[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 04 June 2026 - 01:42 PM
Files have been updated, same links.
This post has been edited by ck3D: 04 June 2026 - 01:48 PM
#12 Posted 04 June 2026 - 05:32 PM
This post has been edited by stillTodd: 04 June 2026 - 05:37 PM
#13 Posted 04 June 2026 - 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: 04 June 2026 - 05:40 PM
#14 Posted 04 June 2026 - 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: 04 June 2026 - 11:32 PM
#15 Posted 14 June 2026 - 07:00 AM
#16 Posted 15 June 2026 - 02:22 AM
Changelog (quick edits, zero time/focus for Build right now):
Level 1 elevator better signaled (honestly just split a sector and threw blinking lights around, not the most brillant way on Earth but for now will work);
level 2 maskwall error fixed (in one of the secrets);
level 7 now traversable regardless of wherever/however you got it;
also made sure the demo included the right version of level 8 seeing as I am under the impression the old one with unfinished boss somehow kept going around too.
No idea when I'll update next or touch the editor so please don't lose sleep over it.
Did do another full episode run pretending I didn't know the levels/routes and playing the old versions. My times (casual and doing whatever felt natural to do, rushing, exploring, testing etc.):
https://i.ibb.co/RTnbnCX0/duke0610.png (used secret pipebomb from garage to skip RPG, allowed for fast route but made me miss Shrinker, Dev, etc.)
https://i.ibb.co/3Yp1rwXx/duke0628.png (skipped yellow key underwater cave with jetpack, managed to get the secret second one on the split second I hit 0% on the first one)
https://i.ibb.co/Wvn1Ch54/duke0652.png
https://i.ibb.co/YYgRVRY/duke0691.png
https://i.ibb.co/TQrhJBx/duke0706.png
https://i.ibb.co/VpPBhxq6/duke0724.png
https://i.ibb.co/4ZcHt6q3/duke0780.png (was playing old outdated version that was more difficult even knowing what to do, less items during last fight etc.)
This post has been edited by ck3D: 15 June 2026 - 03:02 AM
#17 Posted 23 June 2026 - 09:05 AM
1) The red keycard slot confused the hell out of me. I used it on the slot inside the strip club and got no visual feedback of anything as far as I could tell, so I got stuck for a bit. Eventually I got to the end by taking an elevator up to that TV room and making a running jump out the window to land on the girders up there, but not sure if that was the intended route?
2) Too many loud ambient sounds everywhere, which might be fine by themselves but with the new music track it started giving me a headache. I sometimes like having more ambient noise than the base game did, since it helps immersion, but it felt like too much here.
3) Weapon progression was a bit weird, I was stuck with the pistol for a while against pigcops and enforcers (not sure if intended for difficulty?), took quite a while to find a chaingun and never found the expander. I never ran out of ammo and health was plentiful so I didn't have too many problems, but given that the map is a bit open in layout, not sure if I just didn't go the right way to unlock more powerful weapons sooner.
4) Some indoor areas, like the upstairs rooms of the strip club, feel too cluttered with props. I think this is something that's affected a lot of modern-day Duke mapping though with the greater expectation for detailing. Wasn't too much of a hindrance.
What I liked:
1) The general vibe, gives me Lameduke vibes almost? More cyberpunk feeling with all the colorful lights and such. Very creative use of stock assets.
2) Good placement of enemies, with hitscanning enemies mostly being indoors while the large outdoor combat consists of liztroops and sentries.
3) The double-stacked half-shielded turrets in the vents were a bit of a PITA but in a good way. Felt like a creative way to add a new enemy type.
4) The vending machines spawning items is a neat trick I might steal 😄
Looking forward to level 2!
#18 Posted 23 June 2026 - 04:46 PM
This post has been edited by ck3D: 23 June 2026 - 07:37 PM
#19 Posted 23 June 2026 - 11:18 PM
#20 Posted Yesterday, 07:54 AM
NNC, on 23 June 2026 - 11:18 PM, said:
My 'proudest' maps in the episode from most to least satisfactory (not just shameless indulgence but might or might not result in entertaining/interesting reactions):
Episode has a bit of an 'hourglass' flow to it so it makes sense in a cool way that you're 'stuck' where you're 'stuck', on a literal (DN)V shape you would be at the bottom point. Looking forward for if/whenever it is you decide to find the next switch to raise the water levels.
This post has been edited by ck3D: Yesterday, 08:06 AM
#21 Posted Today, 03:07 AM
ck3D, on 24 June 2026 - 07:54 AM, said:
Episode has a bit of an 'hourglass' flow to it so it makes sense in a cool way that you're 'stuck' where you're 'stuck', on a literal (DN)V shape you would be at the bottom point. Looking forward for if/whenever it is you decide to find the next switch to raise the water levels.
So you actually think
#22 Posted Today, 04:48 AM
NNC, on 25 June 2026 - 03:07 AM, said:
This post has been edited by ck3D: 49 minutes ago

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