If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Development:Duke Nukem: Manhattan Project (Windows)

From The Cutting Room Floor
Jump to navigation Jump to search

This page details development materials of Duke Nukem: Manhattan Project (Windows).

A map editor is included on the CD launch version of the game (1.00). The editor has a manual document (DNMP Prism Help.chm), that contains partial design documents and milestone information up until the end of June 2001 and predates the release of the game by almost a year. This was corrected in later releases, where the manual was updated, and all non-editor related stuff was commented out (but not removed).

Hmmm...
To do:
  • Compare the 2001 and 2002 manual changes

Source

The manual file can be found on the CD under goodies/editor/DNMP_EDITOR.zip/DNMP Prism Help.chm. Depending on the version of the game, it will be the 2001 or 2002 variant.

Download.png Download Duke Nukem: Manhattan Project editor manuals from 2001 and 2002.
File: DNMP_Prism_Help_2001_and_2002.zip (276 KB) (info)


The 2001 editor manual includes a beta logo, that was replaced in the newer version.

DNMP-2001-Title2.jpg

Editor Prototype Levels (2001-2002)

The launch version editor includes the source code for all prototype levels, that were created over the span of development to test the engine features. They can be exactly dated, because of the timestamp that was left in those files by the editor. Following video shows all those levels compiled in chronological order. (From january 2001 to april 2002)

Editor Manual (2001)

Only design document parts are listed here. Editor information were skipped. Many entrys are placeholder in the document.

Welcome

Text version Image version
Welcome to Prism Help!

Double-Click the topic books on the left to get help with creating maps for Duke Nukem: Manhattan Project and for using the Prism Engine in general.


CONFIDENTIAL MATERIAL!

All of the ideas, concepts, sketches, gameplay methods and other intellectual property contained in this help file are the property of Sunstorm Interactive Inc. and are not to be used without prior written permission of Sunstorm Interactive Inc.

The contents of this help file are only permitted to be viewed by authorized personnel and are considered confidential. Authorized persons include members of the production team and other full time employees of Sunstorm Interactive and employees or authorized agents of Arush Entertainment and 3D Realms. Other distribution of this file either in whole or in part is strictly prohibited.
DNMP Welcome.PNG

Creature Info

Babe (formerly whore)

Text version Image version
Babe (formerly whore)


Type topic text here.
DNMP Creature 01.PNG

Fem Mech

Text version Image version
Fem Mech


<official creature stats coming soon>

Creature Strategy

Similar to: A supermodel with a whip and an evil grin.

Stats:

Health: Average

Damage: High

Speed: Average

Passive Behavior:

The Fem-Mechs will strut around and stand in alluring poses. Level one Fem - Mechs look just like "whores" and will show their true form when activated. One possible idle animation might be her dropping her whip and then "bending over" to pick it up&ldots; ;)

Aggressive Behavior:

Once they see Duke they will attempt to move within striking distance and attack with their whips. Fem Mechs have a special "roll" ability that allows them to quickly close distance between them and Duke as well as roll under Duke's high attacks.

Level 3 Modification:

These Fem-Mechs can throw an energy bolt with their whip. This energy bolt is too low to duck and must be jumped.

Level 1:

Whip Range - Short - (metal whip)

Chance to roll - low

Level 2:

Whip Range - Medium - (electrified whip)

Chance to roll - medium

Level 3:

Whip Range - Long - (electric whip throws energy bolt)

Chance to roll - high
DNMP Creature 02.PNG
Additional Artwork

Additional artwork was released by Scott Miller (Apogee/3DR Founder) for this enemy from full design document.

Gator (minor creature)

Text version Image version
Gator (minor creature)


Type topic text here.
DNMP Creature 03.PNG

Gator-oid

Text version Image version
Gator-oid


<official creature stats coming soon>

Creature Strategy

Similar to: A John Woo mafia goon crossed with a gator.

Stats:

Health: Average

Damage: Average

Speed: High

Passive Behavior:

The Gator-oids will hang around looking cool. Spinning their double berettas, flipping coins etc... Their movements are that of a martial artist; quick and precise.

Aggressive Behavior:

Gator-oids will leap much more often than they walk. They will jump over Dukes attacks and then retaliate with a burst of double pistol fire. Even from standing they will often dive backwards while attacking. They prefer to stay at a distance where they can jump Dukes attacks. They are the only creature is capable of following Duke up onto platforms. They also have the ability to "hide" underwater and will leap out onto the game track to ambush Duke when he is nearby.

Level 3 Modification:

Level 3 Gator-oids have a close quarters Kung-Fu attack where if they connect they will perform a short 2 punches and a kick "combo" that will send Duke flying. Level 3's also wield double Uzi's instead of double Berettas.

Level 1:

Speed - Slow

Damage - Low

Level 2:

Speed - Medium

Damage - Medium

Level 3:

Speed - Fast

Damage - High

Burst Length - Longer
DNMP Creature 04.PNG

Giant Cockroach (minor creature)

Text version Image version
Giant Cockroach (minor creature)


Type topic text here.
DNMP Creature 05.PNG

Giant Rat (minor creature)

Text version Image version
Giant Rat (minor creature)


Type topic text here.
DNMP Creature 06.PNG

Glopp-oid

Text version Image version
Glopp-oid


Type topic text here.
DNMP Creature 07.PNG

Helicopter (BOSS)

Text version Image version
Helicopter (BOSS)


Type topic text here.
DNMP Creature 08.PNG

Hover Mech

Text version Image version
Hover Mech


<official creature stats coming soon>

Creature Strategy

Similar to: The assassin needles in Dune crossed with a photographer.

Stats:

Health: Low

Damage: Average

Speed: High

Passive Behavior:

They will glide around slowly snapping pictures at regular intervals. When they snap a picture their eye will either turn red or green depending on if they see an enemy or a friend. The player will hear camera like sounds and see a little flash go off as they travel. The map designer will be able to place them where they can rest or pick up weapons.

Aggressive Behavior:

Upon taking a picture of Duke, the Drone will light up red and go into an aggressive fast attack mode. It will then follow Duke from above and fire red laser beams down out of it's eye in a regular pattern.

Level 3 Modification:

This drone is heavily armored and comes equipped with a huge gun as well. This gun fires a long steady beam of energy down at an angle. This will force Duke to either jump or duck depending on which side of the beam he is on.

Level 1 Picture Speed:

Slow

Level 2 Picture Speed:

Medium

Level 3 Picture Speed:

Fast
DNMP Creature 09.PNG

Mecha Duke (BOSS)

Text version Image version
Mecha Duke (BOSS)


Type topic text here.
DNMP Creature 10.PNG

Pig Cop

Text version Image version
Pig Cop


<official creature stats coming soon>

Creature Strategy

Similar to: Big mean football player.

Stats:

Health: Average

Damage: Average

Speed: Average

Passive Behavior:

They will stand around eating doughnuts, smoking, and talking to each other when they are unaware of the players presence. If they hear gunfire or explosions but can't see Duke they will go into an "alert" mode and begin walking their path.

Aggressive Behavior:

Pig-oids basic strategy is to stay at a medium distance and use high and low instant hit attacks. Each level will have a different pattern of high and low attacks. There will be a moment of warning before the attacks come when the Pig-Oid will reload the shotgun. Duke can then jump low attacks and duck high attacks. Pig-oid shotgun blasts fire out multiple pellets in a cylindrical shape but they don't spread. At close range they will hit Duke with their shotguns.

Level 3 Modification:

The level 3 Pig-Oid has a full auto shotgun which fires longer "bursts" when he attacks. This makes the timing different and makes jumping low attacks much more difficult.

Level 1 Firing Pattern:

High, High, Low - High, Low, High

Level 1 Reload Delay:

Long

Level 2 Firing Pattern:

Low, High, Low, High - Low, Low, High, High

Level 2 Reload Delay:

Medium

Level 3 Firing Pattern:

Burst High, Burst Low, Long Burst High, Burst High - Burst High, Burst Low, Burst High, Long Burst Low, Burst High

Level 3 Reload Delay:

Short
DNMP Creature 11.PNG

Queen Roach-oid (BOSS)

Text version Image version
Queen Roach-oid (BOSS)


Type topic text here.
DNMP Creature 12.PNG

Rat-oid

Text version Image version
Rat-oid


Type topic text here.
DNMP Creature 13.PNG

Roach-oid

Text version Image version
Roach-oid


<official creature stats coming soon>

Creature Strategy

Similar to: A giant roach crossed with a venomous snake.

Stats:

Health: High

Damage: Average

Speed: High

Passive Behavior:

Roaches will dart from place to place stopping occasionally to clean their antennae and "talk" to each other. Their "speech" will be a rapid series of wet sounding clicks and chatters.

Aggressive Behavior:

Roaches will spit corrosive stomach acid at Duke in a shallow arc. The arc will be formed such that if Duke is close to the roach he can duck under it but if he is at medium or long range he will need to jump it. At close range the Roaches will claw Duke with their arms for nearly twice the damage of the spit.

Level 3 Modification:

Level 3 Roaches are capable of blocking Dukes attacks for ½ damage. They will do this by curling into a defensive position momentarily.

Level 1:

Spit Rate - Low

Speed - Slow

Level 2:

Spit Rate - Medium

Speed - Medium

Level 3:

Spit Rate - High

Speed - Fast
DNMP Creature 14.PNG

Security Mech

Text version Image version
Security Mech


Type topic text here.
DNMP Creature 15.PNG

Episode Info

The NNY Game Story

Text version Image version
The NNY Game Story


The official overall backstory for the game that is Nuking New York:

Duke's evil nemesis Proton has been developing a secret weapon. He has been working with elementary particles to develop a new radioactive power source. Proton has achieved this frightening result by means of his new substance- G.L.O.P.P. (Gluon Liquid Omega Phased Plasma) G.L.O.P.P is a slimy, radioactive substance that the doctor is secretly manufacturing in order to complete his plans and move even further toward world domination!

But Proton's G.L.O.P.P has another unfortunate side-effect. It has a tendency to mutate living creatures who have come into contact with it by combining the DNA of the vicitm with another species! Often with hideous results! G.L.O.P.P has caused many of Proton's henchmen to mutuate into half-man, half-animal creatures! To further his evil plans, Proton has been testing the substance on innocent New Yorkers!

After an entire subway car of rush-hour commuters is mutated into a pen of half-human, half-pidgeon victims, the government decides to call in Duke Nukem to 'take out the trash', and stop Proton once and for all.

Our hero Duke must travel through the in's and out's of New York City in search of Proton and his evil henchmen. First, he must disarm bombs the evil doctor has hidden throughout the city. Then Duke will go in search of the evil doctors secret G.L.O.P.P. factory. Finally it's off to stop Proton himself once and for all in a final thrilling confrontation aboard his orbiting space station and command center. Proton will threaten to teach his nemesis a lesson once and for all by firing a giant ball of GLOPP energy toward the Big Apple itself..mutating everyone in the city! Duke will need to defeat Proton to bring a sense of peace back to the world. Go Duke!
DNMP Episode Story.PNG

Episode One

Text version Image version
Episode One

Working Title:

Towering Terror

Level Designer Assigned:

Sean Lynn

Texture Artist Assigned:

Mike Buck

Orig. Milestone Start Date:

Monday, Feb 5th

Orig. Milestone Finish Date:

Friday, Apr 13th

Must be completed for:

Milestone 4

Guns available in this episode:

Pistol, Assault Rifle, Pipe Bomb

Introduce Weapon?

Pistol, Assault Rifle, Pipe Bomb

The sun is setting behind our hero and the Statue of Liberty stands in the background as he leaps from rooftop to rooftop descending into darkness.

Part One

Description: Ten large rooftop areas. This area will be largely flat with eight to ten major jumps that must be cleared. The roofs themselves should be multi-leveled with catwalks, stairs and doors. Duke will also jump up and over air ducts and small buildings on the rooftops (those buildings like the ones stairwells open out to) The camera looks up on Duke in certain areas of this part.

Platforms: rooftops 'staircase' rooftop buildings air ducts

Obstacles: pits spinning roof vents (must be jumped over) single vent = standing jump double vent = 'running' jump triple vent = 'perfect' running jump

Enemies: Pig-oid 1 Hover Mech 1


Part Two

Description: Duke climbs down a fire escape on the side of a huge brick building and the camera rotates 90 deg as he climbs down onto a network of fire escapes and building ledges.

Platforms: fire escapes building ledges window washing elevators fire escape ladders

Obstacles: pits decaying ledges (Crumble and fall apart when Duke steps on them or they are shot. Spotting them becomes the challenge. Shooting them when enemies are standing on them to drop the enemies. Shooting them to gain access to secret areas. Shootable destroyable only. Monster/Duke stand on destroyable and shootable.

Enemies: Pig-oid 1 Hover Mech 1


Part Three

Description: Duke reaches the massive GLOPP Tech building where he must climb around the outside to the very top where he will battle the helicopter boss. The boss has a first stage where it will strafe Duke with a chain gun. In it's second stage, it will drop a ton of pig cops down a rope ladder who attack the player. Once you kill the waves of Pig Cops the chopper will hover near the rooftop till you jump on the ladder. You then hang from the ladder battling both the gun turret and dodging buildings until finally the chopper explodes dropping Duke into Chinatown (E2) below.

Platforms: same as parts one and two

Obstacles: pits flat vents spinning roof vents decaying ledges

Enemies: Pig-oid 1 Hover Mech 1

Fem Mech 1
DNMP Episode 1 1.PNGDNMP Episode 1 2.PNG

Episode Two

Text version Image version
Episode Two


Working Title:

 Chinatown Chiller

Level Designer Assigned:

Jason Smith

Texture Artist Assigned:

Dave Manuel

Orig. Milestone Start Date:

Monday, Jan 15th

Orig. Milestone Finish Date:

Monday, Apr 16th

Must be completed for:

Milestone 4

Guns used in this episode:

Pistol, Assault Rifle, Pipe Bomb

Introduce Weapon:

No

Night descends on Chinatown and Duke fights his way through the tangle of stores and back alleys to get to the subway. The Chinese Mafia is serving as a front for Dr Protons GLOPP distribution. Duke must go straight to the source and kill the mafia boss.

Part One

Description:

Duke drops from the sky and lands in a dumpster throwing garbage everywhere. After a funny one liner he emerges in a dimly lit seedy alley (Akira for reference). Chinese posters cover the walls. Garbage and old boxes litter the street. Wires and laundry hang from above. Duke battles his way through a tangle of back alleys. Trucks carrying crates of GLOPP, Pig cops and Kung Fu Gators.

Platforms: Dumpsters Parked cars/trucks Street Fire escapes (REUSE E1)

Obstacles: Fence (corrugated steel) Fence (chain link) Brick walls

Custom Entities: Dumpsters, Duke can crouch inside these to hide from enemies and attack them from behind. Trash can, Breaks throwing garbage and or rats and roaches. Box of trash, Breaks throwing garbage and or rats and roaches.

Enemies: Pig oid 1,2


Part Two

Description: Duke blasts his way out of the alley and onto the streets of Chinatown. Neon signs, restaurants, fish markets, and other misc. shops serve as a backdrop. Duke spends a lot of time jumping from storefront to storefront avoiding Taxis/Trucks by standing on awnings/ledges.

Platforms: Parked cars/trucks (REUSE E2 P1) Awnings Ledges on building fronts (REUSE E1)

Obstacles: Taxi/GLOPP truck, Drives by fast, must jump over, avoid, destroy.

There are a finite number of vehicles in an area and duke can destroy them to obtain hidden nukes. Avoiding the vehicles should be easier than destroying them. When the vehicles take damage they should slow down a bit so duke can finish them off. One trick will be for duke to crouch and shoot the wheels of the vehicles causing them double damage. These "drive by" areas will be clearly separated from other areas in the Part by forcing duke to traverse a short alley section immediately before and after. Audio cues will alert the player to oncoming traffic.

Enemies: Pig-oid 1,2 Gator-oid 1


Part Three

Description: The heart of Chinatown is high contrast with many dark and brightly lit areas. Enemies will hide in shadows. Blinking lights, strip clubs, liquor stores (still Chinese). The final battle will take place in the back alley behind the techno Club known as "Club Ming". It's a dance party of death and destruction. ;) Here in the back alley will be a boss. After defeating the boss the boss will use his dying words to laugh at duke and tell him he's about to explode if he doesn't defuse the GLOPP bomb in 10 seconds! (This will be the easiest defuse later episodes will be harder.) Duke will then enter an open manhole and climb down into a small section of sewer where he will find and defuse the bomb. Thus endeth the level.

Platforms: Parked cars/trucks (REUSE E2 P1) Awnings (REUSE E2 P2) Ledges on building fronts (REUSE E1)

Obstacles:

bbb ?

Enemies: Pig-oid 1,2 Gator-oid 1,3(mini-boss)

Fem Mech 1,2
DNMP Episode 2 1.PNGDNMP Episode 2 2.PNG

Episode Three

Text version Image version
Episode Three


Working Title:

Metro Madness

Level Designer Assigned:

Robert Travis

Texture Artist Assigned:

Todd Marshall

Orig. Milestone Start Date:

Monday, Jan 29th

Orig. Milestone Finish Date:

Friday, Apr 6th

Must be completed for:

Milestone 4

Guns used in this episode:

Pistol, Assault Rifle, Pipe Bomb, GLOPP Ray

Introduce Weapon:

GLOPP Ray

Duke takes his fight underground as he battles it out in the flickering fluorescent hell known as the New York underground. GLOPP from Protons lab has leaked into the subway system and caused the roaches to mutate into Roach - Oids.

Part One

Description: Duke will fight his way down the length of various subway platforms. Graffiti, old posters, newsstands, trash, flickering fluorescent lights, garbage cans, old broken tiles, benches. The subway stations should be multilevel with tracks going in different directions.

The key concept here is that the Roach-Oids have taken over the subway system and you have to battle your way through tons of the bastards to get to P2\. They have set up all sorts of "nesting" material (trash) and various obstacles to stop you. Roach "nests" ("aliens like" cocoons of slime) will always be found near broken barrels of GLOPP.

At the end of part one Duke will correctly deduce that the GLOPP seems to be coming from Central Station. He'll make some crack about pollution or something and then head off to the next part.

Platforms: Subway Platforms Pipes on walls Suspended catwalks Escalators Stairs

Obstacles: Gutted subway seat barricades Ripped off pipe sections Electrified tracks, duke must find a switch to turn these off. GLOPP spills, Duke must jump these or take constant damage while he walks over them.

Enemies: Roach-oid 1 Rat-oid 1 Roach


Part Two

Description: Duke must make his way to Central Station. Where he will catch the last train to the docks. This area is somewhat maze like with some areas that loop back to earlier areas if you go the wrong way. Duke will have to blast his way through some sections.

Platforms: Train tunnels (REUSE E3 P1) Pipes (REUSE E3 P1) Brick walkways by the side of the tracks Catwalks by the side of the tracks (some REUSE E1 Fire Escapes?)

Obstacles: Passing trains, Trains will honk their horns before they go by. Duke will have to progress to the next part of the tunnel without getting mowed down by the trains. Spilled GLOPP (REUSE E3 P1) Roach nests (REUSE E3 P1)

Enemies: Roach-oid 1,2 Rat-oid 2 Roach Gator


Part Three

Description: When Duke arrives at Central Station he will immediately catch a train. The train has been taken over by the roach-oids and duke must battle his way to the front and stop it. Some of the cars will have the roofs torn off and or locked doors so Duke will have to travel over the top of the train or find keys to proceed. When Duke gets near the front of the train he has to battle the Mini Boss on the rooftops. At the end of the battle the train crashes and Duke is thrown from the roof.

Platforms: Inside Train Train Floor Upturned seats

Obstacles: Hanging from the roof bars over spilled GLOPP Ducking under: Arches, Roof supports, Signs

Enemies: Roach-oid 1,2,3 (mini-boss) Rat-oid 1,2

Roach
DNMP Episode 3 1.PNGDNMP Episode 3 2.PNG

Episode Four

Text version Image version
Episode Four


Working Title:

Unholy Underworld

Level Designer Assigned:

Chris Voss

Texture Artist Assigned:

Todd Marshall

Orig. Milestone Start Date:

Monday, Apr 30th

Orig. Milestone Finish Date:

Friday, Jul 6th

Must be completed for:

Milestone 5

Guns used in this episode:

Pistol, Assault Rifle, Pipe Bomb, GLOPP Ray

Introduce Weapon:

No

Duke delves deep into the musty stench of New Yorks' long forgotten underworld. Here the denizens of the underworld have been horribly mutated by Dr. Protons waste GLOPP. Crumbling brick, rusting wrought iron, collapsing ceilings, slimy pipes, dark passageways, decaying old subway cars, lost subway stations and building basements.

Part One

Description: After the train wreck Duke is left stranded in the sewers. He must navigate his way through a maze of sewer pipes. Waist deep water, pools of GLOPP, GLOPP leaks. Duke works his way slowly deeper and deeper under the city.

Platforms: Pipes (on top of) Half pipes (inside of) Sewer tunnels Sewer Pipes

Obstacles: Broken pipes, Duke must run off the edge. Since he can't jump he'll fall and hang onto the other side of the break. Steam jets, Turn on and off on a timer. Or can be turned off temporarily or permanently using valves. Water slows dukes movement. Jumping Gators, When Duke is waist deep in the water Gators will leap out of hiding from underwater and land on the game track to fight him.

Enemies: Gator-oid 1,2 Gator Roach-oid 1,2 Roach


Part Two

Description: This is the Train Graveyard. Destroyed subways and train stations in a deco style. Very dusty and dry environment. Cobwebs everywhere, broken glass windows. Piles of dust, dirt, broken bricks, wooden beams are everywhere. Dukes and monsters footsteps, explosions, and other collisions throw up dust clouds. Near the end of this section Duke will begin to see more signs of GLOPP and recent activity. Barricades of bricks and wood will block his way. Eventually he will reach a large wooden elevator going down. As he travels down he will be attacked from all sides till finally the elevator engine at the top is destroyed and he crashes to the lower level.

Platforms: Old parked trains. Tops of trains, inside trains, under trains. Ancient subway platforms. Access Tunnels Wooden Scaffolding

Obstacles: Collapsing Floors Collapsing Ceilings Destroyable Brick Walls. Dust clouds (fog + particle systems) Makes it hard to see enemies etc.

Enemies: Gator-oid 1,2 Gator Roach-oid 1,2 Roach


Part Three

Description: This is essentially a "boss stage". Duke finds a stopped train (in the old style) and gets on the back. He fights his way through it to the front. This stage is dominated by roaches. Who are attacking him from all sides (protecting their queen) When Duke gets near the front of the train he will be forced up onto the roof due to the first car being locked. After jumping down he will locate the queen in her lair. The queen awakens and attacks (still attached to her egg sack) eventually she will throw barrels at duke (some explosive, some GLOPP) and eventually she will blast the front of the train open. Duke can then access a lever inside the destroyed car which will activate the train. When he does this the whole place starts collapsing (falling bricks etc) and duke will be forced to stay on-board or be killed. As the train accelerates the queen will follow behind and duke will attack her from the moving train. Eventually the train will crash and we will fade to black. When we come back up duke will bust out of a pile of rubble and say something witty. After a short pause the queen will burst out of pile of rubble. Duke will fight it out with her in a final battle. This room will have big blocks of ceiling to shoot that fall on the queen doing lots of extra damage. After the queen dies duke will make a witty comment and a huge section of wall will collapse revealing a dark passageway&ldots;

Platforms: Tunnel Floor Train Roof, Inside

Obstacles: Locked train doors. Duke must duck/jump beams and lights while on the roof of the train. Hanging from the roof bars over spilled GLOPP (RE-USED from E3) Ducking under: Arches, Roof supports, Signs

Enemies: Gator-oid 1,2 Gator Roach-oid 1,2,3 Roach

Roach Queen (BOSS)
DNMP Episode 4 1.PNGDNMP Episode 4 2.PNG

Episode Five

Text version Image version
Episode Five


Working Title:

Fearsome Factory

Level Designer Assigned:

Robert Travis

Texture Artist Assigned:

Mike Buck

Orig. Milestone Start Date:

Monday, Apr 9th

Orig. Milestone Finish Date:

Friday, Jun 15th

Must be completed for:

Milestone 5

Guns used in this episode:

Pistol, Assault Rifle, Pipe Bomb, GLOPP Ray, Pulse Canon

Introduce Weapon:

Pulse Canon

Rusty machines and robotic henchmen await Duke in this GLOPP packaging plant.

Part One

Description: Duke begins this leg of his journey in near darkness. Only a few tiny lights are visible here and there giving some clue of what is around him. Some areas in the background will be dimly lit giving the impression of a large factory. The player will hear all sorts of machinery working away as he travels. Eventually he will come across a blinking glowing switch which when activated will light up large areas of the factory. He will have to activate this switch to be able to find his way out of the initial area. This area is a bit more oriented towards thinking puzzles with lifts / switches and keys dominating the play. Eventually Duke will activate 3 switches which will start a conveyor belt taking to Part 2.

Platforms: Catwalks Walkways Small Pipes (can be hung from)

Obstacles: Darkness (this becomes an obstacle making it hard to navigate the map) Locked doors with hidden keys and or keys held by monsters. Huge vats of GLOPP duke must jump over them. Falling in will kill him.

Enemies: Rat-oid 1 Hover Mech 1


Part Two

Description: Conveyor madness. Duke will navigate a series of moving conveyors carrying barrels of GLOPP. He will have to avoid/destroy mashers slicers and lasers. Eventually they will take him into the heart of the GLOPP machine where he must destroy the inner workings to finally shut it down. There should be 3 main "Nozzles" that fill Barrels with GLOPP to be blown to hell as well as many other bonus chunks of machine that will explode when shot.

Platforms: Conveyors Pipes (duke hangs from these) Access tunnels

Obstacles: Drum sealer will crush Duke if he is hit by it. Timing puzzles. Laser GLOPP enhancer will burn Duke. Different heights force duke to jump and duck while on the conveyor. Timing Puzzles. Reject Chutes will drop Duke down to earlier areas. (or into a death pit?)

Enemies: Rat-oid 2 Hover Mech 2 Security Mech 1


Part Three

Description: Duke emerges from the broken machine into another huge factory room, where he finds a number of large vats containing GLOPP. He must fight his way over each one to the environmental controls at the far side, avoiding a deadly fall into the green goo, to reverse the process and destroy the GLOPP. After that, duke must fight his way up many catwalks past offices and labs of the factory. Eventually reaching the ceiling where he fights the factory boss, Rat-oid 3, in a large glass room overlooking the factory.

Platforms: GLOPP vats Catwalks Walkways

Obstacles: GLOPP vats (difficult jumps must avoid falling in)

Enemies: Rat-oid 1,2,3 (mini-boss) Hover Mech 1,2

Security Mech 1
DNMP Episode 5 1.PNGDNMP Episode 5 2.PNG

Episode Six

Text version Image version
Episode Six


Working Title:

Shipping Strain

Level Designer Assigned:

Jason Smith

Texture Artist Assigned:

Dave Manuel

Orig. Milestone Start Date:

Tuesday, Apr 17th

Orig. Milestone Finish Date:

Monday, Jun 25th

Must be completed for:

Milestone 5

Guns used in this episode:

Pistol, Assault Rifle, Pipe Bomb, GLOPP Ray, Pulse Canon

Introduce Weapon:

No

Duke must fight his way though the treacherous corridors of an oil tanker converted by Proton to transport GLOPP from the factory out to the oil platform.

Part One

Description: Da Docks. Duke emerges from the underground hell and must battle his way across many moving lifts, cranes, and stacked (shipping) GLOPP containers. The hull of the converted GLOPP oil tanker. Is in the background. He eventually makes his way to the back of the ship where he enters through an unguarded door.

Platforms: Ladders on the side of the ship Hanging steel crates Stacked steel crates Gang-Planks Parked GLOPP trucks (REUSE E2 P1)

Obstacles: Cranes lifting crates will raise and lower as both platforms and crushers. Gator - Oids will push boxes off the deck of the boat to crush duke.

Enemies: Glopp-oid 1 Gator-oid 1,2


Part Two

Description: Duke takes a few steps forward along a metal floor and suddenly it opens dropping him into a giant trash compactor (3 to 5 screens wide at first) (star wars for ref) He will fight a few rounds of Glopp - Oid 1's and then a few rounds of Glopp - Oid 2's. Then a large laser mounted on a horizontal slide at the top of the screen will become active and begin blasting the trash as the compactor activates slowly crushing everything. Duke must dodge and blast the laser at the top of the room while at the same time killing the final wave of Glopp - Oid 2's that appear. When the laser is destroyed a door will open in the middle of the compactor which duke can escape through.

Platforms: Waist deep in trash.

Obstacles: See above

Enemies: Glopp-oid 1,2 Gator-oid 2,3


Part Three

Description: Duke must fight his way through the halls and storage areas inside the ship. Eventually making his way forward and upward to the front deck where he will fight the GLOPP brain (Glopp - Oid 3). By the time duke has gotten to the front of the ship a storm will have started (mgs2 for ref). Lightning cracks in the background and rain pours from the sky. The ship is underway and will pitch back and forth causing crates to slide around. Duke must avoid being crushed while he fights his enemies. Once Duke defeats the Glopp - oid 3 the ship will crash into the side of Protons oil rig.

Platforms: Hallways Storage areas Topside ships deck (steel)

Obstacles: Doors that face the camera will open and Pig - Oids and or Gator cops will jump out to surprise Duke. Sliding crates. Flooding compartments. Duke must make his way through areas as they flood. If the water gets too deep duke drowns. (timed areas)

Enemies: Pig-oid 1,2,3 Gator-oid 1,2,3

Glopp-oid 3 (mini-boss)
DNMP Episode 6 1.PNGDNMP Episode 6 2.PNG

Episode Seven

Text version Image version
Episode Seven


Working Title:

Deviant Drilling

Level Designer Assigned:

Sean Lynn

Texture Artist Assigned:

Todd Marshall

Orig. Milestone Start Date:

Monday, Apr 16th

Orig. Milestone Finish Date:

Friday, Jun 22nd

Must be completed for:

Milestone 6

Guns used in this episode:

Pistol, Assault Rifle, Pipe Bomb, GLOPP Ray, Pulse Canon, PRPG

Introduce Weapon:

PRPG

Duke must fight his way though the treacherous corridors of an oil tanker converted by Proton to transport GLOPP from the factory out to the oil platform.

Part One

Description: Duke must climb up the underbelly of the oil platform through a tangle of mesh catwalks and slippery ladders. The storm is still raging. Duke will battle mostly Pig - Oids in this part. Eventually he will walk into the tangle of pipes and hanging equipment near the center of the platform. Dangling precariously from pipes and chains and finally winding his way upwards around the massive drilling core. The core itself activates every 3 seconds and Duke must avoid climbing it while its active otherwise he spirals downward and loses ground, eventually hitting the surface of the water and drowning.

Platforms: Catwalks Pipes Ladders

Obstacles: Difficult jumps Wet platforms (duke will slip and slide when moving) Rusty Platforms crumble soon after duke attacks or stands on.

Enemies: Pig-oid 1,2,3 Hover Mech 1,2


Part Two

Description: Inside the rig. This should be a very industrial area with lots of big machines, steam, oil slicks pistons etc. The challenges should be based on the slick oily world with slanted walkways and deadly drop-offs. Duke has to be careful of explosions and fire when he is standing on slick oil surfaces. Otherwise he can set fire to the oil briefly burning him. The oil can also be used offensively by burning enemies who are unfortunate enough to be standing in an oily area when duke tosses a pipe bomb. Eventually duke works his way to the upper levels of the oil rig where he takes to the scaffolding.

Platforms: Catwalks Machine room floors

Obstacles: Giant pistons, timing jumping puzzles. Avoid being squished. Steam jets. Timing. Oil slicks Hooks on chains:

Duke can jump and grab hooks on the end of chains which will pull him upwards for a set amount of time. Duke will have to jump off at the right moment to reach certain areas. He will also have to grab the chain at the right moment to avoid any trap he might reach along the way. There may also be roof "damage areas" which hurt duke if he holds on too long.

Enemies: Fem Mech 1,2 Pig-oid 2,3 Hover Mech 1,2


Part Three

Description: Duke must climb to the top of the derrick where he hopes to find the answer to what Proton is using the oil platform for. He'll climb his way higher and higher. Battling Hover Mech 2's till he reaches various platforms where he'll face Fem Mech 2's. At the core of the tower is a big high cable that sparks with electrical power. The higher he goes the more difficult it will become. Eventually he'll reach the top where he will enter a rather more high tech looking building at the top. It's covered in antennae and blinking lights. Every few seconds a huge laser bursts from the top and streaks off into the sky. Duke should make a comment about how oil derricks are supposed to spew oil not lasers and go inside to investigate. Once inside he will see a huge machine in the center of the cylindrical room that is teleporting crates. Here he will face a horde of Fem Mech 2's and finally a Fem Mech 3\. After defeating her he will step into the machine and teleport himself to the final episode.

Platforms: Ironwork Beams Ladders Catwalks Gratings

Obstacles: Hooks on chains. (RE-USE E7 P2) Rusty platforms and ladders. (RE-USE E7 P1)

Enemies: Fem Mech 2,3

Hover Mech 1,2
DNMP Episode 7 1.PNGDNMP Episode 7 2.PNG

Episode Eight

Text version Image version
Episode Eight


Working Title:

Orbital Oblivion

Level Designer Assigned:

Sean Lynn

Texture Artist Assigned:

Mike Buck / Jeramy Cooke

Orig. Milestone Start Date:

Monday, Jun 25th

Orig. Milestone Finish Date:

Friday, Aug 31st

Must be completed for:

Milestone 6

Guns used in this episode:

Pistol, Assault Rifle, Pipe Bomb, GLOPP Ray, Pulse Canon, PRPG

Introduce Weapon:

No

Protons orbital laboratory is futuristic deathtrap. Duke must stop Proton from transferring his brain into a giant GLOPP powered robot that will destroy the world.

Part One

Description: Duke teleports into Protons giant space station. He has arrived in a vast GLOPP storage area. High tech cranes and impossibly huge stacks of GLOPP barrels fill the room. Duke must find his way out of the storage area climbing over giant stacks of barrels, unlocking security doors and eventually jumping on the back of a giant high tech HGT (hover GLOPP transport) where he is whisked away to Part 2.

Platforms: Stacks of GLOPP crates and barrels. Space Station floors Hover Skids (these are essentially "driveable" platforms that Duke can use to access areas. They only slide from left to right and can be used to mow down enemies.

Obstacles: Low Gravity, The entire space station uses low gravity. This affects pipe bomb trajectories as well as Dukes jumping height and falling speed.

Enemies: Security Mech 1,2 Hover Mech 2,3


Part Two

Description: Duke rides the back of the HGT (through space?) for a short while battling various hover mechs until the HGT crashes into a security door setting off a bunch of alarms and clearing a path for Duke. Then he must fight his way though the Fem Mech infested computer labs where up becomes down and down becomes up.

Platforms: Lab Floors Walkways Hover Pads (elevators)

Obstacles: Duke must duck and jump to avoid various obstacles as the HGT moves. Holo-Pads (solid-holographic floors that deactivate when duke steps on them) Teleporters. Duke must activate and navigate a maze of teleporters to get to the right locations. They will have a light on them that turns from green to red. If the light is red Duke is DEAD! Eventually Duke will arrive at the entrance to Protons "secret robot lab". (It should be labeled as such)

Enemies: Security Mech 2,3 Hover Mech 3 Fem Mech 2,3


Part Three

Description: This is one huge tall room that contains a giant robotic version of Duke that Proton has created to destroy New York (and presumably the world). Duke starts down by the feet and fights his way up various catwalks and futuristic scaffolding till he gets to the head where he'll have the final showdown.

Platforms: bbb ?

Obstacles: bbb ?

Enemies: Security Mech 2,3 Hover Mech 3

Fem Mech 2,3
DNMP Episode 8 1.PNGDNMP Episode 8 2.PNG

Weapon Info

Assault Rifle

Text version Image version
Assault Rifle


<Official Weapons Specs Coming Soon>

 

Weapon Strategy

The assault rifle is for large crowds (4-8) of enemies lined up in front of duke. It should also be effective against air enemies due to it's spread.

  • It has a bit of spread so at long range some of the bullets will miss.
  • Bullets do less damage than from the Golden Eagle
  • Has a spin up/spin down time.
 
DNMP Weapon 1.PNG

GLOPP Ray

Text version Image version
GLOPP Ray


<Official Weapons Specs Coming Soon>

 

Weapon Strategy

Designed by Proton to keep his unruly mutant workers in line, the Glopp Ray will "devolve" any critter it hits. A creature must be take a certain amount of "glopp ray damage" before devolving / hypering. As time passes, creatures that have been hit will slowly heal from "glopp ray damage". The devolved critters can then be stomped on, blown up, or ignored as desired. As a side effect it also "super charges" any "mech" enemies in the game. Causing them to go into a "hyper" or berserk mode (base speed and rate of fire increased by 30%) and shortly thereafter explode.

  • Medium Range
DNMP Weapon 2.PNG

Golden Eagle Pistol

Text version Image version
Golden Eagle Pistol


<Official Weapons Specs Coming Soon>

 

Weapon Strategy

The Golden Eagle is Duke's primary weapon.

  • Shoots through 1 enemy.
  • Has a significant reload delay.
DNMP Weapon 3.PNG

Kick

Text version Image version
Kick


<Official Weapons Specs Coming Soon>

 

Weapon Strategy

This is Dukes most basic and versatile attack. He can use it if he runs out of ammo and to open secret areas if he's out of pipe bombs (only by kicking explosive drums). I'ts "intermediate" function is to open ammo crates without exploding them this getting extra ammo.

  • Short range
DNMP Weapon 4.PNG

Pipe Bomb

Text version Image version
Pipe Bomb


<Official Weapons Specs Coming Soon>

 

Weapon Strategy

Pipe bombs are a very open ended. They can be used to set traps for tough monsters, open secret areas, or just plain blow shit up.

  • Slow rate of fire.
  • Multiple bombs can be thrown / dropped and then triggered at once.
  • Rare ammo.
DNMP Weapon 5.PNG

PRPG

Text version Image version
PRPG (Pneumatic Rocket Propelled Grenade)


<Official Weapons Specs Coming Soon>

Weapon Strategy

This thing is just bad-ass. Basicly a rocket launcher. It's only real drawback is that it can't be used in confined spaces and at close range. Due to the splash damage the explosions will cause.

  • Rare ammo.
DNMP Weapon 6.PNG

Pulse Cannon

Text version Image version
Pulse Cannon


<Official Weapons Specs Coming Soon>

Weapon Strategy

The pulse cannon allows the player to trade between damage and speed depending on how long they hold down the trigger. If pressed rapidly it fires little balls of energy that do little damage. Held down and released it launches a huge ball of energy they obliterates almost any critter. If charged too long it will explode, badly injuring Duke and anything nearby in the process. (combo with invulnerability)

  • Long range
  • Auto balances damage VS speed VS ammo consumed.
DNMP Weapon 7.PNG


(Source: Original TCRF research)