The final map of Plug 'N' Pray, "Ministry of Fear", is of course a reference to Ministry of Sound, the nightclub in London, and the final Battlelord-like boss "CyberKeef" is a reference to the late Keith Flint, lead singer of The Prodigy, naturally identifiable in the game in CyberKeef's visual appearance by the familiar two-point Firestarter hairdo (but _not_ by the large clock he wears around his neck seen at 30:46, which I'm sure you're already aware is actually instead a reference to Flavor Flav).
@@GoodOleDFT I was very sad when the news broke that Keith Flint took his own life. Watching this I can only hope he lived his life without knowing that this thing existed.
On Bonzai the thing that killed you was most likely the fact that the sectors are not the same shape. They put a lot of warnings in the docs about making sure the above sector is the same size and shape as the below sector, and this death is what happens when that's not followed. The game is trying to teleport you to a corresponding area underwater when you crouch, but there is none because the sector above is a different shape than the one below. I suspect it gave you the previous death screen because there was nothing to render at the location you ended up, and thus whatever was still in the death screen buffer is shown, plus the "float upside down to the surface" death effect spinning the view around.
@@liebkraft9950 Hard to tell from the footage, though it looks to me that Civvie, after going above water, moves left towards what would be a wall underwater, and tries to go back down. They don't show going into the water, but I suspect there are places you can go underwater without issue elsewhere, but having gone above the water and over to the left, trying to go back down places you inside the wall that was to the left underwater.
@@cassiopeia36 But it can't teleport him to the place he died in the previous level, which is why I think Civvie was so confused. But it's not, it's what was left in the death screen buffer. You might notice that when you die the screen is much lower resolution, and sometimes spins around. I don't think he got teleported to the previous level somehow, that wouldn't be possible, but Duke and Doom both have that really weird rendering when you're not in a valid sector where sometimes nothing is drawn and all you can see is the previous frames and a whole mess on the screen - nothing was rendered to overwrite them. That's what I think happened here too, he was placed outside of a sector and the game wasn't able to render anything, so it just showed what was in that buffer from the last level.
Fun story: I was 14 when two of my Duke levels were picked up by 'Duke Assault'. They were trash, but I was blown away and assumed I was now a game designer. The clever thing they did was write and offer to sell as many copies as we wanted to give out to friends and families. My Dad was so proud he bought 10 and passed them out. Honestly, I respect the hustle. Good little business (make money on proud parents) if you can wing it.
Many years ago, I made a lot of Duke 3D levels. Custom textures and sounds, too. Put em on my geocities, got a few thousand downloads. I was really proud of myself for like 20 minutes, and forgot all about it. Then, around 2004 or 5, I checked out a small computer store near me that was going out of business, and they were selling "junk games" on floppy for $.05 a piece. They were mostly Duke 3D and Doom levels, and really bad shareware titles. So I bought all of them. First disk I pop in is just one of my D3D levels (it was supposed to be a cold war stealth level with spy textures and russian speech bits) without the textures or sounds, and the person who tried repackaging it for sale tried changing the level around so it would fit on the floppy. It played so weird. You now started with the rpg so you could clear out the laser tripwire hallway without trying to get through it. I also figured out how to make the lasers invisible unless you used night vision goggles, which... the user.con file wasn't in there, so that didn't work. It took me a week of spare time to get that hallway just right, too. I couldn't tell if I was offended over having a good level ruined, or proud that someone liked it enough to try and sell it.
At the end there, my brain just thought of a the dragon ball z parody when vegeta is like, I don't know what this feeling is pride in someone else or unbridled rage
Worth mentioning these map collections were almost NEVER approved of by the original developers/publishers. For some bizarre reason, Duke 3D was one of the exceptions, which may have been an ominous bit of foreshadowing towards the direction of the franchise going forward. Fun fact: The Kill-A-Ton collection was a massive bundle of the first three Duke Nukem games, a strategy guide, bonus goodies like screensavers and several WizardWorks add-ons like Duke It Out in DC and Duke Xtreme, as well as Duke!Zone 2.
When Bungie released their official level editing tools (with _Marathon Infinity_ ), it was explicitly stated in the license that you couldn’t sell levels you created - possibly to avoid these kinds of “quality” compilations…
I got a shareware disc in a thrift store for $2 when I was young. Wolfenstien, Doom, Commander Keen, Duke Nukem 1 and 2, Bio Menace, the list goes on, there were ~300 games on there and a decent amount of good ones. All on DOS baybeee. I'd only heard of Doom at that point, but got introduced to a ton of classics.
To be fair to DNF, it's actually no longer the biggest failure in gaming history. In this year alone, we've seen three games with production costs over 100million and with less than 1% of that made back. Duke, circa August 2024, made about 15% of its cost back, and I think it was 10million? 15 maybe. Point is, DNF can rest easy. It'll always be a disaster, but now it's not the king of disaster so can fade into obscurity at long last.
This is classic Civvie right here: Digging down into the shit-filled, deeply burried septic tank of 90's shovelware garbage that may still haunt the people who got them as a birthday present.
Asset flips aren't the same thing. They're not taking an already fully functional game and just making bad levels and possibly bad additional content, they're taking pre-made assets, often barely funtional in the first place, and making entirely bad base games with them. They're **worse**, honestly. Most never had a good starting point to decline from, they started bad and got worse.
22:13 - This happened because the underwater area doesn't match the upper area and you got teleported into the void, maybe it couldn't draw any frames there, you can break the water mechanic in even more ways, like forgetting to set the upper part to water and you'll be trapped 22:34 - It happens because that wall is set to bottom orientation
So, the first part of that "water death" part has been answered... I'm still curious as to why it showed a death screen from an entirely different level. Build had some of the best games ever made on it, but my god is that entire engine held together with bailing wire, duct tape, and bubblegum lol
One thing I suspect is the case is that most if not all of the creators of these custom maps weren't asked for permission for them to be included in these map bundles. Most of these teenage creators are now probably close to 40 years old with jobs who don't know their rubbish maps they made as a silly teenager were sold to folks in America lol.
Can confirm. I made my first Doom map at age 14. It was crap. Later on, I bought the first D!Zone disc and found my level on it, among others. So I…paid for my own map I guess. Of course the publisher never asked me or anyone else. They just scraped the WashU FTP archive where we all uploaded our Doom junk and burned it onto a disc. In contrast, Apogee actually reached out to Wolfenstein 3D mapmakers earlier in the 1990s and paid them for including their maps in the Wolf Super Upgrades pack. I had a set of 60 of my levels in that pack.
Hey, I remember Betaone. I have fond memories of that one. It's absolutely huge - if you open it in the editor, you'll see that it uses almost all the available space you could use in a level. I thought it was pretty rad when I played it. Very open, lots to explore, most of the areas were distinct... maybe it doesn't hold up, but I liked it.
I forgot how many shovelware map packs these older shooters had and most of them were just user maps that you could've downloaded for free on the 35kbps internet days
The way the underwater system works is exactly as you described, being two different rooms that you are teleporting between, and then the engine going "Okay, this is now under/above water" during the transition and changing the game rules to create that immersion (the blue filter, being able to swim up/down, oxygen, etc). However, the most important thing when creating these underwater zones is that the transition floor between the two sectors *MUST* be the exact same dimensions or else it will instantly kill you if you try to cross it. I have Prima's Build Engine Creation guide book and it lists this exact problem. The last death screen is because you have teleported into Null Space because the game doesn't know where to put you, and the game is loading what it last rendered in that area since it can't render "nothing" (pure black is not "nothing"; this is also what leads to the "Hall of Mirrors" effect that you see in badly textured games from this era) Side note: When you fell through the battleship wall into an abyss during the Shadow Warrior video, that's because that wall and the ocean wall were sharing a vertex, causing you to clip through to the other side, and because you transitioned into an underwater area without first going through the conventional "teleportation" transition, the associated code marking the ocean as an underwater area didn't load, making the game apply above water rules and causing you to fall to your death. That wacky Build Engine.
My first experience with Doom 2 and Duke 3D - not to mention PC shooters - was a bootleg copy of one of these CDs that I "borrowed" from a "friend" and played on my dad's second hand 486. Doom 2 had sound but no music and Duke had music but no sound, but I was in 7th heaven. Christ, that front room was cold. Good times.
So about the bug at 21:56 When you go underwater in duke3d, you are teleported to another part of the map (you put on the automap you will clearly that what is happening) because Build can't do rooms over rooms (for simplicity sake, I know it could sort of but I would like not to be too technical as possible). To make it work the surface and the underwater need to match in size and form for this to work, the problem here is when you look at the automap of this level you notice that the surface and the underwater doesn't line up correctly with the surface one teleporting the player into the wall. You see the automap in the video if you don't quite get what I mean by misaligned. Hope this comment was useful to someone.
Ah CompUSA, how I miss working there. I could've bought a Lamborghini with the money from Extended Warranties I sold on people's PC's. Never bought the Lambo so now I'm just facing Hell.
My first ever experience with Duke Nukum was a 500-in-1 DOS game collection type disc, along with Hugo Harry and the Haunted Mansion. Second would've had to have been that PS1 Total Meltdown port. I think playing some of these levels will be the only other Duke experience I ever allow myself.
Sadly I can't really remember how I got ahold of Duke3D back in the 90's. Doom on the other hand, I was in my computer typing class and we were working with 486 IBM computers running DOS. And a student who I was kinda friends with came in with a bunch of floppies of Doom, Heretic, and X-Wing. And we played the hell out of it!! I didn't own a computer at home that could play these games, BTW. And later I had a friend whose father just got a computer, that was probably $4,000 back in the day, and had a CD-ROM drive and Windows95! And I remember using it to download levels off BBS sites and came across the beta to Duke3D. But I can't remember wether I played the demo or the beta first. And then they purchased the full version of the game and I played it for hours!! I didn't get a real computer of my own till 1998.
God I miss CompUSA SOOO much! So many good memories from going in there as a kid in the 90s. At least there's MicroCenter now, well if you have one near you, which I thankfully do. Wizardworks weren't all bad. They released the Carnivores series, and the Dirt Track Racing series of games on the PC. I think they released those Deer Hunter games too which were alright.
One of my biggest fears as a level designer is playing really bad maps and finding that the terribleness has transferred to my own mapping endeavor, like some sort of infection
I love reading through this comment section and see the responses of all the 1990s kids, whose levels were used in this compilation. As somebody, who also played a lot with the Build editor (although never uploaded anything), I feel strong connection to all these creators. None of these levels should be taken too seriously. We just used to screw around with the cool toys we had. There were also very little resources, so we had to learn how to use the map editor by trial and error. To this day, for example, I never figured, how to create the exploding walls or functional trains. Never worked for me. But, boy, was I proud on the things that I managed to get working.
So much shovelware. Even goddamn Sierra made a shovelware pack for Duke3D back then (which I almost rented thinking it was Duke Nukem: Total Meltdown - instead of just 'Total Meltdown'; but thanks to some bizarre reason, the video store never let us rent it even though it was available. Dodged a bullet there.). Seeing all this stuff makes you appreciate how far we come when it comes to fan Duke Nukem content. We moved from the likes of Duke!Zone to stuff like Shaky Grounds, Alien Armageddon and Blast Radius. One could never imagine that back in 1996. Shame Civvie skipped Aqua 2, the best level of Duke!Zone (though it's easy to find online if you're curious)
This video reminds me of the Duke Nukem 3D mod Alien Armageddon, as it has what could be called a Roguelike mode which randomly strings together a series of maps to create a basic campaign, often maps made by the community. The main difference being that the mod team actually curate the maps they add to the mod, and while their QA isn't 100% infallible (I found a bug in one of the user maps that crashed the game when used in the roguelike mode, I brought it up on the mods' Discord server and they eventually patched it), the maps are well-made and rather fun to play. The mod also does something rather cool in that it makes Duke It Out in DC actually fun to play, with adjustments to the maps and enemies to add interesting combat encounters.
The texture on the door stays in place because it's aligned to the top of the wall, not the bottom. If it was aligned to the bottom, it'd move with the botom edge of the wall/door.
i know you’re describing everything very negatively (and it’s almost definitely deserved) but i’m transfixed by all of these they are all alien creations that i can’t help but be fascinated by.
It sure has been a hot minute since we've last had some DOS trash on the channel, and also a hot minute since we've had Duke stuff too. So this is a pretty safe bet.
Funny enough I grew up with the PS1 version of Duke Nukem 3D, so for me the fourth episode was always Plug N Pray, and I enjoyed it alot, it wasn't as well designed and didn't have the seedy vibe that The Birth has, but I still have fond nostalgic feelings for Plug N Pray, each level has it's own theme and the PS1 ost was also really good in my opinion.
With stuff like 6 month old map packs it's fascinating in an anthropological sense. You don't have the conventions, they're still working those out, so you get a microcosm of new genres or when a game redefines things and everyone is trying to build on them and innovate.
22:36 you can use letter "o" (iirc) in the editor, to make the texture move along the wall. For certain cases you don't want the texture to move, so there is an option for this
i grew up with this, there are other fascinating one of a kind glitches, like the swimming pool where you can go down forever but going up is always the same amount of time
I remember when I was around 13 and had a Duke 3D pack plus a lot of Zone crap and similars from my uncle who was a fan. Seeing you playing some levels of Duke!Zone, specially the last ones brought me some vague memories of when I mindlessly played them. However, BPDs The Gate was also on the pack and I remember finding it way more polished and interesting in comparison, but maybe its because I played it along with the atrocious Zone compilations.
22:23 I remember having a similar issue with one of my maps. It been a few years (decades) but IIRC it happened because above water sector is not the same as the underwater one, so when you dive underwater you get placed in a wall and die. I may be wrong, it been a few years since I made Duke Nukem levels.
Yes Civvie! I'm probably one of the 0.01% of those who have played Plug n Pray with Dualshock for PSone and it's my favorite DK; the DK: Total Meltdown. I get terribly nostalgic and seeing this exclusive episode talked about these days is great. Thanks for taking the trouble to get frustrated with these outdated maps! It's the honest truth! They're horrible but I love them! Duke forever! A+ rating for you
Aw yes, the classic kill a ton collection. I still remember the glow of the windows 95 start animation, waiting for windows to load, then realizing the install had broken audio!
I don't remember which of the bajillion of myhouses we played, but I do remember being very fond of putting laser trip mines in the garage. Good times.
I recall I had 2 of those shovelware CDs. They had like 500 flash games from around the intetnet. I recall there being one that was a pinball game with religious hell imagery, an eyeball for a pinball, and constant screaming. Shit was dope
My father used to bring home some custom maps for Duke and I'm still haunted by one map in particular. It featured a waterfall at the start, but I think they forgot to set water floor as portal or however it works in Build so when you fall of the waterfall you die. Or you could use the teleporter to teleport underwater you couldn't swim up and also die. I wish I could track down this map to find out what's up with that.
Oooh I loved those trashy user maps. So much stuff and I could learn quite a bit from them to be better with my own maps. And yes doors swinging open was complicated, I could never understand how it worked (I was a child with barely any english skills) so them just sliding up was much easier to do.
Underrated running gag is Civvie being given ample opportunity to make jokes about obscure horror films by the game being played only to make jokes about other obscure horror films from the same year It's the little things, lads
My brother and I beat Plug n Pray with a PS1 controller. It was probably one of the hardest games we had finished. The level order is messed up cuz some of the middle levels are easier than Nightmare Zone.
28:47 "How did anyone play this with a DualShock?" Oh, they didn't. They so didn't. This port was released a mere ONE month after the DualShock got to shelves, so all the kids were left with is savescumming.
This looks better than any other duke add on I've seen. Id actually wanna play this now. Much better than any "modern" new episode that has come out by a mile. Stupid traps and janky design is exactly what duke nukem 3d was about, lol. This actually looks amazing
I believe the reason that the map teleport the player to a different part, is that the water section of the map must be the same size as the other section.
Thanks for the video CV11, always glad whenever a new video drops. Quick question: If the Department of Special Corrections offered you the choice of A) Farcry 1, B) Tresspasser or C) Call of Cthulu; Dark corners of the earth. Which would you play and why? How about you chat? Best regards...
I still have the "inferno" and "inferno 2" cds, i used to play it with my Brother and father when I was like 5-6. I remember hating when we chose a level and end up finding it empty, to the point that we got our own rule: "if the bathrooms are empty, then the level is empty" I remember the zoo level or "escapela" map. I found out about the editor like 17 years ago, wished to make a level but since I don't know the first thing about level designing I gave up the idea immediately
Yeah, I made a deathmatch map for Duke3D based on my house. Shared it with the other people who lived there who also gamed. It was fun. Never posted it on the net, though. Why would I? I take that back... it was way better than the one he showed. Years later I made a pretty good Thief level out of that house, my new house and a friend of mines apartment building spaced out in a neighborhood with a bunch of buildings you couldn't enter. You think Build was clumsy to work with (making a three story house with a basement) Dromed was a whole other level of 'not meant for consumer use' headaches.
The final map of Plug 'N' Pray, "Ministry of Fear", is of course a reference to Ministry of Sound, the nightclub in London, and the final Battlelord-like boss "CyberKeef" is a reference to the late Keith Flint, lead singer of The Prodigy, naturally identifiable in the game in CyberKeef's visual appearance by the familiar two-point Firestarter hairdo (but _not_ by the large clock he wears around his neck seen at 30:46, which I'm sure you're already aware is actually instead a reference to Flavor Flav).
Wait, THAT WAS A FUCKING PRODIGY REFERENCE?
RIP Keith Flint
Hi Marph, you're like an elder keeper of knowledge with these old games
Damn. If it wasn't for a Civvie video on shoddy Duke "releases" I would have not known for a good while that Keith Flint is no longer alive.
@@GoodOleDFT I was very sad when the news broke that Keith Flint took his own life. Watching this I can only hope he lived his life without knowing that this thing existed.
On Bonzai the thing that killed you was most likely the fact that the sectors are not the same shape. They put a lot of warnings in the docs about making sure the above sector is the same size and shape as the below sector, and this death is what happens when that's not followed. The game is trying to teleport you to a corresponding area underwater when you crouch, but there is none because the sector above is a different shape than the one below. I suspect it gave you the previous death screen because there was nothing to render at the location you ended up, and thus whatever was still in the death screen buffer is shown, plus the "float upside down to the surface" death effect spinning the view around.
i actually think they used the wrong sector id and it teleported into a different room altogether.
@@liebkraft9950 Hard to tell from the footage, though it looks to me that Civvie, after going above water, moves left towards what would be a wall underwater, and tries to go back down. They don't show going into the water, but I suspect there are places you can go underwater without issue elsewhere, but having gone above the water and over to the left, trying to go back down places you inside the wall that was to the left underwater.
I think what Civvie was referring to was the fact it teleported to a still version of another room where he died before. That was weird.
@@cassiopeia36 But it can't teleport him to the place he died in the previous level, which is why I think Civvie was so confused. But it's not, it's what was left in the death screen buffer. You might notice that when you die the screen is much lower resolution, and sometimes spins around. I don't think he got teleported to the previous level somehow, that wouldn't be possible, but Duke and Doom both have that really weird rendering when you're not in a valid sector where sometimes nothing is drawn and all you can see is the previous frames and a whole mess on the screen - nothing was rendered to overwrite them. That's what I think happened here too, he was placed outside of a sector and the game wasn't able to render anything, so it just showed what was in that buffer from the last level.
Came here to post this, I made this mistake when making a duke3d map ages ago. The screen effect is usually known as a hall of mirrors
Fun story: I was 14 when two of my Duke levels were picked up by 'Duke Assault'. They were trash, but I was blown away and assumed I was now a game designer.
The clever thing they did was write and offer to sell as many copies as we wanted to give out to friends and families. My Dad was so proud he bought 10 and passed them out.
Honestly, I respect the hustle. Good little business (make money on proud parents) if you can wing it.
Many years ago, I made a lot of Duke 3D levels. Custom textures and sounds, too. Put em on my geocities, got a few thousand downloads. I was really proud of myself for like 20 minutes, and forgot all about it. Then, around 2004 or 5, I checked out a small computer store near me that was going out of business, and they were selling "junk games" on floppy for $.05 a piece. They were mostly Duke 3D and Doom levels, and really bad shareware titles. So I bought all of them.
First disk I pop in is just one of my D3D levels (it was supposed to be a cold war stealth level with spy textures and russian speech bits) without the textures or sounds, and the person who tried repackaging it for sale tried changing the level around so it would fit on the floppy. It played so weird. You now started with the rpg so you could clear out the laser tripwire hallway without trying to get through it. I also figured out how to make the lasers invisible unless you used night vision goggles, which... the user.con file wasn't in there, so that didn't work. It took me a week of spare time to get that hallway just right, too.
I couldn't tell if I was offended over having a good level ruined, or proud that someone liked it enough to try and sell it.
Post a link you coward. ❤
Awesome
Is the level still available?
huh. if as many of these as i think there would be had custom code as well, that would explain a lot of the problems.
At the end there, my brain just thought of a the dragon ball z parody when vegeta is like, I don't know what this feeling is pride in someone else or unbridled rage
Worth mentioning these map collections were almost NEVER approved of by the original developers/publishers. For some bizarre reason, Duke 3D was one of the exceptions, which may have been an ominous bit of foreshadowing towards the direction of the franchise going forward.
Fun fact: The Kill-A-Ton collection was a massive bundle of the first three Duke Nukem games, a strategy guide, bonus goodies like screensavers and several WizardWorks add-ons like Duke It Out in DC and Duke Xtreme, as well as Duke!Zone 2.
Oh yeah I always assumed this was just Wild West what even is copyright or licensing stuff
When Bungie released their official level editing tools (with _Marathon Infinity_ ), it was explicitly stated in the license that you couldn’t sell levels you created - possibly to avoid these kinds of “quality” compilations…
Smart. Very smart.
I cannot deny that the 5000-in-1 shovelware/shareware CDs were how I found some of my favorite games of all time.
I got a shareware disc in a thrift store for $2 when I was young.
Wolfenstien, Doom, Commander Keen, Duke Nukem 1 and 2, Bio Menace, the list goes on, there were ~300 games on there and a decent amount of good ones. All on DOS baybeee.
I'd only heard of Doom at that point, but got introduced to a ton of classics.
I’m still hunting down full releases of games I randomly remember playing demos/sharewares of to this day.
Games are great and all but I'm here for the extended Civvie universe lore
Cancer Mouse doesn't get enough screen time.
To quote Civvie "the lore will never make sense, it's made to not make sense"
@@starkillermarexthat's just what Katie wants you to believe!
He should do a Patreon goal to make a movie that he'll never fulfill. 👍
@@starkillermarex actually fell for the "the lore doesn't make sense" meme
I don't know how, but I have this feeling that one day, Civvie's gonna bring up the Moon Sewer Count again and he'll be overjoyed about it.
And I'm sure Katie will complain about it then, too. It'll be glorious!
Is E1M7 a sewer level? It’s on a moon…
To be fair to DNF, it's actually no longer the biggest failure in gaming history. In this year alone, we've seen three games with production costs over 100million and with less than 1% of that made back. Duke, circa August 2024, made about 15% of its cost back, and I think it was 10million? 15 maybe. Point is, DNF can rest easy. It'll always be a disaster, but now it's not the king of disaster so can fade into obscurity at long last.
Concord needs to be studied
Pro Concord when Civvie?
@JJNNZone Now Sony is buying FromSoftware. God save us.
i'd argue its still the biggest, just because of the massive letdown it was to fans who had been waiting for years
Who were the other two games beside Concord?
This is classic Civvie right here: Digging down into the shit-filled, deeply burried septic tank of 90's shovelware garbage that may still haunt the people who got them as a birthday present.
I consider these videos Civvie doing his job as The-One-That-Janks in order to safeguard the integrity of reality.
i duno at 4 i realy liked duke zone. so many levels! and fond memories of some of them
I still do this to this day, but nobody knows me
"An era that will never happen again" . . . NO ONE introduce Civvie to asset flips. The man has suffered enough.
To be fair, he's already played through a few of those in some past Christmas videos, like X-mas Zombie Rampage :P
The proper time to cover those was 2022 when they were all the exact same Unity arena shooter tutorial with NFTs stapled to them
Asset flips aren't the same thing. They're not taking an already fully functional game and just making bad levels and possibly bad additional content, they're taking pre-made assets, often barely funtional in the first place, and making entirely bad base games with them.
They're **worse**, honestly. Most never had a good starting point to decline from, they started bad and got worse.
Can't wait for Pro Maximum Doom next.
Lol Civvie would die before he gets through all of the maps.
Somebody should ask Civvie to play TNT
What about pro lapse doom?
@@Psykomancer he has already played TNT, it's on the Shorts tab
@@yutavergilsomeone even made a compilation so it almost plays like a normal pro-doom video.
22:13 - This happened because the underwater area doesn't match the upper area and you got teleported into the void, maybe it couldn't draw any frames there, you can break the water mechanic in even more ways, like forgetting to set the upper part to water and you'll be trapped
22:34 - It happens because that wall is set to bottom orientation
So, the first part of that "water death" part has been answered... I'm still curious as to why it showed a death screen from an entirely different level.
Build had some of the best games ever made on it, but my god is that entire engine held together with bailing wire, duct tape, and bubblegum lol
@@Chozo_Ghost Maybe the game caches death screens in a different place and it couldn't draw a new frame because of the void.
Nerd
To the top with this comment please 🙏
Oh hello, kurtis :)
One thing I suspect is the case is that most if not all of the creators of these custom maps weren't asked for permission for them to be included in these map bundles. Most of these teenage creators are now probably close to 40 years old with jobs who don't know their rubbish maps they made as a silly teenager were sold to folks in America lol.
Can confirm. I made my first Doom map at age 14. It was crap. Later on, I bought the first D!Zone disc and found my level on it, among others. So I…paid for my own map I guess. Of course the publisher never asked me or anyone else. They just scraped the WashU FTP archive where we all uploaded our Doom junk and burned it onto a disc.
In contrast, Apogee actually reached out to Wolfenstein 3D mapmakers earlier in the 1990s and paid them for including their maps in the Wolf Super Upgrades pack. I had a set of 60 of my levels in that pack.
Hey, I remember Betaone. I have fond memories of that one. It's absolutely huge - if you open it in the editor, you'll see that it uses almost all the available space you could use in a level. I thought it was pretty rad when I played it. Very open, lots to explore, most of the areas were distinct... maybe it doesn't hold up, but I liked it.
I forgot how many shovelware map packs these older shooters had and most of them were just user maps that you could've downloaded for free on the 35kbps internet days
The way the underwater system works is exactly as you described, being two different rooms that you are teleporting between, and then the engine going "Okay, this is now under/above water" during the transition and changing the game rules to create that immersion (the blue filter, being able to swim up/down, oxygen, etc). However, the most important thing when creating these underwater zones is that the transition floor between the two sectors *MUST* be the exact same dimensions or else it will instantly kill you if you try to cross it. I have Prima's Build Engine Creation guide book and it lists this exact problem.
The last death screen is because you have teleported into Null Space because the game doesn't know where to put you, and the game is loading what it last rendered in that area since it can't render "nothing" (pure black is not "nothing"; this is also what leads to the "Hall of Mirrors" effect that you see in badly textured games from this era)
Side note: When you fell through the battleship wall into an abyss during the Shadow Warrior video, that's because that wall and the ocean wall were sharing a vertex, causing you to clip through to the other side, and because you transitioned into an underwater area without first going through the conventional "teleportation" transition, the associated code marking the ocean as an underwater area didn't load, making the game apply above water rules and causing you to fall to your death.
That wacky Build Engine.
"My name is duke nukum, I'm a nuclear shark
Ted Turner got high once, wrote this in the park"
- Captain Planet and the Planeteers (probably)
My first experience with Doom 2 and Duke 3D - not to mention PC shooters - was a bootleg copy of one of these CDs that I "borrowed" from a "friend" and played on my dad's second hand 486. Doom 2 had sound but no music and Duke had music but no sound, but I was in 7th heaven. Christ, that front room was cold. Good times.
Pro Painkiller on the horizon!?
Glad to see more Duke content! Don't let Randy keep the Duke locked away as a negotiation tool.
I recall him saying in an earlier video Painkiller is just to boring to make a video of. But then again he did review TNT, so fingers crossed I guess.
And Serious Sam xD @@cassiopeia36
So about the bug at 21:56
When you go underwater in duke3d, you are teleported to another part of the map (you put on the automap you will clearly that what is happening) because Build can't do rooms over rooms (for simplicity sake, I know it could sort of but I would like not to be too technical as possible). To make it work the surface and the underwater need to match in size and form for this to work, the problem here is when you look at the automap of this level you notice that the surface and the underwater doesn't line up correctly with the surface one teleporting the player into the wall.
You see the automap in the video if you don't quite get what I mean by misaligned.
Hope this comment was useful to someone.
Meanwhile I'm still wondering why it showed his death scene from an entirely different level when that happened lol
Ah CompUSA, how I miss working there. I could've bought a Lamborghini with the money from Extended Warranties I sold on people's PC's. Never bought the Lambo so now I'm just facing Hell.
My first ever experience with Duke Nukum was a 500-in-1 DOS game collection type disc, along with Hugo Harry and the Haunted Mansion. Second would've had to have been that PS1 Total Meltdown port.
I think playing some of these levels will be the only other Duke experience I ever allow myself.
Sadly I can't really remember how I got ahold of Duke3D back in the 90's. Doom on the other hand, I was in my computer typing class and we were working with 486 IBM computers running DOS. And a student who I was kinda friends with came in with a bunch of floppies of Doom, Heretic, and X-Wing. And we played the hell out of it!! I didn't own a computer at home that could play these games, BTW.
And later I had a friend whose father just got a computer, that was probably $4,000 back in the day, and had a CD-ROM drive and Windows95! And I remember using it to download levels off BBS sites and came across the beta to Duke3D. But I can't remember wether I played the demo or the beta first. And then they purchased the full version of the game and I played it for hours!! I didn't get a real computer of my own till 1998.
every time this dude uploads dn3d i end up listening manhattan project's theme on loop for like an hour
"This episode requires you to play Duke 3D like its Blood."
That is... certainly a sentence.
90s FPS shovelware packs are right up my alley so seeing Civvie cover them is like Christmas come early.
God I miss CompUSA SOOO much! So many good memories from going in there as a kid in the 90s. At least there's MicroCenter now, well if you have one near you, which I thankfully do. Wizardworks weren't all bad. They released the Carnivores series, and the Dirt Track Racing series of games on the PC. I think they released those Deer Hunter games too which were alright.
I'M HERE TO ASS BUBBLEGUM AND KICK CHEW
Im too
Kit Shittem
You, my friend, made me remember one of my favorite videos!
ua-cam.com/video/krPH0cWIP5U/v-deo.htmlsi=PMRAgSWV6b9Tu5f6
AND I'M ALL OUTTA CHEW
One of my biggest fears as a level designer is playing really bad maps and finding that the terribleness has transferred to my own mapping endeavor, like some sort of infection
Civvie , I hope this finds you well. I just want to say that without fail your uploads make my, otherwise dreary day, better. Thank you.
I love reading through this comment section and see the responses of all the 1990s kids, whose levels were used in this compilation. As somebody, who also played a lot with the Build editor (although never uploaded anything), I feel strong connection to all these creators. None of these levels should be taken too seriously. We just used to screw around with the cool toys we had. There were also very little resources, so we had to learn how to use the map editor by trial and error. To this day, for example, I never figured, how to create the exploding walls or functional trains. Never worked for me. But, boy, was I proud on the things that I managed to get working.
So much shovelware. Even goddamn Sierra made a shovelware pack for Duke3D back then (which I almost rented thinking it was Duke Nukem: Total Meltdown - instead of just 'Total Meltdown'; but thanks to some bizarre reason, the video store never let us rent it even though it was available. Dodged a bullet there.).
Seeing all this stuff makes you appreciate how far we come when it comes to fan Duke Nukem content. We moved from the likes of Duke!Zone to stuff like Shaky Grounds, Alien Armageddon and Blast Radius. One could never imagine that back in 1996.
Shame Civvie skipped Aqua 2, the best level of Duke!Zone (though it's easy to find online if you're curious)
Taking out drones by standing behind a tombstone slayed me for some reason.
Slayed them, too!
I think it's kinda wholesome that you can read the old text files of the folks who made these levels. I wonder what they're up to now.
Getting to a civvie video within an hour of dropping is rad
This is a cool video to me because I just started making DooM maps. I'm taking lots of notes on this one, thumbs up
"Something smells rotten around here!" Alright, where ya hiding, Randy?
Mother-
Do you have to upload the moment I start my shift? Now I'll be on edge waiting all day to watch it.
Never thought I'd miss the likes of Duke it out in D.C but here we are.
This video reminds me of the Duke Nukem 3D mod Alien Armageddon, as it has what could be called a Roguelike mode which randomly strings together a series of maps to create a basic campaign, often maps made by the community.
The main difference being that the mod team actually curate the maps they add to the mod, and while their QA isn't 100% infallible (I found a bug in one of the user maps that crashed the game when used in the roguelike mode, I brought it up on the mods' Discord server and they eventually patched it), the maps are well-made and rather fun to play.
The mod also does something rather cool in that it makes Duke It Out in DC actually fun to play, with adjustments to the maps and enemies to add interesting combat encounters.
There is a GZDoom mod called D3Doom that adds Duke 3D monsters and weapons and physics to Doom.
Between Halloween and Christmas there's always the wildcard. Keep it up Civs, you'll earn your freedom soon enough.
The texture on the door stays in place because it's aligned to the top of the wall, not the bottom. If it was aligned to the bottom, it'd move with the botom edge of the wall/door.
May Carmack and Romero be praised, a new Civvie video!
MARATHON WHEN CIVVIE
I think if Civvie did that, Ax3 would need to bring back the clock test
At least he wont have to pay for it with his meat wallet since its free..
As entertaining as it might be, there isn't really anything Civvie could say about it that Mandalore hasn't already
This is about to be a really long restroom break.
Boss makes a dollar you make a dime, so you watch Civvie on company time baby
"I'm here to shit ass"
*grabbag kicks in*
I've been missing Pro Nukem for so long... my wish came true
i know you’re describing everything very negatively (and it’s almost definitely deserved) but i’m transfixed by all of these they are all alien creations that i can’t help but be fascinated by.
Huh, I thought Plug and Pray was nothing but game parodies. You learn something new everyday.
It sure has been a hot minute since we've last had some DOS trash on the channel, and also a hot minute since we've had Duke stuff too. So this is a pretty safe bet.
Funny enough I grew up with the PS1 version of Duke Nukem 3D, so for me the fourth episode was always Plug N Pray, and I enjoyed it alot, it wasn't as well designed and didn't have the seedy vibe that The Birth has, but I still have fond nostalgic feelings for Plug N Pray, each level has it's own theme and the PS1 ost was also really good in my opinion.
4:05 Rule #5: If you don't know how to make your level hard, just add random enemies.
Babe wake up, Civvie uploaded shovelware
And it duke nukem
Like an old alcoholic sage says: ENDLESS TRASH
This channel is Civvie's efforts to gain a six-packs that he would not be able to drink to forget the misery of his detention center.
"Carefully Hand Selected" yeah, right. You were lucky it it was Doom levels and not a shareware copy of Jazz Jackrabbit.
If the disc was made by a time-traveler from the future, it could easily be both at once.
With stuff like 6 month old map packs it's fascinating in an anthropological sense. You don't have the conventions, they're still working those out, so you get a microcosm of new genres or when a game redefines things and everyone is trying to build on them and innovate.
22:36 you can use letter "o" (iirc) in the editor, to make the texture move along the wall. For certain cases you don't want the texture to move, so there is an option for this
Duke’s been through hell in more ways than one!
That was unexpected and very fun ! I'd love to see you tackle other user-made maps for classic FPS games
It’s always a good day when Civvie always a good day when Civvie uploads
Im waiting for civvie 11 : into the civvie verse personally
Thank you for the continued output Civvie!
i grew up with this, there are other fascinating one of a kind glitches, like the swimming pool where you can go down forever but going up is always the same amount of time
I was just watching the Pro Nukem series last night. I haven't checked the Discord in a hot minute so you blind-sided me.
I remember when I was around 13 and had a Duke 3D pack plus a lot of Zone crap and similars from my uncle who was a fan. Seeing you playing some levels of Duke!Zone, specially the last ones brought me some vague memories of when I mindlessly played them.
However, BPDs The Gate was also on the pack and I remember finding it way more polished and interesting in comparison, but maybe its because I played it along with the atrocious Zone compilations.
Thank you for making subtitles for your videos Civvie.
9:34 Best part is, people still keep up the tradition of making levels of their homes on Gmod and Left 4 Dead.
Its pretty wholesome.
I think the best part of this vid, is all of the people who either have made a Duke 3D map or know what is going on behind the scenes speaking up.
22:23 I remember having a similar issue with one of my maps. It been a few years (decades) but IIRC it happened because above water sector is not the same as the underwater one, so when you dive underwater you get placed in a wall and die. I may be wrong, it been a few years since I made Duke Nukem levels.
Yes Civvie! I'm probably one of the 0.01% of those who have played Plug n Pray with Dualshock for PSone and it's my favorite DK; the DK: Total Meltdown. I get terribly nostalgic and seeing this exclusive episode talked about these days is great. Thanks for taking the trouble to get frustrated with these outdated maps! It's the honest truth! They're horrible but I love them! Duke forever! A+ rating for you
"It's your happy little tree. You're the artist."
Definitely using that Bob Rossism in conversation
Aw yes, the classic kill a ton collection. I still remember the glow of the windows 95 start animation, waiting for windows to load, then realizing the install had broken audio!
7:51
Dukeprox is actually a map that was converted from a Doom WAD, so it's no surprising that it feels like a typical Doom level.
I can't wait for a future game to feature a level that somehow constitutes as a Moon Sewer, necessitating the return of that graphic.
I don't remember which of the bajillion of myhouses we played, but I do remember being very fond of putting laser trip mines in the garage. Good times.
Civvie just keeps delivering. I love these garbage grab bag videos.
Neat, now I have something to rewatch twelve times today.
i died when mr. michael bluth, president of the bluth company, exploded
I recall I had 2 of those shovelware CDs. They had like 500 flash games from around the intetnet.
I recall there being one that was a pinball game with religious hell imagery, an eyeball for a pinball, and constant screaming. Shit was dope
My father used to bring home some custom maps for Duke and I'm still haunted by one map in particular. It featured a waterfall at the start, but I think they forgot to set water floor as portal or however it works in Build so when you fall of the waterfall you die. Or you could use the teleporter to teleport underwater you couldn't swim up and also die.
I wish I could track down this map to find out what's up with that.
played through duke nukem a month ago for the first time cause of civvie, and i freaking loved it. what a fun game.
Another company I remember doing shovelware like this was Expert Software. Always bargain bin boxes.
Oooh I loved those trashy user maps. So much stuff and I could learn quite a bit from them to be better with my own maps. And yes doors swinging open was complicated, I could never understand how it worked (I was a child with barely any english skills) so them just sliding up was much easier to do.
I remember these level disks. It was fun to see what trashfire of a level comes up next. As a kid i had my fun :D
Underrated running gag is Civvie being given ample opportunity to make jokes about obscure horror films by the game being played only to make jokes about other obscure horror films from the same year
It's the little things, lads
Rest in peace, Circuit City... 🥺
Ironically as I'm watching this I'm sitting in a parking lot eating a late lunch where a Circuit City once stood....
My brother and I beat Plug n Pray with a PS1 controller. It was probably one of the hardest games we had finished. The level order is messed up cuz some of the middle levels are easier than Nightmare Zone.
28:47 "How did anyone play this with a DualShock?" Oh, they didn't. They so didn't. This port was released a mere ONE month after the DualShock got to shelves, so all the kids were left with is savescumming.
It was a glory time! The last of the big Decades. 90's bigger is better. Thank you CV11
love that civvie just stops ingame when he realizes hes seeing UNDERWATER DRONES
This looks better than any other duke add on I've seen. Id actually wanna play this now. Much better than any "modern" new episode that has come out by a mile. Stupid traps and janky design is exactly what duke nukem 3d was about, lol. This actually looks amazing
I believe the reason that the map teleport the player to a different part, is that the water section of the map must be the same size as the other section.
This makes me nostalgic for the shovelware I used to disdainfully pass by at my local Best Buy.
28:48 "with a goddamn dualshock" HAHAHAHAHAHA that's cute, but the game came out before the dualshock, aiming up and down was on L1 and L2 IIRC.
Thanks for the video CV11, always glad whenever a new video drops.
Quick question: If the Department of Special Corrections offered you the choice of A) Farcry 1, B) Tresspasser or C) Call of Cthulu; Dark corners of the earth. Which would you play and why?
How about you chat?
Best regards...
We get a Civvie video with Duke Nukem AND shovelware ?! We don’t know just how good we have it folks. This is some classic Civvie shit right here.
YESS I KNEW WE WOULD COME BACK TO DUKE
AX3 reading the "HEHEHEHEHE" part with that deadpan robotic tone is absolutely hilarious
I still have the "inferno" and "inferno 2" cds, i used to play it with my Brother and father when I was like 5-6.
I remember hating when we chose a level and end up finding it empty, to the point that we got our own rule: "if the bathrooms are empty, then the level is empty"
I remember the zoo level or "escapela" map.
I found out about the editor like 17 years ago, wished to make a level but since I don't know the first thing about level designing I gave up the idea immediately
Yeah, I made a deathmatch map for Duke3D based on my house. Shared it with the other people who lived there who also gamed. It was fun. Never posted it on the net, though. Why would I? I take that back... it was way better than the one he showed. Years later I made a pretty good Thief level out of that house, my new house and a friend of mines apartment building spaced out in a neighborhood with a bunch of buildings you couldn't enter. You think Build was clumsy to work with (making a three story house with a basement) Dromed was a whole other level of 'not meant for consumer use' headaches.