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Official Duke Nukem 3D Level Design Handbook, The


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About This File

Getting in just under the deadline for this to be possibly the final release for 2023, I present to you, my lovely Retromags family, friends, and followers, this wonderful showpiece of DOS gaming history! Matt Tagliaferri got the goods straight from the 3D Realm gurus themselves so he could explain how the Duke designers pulled off all those nifty tricks with the Build engine: moving subways, reflective mirrors, destructible walls, swimming pools, sector-over-sector placement, you'll learn how to do it all with this book at your side! :)

Also included are full appendixes which break down the ins and outs of CON file editing, a listing of all the sound effects from the game with their appropriate reference data, and full breakdown of the commands build into the DukeC scripting language. Finally, the CD-ROM gives out a plethora of new art assets, fifty ready-to-play levels from other designers, shareware versions of Duke 3D and a bunch of other Apogee and 3D Realms titles, and a utility allowing you to convert maps from DoomHeretic, and Hexen to play within Duke Nukem 3D😵

And I, your beloved Retromags Goddess, has included the CD-ROM (as a bin/cue file combo) right within the download so you can extract it and play to your heart's content! Holy cow, it's a New Year's Eve holiday miracle! ❤️

Thanks to all of you Retro-maniacs for encouraging me to continue radically downsizing my personal library. No thanks to whomever assembled my copy of this book for pasting the CD-ROM sleeve on the inside back cover upside down, which is why it looks that way in the scan. Sure, I could have flipped it, but I'm preserving these things as I found them. :)

*huggles*
Areala :angel:

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This is an amazing find to put on the site for all gamers. I was ALWAYS baffled when other reviews would talk about how this game would actually transport you any time you would use a spiral stairs or on an elevator, I never understood how they knew this stuff, but clearly, they either spent time designing their own levels or they had this book (the chances of them doing both is impossible, so let's not talk about it:) I don't know if the way you design maps is done the same way today or if newer tools exist -- but this still has a TON of great info. You even have 17 tips from Richard "Levelord" Gray himself. Along with ideas from Alen H. Blum III, the two men that have used the Build engine more than anyone else (at the time of this publication). Even if some things have changed, you get step-by-step instructions in this massive 348-page tome. You are taught how to create sectors. How to embellish walls, ceilings and floors. Not to mention panning and scaling it all.

You will be shown how to place sprites and manipulate them, and they go over all the special types of sprites. Aside from the programing language, there is a number of instructions on how to create good levels and deathmatch maps. The included CD-ROM file is a nice extra, not having to track it down separately makes it more enticing. Thank you for preserving this Areala, and making it available to all of us.

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2 hours ago, StrykerOfEnyo said:

This is an amazing find to put on the site for all gamers. I was ALWAYS baffled when other reviews would talk about how this game would actually transport you any time you would use a spiral stairs or on an elevator, I never understood how they knew this stuff, but clearly, they either spent time designing their own levels or they had this book (the chances of them doing both is impossible, so let's not talk about it:) I don't know if the way you design maps is done the same way today or if newer tools exist -- but this still has a TON of great info. You even have 17 tips from Richard "Levelord" Gray himself. Along with ideas from Alen H. Blum III, the two men that have used the Build engine more than anyone else (at the time of this publication). Even if some things have changed, you get step-by-step instructions in this massive 348-page tome. You are taught how to create sectors. How to embellish walls, ceilings and floors. Not to mention panning and scaling it all.

You will be shown how to place sprites and manipulate them, and they go over all the special types of sprites. Aside from the programing language, there is a number of instructions on how to create good levels and deathmatch maps. The included CD-ROM file is a nice extra, not having to track it down separately makes it more enticing. Thank you for preserving this Areala, and making it available to all of us.

Aside from some minor updates to the Build engine for later games like Blood and Shadow Warrior, which added voxel support and other technical upgrades, you could easily use this book to make a level for Duke 3D today. I haven't messed around with making levels in the Build engine for over twenty years, and I'm sure that between the release of the Build source code and the source code for Duke Nukem 3D itself which has allowed for a variety of source ports there is new (and better) map making software that supports the enhancements those ports have provided. Probably most notably is EDuke's implementation of "true room-over-room", which lets you pretty convincingly fake a Quake-style fully 3D environment, something the original Build engine couldn't do. :)

All the information in here is pretty much freely available online, in numerous FAQs, and other places, but it still makes for great reading if you're curious about how the Build engine worked and achieved effects that hadn't been possible in the Doom engine. :)

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This is AWESOME!!!  I've been looking into creating some Duke levels, and this is immensely useful, THANK YOU!!!!!

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13 hours ago, Areala said:

you could easily use this book to make a level for Duke 3D today.

Thanks for the added information, that's cool you used to make maps in the Build engine. I'm sure none of the content is new, but its still nice to have this handbook available. Thanks for taking the time to scan and put this huge book together. It must take several hours or even all day to edit something of this size into a small enough file to distribute.

Edited by StrykerOfEnyo
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5 hours ago, StrykerOfEnyo said:

Thanks for taking the time to scan and put this huge book together. It must take several hours or even all day to edit something of this size into a small enough file to distribute.

You've no idea.

I'm the only person here lunatic enough to do my scanning on a flatbed, so unlike all those other cool people with their double-sided document feeders and auto-correcting software, I sit here with my music on and hand-place each page, then flip, then next page, then flip, then next page, then flip, until I either go crazy or I finish the task. 🤣

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Oh. My. Gosh. I didn't know there was double-sided feeders. Those really are the cool people. I hope you get there one day.🥺 No more flipping for you then -- what a glorious day.😎

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