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Proto:Duke Nukem 3D (PC)/LameDuke/Episode 1

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This is a sub-page of Proto:Duke Nukem 3D (PC)/LameDuke.

Episode 1, known as Mrr Caliber in the episode select screen, features a mix of space and city levels, ending with a showdown against a boss that cannot be defeated.

Sub-Page

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L6
A level so big it gets its own special page!

Intermission Screen

Looks better than Final Fantasy VII.

When debug mode is not enabled, this picture pops up with a little message saying "Press Space to Continue" and a cursor. This appears to be a "you are here" map of where Duke would be at certain levels similar to the Phobos, Deimos, etc. between-level landscapes in Doom, but it doesn't work properly.

L1.MAP

Start

L1 starts with the player inside a hangar with a spaceship inside in it. Doors behind the player lead to outer space, which can be walked around with no problem. Spaceships can be seen flying around in a set pattern. The doors in front of the player lead to the main room.

There is also a vent on the right side of the ship that the player can jump in. It leads to an elevator, which takes the player to an octagonal room with a Shield powerup in it. Past the Shield is an alternate way to the main room.

Main Room

The main room contains four parts; the left wing, the right wing, and Door 1.

The left wing contains entrances to the window room and has a room with two Troopers overseeing it. There is a launch bay here, but it is impossible to open.

The right wing contains the entrance to the bathrooms and a launch bay that can be opened. Inside of it are several enemies and ammo for the Pistol and the Plasma Gun. Another door inside of it leads to outer space.

Door 1 is a gigantic set of double doors with the number 1 near it. This door must be unlocked in the window room in order to open it.

Window Room

The window room contains a Trooper, two large windows, and a switch on the upper-right corner. Using this switch lets the player open Door 1 in the main room.

The window room has a secret door on the right wall as soon as the player enters it. It leads to a hallway that has several Drone 1s and a Plasma Rifle in it. The end of the hall dumps the player right before accessing the Trooper room in the main room's left wing.

Bathroom

The bathroom has brush-based standing urinals and several stalls with toilets in them. The mirrors in the bathroom are broken.

Hangar Room

Past Door 1 is a large room with a command center in the back of the room and two large doors on each side of the room. Each of these doors has a number from 1 to 4 with the word "Hangar" near them. These doors open to reveal a large room with a grey metal texture. Hangar 1 has Pistol ammo, but the others have nothing.

In front of the command center are barrels that can be blown up. When blown up, they'll damage the fascade of the command center. To the right of the command center is a door that can only be opened after using the switch in the Trooper room.

Switch Room

The door that's on the left just past Door 1 leads to a squarish room with a Trooper and an elevator. Going up the elevator will lead to the room overlooking the left wing of the main room that was seen earlier.

There are two switches in the switch room; the one in the far back of the room activates a door in the center of the main room that sucks up any enemies in the room and tries to eject them into outer space. However, the effect doesn't work properly; the enemies will just spin around the void exposed by the door opening.

The other switch activates the door that leads to the command center in the hangar room.

Command Center

The command center contains two monitors, two switches on each side of the room, and a door that leads to the exit hallway. One of the switches must be used in order to access the exit. Otherwise, the door that leads to the exit itself has a beam barrier blocking it.

L2.MAP

Start

L2 begins in a medium-sized room with an entrance to a subway on the right side of the room.

Side Rooms

The first stop on the subway is a room with a door on the left and right sides of it.

The left door leads to a room with several Protozoid Slimers encased in glass in the center of it and a Drone 1. Behind the Slimers are windows that show space. Above the windows are monitors. Most of them show nothing, but one of them has a picture of a woman that is not seen in the final game. The right side of the Slimer room contains a door that leads directly to the room past the right door, but is filled with Drone 1s.

The right room has windows on most sides of it and an elevated area in the center of the room. Monitors are on the top of the center of the room. Like most of the monitors in the Slimer room, they show static. A Coke can be found in an area between the center and left windows.

Center Room

Riding the subway past the side rooms area will lead to a large area in the center of the map. Right after getting off the subway, the player can either fall down or take a motion-activated elevator to the center of the room.

The room contains several Troopers, items, and explosive barrels. The front and back of the room leads to another subway. The sides head to enclosed areas that have subway entrances, and most importantly, elevators that lead up.

The elevators lead to a room filled with computers. A path inside the room leads to a split hallway that has windows that let the player look at the center room and have items. A staircase on each side leads to the armory.

Armory

The armory is a tight room with lots of ammo and some Coke in it. The walls have a texture that shows what appears to be Plasma Rifles mounted on the walls, but there's no way to grab the Plasma Rifles.

The front and back of the room have elevators on it. The center elevator in the front is the most important, as it leads to a switch that must be flipped in order to open the exit. The elevators flanking the central elevators lead to pistol and battery ammo.

The back elevators lead to small hallways that each have a Plasma Rifle at the end. The left hallway has a Coke pickup and explosive barrels. If the barrels are blown up, a hole will be blown in the wall that leads back to the main part of the armory.

Exit

Going back to the center room and taking the subway on the room's rim will eventually lead the player to another area with a door on the left and right sides of it, like earlier. However, both of these lead to a long hallway with several Drone 1s and the exit on the other side. If the switch in the armory was not used, the exit door will not open.

L3.MAP

Start

L3 starts in a rectangle-like room with pillars in the middle of it. The left side has an unusual-looking door and a Trooper, while the right side has another door, but with a gate blocking it. Past the hallway is a fork that leads to an elevator on the left and right sides of the room. Both elevators take the player to the same area.

The Upper Hallway

The elevators lead to a tight hallway with blue-striped walls and lots of enemies. On each end of the hallway are two areas. One of these is optional, but the other is essential for completing the map.

Right before the doors that lead to the areas are doors that look exactly like the unusual ones at the start of the map. Like before, one of them has a gate in front of it, while the other doesn't. The doors that don't have a gate behind them must be opened in order to reach the exit. However, the doors must be unlocked via a switch before they can be opened.

Pod Room

The end of the hallway that is dark leads to a large room with three pods that look a bit like the teleporters in Star Trek, but with a red tint inside them. There is a giant window that spans the back wall. In the middle of the room is a large console with monitors on it and a switch in the center of it. Flipping the switch does nothing. In the back of the room is a Plasma Rifle and battery ammo pickups. The room has several Drone 1 enemies, some of which will float in from the window.

The pods on the left and right sides of the room have Coke pickups, but the center one has nothing in it.

Glass Room

The end of the hallway that has blinking lights leads to the glass room.

The glass room starts with a room that has a door in the back of it. In order to reach it, the player must break glass that's near the center of the room, then slip in and go through the door.

Past the door is another room that has a bit of glass in it. In the back of the room is an area with several Troopers roaming around and an essential switch. In order to reach it, the player needs to go to the upper left-hand corner of the room, find the elevator, ride up it, and use the switch.

On the upper right-hand corner is another elevator, but this one goes down instead of up. It leads to two areas; the surgery room and the basement.

Surgery Room

The surgery room consists of a medium-sized room with a very short ceiling and a door in the center of the room. On the left and right sides of the starting area are glass. Behind each glass sheet is a nearly-empty room with a meat-hook texture. There are two ways past the door; either break the glass to the left and right of the door in the center of the room, or open the door. In order to open the door in the room's center, the switch in the glass room must have been used.

Past the door is a small area with surgery tables on the left, center, and right. The left and right surgery tables have blood oozing from the table to a nearby drain. The left table has a decapitated head on a meat-hook and Drone 1s that appear in a semi-hidden room in the area above the surgery table. One of the meathooks has an arm on it. A semi-hidden area behind the right side's surgery table has a six-pack of Coke, but it can only be reached with the Jetpack.

The center surgery table is in a small room with red-tinted lighting. Behind the table is a switch that activates the unusual-looking doors found in the upper hallway visited earlier.

The Basement

The basement consists of a large but mostly empty room with a lot of pillars near the middle. A very small amount of items are scattered throughout the room.

The Core

After hitting the switch in the surgery room, heading back to the upper hallway will reveal that the unusual-looking doors seen earlier can now be opened. However, in order to truly open them, they must be used twice.

No matter what door is chosen, they will lead to a room with a reactor-like device in the middle of it, orange lighting, and lots of Troopers. The reactor does nothing, but there are two stairways on one side of the reactor room that lead to the lower part of the reactor. Past the lower reactor is a door directly behind the lower reactor and a hallway to the right of the door. The hallways lead to the unusual door at the start of E1L3, but unlike the ones on the upper hallways, it cannot be opened.

The door leads to the exit.

Something interesting to note is that, unlike the upper reactor part, the glass panels that make up the lower reactor can be shot. However, nothing happens.

L4.MAP

Notes

L4 is circular shaped, with special rooms appearing on the center, bottom, left, right, and upper sides of the circle. The goal is to reach the room at the top of the map, then head to the center. With a handful of exceptions, the left and right routes to the top are the same.

Start

The player starts the map in a hallway with an Octabrain closing in. Behind them is another Octabrain and a large door that leads to the center room, but cannot be opened at first.

Past the Octabrain is a room with staircases on the left and right sides of the room and a door on the center floor. The door can be opened, but all it does is lead to a floor with the skybox as its floor. The left and right walls both have a staircase going up and a staircase going down. The staircases going down lead to the main path, while the upper staircases lead to a path not connected to the rest of the map.

Upper Path

The upper path contains two rooms and a hallway that leads to a dead-end in the center of it. The left room contains two Troopers and a strange-looking pillar on a wall, while the right room has two Troopers, but monitors above the Troopers instead of the pillar on the back wall.

Right-Side Room

The lower path starts with a long and grey hallway that has a group of Troopers and a door at the end of it. Past the door is a staircase that leads to a medium-sized room with a long hallway in it that uses the rust texture. In the back of the room is a door that looks the same as the one found at the start of the map. It cannot be opened when first encountered. A little bit before the wall is an upside-down turret mounted on a pillar that extends when the player gets close. Destroying it will retract the pillar.

The left and right sides of this room each have a staircase that goes up and another staircase that goes down.

The right side's lower staircase has already been explored, as it leads to the path that sent the player to the right-side room in the first place. The staircase above it leads to a completely empty room. However, what's interesting is that the door texture inside the room uses a different texture than the rest of the doors in the map. It's possible that it is a leftover from a previous version of the map.

On the left side, the lower staircase leads to a small room with a screen in the back and monitors displaying static above it.

The top staircase on the left side continues the journey to the map's upper room.

Upper Room

After going up the top staircase in the right-side room, the player will end up in another long hallway, but this one has slightly more details and enemies in it. In the center of the hallway is a turret and a switch mounted on a wall. On the other side of the hallway is a door that cannot be opened unless the player flips the switch in the center of the hallway.

Past the door is a tight hallway with a blue stripe and two staircases that lead downward. Down the stairs is a rectangle-shaped room with an opening to space that has a door on the other side and a switch that's covered by glass on the right side. In the space area are two turrets. Using the switch activates a walkway that allows one to walk over to the door.

The room also has a staircase that goes downward. It ends in a fork that leads to a room on the left and a room on the right. The left room is another empty room, while the other has a screen texture in the back and two monitors above the screen.

Left Room

The room on the left side of the circle is shaped similar to the room on the right side of the map, but has a few small differences. It uses a grey with blue stripe texture instead of the rusty metal one seen in the left room, and there is a turret in front of each staircase. These turrets are mounted on pillars as well. The turret near the door is closer to the dead-end in the left room than it is in the right room.

Left Path

The only differences between the left and right paths is that there is a pillar near the start of the left path and there is a screen on the opposite side of the switch that opens up that door that leads to the upper room.

Center Room

The center room is the largest room in the entire map. It consists of a large cylinder in the center of the room that has glass covering the center, a cylinder between each side of the room, and a door on each side. The doors lead to different parts of the map that have been explored before. For example, the door on the left side leads to the left room, while the bottom door leads to the area the player spawned in. There are switches on the left and right sides of the door that the player opened to enter the center room.

The core cylinder has two layers of glass in it. Behind the inner-most glass layer is a rotating switch. When it is used, most of the floor in the center room will lower. The lowered floor reveals that the other cylinders in the map have openings in them, but there's nothing inside. The lowered floor reveals that the top and bottom of the center room have elevators near them, but not the left and right sides.

This map does not have an exit.

L5.MAP

Start

The player spawns in a tight hallway. In front of them is an escelator that takes the player downward. The escelator effect is somewhat buggy, as the wall textures next to the steps will scroll like the steps do. The coding for the escelator is still in the final game.

Going down the escelator sends the player to a small room with a turnstile. The turnstiles can be opened, but will quickly close. It's easier just to jump over them. Past the turnstiles is another escelator, which leads to a subway platform that has a Feminoid, a Plasma Rifle, and some Battery Rifle. On the other side of the station is a copy of the areas the player just went through, but with a Pistol ammo pickup at the end and a door that can be opened, but not at the moment. Most importantly, it leads to the meat of the map; the subway system.

The subways themselves look and behave very similar to the ones found in the final game's Rabid Transit map. The cars can also either have items or enemies on them.

There are two subway systems in the map. The first one is the one that's right in front of the subway station the player is at, while the second is on the opposite side of the current subway station. There is also another subway station on the opposite side of the current one as well.

Subway System 1

Getting off the station found at the start of the map and going left will put the player inside subway system 1. This system is oval-shaped.

The system is just a plain rusty metal texture repeated over and over at first, but soon the player will find a long stretch with several windows on the left and right sides. The left windows show a canyon-like structure, while the right ones show a rocky area with water and a buring city sky texture visible. Three Drone 1s are also in this area.

Past the window area is a new subway station. This one has glass windows in the center of it and lots of Troopers. Both the left and right sides have paths that lead around the glass windows. The right path only has a Pistol ammo pickup near the end of it. The left path has a bathroom the player can access. The bathroom is architecturally the same as the one in EL11, but has some notable object differences. It has a sprite of a guy that looks vaguely like Duke Nukem passed-out drunk in the back of the bathroom, a Feminoid in one of the stalls, and Pistol ammo on the sinks.

In the back of the second subway station is a staircase that leads to the next area. Right before it is several turnstiles, but without the door brush the earlier ones have.

Water Room

Past the turnstiles is a large room with a medium-sized pool of water in it. Windows can be seen on the upper parts of the room. In the upper left-hand corner are two elevators.

In front of the pool is a switch. The switch is meant to control the lighting on the upper floors of the water room, but it is bugged. When the switch is first used, it will slightly light up the area. Turning it off will fully light the upper floor, while turning it on will actually turn the lights off.

On the right side of the water room is a pool that the player can jump down that leads to a secret area. The area has an elevator that leads to a semi-circular room that has three Coke pickups and a hole in the center of it. Jumping down it will deposit the player to the left side of the water room.

Going up the elevators and taking a left will lead to a dead-end with some Pistol ammo pickups and another light switch. From there, going right will have the player end up in a room with a Femanoid, a switch behind her, and an exit outside with a gate over it. The switch must be flipped on in order to open a nearby door.

Continuing right from the switch room will send the player to a room that looks similar to the dead-end room just encountered, but with a door on the opposite side of the light switch. If the switch found earlier in the water room is flipped, it can be opened. It reveals a small room with a circular shape in it. Going inside the circle will teleport the player to a room that looks similar, but has a closed door. Opening the door reveals that the player is back near the first subway station at the start of the map.

Subway System 2

Now that the player is back at the first subway station and the first subway system has been explored, it's time to check out the second subway station. Getting to subway system 2 is easy; just walk to the other side of the first subway station, then start walking left. The station on the opposite side of the first station will be explored later.

Subway system 2 lacks the windows that subway system 1 has and is pear-shaped compared to subway system 1's oval shape.

After some walking, the player will end up in an area that has two subway stations. One of them has graffiti on its walls, while the other one doesn't.

The one that does have graffiti has stairs on the left and right sides that leads to a small area with two elevators on the left and right walls and two small rooms in the back of it. The small rooms contain goodies like ammo and health. The left elevator can be used, but leads to a dead-end. The right elevator has a gate over it, but it can be walked through. However, the elevator cannot be used.

The station without graffiti on it is a bit more interesting. After going up stairs on either the left or right sides of the station, the player will end up in a room that uses a reddish texture and has various computer textures on the walls. Behind them is something interesting; two monitors that both have what appears to be a basic map of E1L5 on them! The shapes shown on the monitors fit the subway systems perfectly.

The computer room has an area on the upper floor and a switch and elevator on the right side. The switch controls the lighting on the upper floor, while the elevator takes the player to the upper floor. The upper floor only has some enemies in it, but there is a secret door on the wall in the back of the room that contains some Pistol ammo.

The Gated Station

Continuing to follow subway system 2 past the two stations just explored will have the player end up near another station. This one is a bit different from the others. It has two windows on the left and right sides of the station that have rooms behind them, and most importnatly, there is a gate in front of the station entrance, preventing the player from walking in. However, there is a way inside; activate the jetpack, shoot out the glass windows, then fly in. The room has a walkway that leads to the rest of the abandoned station and the room the player had not accessed yet.

The room to the right of the station have nothing in it. The actual station is small and has some Femanoids standing around. The left room is the most interesting, as it is filled with ammo and health. It also has a Plasma Rifle pickup.

Exit

Following subway system 2 past the gated station will have the player end up back in the area where they first started when they got onto subway system 2. It's finally time to explore the station that's across the first subway station.

The final station has staircases on its left and right. Going up them will lead to two escelators that have a door, Feminoids and a Pipe Bomb at the top. Strangely, one of the escelators is shorter than the other.

Past the door is a room with a turnstile, but it is packed with enemies, including two Captains and several Drone 1s. On the other side of the room is another door. Opening it reveals what appears to be a dead-end, but going past the door will send the player to E1L6.

L7.MAP

Start

The level starts with the player in front of the entrance to the US Bank building in Los Angeles. Unlike the previous city maps, this one uses a bugged skybox that also appears in Episode 2.

To the left and right are a Plasma Rifle and Pistol, respectively. The area behind the tower can be explored, but there is nothing there.

Inside the US Bank building are several Drone 1s near the back and a room filled with elevators in the center of the room. Two elevators cannot be accessed on this floor because they have a gate over them. The player can go up or down with the elevators. However, since they're currently on floor 1, the only way to go is up.

Floor 2

Floor 2's elevator room is the same as the one in Floor 1, but there are no longer any gates on the elevators. The elevators that used to have gates in front of them are the only ones that can access the top floor, so it's best to start using them now.

Behind the two formerly-gated elevators are doors, which leads to a series of rooms inside floor 2. One side consists of small rooms with enemies and goodies, but the other side is more important. It consists of a single large room with Mandroids in it and an elevator in the center-back of the room. Strangly, there is a light fixture on the opposite side of the elevator that raises up when the player first enters the room, but goes down after the player approaches the elevator. The light fixture can also be opened manually.

Using the elevator will send the player to sub-level 1.

Sub-level 1

Sub-level 1 is meant to be a basement underneath the US Bank building. Going to the left after getting off the elevator will reveal some Drone 1s and Pistol ammo. The right side has a walkway that leads to a door with a texture not seen before. The area underneath the walkway only has a Femanoid and an elevator that leads to a small and empty area, along with another elevator that leads back to the walkway.

Past the door is a large room with a generator on the right side of the room and a walkway in the center of it. The generator has a moving brush that rotates and moves up and down, occasionally blocking the generator. When the player is close to the generator, a radiation icon will appear on the upper part of the screen. Destroying the generator only stops the brush from moving after it reaches the roof. There is an elevator behind the generator that can be used to get back up in case the player falls off the walkway. The elevator leads to a small area that has ammo and a semi-hidden path that leads back to the upper parts.

On the other side of the room from where the player enters it is another door. Opening it reveals a medium-sized room with an elevator. To the right are several Drone 1s, a Femanoid, and two Coke pickups. There is nothing else in the room.

Floor 3

Floor 3 consists of a series of small to medium rooms near the rim of the building. These rooms contain things like Femanoids, Battery ammo, and Drone 1s. These rooms are accessed by going through a walkway at some corners of Floor 3's elevator room.

Floor 4

Floor 4 is quite different from previous floors. Instead of consisting of several rooms linked together, Floor 4 is a single large room with several enemies and ammo pickups.

Floor 5

Floor 5 is the same thing as Floor 4; a single large room with enemies and goodies scattered throughout it.

Floor 6

Floor 6 consists of two sides; the main room and the exit. The main room is a large room that consumes half of Floor 6. Near the elevators is a Plasma Rifle and some Coke pickups. The right side consists of a dead-end with some enemies, while the left side has a door with a Mandroid in front of it.

Past the Mandroid door is a medium-sized room with a teleporter near the middle of the room. Walking into it will send the player to E1L8.

L8.MAP

Start

L8 takes place on top of the US Bank building. There are several Drone 1s and Mandroids on the roof, along with some ammo and weapons next to where the player spawned in and a security camera monitor on the opposite end of the top.

The Ship

By far the most interesting part is that there is a floating, brush-based spaceship floating near the rim of the building's top. The body uses a glass texture, while the bottom texture uses a shadow created by a fan. The space ship will stay at one position until the player moves to another part of the top's rim. When that happens, the ship will readjust itself so that it is near the part of the rim the player has moved to. The ship cannot attack.

Rest of the Map

The rest of the US Bank's upper part has been recreated in this map as well, along with a large block of plain land at the bottom of the map. The floor near the walls uses the walls' texture instead of the ground texture the rest of the map uses.

L9.MAP

Normally, this map cannot be run because it uses map format 4, while the game is designed to use map format 5. Download the map converter over at Silverman's Build page, and unzip it. Then, go to your Lameduke install folder, copy L9.MAP, paste it into the map converter's folder, then drag and drop the L9.MAP copy over to CONVMAP5.EXE. After a few seconds, it'll convert the map. Copy the new L9.MAP and paste it into your Lameduke folder. It'll now work as normal.

L9 is actually the first map in the demonstration game bundled with the Build Engine. Most of L9 is close to the version of the first map included with the April 1994 build of the Build Engine, but there are some hints that L9 is based on an earlier version of the first demonstration map, as the area the player spawns into in the April 1994 version of the Build Engine is missing, along with the pillar on the raised part in the next room. A secret room at the back of the map is also missing in L9.

The map also shows that the player scale in Duke Nukem 3D is different from the default Build Engine settings, are there is a part in the map where the player can't fit into a walkway in Lameduke, but can in the Build Engine demo.

Lameduke April 1994 Build Engine demo
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Lameduke April 1994 Build Engine demo
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Lameduke April 1994 Build Engine demo
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Lameduke April 1994 Build Engine demo
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Lameduke April 1994 Build Engine demo
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Lameduke April 1994 Build Engine demo
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Lameduke April 1994 Build Engine demo
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Lameduke April 1994 Build Engine demo
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