Development:Duke Nukem: Manhattan Project (Windows)
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).
To do:
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Contents
- 1 Source
- 2 Logo
- 3 Editor Prototype Levels (2001-2002)
- 4 Editor Manual (2001)
- 4.1 Welcome
- 4.2 Creature Info
- 4.2.1 Babe (formerly whore)
- 4.2.2 Fem Mech
- 4.2.3 Gator (minor creature)
- 4.2.4 Gator-oid
- 4.2.5 Giant Cockroach (minor creature)
- 4.2.6 Giant Rat (minor creature)
- 4.2.7 Glopp-oid
- 4.2.8 Helicopter (BOSS)
- 4.2.9 Hover Mech
- 4.2.10 Mecha Duke (BOSS)
- 4.2.11 Pig Cop
- 4.2.12 Queen Roach-oid (BOSS)
- 4.2.13 Rat-oid
- 4.2.14 Roach-oid
- 4.2.15 Security Mech
- 4.3 Episode Info
- 4.4 Weapon Info
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 Duke Nukem: Manhattan Project editor manuals from 2001 and 2002.
File: DNMP_Prism_Help_2001_and_2002.zip (276 KB) (info)
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Logo
The 2001 editor manual includes a beta logo, that was replaced in the newer version.
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
Creature Info
Babe (formerly whore)
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| Babe (formerly whore)
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Fem Mech
Additional Artwork
Additional artwork was released by Scott Miller (Apogee/3DR Founder) for this enemy from full design document.
Gator (minor creature)
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| Gator (minor creature)
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Gator-oid
Giant Cockroach (minor creature)
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| Giant Cockroach (minor creature)
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Giant Rat (minor creature)
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| Giant Rat (minor creature)
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Glopp-oid
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| Glopp-oid
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Helicopter (BOSS)
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| Helicopter (BOSS)
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Hover Mech
Mecha Duke (BOSS)
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| Mecha Duke (BOSS)
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Pig Cop
Queen Roach-oid (BOSS)
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| Queen Roach-oid (BOSS)
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Rat-oid
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| Rat-oid
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Roach-oid
Security Mech
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| Security Mech
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Episode Info
The NNY Game Story
Episode One
Episode Two
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| Episode Two
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 |
Episode Three
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| Episode Three
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 |
Episode Four
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| Episode Four
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) |
Episode Five
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| Episode Five
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 |
Episode Six
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| Episode Six
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) |
Episode Seven
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| Episode Seven
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 |
Episode Eight
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| Episode Eight
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 |
Weapon Info
Assault Rifle
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| Assault Rifle
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.
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GLOPP Ray
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| GLOPP Ray
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.
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Golden Eagle Pistol
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| Golden Eagle Pistol
Weapon Strategy The Golden Eagle is Duke's primary weapon.
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Kick
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| Kick
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.
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Pipe Bomb
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| Pipe Bomb
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.
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PRPG
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| PRPG (Pneumatic Rocket Propelled Grenade)
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.
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Pulse Cannon
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| Pulse Cannon
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)
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