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Proto:Duke Nukem Forever

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This page details one or more prototype versions of Duke Nukem Forever.

How about a nice leek in this trying time?
This page or section details content from the Duke Nukem Forever 2001 Prototype Leak.
And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: Small glimpses of bare tits

On May 8, 2022, a group calling themselves "x0r_jmp" posted several never-before seen screenshots and clips of the infamous 2001 Duke Nukem Forever prototype to 4chan's /v/ board. Although they originally planned to release the files in June, they were instead released the next day. Included in the leak are the assets, source code, editor, and binaries for two builds dated August 21 and October 26, 2001.

Despite having a spectacular trailer shown off at E3 2001, much of the gameplay it presented was staged, and the game as a whole was still very incomplete. A huge chunk of the campaign is playable, but it was said to have largely consisted of blockout levels with no enemies or scripting.

The October build has more content, with the first half of the campaign being fully playable albeit buggy. The middle part of the campaign is partially finished, and the last part of the campaign consists only of props and staged assets without any scripting or enemies. Most notably, Multiplayer is fully functional with a playable Deathmatch and Team Deathmatch mode and an array of maps designed for the mode.

To do:
  • Post videos of all E3 maps in use in game.
  • Create a separate page for the Source Code. There's bound to be leftovers from long before this build in things like comments.
  • Extract all textures and add them into a sub-page.
  • Document the early plot.
  • Document all test levels and add them to a sub-page.
  • Make a sub-page for all campaign levels. Not sure if the one level that has porn as a placeholder asset is allowed, though.


Read about notable bugs and errors in this game.
Dnf2001 m16.png
Weapons and Items
Old designs, cut weapons, removed alternate fires, heat vision, and more.
Includes campaign levels, test maps, and maps used for the E3 trailer.
Dnf2001 bellowsaur1.png
Meet the many enemies that didn't make the final cut.
Dnf2001 scoreboard.png
Functioning multiplayer with a taste of Unreal and Unreal Tournament.
Dnf2001 menu.png
Not one, but two very different menu systems compared to the final game.



While the final game has Duke's Ego function as a regenerating health system, not unlike the shield from Halo (with a loading screen tip even telling the player to think of it as a shield), the Prototype has it function more like a traditional health system like Manhattan Project.

To heal, instead of hiding behind cover, the player must either use health items (Such as the Medkit or Food) or kill enemies, "Ego Boost" interactions, which were one-use max Ego increases in the final game, such as admiring yourself in the mirror or using toilets function as a means to recover lost Ego in the prototype instead.

Killing friendly NPCs will cause the player to lose 25 Ego.

While Manhattan Project has Ego from kills depend on the weapon, in the prototype, the amount of Ego you get depends on the enemy type (So 8 from Infected EDF and only 3 from the small parasite-like bugs that try to latch onto Duke's face.), this can actually "overheal" Duke's Ego above 100, something that only the Hypo Spray Gun weapon can do as well.

Ego is also represented by a number rather than a bar in the prototype.

Maximum weapons held

Both prototypes let the player hold all of the weapons in the game. The final game makes it so that the player can hold only two at a time, with a patch offering an option that expands this to four.


Dnf2001 hud.png

Both prototypes have a vastly different HUD than the final game does. All relevant information, such as Ego, ammo left in the magazine, and how much ammo the player is currently holding for a weapon is represented via meters on the lower left-hand corner of the screen, with numbers in the middle of the bars. The final game:

  • moves the Ego meter to the upper left-hand corner and removes the number in it.
  • puts the ammo and remaining rounds in the magazine meter to the upper right-hand corner and makes the remaining ammo in a magazine represented by graphics of the ammo type it uses
  • and replaces the bars at the bottom with an inventory view

The HUD also has a futuristic theme that is changed for a more punk-looking HUD theme in the final game.

Both prototypes show picked up items as icons without displaying how much of the item was picked up on the far right side of the screen. The final game moves the icons so they're no longer hugging the right side of the screen and shows the amount of an object (or ammo from an object) that the player picked up to the right of the icon.

The August 2001 build's HUD is quite different from the one in the October 2001 build. While keeping the same theme and placement, the August 2001 prototype's HUD has the bars to the right of the container instead of being inside them. This makes the container have the same width instead of it stretching at various points to accommodate different bar sizes. All of the meters are the same size in the August build, while the October build makes them shorter the further a meter is in the HUD. In addition, the status meters are broken into smaller chunks that disappear when the player loses the element inside the bar. Finally, the Shield meter is between Ego and Power in the prototype, but moved to the bottom of the status bar section in the October 2001 build.

The October 2001 HUD has an easter egg that shows who made Duke's shades and the programs for it in-universe. To access it, press "q", then click on the tab to the right of the status bars. This easter egg only works in 4:3 resolution.

Footage taken from a build made in 2006 reveals it had the same picked up item display system that the 2001 prototypes have, but with a different icon.

Pre-release screenshots reveal that the October 2001 HUD's design survived at least up to 2005 before being replaced with another design.

August 2001 prototype October 2001 prototype Final
Dnf2001aug hud.png Dnf2001 hud.png Dnf2011 hud.png
Prototype Final
Dnf2001 itempickup.png Dnf2011 itempickup.png
October 2001 prototype Screenshot from 2005
Dnf2001 hud.png Dnf 2005hud.png
2001 prototypes 2006 build video
Dnf2001 itempickup.png Dnf 2006itempickup.png


Dnf2001 editor.png

Both the August and October 2001 prototypes come with a working editor based on Unreal Touranement's Unreal Ed 2.0. No editor was shipped with the final game.


Dnf2001 console.png

The August and October 2001 builds have a console that lets the player input commands. The final game removes this.

Both prototypes also have a quick command console that allows the user to type commands without having to fully open the console. The August 2001 build represents it with the text "Command" on the bottom of the HUD, but the October 2001 replaces it with text that makes it look like a DOS-style command.

August 2001 prototype October 2001 prototype
Dnf2001aug quickconsole.png Dnf2001 quickconsole.png

Saving and loading

Dnf2001 savegame.png

Both prototypes let the player save and load their progress at anytime. This can be done via manual saves done in the menu or quicksaves. The final game gets rid of this in favor of a checkpoint system.

Of note is that loading saves is broken in the October 2001 prototype. Loading causes the game to crash due to a error with the game's UI.

Prototype Final
Dnf2001 savegame.png Dnf2011 checkpoint.png


Dnf2001 loot.png

The player can loot most enemies and dead bodies placed in the world by a level designer in the 2001 prototypes. This is the main way the player obtains supplies, as boxes containing weapons and ammo are rare. This is removed entirely in the final game in favor of the player picking up supplies dropped by enemies when they die.

Both protos do not let the player loot an ammo type from a dead enemy if the player does not own the weapon it's for. For example, the game will not let the player pick up M16 ammo unless the player already owns it. Ammo the player cannot pick up is in red text in the August 2001 prototype and has a red-tinted icon in the October 2001 proto.

The UI for looting enemies is different between the August and October builds. The August 2001 looting interface uses a system that prints the body's name, has a line pointing to the body, and what goodies the body has underneath the line. If a body has multiple items, they are represented with a list underneath the line. The October 2001 build changes this so that getting near a lootable enemy will show the body's name and graphical representations of what the enemy has to the right of the ammo and health bars.

Looting a dead enemy
August 2001 prototype October 2001 prototype Final
Dnf2001aug loot1.png Dnf2001 loot.png Dnf2011 loot.png

Looting a generic dead body
August 2001 prototype October 2001 prototype Final
Dnf2001aug loot4.png Dnf2001 loot4.png Dnf2011 loot2.png

After picking up supplies from a dead body
August 2001 prototype October 2001 prototype
Dnf2001aug loot2.png Dnf2001 loot2.png

Trying to pick up ammo for a weapon the player doesn't have
August 2001 prototype October 2001 prototype
Dnf2001aug loot3.png Dnf2001 loot3.png


Dnf2001 piss.png

Pressing the F key will cause the player to piss. There isn't a limit to how long the player can urinate. Amusingly, looking in a mirror reveals that the urine exits from the player's head.

The player can also piss in toilets. To do so, the player has to press the "use" key near one. Once activated, the player will automatically piss the toilet and regain 10 Ego after finishing. 180 seconds must pass before the player can piss in a toilet via the use key again. One can also pee directly into the toilet with the F key, but this will not trigger the Ego reward. It is also possible to press F and pee manually while pissing automatically into a toilet.

It is also possible to piss in urinals. Their behavior is inconsistent; some will require the player to press the use key, then press the piss key. Others will make the player automatically begin to piss ala a toilet. Once the player has pissed for a short period of time, it will automatically flush and the game will give the player 10 ego.


Dnf2001 rope.png

Both prototypes have ropes the player can climb on and jump off of. Pressing the forward key will make the rope start to swing back and forth. The farther down the player is on the rope, the easier it is to make it swing. However, the player will jump further from a rope the higher they are on it. If the player jumps from one rope to another, the rope the players goes to will conserve some of the player's momentum.

Some ropes are connected to an object on both ends, which prevents the player from swinging them.

Climbable ropes were removed from the final game.

Bullet penetration

Dnf2001 bulletpenetration.png

The October 2001 prototype has a bullet penetration system that lets the player hit enemies behind walls with the Pistol, M16, and Sniper Rifle. The August 2001 prototype does not have this and the final game restricted it so that only the Railgun can penetrate walls.

August 2001 prototype October 2001 prototype
Dnf2001aug bulletpenetration.png Dnf2001 bulletpenetration.png

Weapon selection system

Dnf2001aug weaponbucket.png

Both prototypes use a weapon selection system that's very similar to the one in Half-Life: pressing a number key shows a list of weapons that can be accessed by pressing the number key again until the weapon the player wants is selected, then press the fire key. The protos also lets the player open up the weapon bucket at any time by pressing the Q key, then clicking on whatever weapon is wanted with the mouse. Items in the inventory, including keycards, are also accessed this way.

The August and October 2001 builds represent the remaining ammo for a weapon with a meter, like how Half-Life does.

This was removed in the final game and replaced with a system that limits the player to folding two or four weapons at a time, depending on if the "hold four weapons" option is enabled or not.

The August 2001 build has an earlier version of the weapon selection system. Its weapon icons are much larger than the ones in the October 2001 prototype and don't have a border around them. In addition, the icons for the numbers were redesigned from being futuristic circles to rectangles that match the rest of the HUD. Spacers that fit the HUD's style were added between rows as well.

An upgraded weapon selection system, more in-line with how Half-Life displayed it, appears in footage shot for the Jace Hall Show. What's interesting is that both the 2001 prototypes share three similarities:

  • Both have 6 categories for weapons
  • Both have the RPG in the "3" category.
  • Both show the amount of ammo remaining for a gun, though the Jace Hall Show footage displays it numerically instead of with a meter.

This suggests that the fundamentals behind the weapon selection system from 2001 made it up to at least 2008, which is when the Jace Hall Show's footage was recorded.

August 2001 prototype October 2001 prototype
Dnf2001aug weaponbucket.png Dnf2001 weaponbucket.png
October 2001 prototype Jace Hall show footage
Dnf2001aug weaponbucket.png Dnf jacehallweaponbucket.png

Objective list

Dnf2001aug objectivelist.png

The August 2001 prototype comes with an objective list feature that keeps track of things the player needs to do in order to complete a certain level. It can be accessed by pressing 7 on the keyboard and then clicking, or by opening the weapon selection screen by clicking on its icon (found next to the section labeled 7).

The October 2001 prototype removes this, but it can be readded via some work with it's script.

The following text that explains it was cut and how modders could use it can be found in it's script file.

// Todo List
// Mod authors: We decided not to implement an objectives list system, so this is only partially implemented and not enabled.
// You might be able to trace through all the elements of the objectives/todo list code and do something with it.
// Perhaps modeling your own objectives system after it.
August 2001 prototype October 2001 prototype (restored)
Dnf2001aug objectivelist.png Dnf2001 objectivelist.png
August 2001 prototype October 2001 prototype (restored)
Dnf2001aug objectivelistmenu.png Dnf2001 objectivelistmenu.png

Level titles

Dnf2001 leveltitle.png

In 2001 prototypes, a title and a subtitle for a level appear at the start of each map. Early levels state information like where the player is located and the time of day the level takes place in, while later levels are notes from the level developers.

The formatting between the two prototypes is different. The August 2001 build has the text appear to the left of the center of the screen in a small font with an animated icon showing. The October 2001 prototype changes this so that the titles show a bit below the center of the screen with large font, but without the icon the August 2001 prototype had.

August 2001 prototype October 2001 prototype
Dnf2001aug leveltitle.png Dnf2001 leveltitle.png

Death sequence

Dnf2001 dead.png

The death sequence that players when the player dies is different in both prototypes. The player's camera goes forward instead of going backwards, lacks the broken shades effect the final game has, and the screen is not tinted red.

Once the player has been dead for a few seconds, the game switches to an animation of Duke's heartrate flatlining in his shades, then gives the player the option to either continue or quit. Continuing will place the player at the startt of the level they died in, while Quit will kick the player back to the main menu. The final game reloads the last checkpoint after the player has been dead for a few seconds.

Funnily enough, the 2001 prototypes will usually show the player's inventory like they were a dead enemy, making it look like the player could loot their own dead body. Sadly, attempting to loot yourself at this point is not possible.

Prototype Final
Dnf2001 dead.png Dnf2011 dead.png

Killable friendly NPCs

Dnf2001 killnpc.png

Both prototypes let the player kill friendly NPCs. The final game removes this.

Prototype Final
Dnf2001 killnpc.png Dnf2011 killnpc.png

Prop health and name

Dnf2001 prop.png

The August and October 2001 prototypes will show the name and health of certain props, such as chairs and faucets, along with a health bar for them. The final game does not have this.

Of note is that the interface for looking at props is the same as the one used for looting bodies, but with a health bar in place of the items the body has.

August 2001 prototype October 2001 prototype Final
Dnf2001aug prop.png Dnf2001 prop.png Dnf2011 prop.png

Female character hair rendering errors

Dnf2001 hair.png

Both prototypes have issues rendering the hair on female characters properly. The August 2001 prototype has issues with properly placing it and with transparency, while the October 2001 build has an issue where the head is rendered above the hair, making it appear they're bald and having hair floating above their heads.

August 2001 prototype October 2001 prototype Intended look (from E3 2001 trailer)
Dnf2001aug hair.png Dnf2001 hair.png Dnf2001 e3girl.png


The prototypes contain several minigames, almost all of which made it to the final game. Surprisingly, the ones that did make it play nearly the same as their prototype incarnations!

Slot Machine

Dnf2001 slotmachine1.png

The slot machine appears in the prototype and is functionally nearly the same as the one seen in the retail game. Unlike the final version, the player can earn in-game money by playing it. Winnings are shown above the slot machine itself. Up to $3 can be inserted into the machine at a time.

In order to use the slot machine, the player has to use the coin slot on the machine’s center ride side in order to insert money. Then, the player has to use the “spin” button just below the slots themselves to play. The final game simplifies this process by making the player press the use key in order to get close to the machine, then have both inserting money and activating the machine itself by pressing the fire key.

Visually, the prototype slot machine has several elements from the final design, such as the potential earnings above the slots, the screen that shows earnings, and the same logo design on the lower part of the machine. Interesingly, the slot machine earnings on the final slot machine are the same as the one in the prototype, despite no longer being able to earn money when playing the final slot machine.

Prototype Final
Dnf2001 slotmachine1.png Dnf2011 slotmachine1.png
Prototype Final
Dnf2001 slotmachine2.png Dnf2011 slotmachine2.png

Video Poker

Dnf2001 videopoker1.png

Video poker appears in this prototype. As with the slot machines, the player can earn in-game money by winning. The rewards the machine pays out appear on the top of the screen. The player can inset up to $3 at once in the machine in order to increase their potential payout for winning.

To use the machine, the player must insert money into the slot on the right side of the machine, then press the use key to be able to tap on the screen.

Having a Riot Shield will make it impossible to use a Video Poker machine. Attempting to use the machine or put money in it will make Duke pull up the shield.

The final game gives the machine a new design which includes a rounded screen, but keeps the design and graphics used for the minigame itself.

Prototype Final
Dnf2001 videopoker1.png Dnf2011 videopoker1.png
Prototype Final
Dnf2001 videopoker2.png Dnf2011 videopoker2.png
Prototype Final
Dnf2001 videopoker3.png Dnf2011 videopoker3.png


Dnf2001 pinball4.png

A playable pinball machine appears in the prototype, but the design for it the play area is extremely barebones in terms of both objects to hit and graphical design compared to the one used in the final game. Controls are exactly the same as the one in the final game. There are no rewards associated with it, unlike the final game.

The level ab_pinball contains two test pinball machines. Both of them have the same upper part graphic that the unusable pinball machine in Duke Nukem 3D has. The first one contains two flippers near the bottom, one to the right of the play area’s center, and one near the top of the machine. There is also part of an Octabrain poking out above the bottom flippers. The second one doesn’t have flippers, but has a ball, two Pigcops, and an Octabrain idling in it. The prototypes’ files lack the proper texture for the play area, so it shows the default texture used by the game.

Prototype Final
Dnf2001 pinball4.png Dnf2011 pinball2.png
Prototype Final
Dnf2001 pinball1.png Dnf2011 pinball1.png


Dnf2001 pool.png

Pool is in the prototype and played exactly like how it is in the final game; by using the cue ball with the use key.

Prototype Final
Dnf2001 pool.png Dnf2011 pool.png

Air Hockey

Dnf2001 airhockeyab airhockey.png

A functional air hockey machine can be found in the test level ab_airhockey. One side has two cans on its corners, while the other has a can on it's right corner and a small, floating EDF Sniper in a t-pose facing it. When the player first spawns in, the score display will be offline and there will be no hockey puck to play use. using the can on the right side of the section with two cans will turn on the score display and make a hockey puck appear in the center of the arena. Pressing the left can will make the EDF Sniper expand to normal size and make a pinball bumper appear in front of the goal on her side of the arena. Using the can on the EDF Sniper's side will make a bumper appear near the player's side goal as well.

The hockey puck has to be moved around by pressing the use key on it. It behaves and sounds like a pool ball when used. Knocking the puck into a goal will give either player 1 or player 2 a point, depending on what goal it was inserted in. The scoreboard on the machine will update itself if any goals are made and debug text will print on the upper side of the screen, stating which side earned agoal. If the pinball bumpers were activated, they will attempt to intercept the hockey puck. However, they are not solid, meaning the puck will pass through them.

The final game makes it so that the player has to move around a disk, like in real air hockey, in order to move the puck around. The puck also behaves like an actual puck.

A non-functional air hockey machine can be found in the test levels ab_pinball. The air hockey machine in ab_pinball has a different texture for the scoring area, and complete brushwork on one side.

Prototype Final
Dnf2001 airhockeyab airhockey.png Dnf2011 airhockey.png
ab_airhockey air hockey machine ab_pinball air hockey machine
Dnf2001 airhockeyab airhockey.png Dnf2001 airhockey.png
ab_airhockey air hockey machine ab_pinball air hockey machine
Dnf2001 airhockeyab airhockey2.png Dnf2001 airhockey.png

Alien Abortion

Dnf2001 whackamole1.png

DNF’s take on whack-a-mole, Alien Abortion, is in this prototype as well.

Gameplay wise, it is exactly the same as the one in the final game. The aliens in the prototype are faster than the ones in the final game, though. The player cannot gain anything from the minigame, unlike the final game.

The machine’s design is completely different from the one in the final game. The upper part of the machine shows a static image of a UFO hovering near Earth. This is changed to an image of a brunette woman’s head with an explosion-like effect around her and a blood-like overlay on her. Below the UFO image is a graphical representation of the amount of aliens that can be hit, just like in the final game. The quotes that appear when hitting aliens are placed the same as they are in the final game: below the aliens and left-aligned. When not playing the minigame or between waves, the text “copyright 3DR ent 2057” appears on bottom left-hander corner. This was removed in the final game.

The play area has an EDF Soldier in the prototype, which was changed to a cartoony nude woman in the final game. There are no modeled holes for aliens to pop out of, unlike the final game. The amount of points each alien is worth is shown in different ways: the prototype has them light up at the start of each wave but still be visible while playing, while the final game makes it so that point values only appear on the nude woman at the start of the wave. The graphics for winning or losing are different in this prototype

  • The losing animation shows a UFO destroying Earth is played with text explaining that aliens have destroyed Earth once the planet is destroyed. Afterwards, the text “GAME OVER MAN!” appears in the center of the screen. This is changed to the brunette woman on the screen looking down, then having an alien rupture out of her, Alien-style. Afterwards, the screen reverts back to the default image and text “GAME OVER MAN!” flashes in the center of the upper screen.
  • The winning animation shows a missile shoot from Earth and blow up the UFO. The final game changes this to the brunette woman looking down, then suddenly move left and suggestively crushing one of the aliens with her hands. Afterwards, the screen reverts back to the default image and text “GAME OVER MAN!” flashes in the center of the upper screen.

The aliens themselves have two eyes in the prototype, but three in the final game. They were also redesigned to make them look more toy-like.

Alien Abortion is activated by pressing a yellow button with the text “start” on it that’s located on the left side of the machine in the prototype, while the final changes it to a red plunger.

The machine seen in the 2001 prototypes does not play any voice clips, but the final version does.

A screenshot from 2005 shows an Alien Abortion machine in a lobby. It appears to have the same upper screen layout that the prototype has, but lacks the UFO and Earth image behind it.

Prototype Final
Dnf2001 whackamole1.png Dnf2011 whackamole1.png
Prototype Final
Dnf2001 whackamole2.png Dnf2011 whackamole2.png
Prototype Final
Dnf2001 whackamole3.png Dnf2011 whackamole3.png
Prototype play table Final play table
Dnf2001 whacktable.png Dnf2011 whacktable.png
Prototype lose screen Final lose screen
Prototype win screen Final win screen

Dance Dance Duke

Dnf2001 ddr1.png

The prototypes contain a Dance Dance Revolution knockoff known internally as Dance Dance Duke. This is the only minigame in the prototype that didn’t make it to the final game.

The machine consists of three parts: the screen, the mat, and the coin slot. The screen is surrounded by speakers and has flashing lights going down the left and right sides of the screen part. The screen itself uses the game’s default texture, but shows game options on a holographic display. Above the screen itself is a display that shows how many times the player has hit the right direction on the left side and text on the right side. The text is used to display things like comments about how you’re playing and your final ranking. The font used to text on top of the machine is the same font used for options in Unreal's original menu. Below the screen is a slope with purple lights on the left and right sides of it.

The mat has a nuke symbol in the center of it. The parts of the pad that don’t have arrows on them use the default texture.

In front of the mat is the coin slot. It uses the same texture as the coin slots on the slot machine and video poker machines.

The player needs to insert $1 into the coin slot to start playing. Once that’s done, walking on the mat and pressing the use key will let the player select one of three courses. The graphic used for each course is a purple square with the word “TEMP” placed multiple times as the background. The player can select courses by using the “strafe left” or “strafe right” keys and use the fire key to confirm what course they want to play. The harder the difficulty, the faster the song and arrows are.

The game plays like Dance Dance Revolution, but on a keyboard. Two dancing gray aliens, one on each side of the screen will appear while playing. They will mimic the player’s moves when the player hits one of the directional keys. The game will grade the player at the end of the song, but it’ll always be an F.

The game uses the same song for each course, but slowed down or sped up depending on the difficulty.

Dance Dance Duke has a lot of unused graphics that can be found in the game’s files, suggesting that it was intended to look quite different at some point. These include

  • A title screen that gives the minigame the name “Dance Nation” with a cartoony blog thing pulsating in the center of it.
  • Four dancing women. Interestingly, the video files for them call “tempdancinggirlx”, while the texture used to render the videos in-game are called “dancinggirl”.
  • Three animated backgrounds
  • A proper song selector that shows the designers were toying with the idea of having each difficulty have a unique song.
Difficulty Song
Easy Lo Wang Rap
Normal Booty Juice
Hard Die Charlie Die

A expert of the Lo Wang Rap from Shadow Warrior, mentioned in one of the unused graphic files, exists in the prototype's files.

The test level ddd_1 shows the machine with a reflective screen. This was removed in other versions of the game in other levels.

Text above screen font Original Unreal menu system font
Dnf2001 ddr3.png U1 mainmenutext.png

Unused graphics

Touch screen devices

Both 2001 prototypes contain touch screens the player can interact with to do things like purchase items, solve puzzles, or even send and receive emails.

Most touch screen devices are invulnerable to destruction. Shooting then will cause a blue shield to appear. The exceptions are ezMAIL (wall-mounted only) and ezABSOLV.

The map sostest contains all of the touchscreens in both prototypes.

Almost all of these were cut from the final game.


Dnf2001 ezabsolv1.png

EzABSOLV is a simple chat bot designed to behave like a priest you confess your sins to. It was cut from the final game.

When used, the device will show a barebones screen with the text “Welcome, my son, please tell me of your sins”. Underneath the text is a large text input box with no visible border. The player can type in two lines of text.

Once the user is done writing, tapping the “Reply” button will make the chat bot either reply with a pre-written message where the “Welcome, my son” text is if a valid term is detected, or will replace the “Welcome, my son” text with nothing if it doesn’t detect any valid terms. If no valid terms are detected, the player can input a sentence with a valid term to make it respond.

The bot is capable of trying to adding user-inputted words into it's answers. For example, if the player types in "I am a bad person", one of the bot's internal responses to "I am" is "Did you come to me because you are?", but it will print out "Did you come to me because you are a bad person?" if that response is selected.

Below is a list of words that trigger responses from ezABSOLV.

Word(s) Responses
How, Who, What, When Why do you ask?, Do you believe this affects your soul?, What do you think about that?, Are such questions on your mind often?, Perhaps you should search your soul for the answer.
Why Why? Only God can answer that., Perhaps you should turn to scripture for the answer you seek.
Where Where? Only God can say for sure., Perhaps in your soul you know the answer.
Name I don't care about names...please go on., Do names mean anything to you?, Why do you mention names at all?
Thank You're welcome., Blessed are you, my son., May God forgive you.
Cause, Cos, Because Is that the real reason?, Don't any other reasons come to mind?, Does that reason explain anything else?, What other reasons might there be?
Sorry God will forgive, my son., Apologies are not necessary. God forgives., It is good that you recognize your fault., We are all sinners, my son.
Hello How do you do. How may I help you?, Hello, please tell me your sins.
Maybe You don't seem quite certain., Why the uncertain tone?, Can't you be more positive?, You aren't sure?
Yes Are you sure?, What else do you think about that?
Friends Do you have any friends?, Do your friends worry you?, Do they pick on you?, Are your friends a source of anxiety?
Computer Do computers worry you?, Are you talking about me in particular?, Why do you mention computers?, Don't you think computers can help you?
Can you Would it help you if I (subject asked about)?, What would you think if I (subject asked about)?
Can I Do you want to be able to (subject asked about)?, What would it mean if you could (subject asked about)?
I don’t Why don't you (subject asked about)?, Do you wish to be able to (subject asked about)?
I feel Do you often feel (subject asked about)?, Do you think it is right to feel (subject asked about)?, Do you enjoy feeling (subject asked about)?
Are you Why are you interested whether I am (subject asked about)?, Would you prefer if I were (subject asked about)?, The Lord is (subject asked about).
You are Perhaps the Lord is (subject asked about)., What makes you think I am (subject asked about)?, The Good Book says I am (subject asked about).
I am Did you come to me because you are (subject asked about)?, How did you come to be (subject asked about)?, The Lord says it is sinful to be ((subject asked about).
Fuck, shit, cunt, cock Please don't use four-letter words., Profanity is not necessary., Do you use such foul language often?, Do you like using obscene words?


Dnf2001 ezmail1.png

EzMAIL is a cut touch screen object that would let the user receive and send emails. It uses a mouse cursor to interact with it. By default, the system sends the user to the “Send” email section when accessed.

Received emails are accessed by clicking on the yellow flashing “You have ezMAIL!” graphic on the upper right corner of the “send” screen. These emails are set by level designers. They are used to deliver important gameplay information, such as codes for doors, and joke spam emails. If a computer has multiple emails defined for it, the player can browse them by clicking on the “Prev” or “Next” buttons near the lower-center side of the screen. The player can also respond to them by pressing the “Replay” button on the lower left-hand corner of the screen, but this does nothing.

To access the send email section from the receive email section, the player needs to click on the letter graphic with gray text reading “Create new” and “new ezMAIL” text wrapped around it.

EzMAIL would also be able to send email in real time. The player is able to input someone’s email address, a subject line, and a message within ezMAIL. Normally, the system will attempt to use a defined SMTP server to send emails from. If no SMTP server is defined, the game will attempt to use an SMTP server set in their local registry. If no email address is defined within the local registry, it will use Dukenukem@3drealms.com.

The game uses “A Message from Duke Nukem” as the default subject line. If the user inputs an email address, but no message when sending the email, the system will not send an email, stating that a message has to be inputted. However, email.cpp defines the default message as “I was born to rock this world!”, a line from the E3 1998 DNF trailer.

The following is appended to the footer of an email sent by the ezMAIL client.

The sender is playing Duke Nukem Forever
Why aren't you? http://www.3drealms.com

Normally, the player does not need to log into an ezMAIL machine to use it, However, they can be set to require a username and password to log into them. This can be seen in the text map sostest.

EzMAIL plays a key role in the maps !z1l1_5 and !z1l5_2, where they must be accessed in order to find keypad codes necessary to proceed.


Dnf2001 ezphone1.png

EzPHONE is a cut touch screen device that would let you make phone calls.

The player is able to "contact" a character over the phone if an ezphoneevent actor is set in the map. If it is, the player can contact a character by using the correct phone number or by walking over a trigger that makes the phone ring. Calling someone will make the system "connect" for a few seconds before the NPC appears onscreen. When contacting a character, that character’s face will appear in on window on the left side of the screen while playing a voice clip. Without an exphoneevent actor, dialing a number on the phone only gives an error. However, the game can only show the old man NPC on the ezPHONE's screen since he's the only character that has a video recorded for the ezPHONE.

The ezPHONE appears in two forms: wall-mounted and a desk-mounted machine. The desk-mounted variant initially appears as a white, answering machine-like device. When used, two thing objects will come out of it and the screen will be displayed between them.


Dnf2001 ezvend1.png

EzVEND is a blue vending machine with a touch screen on the left side of the machine that the player can use to select and purchase items with. Once an item is purchased, it will appear in the white chute on the right side of the screen. Another item cannot be purchased until the item in the chute is picked up. Items inside a vending machine are set per level by designers. Up to 9 item types can be set in a vending machine.

Both clean and dirty variants of the ezVEND machine exist. !z1l1_6 contains an example of a clean ezVEND, while a dirty one can be seen in !z1l4_3.

The vending machine has several voice clips that play while using it, all of them sounding like they were voiced by one of the developers.

Money for the vending machine is displayed as dollars and can be found from looting certain enemies, such as EDF Soldiers and K-9 Units, and found in the game world on dead bodies or as placed objects. The HUD will show the amount of money the player has while using an ezVEND machine.

If the player has 100 or more Ego when trying to purchase food, the game will not let you order it and will print the message “I don’t feel hungry” to the upper left side of the screen and the console. Below is a list of items that can be purchased in ezVEND machines.

Item Cost
Burrito $1
Chips $1
Cowpie $1
Ham sandwich $1
Health vial $25
Hypovial air (obsolete item) $25
"Power Trip" amino acid $25
S.O.S. power cell $15
Sports bar $1
Sports drink $15
Steroids vial $50

Vending machines can also sell antidote vials, but it will display the graphic and name for the Health vial and cost $25. This is because Antidote vials are extended from the Health vial’s code, and so inherit it’s price and graphic.

The vegetarian MRE and MRE can be purchased, but cost $1 and have no graphic. This is likely because they were never meant to be purchased. A vegetarian MRE does appear in !z1l2_4 in the vending machine right before the entrance to The Plantation, but this is probably a mistake on the level designer’s end.

The code for ezVEND machines supports purchasing items that cost $3, $4, $10, $20, $75, $100, $150, and $200. However, no items cost those amounts. Graphics for these costs exist in the game’s files.

Between the arrows that let the user select items is a question mark in a blue circle. Pressing it makes the machine play a voiced description of the item.

Item Audio description Transcription
For the finest in authentic Mexican ingredients, try the El Douche burrito. There’s nothing wrong with El Douche.
Ham Sandwich
EzVEND invites you to try sandwich, from Sandwichco. This delicious and nutritious snack is excellent for adults and children alike.
"Power Trip" amino acid
EzVEND brand amino acids contain the latest in biogenetic peptide enhancements. With ezVEND brand amino acids, you’ll be a badass in no time.
Sports bar
Hey, you’re looking pretty good! But you’d look even better if your ass wasn’t so fat! Kiss that fat ass goodbye with ezVEND fat busters power bar.
Sports drink
Try the new Rage sports drink, from ezVEND. Unlike the leading brand, Rage is all-natural, and doesn’t taste like shit.

All other items use the sports drink’s description.

The game keeps track of how many times the player tries to purchase a new item without taking a purchased item out of the chute first. Up to five attempts are logged, each one playing an angrier voice clip. If the player picks up an item after four or more attempts at purchasing an item while an item is still in the chute, the game will play a unique voice clip which states that it’s updated ezVEND databases across the world so that they treat you with a derisive attitude. This doesn’t affect voice clips used for future purchases, though.

Sound description Audio Transcription
Item still in vending machine warning 1
Please remove your item from the item deployment zone.
Item still in vending machine warning 2
I’m sorry, but you’ll have to remove your item first.
Item still in vending machine warning 3
Just take the item out of the slot.
Item still in vending machine warning 4 (triggers angry thank you sound)
You’re doing this to annoy me, aren’t you?
Item still in vending machine warning 5 (triggers angry thank you sound)
EzVEND doesn’t get annoyed.
Item still in vending machine warning 6(?) (unused)
La la la la la la la.
Normal thank you sound after picking up purchased item
Thanks! Come again!
Angry thank you sound after picking up purchased item
You’ll be happy to know that I’ve logged your name with the international ezVEND database. EzVEND machines across the globe will now treat you with the derisive attitude that assholes like you deserve. Thank you, and come again.

This machine was cut from the final game, but a screenshot taken during 2005 shows an ezVEND machine in a lobby. There is also a leftover environmental map texture for it in the folder “ezVEND” in the game’s files.

Dirty ezVEND machine Clean ezVEND machine
Dnf2001 ezvenddirty1.png Dnf2001 ezvend1.png
Dirty ezVEND machine Clean ezVEND machine
Dnf2001 ezvenddirty2.png Dnf2001 ezvend2.png
Dirty ezVEND machine Clean ezVEND machine
Dnf2001 ezvenddirty3.png Dnf2001 ezvend3.png


Dnf2001 keypad1.png

The keypad from the final game appears in this prototype. The graphics used for the screen are the same as the ones in the final game, but a more CRT screen-like effect has been applied and the font for inputted numbers is different. In addition, the device received a new and much larger model between the 2001 prototypes and the final game.

The sounds that plays when putting in the correct or incorrect codes are the same ones used in the final game.

Prototype Final
Dnf2001 keypad1.png Dnf2011 keypad1.png
Prototype Final
Dnf2001 keypad2.png Dnf2011 keypad2.png
Prototype Final
Dnf2001 keypad3.png Dnf2011 keypad3.png


Dnf2001 puzzlescreen.png

The prototype contains two types of touch screens with puzzles on them. They are PowerPuzzle and InversePuzzle. These minigames can be used to do things like turn on a sprinkler system to put out fires or open a door when completed.

Both Puzzlescreen types show the same screen when not being used. The player must press the use key on the screen to see what kind of puzzle it is.


Dnf2001 powerpuzzle1.png

PowerPuzzle is a Pipe Dreams-style minigame played on a touch screen. The goal is to create a connection from one side of the playing screen to another so that energy originating from a certain point can reach a receiver. The mnigame is broken into squares, some of which are blank, while others have pulsating circles in them. Tapping a square with the fire key will make it change to different pipe shapes. The energy, represented as a white barred line, will start to flow as soon as the player uses the square next to the energy origin source. Once energy reaches a pipe, it cannot be changed. The player can only change tiles that are next the energy origin or facing the direction a pipe is.

The minigame forces the player to go through tile types in a set order. These are:

  • Left to down
  • Right to down
  • Left to right
  • Left to up
  • Right to up
  • Down to up

The order will repeat once the player taps a screen with the down to up pipe design.

The player will lose if

  • The energy hits a blank tile
  • The energy hits one of the pulsating circles
  • The energy hits a wall.

If the player fails at the minigame, the screen will reset to show the image that’s seen before using it, allowing the user to activate it and try again.

The minigame can be set to use either a 4x4 or a 6x6 grid by the mapper.


Dnf2001 inversepuzzle1.png

InversePuzzle is a puzzle that requires you to make all of the squares in a 3x3 grid have a white pattern in them. To do this, the player must tap on the squares. Tapping on a square will make all squares near it shift to the opposite color. For example, if a square has a white pattern, it will turn green.

The text underneath the puzzle says "Toggle all circuit nodes to HOT to initiate reset".

This kind of puzzle can be seen in-action on the map !z4l1_5.

Character Models

Duke Nukem

Duke 2001 Model.png

The model used for Duke Nukem in this build is a very rough placeholder that had yet to be replaced with the final in-game model. It has no pupils, a cartoonish yellow hair-style, and a somewhat older looking face. His finger gloves are not quite UV'd correctly. It uses the same humanoid animation sets as other humanoid characters in the game.

(Source: Matt T. Wood on Twitter: "Super temp. The newer duke model that I made isn't in this build.")


Dnf alpha georgemodel.png

A reskinned version of NPC_M_FatA to have a different face and a Duke Nukem 3D t-shirt. Based on the existence of an unused multiplayer model icon in the files, this was presumably intended as a depiction of George Broussard.

Dnf alpha georgeicon.png

Unused Graphics

Early Duke and Bombshell textures

File directory: Textures\m_al_models.dtx

Early textures for Bombshell and Duke are present. The Bombshell texture appears to stem from the Quake engine iteration of Duke Nukem Forever. An identical copy of Bombshell's texture can also be found in m_bombshell.dtx.

DNF2001 m al models bombshellskin12.png DNF2001 m al models dukeskin1.png DNF2001 m al models handcraneskin1.png

Unused DukeEd Splash

File directory: System\EdSplash.bmp

A splash image featuring Rei Ayanami and Pen Pen from Neon Genesis Evangelion. This particular artwork stems from the Groundwork of Evangelion Vol. 1. When booting the editor up, the Duke Nukem Forever logo is shown instead.

DNF2001 EdSplash.png

Unused Freeze Cannon Kill Icon

File directory: Textures\hud_effects.dtx

Since the freeze cannon does not do any damage, this kill icon for it in DukeMatch goes unused. Killing a player with the alt-fire uses the M16's kill icon instead, as the projectile is only a reskinned 40mm grenade.

DNF2001-FreezeCannon Kill Icon.png

Developer Notes

Buried in October 26\maps are three .txt files full of developer notes. These appear to be related to the zoo test maps.

  • ZOO_Actor_Issues.txt
General actor issues
- Can't apply the parent texture to my spawned particle meshes.
- Heat Vision effect on meshes is broken.
- Actors don't "die" when they take damage from the wall/floor.
- Actors that have been grabbed won't follow through teleporters.
- Actors often get stuck on the player or each other
- Need the ability to offset "SpawnOnDestroyed" objects

dnDecoration Broken Actors
u_Generic.G_ashtray1 - Missing polys on bottom
u_Generic.G_Banana - Can't step on anymore, grabbing looks wierd when it squirts out
u_Generic.G_Barricade - ULTRA difficult to shoot
u_Generic.G_SecurityCam1 - Very difficult to shoot
u_Generic.G_SecurityGlobe - Very difficult to shoot
u_Generic.G_TV1 - Pretty difficult to shoot
u_Generic.G_Trashcan - Missing polys on bottom
u_Generic.G_WallClock - Missing Polys on back
u_Generic.G_TV2 - Spawns a whole lot of frag types, more than specified
u_Generic.G_TV1 - Pretty difficult to shoot
u_Generic.G_SecurityGlobe - Pretty difficult to shoot
u_Zone1_Vegas.Z1_ClockGrandfather - Pretty difficult to shoot
u_Zone1_Vegas.Z1_LampFloor1 - Difficult to shoot
u_Zone1_Vegas.Z1_LampFloorPenthouse - Difficult to shoot
u_Zone5_Area51.Z5_c_tower - Missing polys on bottom

dnDecoration New Obsolete Actors

dnDecoration Misc. Issues
u_Generic.G_VehicleSpawn - Won't show in editor, but I didn't make it obsolete
u_Generic.G_VehicleSkybox - Won't show in editor, but I didn't make it obsolete
u_Generic.Vehicle - Specific case thing where mapper specifies visual, not in the Zoo for now
u_Generic.VehicleHeadlight - Used by Vehicle
u_Generic.VehicleTaillight - Used by Vehicle
u_Zone2_Dam.Z2_FlingCan - Special case class for the boat level
  • ZOO_PassNumber1_Settings.txt
dnDecoration Settings to check - Pass #1
- Check to see if it should be obsolete (no mesh, etc)
- Check for proper skin/display issues (no more Dolomack faces on ashtrays)
- Check the script for proper objloads, etc.






  • ZOO_PassNumber2_Settings.txt
dnDecoration Settings to check - Pass #2