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Proto:Duke Nukem Forever/2001/Levels/Unused Maps

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This is a sub-page of Proto:Duke Nukem Forever/2001/Levels.

To view these maps, open the console (Tab or F12) and type: map [mapname]

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!!AI_TestMap_MW1.dnf

A copy of DM-FramerateA1 that runs in single player. A short walk from spawn is a generic decoration with its model set to an EDF dog in a running animation. AI pathfinding nodes are present and accounted for.

!!AI_TestMap_MW3.dnf

A copy of !!AI_TestMap_MW1 with three ropes hanging from the ceiling and an assortment of additional generic decorations with various NPC models. Two of them (Duke and the EDF trooper next to him) can be picked up, but not dropped. The crowd in the corner cycles through various facial expressions. One of the UnrealEd trigger sprites next to them zooms your camera in, the other plays a beep sound, briefly spawns another trigger sprite, and prints a bunch of co-ordinates to console.

!!BEAMYtest_Nick1.dnf

A small, two-texture maze. The starting room has some generic decoations using weapon models, emitting various beam particle effects.

!!fps_DetailTexture.dnf

An empty room with a single texture, designed to test Unreal's detail texture effect.

!!fps_dnDecoration.dnf

An empty room using the default Unreal 1 texture. Walk backwards and press Use to spawn a barrel prop.

!!fps_dnDecoration_edf1.dnf

Same, except the prop is a EDF trooper t-posing.

!!fps_Empty.dnf

An empty room using the default Unreal 1 texture. What were you expecting?

!!fps_GruntSWAT.dnf

An empty room using the default Unreal 1 texture. Walk backwards and press Use to spawn an infected EDF trooper enemy.

!!fps_Procedural.dnf

That same old empty room, but using a different texture demonstrating Unreal 1's weird procgen water effects.

!!fps_SoftParticleSystem.dnf

That same old room again. Walk backwards and press Use to spawn a placeholder particle effect.

!DM_3DRoffice1.dnf

A rough, unfinished Dukematch map of... 3D Realms' office at the time? Various decorations using NPC models stand out the front, triggering animations and printing "POW!" to the console when interacted with.

!Dm-Codex][.dnf

A rough port of the Unreal Tournament map, ala Dm-Duke16. Presumably used for multiplayer testing before real Dukematch maps were made.

!Facetests1.dnf

A copy of the map gemoetry from the ks_E3_ManAtDoor E3 vignette, with a bunch of NPCs placed where the door once was. Press Use on them to have them spout some placeholder dialogue, usually from Gus.

Red Light District.dnf

Seemingly an attempt to recreate Duke Nukem 3D E1L2, but geometry seems busted and all textures are flat black. Attempting to play results in Duke silently being killed as soon as he spawns.

forjess.dnf

A circular loop with a small inset room on one side, all using a single wood texture. The name references AI programmer Jess Crable, but there are no pathfinding nodes present.

!scale_ZOO_MW1.dnf

A test map of sorts. It appears to be related to height of the game's models, approaching the back right corner of the map seems to crash the game, however.

DNFScaleZooMW1.png

!mw_zoo_showcharacters.dnf

Seemingly the most primitive iteration of a model viewer map. There is a panel with two directional arrows and a single circular button in front of the model. Left or right changes the model in question while the circular button changes their animations.

Dnf alpha mw zoo showcharacters.png

!Zoo_Mine.dnf

Another iteration of a model viewer map. There is a panel with four directional arrows in front of the model. Left or right changes the model in question while up and down cycles through their animations.

DNFZoomine.png

!Character_Zoo.dnf

The most mature version of the model viewer. Uses a custom touchscreen display at the foot of the model to cycle between models and motion-captured animations. Buttons at the sides of the room can be pressed to change the lighting. A speaker icon slowly rotates above the model's head - press USE on it to trigger one of several random voiceover lines, mostly taken from Duke Nukem: Land of the Babes, with lipsynching where the model is set up for it.

Dnf alpha characterzoo.png

boytoys.dnf

A small box with a Mall styled store modeled in, likely intended for the Stratosfear mall.

DNFboytoys.png

RainSample.dnf

Appears to be a test map for various water effects. What's most interesting about it, however, is that it uses the penthouse maps from E3! Appears to use the track "(not ambient enough)YSOMF_Ambient3.mp3"

The start of the map, it's not immediately obvious but an EDF ship has crashed into the pool, killing someone in the back. Outside. The pulley elevator was moved to the left side of the building in the later version of the map, not above the room where you obtain the Deagle.