[RELEASE] DNVL2.map "Duke Nukum V (working title) Ch. 2 (beta)"
#1 Posted 22 April 2026 - 01:57 AM
Needs (relatively recent) EDuke.
Calling it a beta but in reality is a rather technical map and thus was tested an insane lot, multiple complete playthroughs, just by me though. Feel free to let me know if something breaks, but not much should (crossed fingers knocking on wood). Have fun.
#2 Posted 22 April 2026 - 09:10 AM
Worked even better than first DNV map in Polymer I'd say, maybe some frames drop at the final place but whatever. Will try in polymost 2nd walkthrough if I don't forget.
Can't wait to play to next map since it seems it will have a theme I like a lot. We'll see...
#3 Posted 22 April 2026 - 10:47 AM
I think this is heading to a similar direction of Blast Radius - having the first level being deceptively simple, and then take off the training wheels for the second map.
I've enjoyed the very clever moments of verticality (the rocket in particular) and how well it flows altogether. Couldn't find the red keycard, but fortunately it could be skipped with the Jetpack. Things get pretty heated at the end, just the way I like it. Little details, like the body parts of a unfortunate Liztrooper, were also pretty cool looking.
And I know this is merely a taste of thing to come...
#4 Posted 22 April 2026 - 05:56 PM
Interesting to hear so far Polymer has been handling the episode correctly, it seems. Am very glad since was aiming for max compatibility (albeit within EDuke). Wonder how it may alter the lighting (fogpals...), but probably not much or not in a bad way if into the look. Although it is very possible this doesn't keep up further into the episode, since the TROR will become a wee bit less isolated and more malicious.
Rocket drove me insane to make - and it isn't even built right, compared to cleanly how I would redo it now that I've gone through the process once. Root mistake was building it just as an outdoor structure first with no plan for indoor, and then improvising scoops into and out of it with the more I looked at it. For me it stands for as many lessons as it has floors. One day I might write a blog post about all of the mistakes I made somewhere. The module you reach at the bottom is loosely based on the Icarus:

That is where the red key is, Dr. Panico if you found the jetpack but not the key I am not too sure what happened:
I like that the Blast Radius comparison exists. Will it be correct?
This post has been edited by ck3D: 22 April 2026 - 07:09 PM
#5 Posted 23 April 2026 - 12:46 AM
#6 Posted 23 April 2026 - 03:23 AM
Quote
Yeah, I know. I found it on my second playthrough. I was probably too ready to bail once I set the switch that I didn't pay attention on what was behind it. It happens
#7 Posted 23 April 2026 - 03:33 AM
Dr.Panico, on 23 April 2026 - 03:23 AM, said:
I appreciate the appreciation for the secret, I always loved the vibe of
This post has been edited by ck3D: 23 April 2026 - 06:32 AM
#8 Posted 23 April 2026 - 04:56 AM
This post has been edited by Mark: 23 April 2026 - 04:59 AM
#9 Posted 23 April 2026 - 05:11 AM
Mark, on 23 April 2026 - 04:56 AM, said:
Thank you Mark that actually is really precious feedback, love hearing nothing but reassuring confirmation from people that technically things run well for the most part for them regardless of settings of choice (that sounds closer to a goal reached every time); and their impressions in terms of fresh feeling too, I always love it when a map (any map) instills a sense of adventure in some way even (maybe especially) when it's not so huge. There are a couple of places that are mirrors indeed (that I can recall right now), one is the waterfall near the start (which is an idea I reprised from my AA HTTKB maps), other one is inside blue key tunnel (that happens to serve as one of my favorite moments in the map). In general I love using mirrors especially to perplex players with room/hallway geometry/symmetry, classic E2 trick. Hopefully at least some of the next maps (whenever they come out) also will convey some of that fresh feel.
By the way if you are looking to (try and!) shake off some rust/chew on some gum. Skill settings really matter in this episode, maybe less so in this map given the amount of respawns, but (as players have been pointing out) the first map probably is very accessible without cheats on Piece Of Cake/Let's Rock. If you can make it through the first couple of rooms (should actually/hopefully be fun) then should already have started stocking up and passed the hardest, or second hardest part. And then the second map should be way easier in continuous play than standalone if you ever get around to installing the demo, feedback from more casual players in general I would be interested in if I'm going to be doing sporadic drops/updates. (That is a general statement going out to everyone)
BTW Dr. Panico I appreciate the honesty about the red key mistake, it is true there is a fair chance to miss the pillar going down since there is a little sector blocking part of the way but unreasonable enough, and in a way if the player panics (... user name checks out
This post has been edited by ck3D: 23 April 2026 - 07:17 AM
#10 Posted 23 April 2026 - 09:09 PM
#11 Posted 24 April 2026 - 10:54 AM
I was very curious to see what crazy things you'd come up with when messing with TROR so when I saw these releases I had to try them ASAP. The con file that came with maps dropped some errors in my eduke so I played them in old fashioned way through user maps tab. Only after finishing them did I remember that you also provided midis too, I played with vanilla music. I will be honest, I dont like the audio visual cancer you going for in some places, and fogpal experiments only make it worse in some cases. But in these crazy experiments there's always something interesting that does work well, like that cool helipad in 2nd map made out of nukebutton, so I had to endure through the poopy parts to see the cool shit. And there was plenty of cool things, like the street area in 1st map or the crazy multilayered missile in 2nd. There was some lag in 1st map due to all the TROR there but its something I always accepted in maps with my shitty laptop, it wasnt too bad to hurt gameplay anyway.
For the first map, I think it was a bit excessive to make a new layer for 1 new playable area there or there. I think TROR makes more sense when you utilize layering to its fullest, making full use out of it instead of adding 1 open window and moving on to another layer. I also found it a bit weird that I could skip the big fight on top and run straight to end level button, but maybe it was because I managed to slip below the helipad into the office areas instead of using what I think was the intended way through the hatch on top with sprite ladder.
Going to canyons and secret bases in 2nd map after nice city area was a bit disappointing at first. The red fog is decent, but I wonder if the area would look better at full visibility so the orange tint doest turn into brown fog at distance. There's some random techbases, that neat helipad I mentioned above with nice reference in secret area bellow it, some more TROR and the highlight of both maps. The massive multilayered rocket, now this is what I was expecting from your TROR experiments! How many layers is there? I didnt count because what happens inside was much more interesting. Got stuck for a bit on the way up as I forgot about the elevator in one of the stages of a rocket but its okay. The map ends with another pretty view, worth all the trouble. I couldnt get the key to finish the map though, cliff was tiny bit too high to reach and I run out of jetpack fuel by that point. Maybe there was another somewhere but I didnt bother looking, DNKROZed my way up. I think there maybe was some decorative sprite to jump on that got destroyed during the fight.
#12 Posted 24 April 2026 - 11:42 AM
pepsodent, on 24 April 2026 - 10:54 AM, said:
I was very curious to see what crazy things you'd come up with when messing with TROR so when I saw these releases I had to try them ASAP. The con file that came with maps dropped some errors in my eduke so I played them in old fashioned way through user maps tab. Only after finishing them did I remember that you also provided midis too, I played with vanilla music. I will be honest, I dont like the audio visual cancer you going for in some places, and fogpal experiments only make it worse in some cases. But in these crazy experiments there's always something interesting that does work well, like that cool helipad in 2nd map made out of nukebutton, so I had to endure through the poopy parts to see the cool shit. And there was plenty of cool things, like the street area in 1st map or the crazy multilayered missile in 2nd. There was some lag in 1st map due to all the TROR there but its something I always accepted in maps with my shitty laptop, it wasnt too bad to hurt gameplay anyway.
For the first map, I think it was a bit excessive to make a new layer for 1 new playable area there or there. I think TROR makes more sense when you utilize layering to its fullest, making full use out of it instead of adding 1 open window and moving on to another layer. I also found it a bit weird that I could skip the big fight on top and run straight to end level button, but maybe it was because I managed to slip below the helipad into the office areas instead of using what I think was the intended way through the hatch on top with sprite ladder.
Going to canyons and secret bases in 2nd map after nice city area was a bit disappointing at first. The red fog is decent, but I wonder if the area would look better at full visibility so the orange tint doest turn into brown fog at distance. There's some random techbases, that neat helipad I mentioned above with nice reference in secret area bellow it, some more TROR and the highlight of both maps. The massive multilayered rocket, now this is what I was expecting from your TROR experiments! How many layers is there? I didnt count because what happens inside was much more interesting. Got stuck for a bit on the way up as I forgot about the elevator in one of the stages of a rocket but its okay. The map ends with another pretty view, worth all the trouble. I couldnt get the key to finish the map though, cliff was tiny bit too high to reach and I run out of jetpack fuel by that point. Maybe there was another somewhere but I didnt bother looking, DNKROZed my way up. I think there maybe was some decorative sprite to jump on that got destroyed during the fight.
Thanks heaps for playing and the feedback.
About the first map I totally agree about the TROR being suboptimal and superficial to a degree, basic idea is
Second map
Thanks again, super precious for me/rest of episode dev.
This post has been edited by ck3D: 24 April 2026 - 12:07 PM
#13 Posted 24 April 2026 - 11:54 AM
I went through the underwater caves a few times and they led me to pic rel. I didnt see any buttons in there, maybe I missed it.
This post has been edited by pepsodent: 24 April 2026 - 12:07 PM
#14 Posted 24 April 2026 - 12:02 PM
pepsodent, on 24 April 2026 - 11:54 AM, said:
I went through the underwater caves a few times and they led me to pic rel. I didnt see any buttons in there, maybe I missed it.
This post has been edited by ck3D: 24 April 2026 - 12:29 PM
#15 Posted 24 April 2026 - 04:30 PM
Thank you all.
#16 Posted 25 April 2026 - 04:30 AM
Some angles from the map 1/ with full vis on (actually does look pretty sick and just as stable as my shade 12 choice, but again I intend/like that the player only really gets to get flashes of the full picture whenever there is action and so to me this is a bit sacrilegeous), and 2/ with full vis + minus 12 shade value offset (so base zero outdoors but now wrong indoors etc...).
Here is sideview/automap/details of the rocket (by the way they all have names):
And (this is what I might reuse later) map alpha vs. beta/current:
Oh and whilst I am at it, to clarify about the USER.CON errors; this is a normal Atomic USER.CON with just the level and music data modified, the errors are inherent to the base game code and it is just they used to fly under the radar and not be detected until EDuke picked up on them. Funnily enough there are even more intrinsic mistakes in the original .cons that are such human error they can not really be picked up but do matter gameplay-wise (e.g.. Battlelord A.I. calling for Trooper's after being shrunk etc.), whereas those don't really. I do feel OCD about them too though and ultimately might fix them (did in Blast Radius in spite of my will of touching base code as minimally as possible already for that project).
I have a possible question for those who have played.
This post has been edited by ck3D: 25 April 2026 - 05:54 AM
#17 Posted 25 April 2026 - 09:06 AM
Quote
This post has been edited by Dr.Panico: 25 April 2026 - 09:07 AM
#18 Posted 30 April 2026 - 11:16 AM
ck3D, on 25 April 2026 - 04:30 AM, said:
I have a possible question for those who have played.
I really enjoyed the map! I think I liked this one more than the first one. I also found it much less laggy overall than the first (looking up in the street section on the first one made things choppy). That said, my laptop is 10+ years old so no surprises there.
Looking forward to play #3 later now that I've finished this one.
#19 Posted 02 May 2026 - 11:29 AM
As for the rest, the colours and the sloped sprites made the map really, lots of interesting and awesome design elements. However limitations of the engine can be seen in this map. I played this on polymost, no way I could handle this on polymer, even polymost dropped my framerate heavily at parts. But in polymost, active sprites in these fogged area look like solid black dots. Not that it's a big issue, but certainly noticable.
You used alternate colours in some places like around that hydro plant sign, which is blue, not red. I think these don't look good, because there was no reason to use significantly different colours in those areas and from distance, they look like funky colours meshed up (from the starting point for example). I would use consistent red in the canyon, and use different colours only around indoors.
As the map is a big sprawling canyon, you used lots and lots of enemies on rocks. These guys, particularly the pigcops can hitscan you before you see them, and it's a bit of a cheap health reduction. In the final battle at the top, there were like million enemies, and some were even left hovering around even if you technically ready to end the map. Even getting the yellow key and retreat to the end can result like 40 enemies hovering around.
I actually recommend you to add more jetpacks. I counted two. One in the rocket, and another one which is hard to find in a blown black cave. I would add at least 2 or 3 more because without jetpack, battling with those rock monsters isn't very fun.
I found the secret right at the starting area. You need shrinker for that, but shrinker is just coming much later, so this secret becomes redundant, and needs jetpack to get back in. Maybe an early shrinker would be great. Also, that secret murdered me too easily, and I'm not even sure it was properly tested, because it's almost impossible to get inside those teeth. Risk/reward isn't balanced I guess.
The shotgun is something I didn't find in my first playthrough (as it's a respawnable secret, like the freezer in the first map), and pigcops weren't kind with me, and didn't drop any. But this might not be a terrible thing, just noted it.
Overall, I recommend a few tweaks in the beta, and the map will be amazing.
This post has been edited by NNC: 02 May 2026 - 11:45 AM
#20 Posted 02 May 2026 - 11:52 AM
Also I forgot to mention: The poisonous water with the blue key can squish you if you somehow submerge at the wrong place.
This post has been edited by NNC: 02 May 2026 - 11:53 AM
#21 Posted 02 May 2026 - 07:25 PM
NNC, on 02 May 2026 - 11:29 AM, said:
As for the rest, the colours and the sloped sprites made the map really, lots of interesting and awesome design elements. However limitations of the engine can be seen in this map. I played this on polymost, no way I could handle this on polymer, even polymost dropped my framerate heavily at parts. But in polymost, active sprites in these fogged area look like solid black dots. Not that it's a big issue, but certainly noticable.
You used alternate colours in some places like around that hydro plant sign, which is blue, not red. I think these don't look good, because there was no reason to use significantly different colours in those areas and from distance, they look like funky colours meshed up (from the starting point for example). I would use consistent red in the canyon, and use different colours only around indoors.
As the map is a big sprawling canyon, you used lots and lots of enemies on rocks. These guys, particularly the pigcops can hitscan you before you see them, and it's a bit of a cheap health reduction. In the final battle at the top, there were like million enemies, and some were even left hovering around even if you technically ready to end the map. Even getting the yellow key and retreat to the end can result like 40 enemies hovering around.
I actually recommend you to add more jetpacks. I counted two. One in the rocket, and another one which is hard to find in a blown black cave. I would add at least 2 or 3 more because without jetpack, battling with those rock monsters isn't very fun.
I found the secret right at the starting area. You need shrinker for that, but shrinker is just coming much later, so this secret becomes redundant, and needs jetpack to get back in. Maybe an early shrinker would be great. Also, that secret murdered me too easily, and I'm not even sure it was properly tested, because it's almost impossible to get inside those teeth. Risk/reward isn't balanced I guess.
The shotgun is something I didn't find in my first playthrough (as it's a respawnable secret, like the freezer in the first map), and pigcops weren't kind with me, and didn't drop any. But this might not be a terrible thing, just noted it.
Overall, I recommend a few tweaks in the beta, and the map will be amazing.
Happy to read about your experience with the discovery of the map. Won't go into much detail but I have taken note of all you said and will reflect accordingly.
I agree regarding the issue you pointed out about the elevator, I have expressed a few posts ago myself I also do not like it so much anymore in retrospect. Maybe in the final I will try and turn into something else, this map still has walls left, I did mean it as some sort of memory test/panic moment at peak of the escape, but realistically comes at a time that is too distressing, given how relatively tight the countdown is (auto-destruct switch triggers explosion in one minute, but getting back to elevator level can take 30 seconds, and then still have a couple of floors left). And/or could just make the elevator look like one a little more, I see options I will think about them. Like I said some posts earlier rocket is simultaneously unique and flawed, would be cleaner to remake now but then also feel/play different, it isn't just a stack of little floors it also is a playable pancake pile of mistakes I have learned from. Almost like somebody's first map but vertical/tubular, as such it is closer to a singularity than it is to fine design.
Some things like the item/secret distribution etc... make more sense when playing ep in its continuity, so here for instance the logic is if Duke has found/leftover Shrinker from level 1 he can use it right away to get a refill/restock (there is more than the gun around the cave), but if he's missing it he will have to remember to go back later, just like he will have to remember his chopper at map start formed a hole when it crashed that can now be visited since the jetpack in the rocket. The alien teeth were tested to be survivable/manageable enough but the secret itself was one of the very last additions to the map (along with yellow key tunnels, and bunker) and so it has had the least time to get replayed/refined.
Crazy colors around given regions are to mark focal points and directional landmarks (blue and red key destinations), without them the whole map would be red fog mass/mess without an indicator of your relative position within and which ways are important, including vertically with the several terrain levels. So they need to stick out. 'Realistic' logic as to why they are different would be supported by the neon lights, but now if the detailed signs blur into plain colors from spots where it looks too off is something I will double check later, behavior is easily adjusted. Enemies sticking out as black shadows in the red fog also is something I am conscious of, should be a gameplay helper if anything as Duke has the advantage and then might scan the landscape looking for more prey (gaining more directional information, plus can be tactics).
Didn't know the blue card pool could crush but I know why that happens. It is supposed to be an alien quicksand type of contraption where you can see the card and it seems reachable enough but once you dip into the liquid everything sinks a little and you get more PURPLELAVA damage than expected if you tried to skip finding the boots. So there is lowering TROR in the mix and TROR layer heights can only be so short before they squish Duke (game still picks up on them as sectors low enough to squish) despite what feels like (from mapper POV) EDuke's best efforts around the behavior. So what's at play isn't the spot where you submerge, like it would be in normal non-TROR water that teleports you, but the timing of submerging with the sector sinking, I can work that out it had just never happened to me so far so thought was safe.
Every map should have shotgun but most do something with it (introduce it late, etc...) because I know it's an important weapon a lot of players are dependent on, so it's tempting to hold back on it and at the same time make special.
BTW for fun. Here is the reality of the rocket:
This post has been edited by ck3D: 02 May 2026 - 09:05 PM
#22 Posted 03 May 2026 - 01:11 AM
As for the rocket, yes, it's a bit flawed, it's demanding for the engine, but I don't mind that. A bit less explosives could help the framerate, granted, you will be dead even with quarter of the barrells.
As for the monster placement, I don't like the pigcops standing high above you on cliffs before the rocket. They are hardly visible and can hitscan you from way up. In that pre-rocket segment, I would use touchplate enemies when you're already up.
As for jetpack, not sure what you are planning with the rocket, but actually the jetpack stuff wouldn't be that important there, as red key (along with the auto destruct) can be redundant if you have the jetpack. It also confuses the player later on when yellow key is on a rock, but without fuel many may think there is no other way up. Maybe the first jetpack can be served where the yellow key is found. It's like, "congratulations, you found the way up here, no blast the enemies flying around". Even if you keep the jetpack in the rocket, an additional one next to the yellow key should be advised.
EDIT: Replayed the level, now with knowing the whole shebang, it's more enjoyable. The jetpack is fine in the rocket, even the elevator is ok, but you should heavy advertise it to the player when going up. The many barrels should be reduced though, and I still don't like the hydroponics blue. In the later underwater section, the crack is on the roof, and it was a bit tricky to shoot there. A 3rd jetpack around the yellow key should be totally mandatory IMHO.
This post has been edited by NNC: 03 May 2026 - 02:02 AM

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