is displayed when the player finishes a User Map, referring to the fact that there is no map afterwards. It's likely these are meant as placeholders.

Unused Audio#

With Labels, Lacking Definitions#

define DUKE_PASSWIND 32
define DUKE_GLAD 44
define DUKE_HEHE 46
define DUKE_SHUCKS 47
define LIZTROOP_GROWL 52
define LIZTROOP_TALK1 53
define LIZTROOP_TALK2 54
define LIZTROOP_TALK3 55
define LIZCAPT_GROWL 57
define LIZCAPT_TALK1 58
define LIZCAPT_TALK2 59
define LIZCAPT_TALK3 60
define LIZARD_PAIN 62
define LIZARD_DEATH 63
define DRONE1_HISSRATTLE 65
define DRONE1_HISSSCREECH 66
define THEATER_BREATH 94

With Definitions, Lacking Sound Files#

definesound TURR_ROAM turrrm.voc 0 0 3 0 0
definesound TURR_RECOG turrrg.voc 0 0 3 0 0
definesound TURR_ATTACK turrat.voc 0 0 3 0 0
definesound TURR_PAIN turrpn.voc 0 0 3 0 0
definesound TURR_DYING turrdy.voc 0 0 3 0 0
// definesound SLIM_PAIN slimpn.voc -256 256 3 0 0 // note: this is commented and does not have a label
definesound BOS3_ATTACK1 b3atk01.voc 0 0 3 0 0
definesound BOS3_ATTACK2 b3atk01.voc 0 0 3 0 0
definesound DUKE_BREATHING hlminhal.voc 0 0 255 4 0
definesound DUKE_EXHALING hlmexhal.voc 0 0 255 4 0
definesound DUKE_YES yes.voc 0 0 255 4 0
definesound FAN fan.voc 0 0 0 0 0
definesound HOVER_CRAFT hover.voc 0 0 0 0 0
definesound GENERIC_AMBIENCE22 vpiss2.voc 0 0 255 4 0
// definesound ENDSEQVOL3SND1 KICKHEAD.VOC 0 0 254 0 0 // KICKHEAD.VOC was present in v1.3D but oddly removed in v1.4/v1.5
definesound VOL4_1 jacuzzi2.voc 0 0 0 1 0
definesound JOKE joke.voc 0 0 128 0 0

Unreferenced Sound Files#

Sound Clip

File Name

Description

N/A

BLANK.VOC

A 34 byte file containing nothing but silence.

DSCREAM38.VOC

Might have been used when Duke got caught on fire.
Used in Duke Nukem: Time to Kill when dying to lava.

PAIN13.VOC

Unused voice clip of Duke Nukem in pain.

PAIN28.VOC

Unused voice clip of Duke Nukem in pain.

PISSIN01.VOC

"You're pissin' me off."
Possibly an alternate version of "This really pisses me off."

PIGWRN.VOC

"Prepare to die, human ha ha ha."
Early take on the voice clip played at the end of Red
Light District. This is used in the leaked v0.99 prototype,
but a different voice clip is used in the final version.

(Source: Duke4.net)

Unused Sound Files#

Sound Clip

File Name

Label

Description

B2REC03.VOC

BOS2_RECOG

Unused sound for the Cycloid Emperor (spotting the player).

B3PAIN04.VOC

BOS3_RECOG

Unused sound for the Overlord (spotting the player). Later used in Duke Nukem 64.

SNAKDY.VOC

DRON_DYING

Unused sound for the Sentry Drone, or the early "Snake Head", being killed.

BLREC4B.VOC

NEWBEAST_RECOG

Unused sound for the Protector Drone (spotting the player). Later used in Duke Nukem 64.

BQREC2A.VOC

BOS4_RECOG

Unused sound for the Alien Queen (spotting the player).

The unused sight sounds for the Cycloid Emperor, Overlord, and Alien Queen are programmed to play whenever the appropriate enemy has its palette set to 1. This may have been a slight mistake; the game allows bosses to be designated as "minibosses" by giving them any palette other than the default, but palette 1 is not meant to be used for this purpose (the game itself uses palette 21 for mini Battlelords, which is visually identical to the default palette).

Regardless, these enemies are not meant to be used as minibosses regardless; among other buggy behavior, a mini Cycloid Emperor or Overlord will have only one hit point, while a mini Alien Queen will be mostly identical to the normal version apart from its smaller size.

Unused Force Fields#

These are possibly just the result of bad cleanup on level objects. Use DNUNLOCK to see these.

Tiberius Station (E2L6)#

At the very start, right at the end of the path on the left in the starting area's "control room".

Spin Cycle (E2L10)#

Around the Beta and Alpha rooms on the outer perimeter.

L.A. Rumble (E3L4)#

At the very end of the level, nonsensically surrounding some ceiling lights.

Unused Game Script#

Mobile Space Shuttle and Satellite#

Some commented-out code in GAME.CON allows for Tile 487 (the space shuttle sprite) and Tile 489 (SATELLITE) to move around very slowly and rapidly change directions while doing so:

define SPACESHUTTLE 487
move SHUTTLEVELS 16
actor SPACESHUTTLE TOUGH
//  ifmove 0          //  Init once
//    move SHUTTLEVELS getv geth
enda


actor SATELLITE TOUGH
  //  ifmove 0 move SHUTTLEVELS getv geth
  //  ifcount 120 move SHUTTLEVELS getv geth randomangle
enda

SPACESHUTTLE is the only tile define in DEFS.CON to be commented out; it's redefined again in GAME.CON as seen above.

Misc Commented-Out Code#

// useractor notenemy DUKECUTOUT WEAK state breakobject enda

Apparently the Duke Cutout in E4L4 would have been destroyable.

state headhitstate


// Unrem the following line to invoke screen tilting during
// low player hitpoint damage.


// wackplayer


ends

Un-commenting the line makes the head-jolt effect (which normally happens when you take fall damage) occur whenever you take damage when at low health. If you get hit rapidly this can make it nearly impossible to counterattack or recover, which is probably why this effect was disabled in the final game.

Unused Areas#

Incubator (E2L2)#

From the beginning of the level, go through the first two rooms and into the room where you press the off/on switch to open the windows. In the little room in front of you that opens up after you walk in, walk up to it, but stand just outside of it. Turn left, and use the noclip cheat and slowly walk through the wall until you come to a tiny, tiny room with a grey and blue wall in front of you.

To your left is a switch. Activating the switch opens a panel with scuba gear. To your right is an odd door with the medical red cross on it. Open this up to find a Portable Medkit and Steroids.

(Source: Rick)

Movie Set (E3L5)#

Right at the end of the level, while you’re going down the stairs to finish the level, stop at the next to last step on the stairs and turn right. Turn on the noclip cheat and go through the wall, going directly forward. You’ll end up walking through nothing for a while, but then you’ll end up in a room with a large health container, armor, and several porn mag vendors. Standing on the two red ones will make them lower, revealing a cubby hole with a Holoduke.

A similar setup is used for one of the secrets in the next level, Rabid Transit, but the two red porn mag vendors are separated, the player has to stand on the leftmost one to reveal the secret, and the cubbyhole is much tighter.

(Source: Rick)

Unused room in Movie Set

Used Rabid Transit secret

Unused room in Movie Set

Used Rabid Transit secret

Hidden Messages#

In various levels, there are hidden messages or easter eggs from the developer.

The Abyss (E1L5)#

"You're not supposed to be here. -- Levelord" can be found if you use noclip to reach the shrinker. It was intended to be visible to only those that used the noclip cheat. However, this can be reached if you obtained the jetpack on E1L6: Launch Facility.

Spaceport (E2L1)#

If you activate noclip and god mode, you can head outside and see the name of the ship, U.S.S. Framerate.

This message is not reachable in version 1.3d. In that version, god mode doesn't protect against being killed by passing through a wall, nor does it protect against the vacuum of space.

Raw Meat (E3L1)#

Found near the exit, when you noclip through a crack in the wall and look around: "Noone should be here", signed Levelord.

L.A. Rumble (E3L4)#

At the level exit, use noclip to walk through the window. The text is visible on a metal box.

"You're not supposed to be here ... EITHER", signed Levelord.

Level Designer Signatures#

A vast majority of levels has a small signature made out of sectors of the person that made it placed somewhere that can only be seen with the noclip cheat or a level editor. Allen H. Blum III's signature is "AHB", Richard "Levelord" Gray's is "SUYT" (Show Us Your Tits), Keith Schuler's is a stylized "KS", and Randy Pitchford's is "RSP III DUVAL MAGIC" (Duval Magic was his stage name as a magician, and is used as his Twitter username).

These signatures show some interesting information for Critical Mass (E4L8). The readme that comes with the game states that Keith Schuler made Critical Mass, but both Keith's and Leverlord's signatures can be found on the level, showing that Levelord originally worked on it before it was taken over by Keith, as Levelord quit during the production of Atomic Edition in August 1996.

Leftover Editor Messages#

BUILD.EXE, the level editor included with most releases of Duke Nukem 3D, has a number of profane messages hidden inside. These messages are only accessible with a hex editor.

YOUR MOTHER IS A WHORE
YOU SUCK DONKEY 
FUCK IN PISS ANT
PISS ANT
SLOW

According to Ken Silverman, these were debug messages implemented by Allen Blum which were displayed when the framerate got too low. The lower the framerate, the more profane the message.

(Source: Ken Silverman's Build Page)

Miscellaneous Oddities#

  • Most of the Sentry Drone's sounds have "SNAK" in their filenames, this is a remnant of the cut Snake Head enemy from the game's development that the Sentry Drone had replaced.

References#


  1. News for May 10, 1996 - Duke Nukem 3D's release date is now firmly set at May 16th.↩︎