Let’s Make a Level for Duke Nukem 3D, Part 31 (the finale!)


Previous parts: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 232425 26 27 28 29 30

At last, we reach the end of this journey. There are still some cool touches I could add if I felt like it, but I am satisfied the map as it stands lives up to my original vision for it. As you may recall, the cockpit was unfinished last time and the rest of the interior was unlit and unshaded.

Well here’s the cockpit now. Looking sufficiently “alien” and different from the ship the player starts in, with some glowing slime tubes to either side. Now let’s have a look at the rear area of the ship interior:

It’s subtle, but you can see it’s now brighter near the windows. This was accomplished by chopping the interior up into lots of thin sectors and shading them progressively lighter near the windows:

This is why it was such a big deal in the late 90s that Quake and Descent had proper ambient lighting built in. The alternative was having to draw lighting and shadows yourself.

Anyways, that’s it. Map done. You all can download it here. Clicking “download” will take you to a bogus page asking you to accept a license agreement and install something. Don’t do it. Close that tab. Then click the download button a second time to get the actual file. (Zippyshare is kind of shady like that.)

It comes in a .rar archive file so you’ll need Winrar if you didn’t already have it. Then just extract the contents of the .rar into your eDuke32 directory. You will of course need eDuke32, the .GRP file from Duke Nukem 3D 1.4 and I recommend the High Resolution art and music pack.

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