[RELEASE] DNVL8.map "Duke Nukum V (working title) Ch. 8/finale (beta)"
#1 Posted 01 June 2026 - 02:43 AM
V. 0.96 episode 7-level demo: https://www.moddb.co...v-096-earlybeta
Project still missing: level 5 interlude, level 9 secret, and then later general finalization but episode is now traversable.
This post has been edited by ck3D: 01 June 2026 - 03:22 AM
#2 Posted 01 June 2026 - 06:46 AM
This post has been edited by NNC: 01 June 2026 - 06:48 AM
#3 Posted 01 June 2026 - 08:50 AM
The beginning is REALLY brutal. Enemies shooting from all directions, no clear sign of where to go, but it does get things on track eventually. Getting through the latrines was a pain in the ass because Duke just doesn't feel like climbing sometimes (though you can just skip that part and emerge near the Mess Halls, and then deal with the cells later).
Right now I'm stuck: I've blew up the reactor, went up the hole with my Jetpack, dealt with pretty much every enemy there, but I don't know what to do after that. It doesn't let me go further up, and I haven't found any switches - not helped by the fact I've wasted my Boots and Scuba Gear in the process.
Another thing: that glitch involving the Freezethrower you reported on another thread? It's happening with me as well. I wonder if it's a problem with the current Eduke32 code, or just another case of the Build engine being weird. I'm far from a programming expert, but shouldn't the code maintain the weapon sprites as they're presented in the Tiles? Never seen something like this before (the closest thing was a glitch on the old JFDuke3D where the game would load the wrong sprites for some reason)
#4 Posted 01 June 2026 - 09:19 AM
Dr.Panico, on 01 June 2026 - 08:50 AM, said:
Happy birthday!
This post has been edited by ck3D: 01 June 2026 - 09:25 AM
#5 Posted 01 June 2026 - 09:42 AM
Yeah, admitedly the last part is pretty tough and confusing; but I guess at this point in the episode, no one should expect a walk in the park. Shooting the button in the distance was a problem, because the button is encased in shadows; so you don't know if you hit it or not (not helped by the distance and the Pistol's generally unreliable aim). Figuring out the rest was a tad easier, but you still need to pay close attention to your surroundings.
With that over, I guess that means...
#6 Posted 01 June 2026 - 10:36 AM
Dr.Panico, on 01 June 2026 - 09:42 AM, said:
About the dark button that is my main concern with it too, I actually kept revising it but it was never good enough due to being low on resources and thus options (only viable one would have been killing the sector lights and losing the style/concept), but I might remake that whole little building corner thing in the final version eventually - managed to recoup about 60 spare walls super late into beta that could be put towards improving that whole sequence a little.
This post has been edited by ck3D: 01 June 2026 - 10:57 AM
#7 Posted 02 June 2026 - 08:02 AM
Dukeplus has an incompatibility with the ending. Finishing off the boss doesn't end the level. It doesn't seem to stay put within the slowly raising shield either. Unsure if these are related and just fyi.
Works great in the same version of eduke32 in a fresh directory (nothing but DNLVL8.map, duke3d.grp and eduke32.exe). Really cool TROR work! Challenging as hell, haha!
#8 Posted 02 June 2026 - 08:43 AM
DukePlus comment is an interesting one, I'll have a solution up eventually, I know people still like and play that mod quite a bit (it does still have its merits, and also Imperium). Ideally DukePlus players won't be the only ones to get an optimized version either. But don't hold your breath re: timing.
Boss can get off stayput sector occasionally, usually ends up getting back on, I thought that was cool even though technically a bug here just means it will occasionally venture onto the 'track', hang in there for a bit then usually get picked up by the platform again like it is surfing. Should still play well and not even look off, but of course I want to hear it if it breaks.
Curiosity/fun fact that is best kept in spoilers until one has beaten the boss:
This post has been edited by ck3D: 02 June 2026 - 08:47 AM
#9 Posted 02 June 2026 - 04:12 PM
#10 Posted 02 June 2026 - 06:22 PM
stillTodd, on 02 June 2026 - 04:12 PM, said:
#11 Posted Yesterday, 01:42 PM
Files have been updated, same links.
This post has been edited by ck3D: Yesterday, 01:48 PM
#12 Posted Yesterday, 05:32 PM
This post has been edited by stillTodd: Yesterday, 05:37 PM
#13 Posted Yesterday, 05:36 PM
I like the blacked out original boss a bit more, but that's superficial of course
This post has been edited by stillTodd: Yesterday, 05:40 PM
#14 Posted Yesterday, 08:55 PM
stillTodd, on 04 June 2026 - 05:36 PM, said:
I like the blacked out original boss a bit more, but that's superficial of course
Yup, with (rested) perspective now I reckon you could say the fight wasn't completely finished in the original version in that sense, technically worked but slept on some crucial QoL. Finalizing this map/v. 0.96 knocked me out for three days straight, didn't realize I was running on an empty tank due to being so into it, so what happened is as soon as it was completable I released it then momentarily died figuratively. But should be cool and more fun now that I've caught up.
About the original boss me too, but both the base game and mods tend to do weird stuff to/around this specific boss actor; this version will do for now, but if/when I ever make 'optimized' versions of the episode for various mods I probably will add unique twists to mine too depending on what the code allows. Here 'base' boss is a compatibility compromise, but also kind of works better with the story in how it doesn't look different.
This post has been edited by ck3D: Yesterday, 11:32 PM

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