Version 1.20 October 19, 2007
DUKE
NUKEM
WEAPON OF MASS DESTRUCTION
by Dan Gaskill a.k.a. Deeper Thought (DT)
DNWMD
is a modification for 3DR's classic first person shooter, Duke Nukem 3D.
It relies heavily on the enhanced scripting system of the EDuke32 port.
INSTALLING AND RUNNING
(1) Find or create a directory that contains a copy of the file "Duke3d.grp". (Your installation of Duke Nukem 3D contains this file). Extract the contents of DNWMD.rar into that directory.
(2) Start a game by double-clicking
on DNWMD.bat
(3) Go under OPTIONS -> KEYBOARD
SETUP (or
MOUSE SETUP) to Assign keys for the commands “ALT FIRE” , “UPGRADE
MENU”, and "DROP WEAPON".
! If
you run this mod in “classic” 8-bit
graphics mode, some graphics will not display correctly, and some will
not
display at all. The same is true if you have “models” turned off
under
the advanced video settings menu.
To
use DNWMD with the High Resolution Pack, simply place duke3d_hrp.zip in
the autoload folder (create the folder if it doesn't exist).
UPGRADE MENU

The upgrade screen (pictured above) first appears when you start a new game. Toggle it off or on at any time by pressing the Upgrade Menu key. Monsters and player actions are paused while the menu is up.
While in the upgrade screen, use the mouse to control the cursor (which looks like an overhead view of Duke Nukem). Hover the cursor over an item, and a description of it will appear in the center of the screen. If you have enough skill points, you can choose the selected item by pressing the fire button or use key.
Starting in the 12 O'clock position and moving clockwise, the upgrade items are as follows:
MAX
LIFE
DUKEBOT
SPECIAL
AMMO
LEG
UPGRADES
Reduce
fall damage
Dodge
Moves
Gives the player the ability to move rapidly (dodge) in a certain direction by double-tapping on the corresponding movement key (forward, backward, strafe left, strafe right). You can also do a long jump by jumping in mid-dodge. Finally, you can use dodge-moves to propel yourself off of walls while in the air. For example: suppose you jump up and you are touching a wall on your right side; in that case, you can push off the wall by double-tapping the strafe left key. Using this technique to push back and forth between facing walls, you can reach areas that would otherwise require the jetpack.
Special
Kicks
The vampire kick is
a stepping
side-kick executed by kicking while pressing
forward. Works with both Mighty Boot and Quick Kick. A portion of the
damage
inflicted on enemies with the kick heals the player (but not above
maximum
health). In addition, the vampire kick will knock enemies backwards.
The amount
of damage, and the distance it can knock enemies, depends on your
overall
damage level (see Damage upgrade). The vampire kick does extra damage
if it
connects while the player is airborne (flying kick). The spinning hook kick is
another special kick available from the same upgrade. To execute,
kick while pressing backward. The spinning kick does not recover
health, but can hit multiple enemies, and the player takes reduced
damage if hit while performing the kick. Although
it is activated by pressing back, it still hits enemies in front of
you, like the vampire kick.

The vampire kick knocks out a LIZTROOP.
Running
Speed
Increases the player's running
speed. Before upgrading, running speed is
greatly reduced from the default speed of Duke 3D. After upgrading, it
is still
slightly lower than the default speed. Upgrading running speed also
increases
the speed of dodge moves.
DEFENSE
Reduces
the percentage of damage taken
from most attacks (exceptions include monster melee attacks). Since
this
upgrade is expensive, you may want to wait until most of the other
upgrades are
at satisfactory levels before investing in it.
LIMITS
These
upgrades increase the normal limits for various things.
Stamina
& Oxygen
Increases the rate of stamina
recovery, and doubles the length of time that Duke can hold his breath
underwater.
Up Max
Inventory
Doubles the maximum amount of
medkit, HoloDuke, and DimensionX goggle energy that Duke can carry.
Up Max
Weight
Increases
the maximum weight that Duke can carry.
Up Max
Ammo
Doubles
the maximum ammo capacity of each weapon.
ENERGY
SHIELD
Purchasing the Eshield upgrade enables the player to generate a personal energy shield. If you have at least 5 Nuke Coins, and rapidly tap backwards four times, the Eshield will appear in front of you, and continue to guard your front until it is destroyed (the amount of Eshield energy left is shown on the HUD). The Eshield allows your own shots to pass through it while blocking most incoming enemy projectiles. The shield remains hidden until enemies are nearby. The upgrades for it include:
Reflects
shots
Reflects most enemy projectiles, including missiles.
Heals
The Eshield will use its energy to heal the player.
Double
hit points
The Eshield starts with double the
normal amount of energy.
NUKE
COMBOS
Nuke combos are special abilities activated by special sequences of key strokes. F = Forward, B = Back, L = strafe Left, R = strafe Right. In addition to requiring an initial purchase to gain the combo, each combo uses a certain number of Nuke Coins when activated.
ENERGY
SHIELD
(B+B+B+B)
This is the same upgrade described above (it must be purchased before the other nuke combos). Costs 5 Nuke Coins per shield.
'ROID
RAGE
(F+F+F+F)
‘Roid Rage simulates the effects of using steroids (speed, firing rate, regeneration), but lasts for a shorter time. It cannot be used if you are already using steroids. If you have unused steroids in your inventory at the time the combo is activated, your steroids item will become available again when the combo wears off. Costs 2 Nuke Coins per use.
DUKE
NUKE (hold down + use)
To set a Duke Nuke, simultaneously crouch and hold the action key for one uninterrupted second. At this point, the nuke will begin to count down from 6. Get behind cover to survibr the blast -- merely putting distance between you and the nuke is usually not enough. The Duke Nuke not only has a huge blast radius itself, but it also fires off projectiles in every horizontal direction that have huge blast radiuses. If that isn't enough, the Duke Nuke spawns an expanding ring of deadly flames. Setting a Duke Nuke costs 5 nuke coins.
MISSILE
DEFENSE (F+F+B+B)
M.D. creates a large sphere around
the player which greatly slows
any enemy projectiles that enter it, making them easy to avoid. This includes hitscan (i.e. “bullet”)
type projectiles -- they change into real, slow-moving bullets when the
sphere is active. The sphere lasts for
a
limited time, as indicated by the M.D. display on the HUD.
Costs 3 nuke coins per use.
SOUL
COLLECTOR
(L+R+L+R+L+R) only works when
goggles are in use
GOGGLES
You start the game with the Dimension-X Goggles and should never be without them (see description below for more details). The following upgrades are available:
Show
Enemy Strength
Once this upgrade is purchased, life bars will appear above the heads of enemies in your field of view, showing how much strength they have left. Enemy life bars will flash when the enemy is taking damage. Some enemies are invulnerable to certain weapons; watch the life bars to check whether your attacks are being effective.
Target
Lock
If you have an enemy in your sights, you can “lock on” to the enemy by pressing the use key (spacebar by default). When locked on, a special crosshair will appear and you will automatically face the enemy, giving you perfect horizontal aim. Your view height will also move towards the enemy's position, though you can still adjust it for brief periods. The lock will remain on, even if the enemy is out of view, until one of three things happens: (1) You press the use key, (2) The enemy is destroyed, (3) You die.
Slower
Drain
Reduces by half the rate at which
goggle energy drains.
2. NEW WEAPONS AND WEAPON MODES

The Lightning Gun hits
with multiple
arcs...

...Until the victim is
obliterated.
|
Weapon |
Alt-Firing mode |
Normal firing with special ammo* |
|
PISTOL |
BOMBDART: Sticks in target, detonates on timer. If target is an enemy, the Bombdart will detonate when the enemy is hit with another weapon. Costs 12 ammo. |
ARMOR PIERCING ROUNDS (DOUBLE DAMAGE) |
|
SHOTGUN |
INCENDIARY GLOBS. Costs 2 ammo. |
FLAK BURST |
|
CHAINGUN |
FLAK
SPRAY. Does double damage against flesh targets. |
ARMOR PIERCING ROUNDS (DOUBLE DAMAGE) |
|
RPG |
RAILGUN. Headshots with Railgun do double-damage on most enemies. Shots can go through some walls. |
LASER
GUIDED ROCKET. It flies towards what you are pointed at -- most
effective when used with target lock. |
|
PIPEBOMB |
AUTO-TURRET
(costs 3 ammo). Spawn randomly with bullet, missile, or blaster
attack. |
Liquid nitrogen bomb. Freezes nearby enemies. |
|
SHRINKER |
NOVA
TORPEDO (costs 3 ammo). Obliterates enemies. Note: Alt-fire Shrinker = the Expander. |
BFG – A “SMART” WEAPON WITH A LARGE RADIUS. |
|
DEVASTATOR |
HEAT-SEEKING PLASMA BOLTS |
AUTOMATIC SHOTGUN |
|
LASER TRIPBOMB |
WALL ROCKET. Once planted, it launches when an enemy or player crosses its line of sight. |
Guided Wall Rocket. Like Wall Rocket, with extra damage and locks on to target. |
|
LIGHTNING
GUN |
THUNDER BOLT. Headshots do double-damage on most enemies. Bolts can go through some walls. |
Spark
Burst. Fires a devastating barrage of spark projectiles. |
* Special ammo is purchased in the upgrade menu using ammo coins.

A pigcop ducks a shot from an auto-turret.
THE
HOLODUKE
DUKEBOT
If
you have enough HoloDuke
energy,
activating the HoloDuke will launch a projectile that looks like the
HoloDuke
statue. It will bounce a couple of times and then spawn a
DUKEBOT.
The DUKEBOT will attack visible enemies with a variety of weapons. If
it gets
low on a certain type of ammo, it will try to find ammo of that type on
the
ground and pick it up. When out of ammo, it will attack enemies
with a
Hurricane Kick. You can add to the health of your DUKEBOT (no
upper
limit!) by activating the HoloDuke while you have an active
DUKEBOT. If
there are no enemies around and it does not see any ammo that it needs,
the
DUKEBOT will attempt to follow the player. The player does not take
friendly
fire damage from his own DUKEBOT, with the exception of splash
damage. You can re-absorb the DUKEBOT at any time by pressing the
use key while it is near.
DUKEBOT NUCLEAR MODE
If you set a DukeNuke (see below) while you have a DUKEBOT, your DUKEBOT will attempt to absorb the energy of the nuke and become super-powered for a short time. It gains health from the merger, and the ability to fire railgun shots, BFG shots, and use a more powerful version of the Hurricane Kick. The DUKEBOT can only absorb one DukeNuke at a time, so if you set a second one while the DUKEBOT is still flashing, the second DukeNuke will detonate.
DimensionX
GOGGLES
Using the goggles grants Duke the ability to interact with objects in Dimension X . Soul coins (see below) cannot be seen or picked up unless the goggles are activated. The goggles can also bring Duke into contact with extra-dimensional monsters, so beware! Goggles will reveal invisible objects and monsters (including cloaked troopers), and enable to player to hit out-of-phase Octabrains. Warning: While it is possible to use the goggles when goggle energy drops below 1%, doing so will drain your life. Use goggle energy wisely.

DimensionX goggles
reveal a Soul
Coin.
JETPACK
It is possible to activate the jetpack by pressing and holding jump after double-jumping, while still in the air (triple jumping, in other words). In this mode, the jetpack will use less fuel, but it will only thrust the player upwards while the jump button is held.
STEROIDS
Duke jumps higher when on steroids. Double jumping on steroids is VERY high. Steroids will also heal the player when active, up to full or 100 health, whichever is less. The firing rate of most weapons is greatly increased while steroids are being used.
MEDKIT
The medkit has a greater maximum capacity.
COINS: Enemies drop coins when they die.
INVENTORY COINS (blue) add small amounts to your first aid kit, DimensionX goggles or Holuduke.
NUKE COINS (green) are used for "NUKE COMBOS" explained above.
AMMO COINS (red) are used to purchase special ammo.
give you skill points which are used to to purchase upgrades and also replenish your goggle energy. Soul coins cannot be seen or picked up unless you are using the DimensionX goggles.
Boss coins are very large and only dropped by big bosses. In addition to ending the game, Boss coins grant a large number of points.
Treasure Chests, like soul coins, are invisible unless you are using the goggles. Chests hold a random number of Nuke Coins and Soul Coins. Each chest comes with a guardian (an invisible monster), so beware.

PLAYER SCORE
“DAMN I’M GOOD”
Monsters do not respawn on the highest difficulty setting. The extra difficulty comes from the fact that the monsters will be much more difficult. Also, you start with a score of 3000 points, in addition to extra skill points, nuke coins, and the shotgun. You must reach 4000 points in order for your score to count on “Damn I’m Good”. Try playing an episode on "Damn I'm Good" after you have beaten the episode, and you will start with even more points and skill points.
The HUD
Pigcop gore
-Enemy rockets make a flyby sound when passing by the player in close proximity
-New bar music (a short 8bit mono sound clip from No Doubt’s “Hella Good”)
-Rocket model pitches correctly in the air when flying at angles, rather than lying flat.
-When pigcops dive, it actually makes them dodge projectiles (fixed from original cons).
-Various other minor tweaks
7. NEW ENEMIES AND ENEMY ENHANCEMENTS

This Mech graphic was ripped from the Zero Hour TC
DNWMD includes all of the
standard enemies from Duke Nukem 3D. In addition, there are some
new enemies and new varieties of the old enemies. Note that if
you are playing DNWMD with the Hi-Res Pack, some of the enemy variants
will look the same as regular enemies. This is because they do
not yet have their own skins.
Lizard
Trooper (LIZTROOP)

Pigcop
(PIGCOP)

Lizard
Captain (LIZMAN)

-Ice
lizards fire freezeblasts and shatter when killed. They are also
immune to the freezer and take extra damage from incendiary globs.
-All lizard captains have a chance of spawning with a personal force
shield.
-When the player reaches a score of 4000, fire lizard captains begin
to appear; they shoot fiery bullets and breah fire, and are
immune to...you guessed it...fire.

-Blue
sentry drones contain highly compressed liquid nitrogen, which they
release in an explosion when destroyed. This can cause more
damage than the explosives of standard sentry drones.
Fat
Commander (COMMANDER)

Egg
(INVISEGG)


Octabrain
(OCTABRAIN)

Tank
(TANK)

Alien
Drone (NEWBEAST)

Battlelord
(BOSS1)

Overlord
(MINIBOSS3)

Cycloid
(MINIBOSS2)

Queen
(MINIBOSS4)

Evil
Duke (EVILDUKE)

-Mini
evil Dukes are spawned from DimensionX eggs and exist only in
DimensionX. Their small size makes them very difficult to target.
-Normal sized evil Dukes can use a hurricane kick attack, just like the
Dukebot.

-Equipped with a rocket
pack, Robotroopers are very agile. Armed
with an automatic laser cannon, they are very dangerous. They
also have the ability to heal themselves when stationary. Red
robotroopers begin to spawn at 6000 points -- they can teleport behind
the player and sometimes fire guided blasters.
Mech
Walker (MECH1)



EPISODES 1 – 4
The four original episodes of Duke Nukem 3D Atomic Edition.
EPISODE 5
Duke it Out in DC. (requires expansion pack)
Note that episodes 1 – 5 are not included with DNWMD and it would be illegal for me to provide them, so don't ask.
EPISODE 6: ROCH
The
complete collection (including the secret level, if you can find it) of
urban maps by the legendary Pascal Rouaud, now
as an
episode. Because the ROCH series does not have a boss ending,
WGCity by William Gee (with an added boss) was added to the end of the
episode.
EPISODE 7: Retribution
The Retribution episode is a
collection of some of the best maps ever made for Duke Nukem 3D.
This collection spans the entire history of the game, from 1996 to 2007
(and counting). While some of the older maps included have
certainly been surpassed in terms of detail and effects by later maps,
these early maps are still of high quality and have excellent gameplay
as well as nostalgic appeal. Please note that for logistical
reasons, maps with user art have not been included.
Some tips, in no
particular order:
-To TerminX, without whose EDuke32 CON commands and help on using them this mod would not exist
- Usurper, Mblackwell, FreeFrag and others at the forums who gave me helpful tips
- Necro47, Geoffrey, Hendricks266, Dopefish7590, Odin, Commander and others who have provided play-testing and other input
- Parkar and Hellbound, for creating the models and skins from sd_duke used in this mod
- Dr. Kill and Soul Collector who made the Pigcop skins and models used in this mod
-
Various contributors to the HRP,
some tiles and models of which are used in this mod
-
The creators of Zero Hour and Robotech TCs, where I got the art for the
Mech and Robotrooper. And, uh, to the makers of Strife, from
which I ripped the "Robolord" sprites.
-
And most of all, my wife, who put up with me through the whole process
and helped me learn some Photoshop basics.

DNWMD was started on April 8 2006