It definely shows a big contrast putting this map on the prototype, because, dang all the levels look, feel, and are done very differently from the final.
@@takacsadam2850 what's shown in the video was a level from the final game ported back into the alpha version engine. if you look up "lameduke" on youtube you can find videos with these earlier levels and they are very very different
It amazes me how despite being the same level as the final game, the lameduke colors, textures, sounds, etc. give it such a different feel. It almost seems like the beta was going for a darker, more dystopian vibe, but maybe that’s just my interpretation of it.
Yeah it was a much grimmer game. The final game still has the flourishes of John Carpenter and Jim Cameron's "Tech Noir" and "Dystopicana" feel, but here it seemed like it was going for absolute dread in places.
Ayooo they had the idea for Shelly Bombshell's baton before duke3d!? One of these days if it'll ever get out of gearbox's possession we get a crossover. That'll be a Fossilized Nut.
I came here to say, i have FINALLY finished the SW October/September 1995 prototype, with my patch SW95, man, i used to be genuinely afraid of it, and it would always frustrate me and ruin my day when i tried to beat it, but, now, this time, i have altered the music to the late 1996 music, and man it got my ninja spirits all the way up, to do everything so well, i didn't die once, could get my stuff at good numbers and all that, i actually like this prototype, with my fix, sort of, i didn't die once as well, and, kept using SWWARP for changing levels, because, music variety, makes it more fun. Some other time, i'll try it again, since now i have confidence to it, and do a full walkthrough of it. The default music is kinda dull and makes the prototype it-self dull.
@IsaacInfernape2000 (Raman) Sure, but i don't know how will this really affect since, i don't really care about these videos nor do i think i'd really go talk with you outside of here...
that's fun, the mirror effect doesn't work the same way. the monster seems to consider the use of the camera as the actual player position, which is probably a glitch of the older version of the engine. Also this older version of the engine doesn't support sloppes sectors and doesn't seems to handle scripted event like sectors being destroyed after passing through a trigger point. and it's interresting to notice that the jet pack create flame sprites. probably scrapped due to performance issue at the time.
That bug actually persists to the final version, sort of, as protozoid slimers will actually try to attack the security camera, when duke is using it! (According to the wiki!)
Inspirational message: if you're working on your own project like a game or a comic or anything like that, but you feel like it's not good enough, just remember that the legendary first level of Duke Nukem 3D looked _this_ rough even when the map was functionally 95% finished.
yeah it's an older version of the engine. PC powerslave is based on this older version (same jump height, no slopes.) but with some improvements like the lighting effect.
@@spasehead Awesome! I can imagine it being a lot of work, replacing all those textures by hand. I’m looking forward to the release. Best content to ever come out of Lameduke IMO
I completed a ported map for Duke Nukem 3D beta. Unfortunately, I couldn't get all the scripts from the E1L1 map to work on an early version of the Build engine. However, now this map can be completed almost entirely on Lame Duke: drive.google.com/file/d/1clFfKgotpnHxHqfBiiLfwJj2f9HkCdlb/view?usp=sharing
@@spasehead I had a great time playing this. Lack of script was barely noticeable. Felt more like an actual alpha than a modification. Thanks for your work!
@@Parms it was an independent group called the “Developers of Incredible Power” that had Tom Hall, several Apogee staff members and other people on it Apogee published and owned the rights to it as well though. not surprised RoTT music is used since the early development of Build was happening at the same time RoTT was originally being made
Nope. This track, like most of the ROTT soundtrack was composed by Lee Jackson, a man that never gets enough credit because everyone thinks he's Robert Prince. XD
Love that they used Going Down the Fast Way
It definely shows a big contrast putting this map on the prototype, because, dang all the levels look, feel, and are done very differently from the final.
bruh wym, the level looks almost finalized other than the palette difference
@@takacsadam2850 what's shown in the video was a level from the final game ported back into the alpha version engine. if you look up "lameduke" on youtube you can find videos with these earlier levels and they are very very different
@@JeffGoldblum64 that's actually interesting though if that's the case, kind of amazing how well the early build could take retail Duke 3D
@@takacsadam2850 Go play the game right now and you would change that statement.
@@aliveonmoonrocks which statement?
It amazes me how despite being the same level as the final game, the lameduke colors, textures, sounds, etc. give it such a different feel. It almost seems like the beta was going for a darker, more dystopian vibe, but maybe that’s just my interpretation of it.
Well, given the fact that lameduke's plot was discovered, you are right
Yeah it was a much grimmer game. The final game still has the flourishes of John Carpenter and Jim Cameron's "Tech Noir" and "Dystopicana" feel, but here it seemed like it was going for absolute dread in places.
That music is from Rise of the Triad
I love that "digital" mirror effect
Rise of the Duke
Colors are more... BLOODish.
1997 mfs:
Ayooo they had the idea for Shelly Bombshell's baton before duke3d!? One of these days if it'll ever get out of gearbox's possession we get a crossover. That'll be a Fossilized Nut.
I remember a demo of an even older FPS game that also had a cool stun baton. XD
Crossover. Duke gets frozen in time for 100 years.
The Rise of the Triad music is too good.
I came here to say, i have FINALLY finished the SW October/September 1995 prototype, with my patch SW95, man, i used to be genuinely afraid of it, and it would always frustrate me and ruin my day when i tried to beat it, but, now, this time, i have altered the music to the late 1996 music, and man it got my ninja spirits all the way up, to do everything so well, i didn't die once, could get my stuff at good numbers and all that, i actually like this prototype, with my fix, sort of, i didn't die once as well, and, kept using SWWARP for changing levels, because, music variety, makes it more fun. Some other time, i'll try it again, since now i have confidence to it, and do a full walkthrough of it. The default music is kinda dull and makes the prototype it-self dull.
@IsaacInfernape2000 (Raman) Yes? I'm not very sure what does this have to do tho.
@IsaacInfernape2000 (Raman) I certainly have zero.
@IsaacInfernape2000 (Raman) So, why can i still reply if i'm blocked?
@IsaacInfernape2000 (Raman) Sure, but i don't know how will this really affect since, i don't really care about these videos nor do i think i'd really go talk with you outside of here...
Wait, what? Where did you get it??
Funny how cameras are waking up the monsters :).
This is a beta recreation not the true beta, just so everyone is clear
So much... reddish-brown.
3:00 ah, so I see apogee didn't get coca-cola to sign a commercial agreement for the final release.
The red town around roof top looks better really. In final version its just zoomed in blurry walls.
that's fun, the mirror effect doesn't work the same way.
the monster seems to consider the use of the camera as the actual player position, which is probably a glitch of the older version of the engine.
Also this older version of the engine doesn't support sloppes sectors and doesn't seems to handle scripted event like sectors being destroyed after passing through a trigger point.
and it's interresting to notice that the jet pack create flame sprites. probably scrapped due to performance issue at the time.
That bug actually persists to the final version, sort of, as protozoid slimers will actually try to attack the security camera, when duke is using it! (According to the wiki!)
The color palette as well as the background music show direct connection to ROTT
Inspirational message: if you're working on your own project like a game or a comic or anything like that, but you feel like it's not good enough, just remember that the legendary first level of Duke Nukem 3D looked _this_ rough even when the map was functionally 95% finished.
I love Duke's wimpy little jump grunts XD
Damn, those Triad bastards are gonna pay for taking down my jam!
The beta RPG will always beat the final one easily
It reminds me of Marathon and Halo's rpg
Man, this feels so cursed! I do like the skybox, though.
"Goin' down the fast way", uh? A+ stuff, love it.
I didn't know LameDuke didn't have slopes.
yeah it's an older version of the engine. PC powerslave is based on this older version (same jump height, no slopes.) but with some improvements like the lighting effect.
really cool stuff!
Interesting. Music is pretty sweet
felt like the late 90s eurojank but more polished lmao.
Знакомая карта,все тоже самое только в красно оранжевых тонах,ну и монстры другие.
это первый уровень оригинального Дюка, но в стиле бета версии. раньше в игре были другие враги, фоны, уровни, оружие
@@lord_vermucs я знаю чувак,я играю иногда в подобные игры, модификации,поэтому про бета версии мне известно.
any reason they went from robots to aliens?
Perhaps, this is due to the fact, that during the development of Duke Nukem 3D the plot was changed.
Can we talk about that glass shattering effect at the end?
Ok, let's talk about it. Here it seems to be broken, but in Lame Duke's original levels the effect is even more convincing than in the final version.
Is it just me, or does the song song very similar to the Unreal Tournament 99 song "Run" ?
LameDuke is essentially "Duke Nukem 3D but it could've been a completely different low-budget game".
When you realize that Duke3D could've easily been a run-of-the-mill below average FPS.
True. This build looks almost as mediocre as TekWar.
The game still probably would have been a hit if they went with cyborgs instead of aliens.
I remember playing this on my amiga back in the 80s, memories.
such transparent lies. the 80's version was an atari 2600 exclusive.
This is really cool! Would you be willing to share this map? I would love to play it in this griddy style.
I will publish the port of this map soon. I need to finish some textures and scripting on this map.
@@spasehead Awesome! I can imagine it being a lot of work, replacing all those textures by hand. I’m looking forward to the release. Best content to ever come out of Lameduke IMO
I completed a ported map for Duke Nukem 3D beta. Unfortunately, I couldn't get all the scripts from the E1L1 map to work on an early version of the Build engine. However, now this map can be completed almost entirely on Lame Duke: drive.google.com/file/d/1clFfKgotpnHxHqfBiiLfwJj2f9HkCdlb/view?usp=sharing
@@spasehead I had a great time playing this. Lack of script was barely noticeable. Felt more like an actual alpha than a modification. Thanks for your work!
lolz the guy cant jump the box
rise of the triad music lmfao
yes
I was going to comment about that too. Are the two games by the same developer?
@@Parms it was an independent group called the “Developers of Incredible Power” that had Tom Hall, several Apogee staff members and other people on it
Apogee published and owned the rights to it as well though. not surprised RoTT music is used since the early development of Build was happening at the same time RoTT was originally being made
@@jess648 ".. and the D ball"
Very cursed ROTT indeed.
Why is the palette so... red? can someone explain the colors?
Early prototypes of Duke Nukem 3D use a different color palette, more similar to Rise of the Triad.
👍
Thos looks betyet that fory skyline is so door
The rott music is just a cherry on the crap sundae of what would become a great game
download link please?
drive.google.com/file/d/1clFfKgotpnHxHqfBiiLfwJj2f9HkCdlb/view?usp=sharing
Name of the track?
Robert Prince - "Goin' Down the Fast Way"
Nope. This track, like most of the ROTT soundtrack was composed by Lee Jackson, a man that never gets enough credit because everyone thinks he's Robert Prince. XD
Hmm. I remember Going Down The Fast Way being a little less... chunky. xP
Why does the screen tear so much 😱😱
RotT music!
Lame Duke looks like Vanilla Doom
Duke sounds like a wuss
look at your fucking pfp💀
Qe
this is one beta that was indeed worse than the final product
Po
Qe