Proto:Duke Nukem 3D (PC)/LameDuke
This is a sub-page of Proto:Duke Nukem 3D (PC).
LameDuke is an early prototype of Duke Nukem 3D that was compiled on December 30th, 1994 (though the internal date says it was compiled on January 3rd, 1995 and some levels were last modified on the afternoon of January 1st, 1995), released by 3D Realms in 1997 to celebrate the first anniversary of Duke 3D's shareware release. This build is very different in tone and style, acting closer to a direct continuation of Duke Nukem 2 than the final game.
Despite its age, it's clear that a lot of work and time was put into this prototype.
One of the more interesting parts of this prototype is that it appears to contain two different visions for Duke Nukem 3D in it. The first one has a primitive, gray city filled with simple architecture and an underwater base the player must infiltrate, while the second, shown in Episodes 1 and 4, is a prototype for the style that the final game's city levels would use.
- 1 General
- 1.1 Timing
- 1.2 Title screen
- 1.3 HUD
- 1.4 Menu
- 1.5 Automap
- 1.6 Saving
- 1.7 Scoring system
- 1.8 Slopes
- 1.9 Reflective liquid surfaces
- 1.10 Procedural generated water
- 1.11 Elevator
- 1.12 640x480 mode
- 1.13 Co-op mode
- 1.14 Sound cards
- 1.15 Pallete
- 1.16 Loading screen
- 1.17 Exit screen
- 1.18 Setup executable
- 1.19 Flying explosive barrels
- 1.20 Alien language
- 1.21 Command line parameters
- 1.22 Controls
- 2 Levels
- 3 Graphics
- 3.1 Duke Nukem
- 3.2 Red Duke
- 3.3 CORE Software
- 3.4 Drinking guy
- 3.5 Passed out drunk guy
- 3.6 Duke falling
- 3.7 Duke lands on the ground
- 3.8 Skies
- 3.9 Gibs
- 3.10 Byte Nyte poster
- 3.11 Toilet
- 3.12 Trash can
- 3.13 Fire hydrant
- 3.14 Light
- 3.15 Generators
- 3.16 Bar sign
- 3.17 Hollywood Bvd. and Vine Street signs
- 3.18 Hollywood star graphic
- 3.19 Removed screen graphic
- 3.20 Mirror graphic
- 3.21 Art grid
- 3.22 Rocket
- 4 Game Text
- 5 Music
- 6 Weapons
- 7 Enemies
- 8 Items
In order to play this prototype without timing issues, such as very fast firing weapon firing speeds and fast enemies, DOSBox must be set to 60000 cycles for 320x200 mode and around 100,000 for 640x480 mode.
The title screen is completely different in this prototype. It features Duke in an area similar to the prototype's E4L1. Around him are various enemy sprites placed to look like they're fighting. Oddly, this prototype features the Drone 1 enemy shooting a rocket and several Drone 2 enemies, the latter not appearing in gameplay at all.
The HUD is also completely different. Health and ammo are represented by bars and numbers on the bottom of the screen, the ammo type is at the center of the HUD, and there is a score reading that appears on the upper left-hand corner. The reading updates when most enemies are killed.
Pressing the I key brings up a menu showing what items the player has in his inventory. Items the player has are filled in, while those that are active have a bright red dot next to them instead of the usual dark red one. Oddly, the Holoduke indicator is always active.
The menu is also completely different. Text is rendered using a much simpler font, and the text for the option selected spins in instead of suddenly appearing. It contains a high score menu that does not appear in the final game.
Several options, such as Information and Game Options, do not work. Demo and Start Game do work.
Interestingly, there is a unique menu shown when in a level. The final uses the regular menu, but with some options removed or added.
The automap always switches to a separate screen when activated, instead of being overlaid on the player's view first, like in the final game.
The map itself is much more primitive, and looks very similar to how the levels is rendered from an up-down angle when viewed in the Build level editor.
Saving doesn't work. The player can 'save' while playing the level. But restoring a saved game while in that level will cause a ton of graphical glitches and trying to do it while in another level crashes the game.
This prototype contains a fully-functioning scoring system, complete with a high score board. This was completely removed in the final game.
Slopes do not exist in this prototype.
Reflective liquid surfaces
This prototype contains a green surface that reflects what is around it, such as buildings near it and enemies on it. It seems like its meant to look similar to a liquid. The effect was completely removed from the final game.
Note that it only works in 320x200 screen-buffer VGA mode. Any other mode will cause it to be a solid pink.
Procedural generated water
This prototype contains rippling water that is generated by the engine itself instead of relying on a simple texture. A similar feature appears in the sample game included with the final version of the Build engine and the early 1995 Shadow Warrior prototypes.
This prototype contains a unique elevator system not seen in the final game. If the player approaches an elevator and a graphic saying "Select Dir" appears, the player can use the controls to specify what direction the elevator should go in. By hitting Space + A, the player can go up. GOing down is done by pressing Space + Z. Note that elevators can only move in the directions they're set to go.
This prototype contains the ability to play the game in 640x480 resolution. However, it has problems rendering the HUD and first person weapon sprite.
It will also crash if the player looks down in any capacity, whether its by using the "look down" key or the automatic looking down that happens when the player hits the ground after falling for a while. Because of the latter, the game will crash soon after the first demo is loaded, as it has the player look down when hitting the ground at the start of the demo. This can be bypassed by either using command line parameters to load another level once the executable is started, or to rearrange the demos so that the first demo is not played first.
The game will completely screw up the rendering if the player gets near a mirror in this version. If the player opens, then closes the minimap in 640x480 mode, the screen will be much smaller and the colors will be very messed up.
A very rough co-op mode exists in the game. The second player uses the red Duke sprite, but cannot move or do anything.
Only Soundblaster and AdLib actually work. Trying the other sound cards give an error message just before the actual game starts.
The palette is very similar to the final's, but slightly darker.
The screen shown when the game is loading lacks the red bar featuring the game's version and name. Most of the actual loading process seems similar to the one in the final game, however.
Of note is that this prototype's bar indicates the prototype was compiled on January 3rd, 1995. It also has a "do not distribute" warning, alongside an amusing typo ("DUKE DUKEM 3D").
The exit screen is similar to the loading screen in Lameduke, but the loading text is replaced with the message "Game Over...or is it?"
Lameduke uses the Build setup program written by Ken Silverman instead of the final's.
Interestingly, the setup executable has the exact same layout and main list of options that the final version of the Build test game has. The setup executable used for the April 1994 version of Build's test game lacks the green highlighted text and calls Communications "Serial-Link", despite being made less than a year before this prototype was compiled.
|Lameduke and final Build test game||April 1994 Build test game|
Flying explosive barrels
The white, red, and black explosive barrels appear in this prototype. but have a noticeable difference. When hit, they will fly into the air, then explode when they hit a ceiling. The final ones blow up as soon as they're hit enough times.
This prototype contains two textures that show an alien language that does not appear in the final game.
Command line parameters
There are some convenient commands when you are about to load the executable from the command prompt. Enter d3d followed by...
- \? - List of commands
- \d - Activates debug mode (used in the go.bat file)
- \e - Encode Maps
- \l# - Enter L1 and L8; the # is a number between 1 and 8.
- \oDIR - Reroute game output to a directory
- \r - Records a demo
- \q - Prints help quotes at the bottom of the screen (tells you when an enemy is nearby, when an enemy is squashed by a door, when you find a secret room, etc.)
- \s# - Sets your skill number; the # is a number between 0 and 3.
- \v# - Sets your volume level; the # is a number between 0 and 3.
This prototype contains several unique controls not in the final game. A list of them, along with the basic controls, is below.
Of note is that basic functions (moving, running, shooting, etc.) can be changed through setup.exe, but there are several others (cracking knuckles, warp mode, etc.) that cannot.
- Arrows keys - Move
- Left Shift - Run
- A - Jump
- Z - Crouch
- Left Ctrl - Shoot
- Right Ctrl - Strafe
- Space - Open doors
- Pg Up - Duke looks up
- Pg Down - Duke looks down
- 1, 2, 3, 4, 5 - Cycle through the different weapons
- F1 - Shows instructions/Turns on Steroids (Debug Mode)
- F2 - Accesses the (nonfunctional) Save Game screen/Turns on Shield (Debug Mode)
- F3 - Accesses the (nonfunctional) Restore screen/Turns on Oxygen Tank (Debug Mode)
- F4 - Turns on Holoduke (Debug Mode)
- F5 - Turns on and off Jetpack (Debug Mode)
- D - Toggles debug mode on/off
- C - Duke cracks his knuckles
- I - Brings up the inventory
- M - Toggles music on/off
- S - Toggles sound effects on/off
- T - Type a Message
- U - Unlocks/locks all doors (Debug Mode only). This remains in the final as the DNUNLOCK cheat.
- W - Warp Mode (Debug Mode only)
- - - Shrinks resolution/brings up HUD
- P - Pauses the game
- Tab - Renders the map. You can scale out with the - key.
- F10 - Adjusts brightness. If used in Map mode, the map will turn grayscale.
- K - A graphic flashes onscreen
- V - Adjusts the visibility
- F12 - Take a screenshot (in .pcx format). Note that newer sessions will overwrite screencaps from older sessions.
- Esc - Brings up the main menu
The oldest levels are M8.MAP (June 2, 1994) and L9.MAP (September 10, 1994), although neither can be read since they use an ancient BUILD format unsupported by any editor. However, by downloading convmap5 from here, one can convert these levels to a playable format. The oldest playable levels, without any sort of modification, is N6.MAP (October 31, 1994), following maps as they were updated at random.
| Episode 1|
The first episode, containing several space levels, then some city levels, one of which serves as a blueprint for several final levels.
| Episode 2|
See an earlier version of how the team did city levels and some unique tricks that didn't appear in the final game's levels!
| Episode 3|
Episode 3 contains an episode concept never mentioned in pre-release materials nor the final game, and has an early version of Atomic Edition's Derelict.
| Episode 4|
More of a collection of various miscellaneous levels than a proper episode, Episode 4 contains some interesting ideas, such as a level that has very destructible buildings.
Lameduke contains two levels not bound to any episode: WAR1 and WAR2. These levels can be accessed normally by renaming them to match an episode's level naming scheme, like changing WAR1 to "O5" to trick the game into thinking it's a part of Episode 4.
WAR1 is a copy of O1, but the reflective pool in the middle is smaller than the one in O1.
WAR2 is a unique level that has gameplay that revolves around cranes in a way the final game never uses.
The player starts at the bottom of a square-like arena that is surrounded by ledges of various heights that contain various goodies, along with a lot of cranes. The intention seems to be that the player would scale the level by letting cranes carry them around, then ride elevators in secluded hallways to reach higher parts of the level. The top has a hallway that connects the highest and second-highest points together.
This level lacks an exit. Combined with how connected it is, the level might've been intended to be a multiplayer level.
Generally, almost every graphic in this prototype is different from one in the final game. However, there are some graphics that represent objects that also appeared in the final game.
Duke himself has a completely different sprite. While it is similar in design to the final's Duke, it is much rougher-looking and generally a bit larger than the final's. It seems to be based on a completely different model.
This prototype contains a red-tinted version of Duke in his running, jumping, and crouching animations. These are used for Holoduke and to represent the second player in co-op mode.
|Red Duke||Regular Lameduke Duke|
This prototype contains two graphics for a group called "CORE Software". It's likely the name for the Duke 3D developers when the prototype was in development. It's likely the pseudonym Apogee's Duke3D developers used at this point in development. It's equally unlikely this name could be used legally, since Core Design already existed at the time.
A two-frame animation of a guy drinking can be found. He appears in the bar section of E1L6.
Passed out drunk guy
A graphic for a guy that drank so much he's passed out is in the game's files. He can be found near a toilet in E1L5.
An animation of Duke with his hands up in the air, with the camera angled on top of him, exists. There is an entity called "FALLINGGUY" defined in DEFS.CON, which might be related to this graphic.
Duke lands on the ground
An animation of Duke landing on something and having his body thrown around exists as well. It uses the same style that the falling Duke animation uses, suggesting a connection between the two.
This prototype has several skies, none of which appear in the final game.
Lameduke uses a set of generic gib sprites for gibbing some organic enemies. The final gives each organic enemy his own unique gib sprites.
Byte Nyte poster
Tile 0384 contains a graphic of a vampire-like creature. This graphic was altered and reused for a movie poster in the final game.
Interestingly, the Lameduke version of this sign mostly appears in areas seemingly created by the prototype's enemy, such as underground bases.
The toilet is a lot larger and nastier-looking than it is in the final game.
The trash can is bigger and a lot rustier than its final incarnation. Additionally, when shot, it will split in half instead of blowing into pieces.
The fire hydrant is just a plain render at this point; there's no detail to it and it has a slight angle on the bottom.
This light had to be scaled down in size and slightly redrawn for the final game.
The graphic for the generators the player has to occasionally destroy in both Lameduke and the final game are completely different. The prototype's is much smaller and has a different design that lacks the horn-shaped objects coming out of it.
The lower part of Lameduke's generator appears in the final game's files, but flipped so it's on top instead of on the bottom.
The bar sign looks very primitive and the text is not read from top to bottom like the final.
Hollywood Bvd. and Vine Street signs
This prototype has graphics for signs showing Hollywood Blvd. and Vine Street, but they are completely different from the ones used in the final game. The signs use the locations' full names and the signs are a dark magenta with yellow text, instead of the final's green with white text.
The sign for Vine Street incorrectly calls it "Vine Blvd."
Hollywood star graphic
The graphic for the stars on the Hollywood Walk of Fame are completely different in this prototype. The prototype's stars are much larger and are on a white, marble-like tile.
Removed screen graphic
Interestingly, this prototype contains most of the screen graphics that are used in the final game. However, one of them, showing a woman in a white outfit with a distinctively 80s haircut, only appears in Lameduke.
The graphic used to represent mirrors has a secret message on it.
Tile 56 contains a grid used by artists.
The graphic for the rocket fired by the RPG is completely different in Lameduke. It is much larger, more detailed, has multiple boosters, and has a caution stripe tip.
Pulled from raw text in the EXE file:
She's tougher than she looks!
Happens whenever a Femanoid or Captain (for some reason) is awakened.
Go get the gun.
Occurs when a Laser Cannon is close to you.
The reactor must be destroyed!
Displays when certain enemies are awakened.
The door is unlocked... The door is locked...
Cola increases health.
Used whenever a Cola can is close to you.
Shutting airlock bay doors.
Falling to your bloody death.
Unknown/unused. Possibly related to FALLINGGUY (see Graphics below)
You found a secret room..!
Displays in L1.MAP when you find a secret room, but nowhere else.
Pintched by the doors!
Displays if an enemy gets crushed in a door.
ALL DOORS UNLOCKED!!!
Displays if the "U" debug key is pressed.
ALERT THE SYSOP IMMEDIATELY! THIS FILE IS NOT SHAREWARE -- it is ILLEGAL and forbidden to upload this copyrighted software to bulletin boards. If you see this message on a BBS, please request that the Sysop remove this software IMMEDIATELY!!! OR CONTACT APOGEE: (214) 278-5655 IT IS ILLEGAL TO GET THIS FILE FROM A BBS!
Unused anti-piracy text surrounded by some sort of (snipped) decorative text border.
Locating other players... Master Slave
BONUS Secret rooms Found e%, = .. points. Bad guys squashed Bad guys killed # Hero's Quote Score
Early score tallying text. This is used when completing levels while debug mode is off.
SPBoard not found. Demo not found. Maxed out on anim walls
Various error messages.
Game Over, or is it? Press SPACE to continue
Part of this message is used for the exit message after quitting the game.
Found in the menu text. Use unknown.
ptyDuck eShoot mpOpen
Unknown. Appears before Build script commands but are probably not script commands.
ifskill resetmovecount actsink music
Unused Build script commands. "actsink" is possibly garbled text.
The game only plays one song, fastway.mid, which is the song "Goin' Down the Fast Way" from Rise of the Triad.
There are three other songs in the directory: E2M1.mid (same as fastway.mid), browneye.mid (a midi version of "Brown Eyed Girl" by Van Morrison), and mistache.mid (also from Rise of the Triad, called "Mist Ache" unsurprisingly).
You can edit what music is played through the music.con file.
The Tazer is Duke's melee weapon in Lameduke. If the player has battery ammo (which is also used by the Plasma Rifle), the Tazer will emit a bolt of electricity in front of it, which quickly kills enemies that touch it. However, the Tazer quickly burns through ammo. If the player is out of Battery ammo, Duke will whack enemies with the Tazer. The Tazer cannot destroy glass when it doesn't have any ammo.
It was replaced with Duke's Mighty Boot in the final game.
The Pistol looks similar to the final Pistol, but the LD Pistol is much lighter than the final one. There's also a small gap between the fingers that is transparent in Lameduke, but is black in the final game. Behavior-wise, it is almost exactly the same as it is in the final game, but the Pistol has a laser sight and fires a little bit faster than it does in the final game. However, the laser tends to make certain maps, such as E1L7, crash after a while if the player runs through them with it out in 640x480 mode.
The Plasma Rifle is a large weapon that fires a steam of plasma at enemies. The plasma filed by this gun will cut through an unlimited amount of enemies before it hits a wall. The Plasma Gun is quite powerful, as it can kill even Captains with a very small amount of hits. The Plasma Rifle and Tazer share the same ammo source.
The weapon was removed from the final game, but the Plasma Rifle's body was repurposed and modified for the Ripper's body. The barcode on Duke's hand on the Plasma Rifle was removed between Lameduke and when the Plasma Rifle's body sprite was reused for the Chaingun Cannon.
Development screenshots indicate the plasma rifle stayed in for quite a while after Lameduke was compiled before being removed.
|Pre-release image, dated August 1995||Lameduke|
The Pipe Bomb looks similar to what it looks like in the final game. The only differences are that the lower warning bars on the label are a lot longer than they are on the final Pipebomb and it is darker and has a more detailed body than the final Pipe Bomb.
In-game, holding down the fire key will not let the player toss a pipe bomb when the fire key is released. Instead, the game will toss a pipe bomb as soon as the fire key is hit, no matter how long the player holds it.
The Pipe Bomb works like the final version, but collision is incomplete at this point (the pipe grenades can go through solid surfaces!).
The RPG's shape is mostly the same as the final's, but is darker than it is in the final game. However, the left side of the weapon is held up by a grip, not a bar extending from the left side of the gun. The grip can still be seen in the final RPG's world sprite.
LD's RPG view sprite is held at a slightly different angle compared to the final RPG's view sprite. Both sprites appears to be from the same source model, just rerendered at a different angle.
Rockets fired by the RPG will kill any enemy in one hit and will go through as many enemies as possible until it hits a wall. It can also gib certain enemies, like Troopers. When fired, it will make the screen kick up slightly, an effect removed from the final game.
When the RPG is first taken out, the RPG is placed on its side. Hitting the fire key will bring the RPG up to its firing position, which is the same sprite used for the first person RPG sprite in the final game.
In Lameduke, the RPG's world sprite shows the gun from its top. The final game changes it so that the gun is seen from its side.
This sprite can be seen in a pre-release screenshot dated June 30th, 1995. However, shots dated August 1995 show the final RPG.
|Prototype||Final RPG item sprite|
|Pre-release image||Prototype RPG|
A weapon known as the SONICGUN can be found in two levels in Episode 4. It cannot be picked up, but its item sprite can be found hidden in O1 and O3. The code to use it as a weapon does not exist in any capacity, and isn't mentioned as a usable weapon in GAME.CON.
Concept art shows this weapon, which reveals how it was meant to be animated and shows its proper name, the Sonic Resonator. Interestingly, the concept art is dated 11/29, a little more than a month before the prototype was compiled.
The Mandroid is a man in a white wifebeater and camo pants. He's likely supposed to be a robot. No robot humans are in the final. He has a complete animation set for walking, shooting, and getting shot at. However, in-game, the Mandroid will never do anything after it notices the player. This can be fixed by altering the game.con file.
This enemy was completely removed from the final game.
The Femanoid is a woman with a mohawk (just like a Pig Cop) and her stomach exposed. Based on her name, she's a robot meant to look like a woman. She attacks the player with an unspecified gun. Unlike the Mandroid, she has fully-functioning AI and animates properly. However, she does not give any points when killed.
Like her male counterpart, she was completely removed from the final game.
Drone 1 is a small flying robot that floats up and down while heading towards the player. It shoots hitscan bullets from either barrel on its side when it gets very close to the player. It gives 1,000 points when killed.
This enemy appeared in some pre-release images made after Lameduke was compiled. However, it doesn't appear in the final game.
A small enemy that seems to be quite unfinished, as it only has five directions for one frame of animation. These never appear in-game. However, it seems they seriously intended for the enemy to be in the game at one point, as it can be seen on Lameduke's title screen.
Interestingly, some of the Drone 2 frames are internally called "DRONE 1".
The Turret looks completely different in Lameduke. It is much larger and have a different shape that has one large barrel instead of two small ones. The Turret fires plasma balls, like the ones fired from the Plasma Gun, while the final turret fires laser instead. Turrets are mounted on special brush mounts on floors that descend or ascend when the player approaches them.
Bats are found inc M1 and M2. They will rush the player in order to damage them. However they're extremely weak. They were removed from the final game.
The Trooper is a guy in a space suit that's holding a pistol. Troopers only attack by shooting their pistols. When they fire their pistols, spend casings can be seen ejected from the gun. If the player activates a jetpack, the Trooper will activate their jetpack and attempt to pursue the player.
Assault Trooper concept art included with the Xbox Live and the GoG version of Duke Nukem 3D suggest that the Lameduke Trooper became the final's Assault Trooper, as some of the heads shown in it are like the head the Lameduke Trooper has. The Trooper's behavior also suggests that it turned into the Assault Trooper; both enemies are equipped with jetpacks and serve as cannon fodder. However, the LD Trooper will only activate his jetpack when the player activates theirs, while the final Assault Trooper will activate his without the player using theirs first.
There is also concept art for what appears to be the final's Recon Car, but with the Lameduke Trooper driving it instead of a Pig Cop.
Troopers give 1,000 points when killed.
The Captain is a large cyborg or robot that is pretty slow. His only attack is to shoot a projectile at the player from his left hand. He shoots the same projectile that the Plasma Gun shoots. He does not give any points when killed.
If the system's speed is too high, his projectiles will not be able to move past his location.
He was completely removed from the final game.
The Protozoid Slimer looks completely different in Lameduke. It has a different shape and is dark green instead of light green. It has slighter green stripes on it as well. Strangely, the Protozoid Slimer is invulnerable to explosives and bullets; only the Plasma Gun can kill it. If it attaches to the player, it can be shot off the player's face, like in the final game.
A version of this design, with a more final-like mouth and different body texture, but same shape, can be seen in the Duke Nukem 3D manual.
|Prototype||Duke Nukem 3D manual|
The Octabrain looks very different from the final version. it has visible mechanical parts, a beak instead of a mouth, and has an exposed brain. It lacks sounds and a projectile attack. It will attempt to get close to the player so it can hit the player with its tentacles.
Two pieces of concept art related to this Octabrain design have been found. The first one is a render taken directly from the Octabrain's source model, while the other is traditional concept art showing this design without a beak and more than two eyes. The latter concept art shows that this Octabrain design was meant to take control of dead bodies so it could attack the player and hide in garbage to strike the player. However, these behaviors are not present in Lameduke.
In Lameduke, Sharks will consistently pursue the player. In the final game, they'll occasionally rush the player, but will stop pursuing when they get within biting range.
Visually, the Shark's art is rudimentary and is missing details, such as a shine and gills.
Art for the underwater mine exists in Lameduke, but does not appear in actual levels. The mine has far fewer spikes than it does in the final game, is smaller, does not have any rivets on it, and is much rustier than the final mine.
Collecting any of these items raises the player's score by 100 points.
The art is very similar to the final version's, but it doesn't function.
Seems to be some sort of bubble, shield, or armor, but the temporary graphic looks a bit confusing.
An early version of the scuba gear.
The Holoduke can be activated, but cannot be turned off. If the player uses the "activate" Holoduke" key to turn it off, the game will spawn in another Holoduke. The player can spawn as many Holodukes as they want before the game crashes.
In Lameduke, the Duke Nukem projection has a slight red tint to it. The final game's Duke Nukem projection looks exactly like Duke does.
The icon looks quite primitive compared to the final. It works just like the final version, except the Jetpack emits flames when used.
These cans replenish your health by 10 points like the Small Medkit in the final, but the player can also destroy it by shooting it. The item itself is a reference to the soda power-ups collected in the first two Duke Nukem games. The soda was renamed "Cola-Cola".
The final game's .con file refers to the Small Medkit as "COLA" in defs.con.
Cola-Cola Six Pack
It replenishes your health by 30 points like the big medkit in the final game. Like the cola-cola can, the player can destroy it with gunfire.
The final game's defs.con file calls the Large Medkit "SIXPACK", confirming that the Large Medkit was originally the six pack at one point.
The Pistol ammo pickup looks very different in Lameduke, as it consists of three small and chunky magazines together, instead of the final's single magazine that is thin. When picked up, LD's Pistol ammo pickup gives 48 rounds of Pistol ammo. The final Pistol ammo pickup gives 12 rounds, but an unused item in the final game gives 48 Pistol rounds, like the Lameduke Pistol ammo pickup does.
The battery ammo pickup gives 20 battery ammo when picked up. It is used by the Plamsa Rifle and the Tazer.
The battery icon used in the HUD is completely different from the battery ammo pickup. The HUD icon looks more like a traditional battery.
RPG ammo looks completely different compared to the final game. The warheads are red instead of blue and are silver instead of green-yellowish. The box is placed at a different angle.
When picked up, it gives 5 rockets, like in the final game.