URI:
       [HN Gopher] EDuke32 - Duke Nukem 3D (Open-Source)
       ___________________________________________________________________
        
       EDuke32 - Duke Nukem 3D (Open-Source)
        
       Author : reconnecting
       Score  : 197 points
       Date   : 2026-02-21 20:10 UTC (19 hours ago)
        
  HTML web link (www.eduke32.com)
  TEXT w3m dump (www.eduke32.com)
        
       | holoduke wrote:
       | Duke Nukems are still my favorite games ever. One of the first
       | game I played multiplayer with two laptops. I was 12ish years
       | old. First game was actually retaliator, but that aside. Level
       | design, graphics, sounds and the atmosphere was groundbreaking
       | those days. Wish I was that age again.
        
         | planb wrote:
         | Me too! I learnt a lot about how games ,,work" by using the
         | level editor and using more and more of the advanced features.
         | And playing your own worlds in 1vs1 serial linked multiplayer
         | mode was a whole new experience.
        
         | glenstein wrote:
         | Agreed, amazingly fun multiplayer experience. Also love Ion
         | Fury, built in the same engine and having a satisfyingly
         | tactical feel to it. What's interesting is the deep
         | satisfaction with games from the 90s being more "tactile" isn't
         | just about isometric games, it's in the shooters too. When did
         | games get clippy (as in clipping through walls), squishy and
         | plastic diminishing their feel?
        
       | iberator wrote:
       | Hail to the king, baby!
       | 
       | Duke nukem 3D is kinda the most adult shooter ever if you compute
       | the ratio of age/controversy/sex/blood/possibilities.
        
       | bitwize wrote:
       | I used eduke32 to blaze through DN3D once more on a boomer
       | shooter kick a few years back. Which arguably never ended, as
       | Doom and Quake mods make up most of my gaming time now.
        
         | everyone wrote:
         | If you havent played the Ashes 2063 mod series for DOOM I
         | highly recommend it. https://www.moddb.com/mods/ashes-2063
         | 
         | Ive played a lot of excellent doom and quake mods...
         | 
         | * brutal doom, hell on earth starter pack
         | 
         | * blade of agony
         | 
         | * Hedon
         | 
         | * quake brutalist jams 1 to 3
         | 
         | * Arcane Dimensions
         | 
         | * alien armageddon (for duke3d)
         | 
         | but that one really stand out.
        
           | malux85 wrote:
           | Ashes 2063 looks awesome thank you for sharing!
           | 
           | I downloaded the AshesStandalone_V1_51.zip file, but it looks
           | like it only contains the windows executable. For our linux
           | friends, unzip it, install gzdoom, and then run this command
           | inside the "Resources" folder to play it on linux:
           | 
           | > gzdoom -config gzdoom-ashes.ini -iwad
           | freedoom-0.12.1/freedoom2.wad -file AshesSAMenu.pk3
           | lightmodepatch.pk3 Ashes2063Enriched2_23.pk3
           | Ashes2063EnrichedFDPatch.pk3 +logfile log.txt
        
             | throwatdem12311 wrote:
             | Don't forgot to check out Ashes Hard Reset and Afterglow as
             | well.
        
         | doph wrote:
         | I was into playing and modding Doom back in the 90s and just a
         | few months ago rediscovered the community - I am just blown
         | away by the effort and creativity that is going into these
         | source ports and the indie games people are building on top of
         | them. That passion and spirit of sharing is peak Internet/open-
         | source.
        
           | esseph wrote:
           | doomhack and hex editors taught me a lot in that era
        
             | esseph wrote:
             | *DeHackEd
             | 
             | https://doom.fandom.com/wiki/DeHackEd
        
       | everyone wrote:
       | This is the most fun I've had with Duke Nukem this century
       | https://www.moddb.com/mods/duke-nukem-alien-armageddon
       | 
       | It's a sort of duke roguelike with 100's of potential levels, you
       | play through a a certain random number of them in a run. Also you
       | unlock all sorts of power ups as you progress, enemies also get
       | stronger and get random buffs. + Theyve added a load of
       | mechanics, more weapons, enemies, more playable characters etc.
        
         | npodbielski wrote:
         | Looks great! Thanks!
        
         | coopykins wrote:
         | I gotta try this!
        
       | vunderba wrote:
       | Duke Nukem 3D was probably one of the earlier FPS games that
       | really encouraged modding because of Ken Silverman's Build
       | Engine.
       | 
       | Even the enemy AI could be modified (albeit relatively limited)
       | by editing the text CON files.
       | 
       | Anyone else remember playing over LAN with friends, dropping a
       | Duke hologram in an elevator along with a bunch of pipe bombs
       | hidden at its feet?
        
         | LanceH wrote:
         | It was a wonderful collection of rage inducing weapons: pipe
         | bombs, laser trip mines, shrink ray (then step on them for the
         | kill), freeze gun (any hit shatters for the kill), and the BFG.
         | 
         | We had LAN parties and would play for hours on end with custom
         | maps we had built or downloaded.
        
           | vunderba wrote:
           | Same! We used to host "Jetpack Freeze Ray" duels which ended
           | when somebody was frozen causing them to plummet out of the
           | sky and shatter when they hit the ground~~
        
           | fragmede wrote:
           | Hail to the king, baby!
        
           | jayknight wrote:
           | > then step on them for the kill
           | 
           | I heard the sound effect of that when I read you're comment.
        
             | nurettin wrote:
             | Yeah it sounded like what I imagine pressing on a cardboard
             | of eggs would.
        
         | latchkey wrote:
         | Back when I worked at the AG Group (famous for etherpeek) we'd
         | play late at night we could hear each other screaming from our
         | offices, and I'd walk out of my office terrified. The laser
         | trips were the best. This game truly holds a special place in
         | my heart.
         | 
         | We also had a really good LAN there.
        
           | vunderba wrote:
           | Nice. The laser-trip alarm effect that would play right
           | before it detonated in your face is forever emblazoned in my
           | memory.
        
         | Postosuchus wrote:
         | Indeed, they made Level Editor available. In fact, there was
         | even a friggin' book on level design:
         | https://www.amazon.com/dp/0782118690
         | 
         | Blast from the past indeed. Many many moons ago, I came up with
         | a "bright" idea of designing a mod for Duke3D that modeled the
         | office of my then-employer (large fintech company). At least I
         | had enough sense not to boast about it - several months later a
         | crazy guy brought a shotgun to HIS former employer and made
         | national news, I don't think people would have taken my
         | creation as lightly as I did back then. Still, working on it
         | was fun.
        
       | midzer wrote:
       | Classic!
       | 
       | Play the (only?) WASM demo at https://midzer.de/wasm/duke3d/
       | (ported from https://github.com/GPSnoopy/BelgianChocolateDuke3D).
       | Miserably only software rendering right now.
        
         | AceJohnny2 wrote:
         | Offtopic:
         | 
         | > "Click here to load ~19mb"
         | 
         | Oh, how sweet...
         | 
         | The front page of reddit (not logged in) is 11 MB, logged in it
         | is 17 MB for me (variable based on media-heavy subreddits and
         | ads). Facebook's _login page_ is 8 MB. Hell, Google 's front,
         | once a bastion of efficiency (long since fallen), is 9 MB.
         | 
         | It's sad how 19 MB now doesn't even register for me in today's
         | bloated web.
        
           | esseph wrote:
           | > It's sad how 19 MB now doesn't even register for me in
           | today's bloated web.
           | 
           | I have recently mentally registered that many people look at
           | GB the same way in 2026
        
           | omoikane wrote:
           | I do appreciate that it puts up a warning instead of starting
           | automatically, maybe not so much for the 19MB part, but for
           | the fact that it plays sound.
        
         | coreyburnsdev wrote:
         | wow, first Linux crash in over a year trying to run that.
         | artifacts and unresponsive 2nd monitor, had to hard reboot.
        
       | derwiki wrote:
       | I spent a lot of time in the Duke Nukem 3D level editor, even had
       | a thick reference book. Really gave me a leg up for CAD in
       | school.
        
         | markus_zhang wrote:
         | https://dukenukem.fandom.com/wiki/Duke_Nukem_3D_Level_Design...
         | 
         | I think this perhaps to be the one?
        
       | ctoth wrote:
       | Am still looking for where I am supposed to type 'dnkroz' IRL
        
       | shevy-java wrote:
       | Hmmm. I do sometimes play old DOS games. And then the era of
       | games that followed, say ... from 1995 to 2005 or so, give or
       | take. Though quite rarely nowadays.
       | 
       | I'd wish there could be an improvement of some of the old games.
       | Not to change their character per se, but to make some small
       | modest improvements to e. g. gameplay, usability, perhaps even
       | the graphics - without killing the old flair it had. Anyone
       | remember Alone in the Dark? I liked the polygons, even though
       | nobody would use these today. So that can probably not be
       | improved a lot without ruining the old feeling. But content-wise?
       | Where is AI when you need it? Can't AI autogenerate more content
       | for those games AND also improve them modestly?
        
         | cjmcqueen wrote:
         | There are a lot of remakes of old games. Nintendo has done this
         | a lot, but one challenge is these old games all come with IP
         | and copyright, so it's hard to remake a game even with the
         | technology. You have to have ownership and a good reason to
         | believe people will buy a slightly updated game.
        
         | bombcar wrote:
         | Some of the source ports (and some of the reimagining) does
         | exactly what you want:
         | 
         | Various DooM ports go beyond replicating "vanilla DooM" and
         | even beyond updating graphics, to adding true 3D, etc.
         | 
         | VMCI and HotA go way beyond "Heroes III on modern machines"
         | 
         | Augustus expands on Julius until it's not just "Caesar 3" on
         | current equipment.
        
         | nine_k wrote:
         | > _Can 't AI autogenerate more content_
         | 
         | We have so many old books and movies. Can't AI autogenerate
         | more content so that we had more Fellini movies or at least
         | more Sherlock Holmes stories? Most worthy games have quite some
         | work behind them.
         | 
         | If all you need is more levels for old games, certainly there
         | are competent level generators for Doom and Quake, but don't
         | expect them to produce something like Arcane Dimensions.
        
         | ctoth wrote:
         | > Where is AI when you need it?
         | 
         | Back in 2003 or so some wonderful smart folks added
         | accessibility to the Quake engine. Since then, there have been
         | very few accessible FPS games.
         | 
         | I just took Claude, dropped it in the AudioQuake engine
         | directory, asked it to write up a taxonomy of the accessibility
         | solutions used to make quake accessible, waited, dropped the
         | EDuke32 source next to it, and said "Let's plan for how we can
         | make this accessible now using similar techniques."
         | 
         | I now have the beginning of a _working_ accessibility mod[0],
         | and am walking around replaying Hollywood Holocaust, something
         | I haven 't been able to do since I played with my dad (him
         | driving and me shooting). It's kind of amazing, actually.
         | 
         | I am totally blind.
         | 
         | [0]:
         | https://gist.github.com/ctoth/f955884813dd0daa497914108c467c...
        
       | bombcar wrote:
       | Mac Source Ports has signed and notarized versions of this along
       | with Raze and JFDuke3D -
       | https://www.macsourceports.com/game/duke3d
       | 
       | All ported and ready to go on Apple Silicon - they even have
       | instructions on how to extract the needed data from Steam or GoG.
        
         | internet2000 wrote:
         | Does anyone here have any background on Mac Source Ports? It's
         | where I get most of the games on my Macs, but it's a little
         | weird how there's no "here's who we are and why we're doing
         | this".
        
           | dcrazy wrote:
           | There's an email address on the About page which is a first
           | name at macsourceports.com.
        
             | bombcar wrote:
             | And a GitHub that's not hard to figure who is contributing.
        
               | deaddodo wrote:
               | Each port is also tagged with the exact project they're
               | coming from and the source.
               | 
               | It's not exactly a secret, they just don't have a vanity
               | page.
        
       | blundergoat wrote:
       | Duke Nukem 3D was my first experience urinating in a video game.
       | Hail to the king, baby.
        
         | wedog6 wrote:
         | I experienced the mirror stage twice in my life: once in real
         | life and once in Duke Nukem 3D.
         | 
         | Took me ages to realise why I couldn't kill the enemy in blue
         | uniform behind the weird portal.
        
         | wvbdmp wrote:
         | Peeing in video games appears to be alive and well:
         | https://www.youtube.com/watch?v=sL-krAqUuD8
        
       | Sarkie wrote:
       | I pirated this as a kid.
       | 
       | I've probably bought 10 different versions in the meantime to
       | make up for it
        
         | ant6n wrote:
         | Make up for what? I don't get it.
        
           | gloflo wrote:
           | For illegally copying software.
        
             | Joel_Mckay wrote:
             | Prior to the DMCA, copyright violations were a grey area.
             | In most countries, in order to seek damages a company had
             | to show users were selling copies or using IP for
             | promotional purposes.
             | 
             | Now... people are using the same RIAA/DMCA laws to hijack
             | youtube channel content from legitimate creators. The
             | damage to publishers is done by the time it is sorted out.
             | 
             | As a business, it has always been better to go after
             | distribution channels rather than squeezing customers. =3
             | 
             | https://www.youtube.com/watch?v=Q2EdZvXwh0Y
        
         | npodbielski wrote:
         | I was playing demo dozens of times. I do not think it was even
         | possible to buy it via legitimate sources at that time where I
         | lived. Great memories when I was finally beat the first ep
         | boss.
        
       | eek2121 wrote:
       | Duke Nukem/BUILD was the first level editor that sucked me into
       | level editing/mods, it is also the place where I spent the most
       | hours. I later pivoted to more professional pursuits, however i
       | killed a ton of time building new levels, and exploiting the
       | engine to an obscene level.
       | 
       | I doubt I could get back into it these days, however, I hope the
       | open source effort can inspire some awesome stuff!
        
       | reconnecting wrote:
       | Duke3D deathmatch over IPX was epic, especially to hide in secret
       | places when others didn't know them.
        
         | iancmceachern wrote:
         | Yes! And Kali!
        
           | brightball wrote:
           | I was on Kali back in the day too. Got into the top 10 on
           | Cases Ladder. One of my friends made #5 one time.
        
       | dbacar wrote:
       | From the website: "PC first person shooter Duke Nukem 3D-- Duke3D
       | for short--to Windows, Linux, macOS, FreeBSD, several handhelds,
       | your family toaster, and your girlfriend's vibrator. "
       | 
       | Why they go this route is beyond me :)
        
         | markus_zhang wrote:
         | Ah. It must be the everything can run X thing.
        
       | zer0zzz wrote:
       | This game got me into so much trouble. What a mistake.
        
         | hypercube33 wrote:
         | Care to share the story? I have no idea how my parents let me
         | play this but it was my first multiplayer online game and I was
         | hooked.
        
       | olivierestsage wrote:
       | Duke3D is one of those weird games where I don't respect it as
       | much as Doom or Quake, but I have to admit I've had a lot of fun
       | playing it at different points in my life. Some seriously great
       | memories deathmatching with friends on the opening map, and the
       | combat in the single player is often really good.
        
         | fluoridation wrote:
         | I honestly think DUKE3D is better than either of them. The
         | levels actually look like what they're supposed to be, instead
         | of abstract corridors with nonsensical props strewn about, as
         | in DOOM. It could also be my habits, but I also find the
         | DUKE3D's movement is superior to QUAKE's. I always feel like I
         | overshoot my target position in QUAKE.
        
           | olivierestsage wrote:
           | Agreed about Duke3D movement being superior to Quake's. Not
           | Doom (at least not for me personally), but I agree about
           | Quake, which feels "artificial" -- no momentum.
        
           | user____name wrote:
           | I usually set the sv_friction cvar in Quake to 6 or 8, by
           | default it's 4 and it makes the movement feel slippery. It
           | also has the instant airbrake when you hit the move backward
           | button mid jump, which is useful but pretty strange.
        
       | flykespice wrote:
       | Lol I remember playing a slenderman fangame as a kid made in this
       | engine back in 2012~. Good days
        
       | QuiCasseRien wrote:
       | Shake it baby, you wanna dance
        
       | nness wrote:
       | Blast from the past -- I made the EDuke32 logo when I was
       | teenager back in 2004. (I still have the PSD sitting around
       | somewhere...) Back then there was quite an active community on
       | the now defunct 3drealm's forums and I spent a lot of time
       | contributing icons, logos, or web dev help to different Duke
       | Nukem projects.
       | 
       | I don't think I ever properly played Duke 3D until recently,
       | picking up the "Cursed Randy Version" version on Switch. But as a
       | kid I was hooked on the level editor (and pixelated nudity.) Duke
       | 3D's custom maps scene never eclipsed the popularity and duration
       | of Doom or Quake, but there were some fantastic creations that
       | really stirred the imagination and kept me in that editor for
       | hours.
       | 
       | (There is also a port of the Duke Nukem 64 version, which whilst
       | almost identical, does have a few interesting variations which
       | makes it worth the try for a series fan.)
        
         | ciroduran wrote:
         | That early 2000's web design style, love it!
        
       | HumblyTossed wrote:
       | I preferred the platform games.
        
       | JamesLeonis wrote:
       | Doom, Duke Nukem 3D, and Dark Forces are my triumvirate of that
       | era. Of all of them, Duke Nukem felt the most interactive. There
       | are times I would clear a level of enemies, then play with all
       | the gizmos the level designers put inside like the jail cell
       | block doors of Death Row. The security cameras were so advanced
       | at the time too! They rendered their view, in real time, on a
       | wall TV. I wouldn't see that effect again until the 2000s. The
       | levels felt intuitive too, at least the Earth levels, that I felt
       | like an urban explorer in a way that Deus Ex would later capture.
        
       | markus_zhang wrote:
       | Back then I got the game from a friend, who handled me a CD. It
       | was apparently a pirated version because it has that sort of red
       | color progress bar installer.
       | 
       | I actually never made through E1L3 back in 1997, because it was
       | very confusing for someone who only had about 15-20 mins of play
       | every night -- and I had to dodge from my parents who absolutely
       | thought and still think that games are bad things.
       | 
       | But I was hooked with the end game screen which promised loads of
       | goods (I still remember this phrase ) on the CD to make my own
       | levels. Wow! I was instantly hooked! Alas, as I said it was a
       | pirated version, and there was no map editor in the installer
       | file. Back then people tend to strip any unnecessary contents off
       | from the games and zip them into a compressed file.
       | 
       | I didn't find the map editor until much later in my life. By then
       | I have lost the interest of level design (I used to dab into
       | Half-Life mapping because the pirated version was mercifully the
       | full set of the original CD so it contained worldcraft.exe).
       | 
       | Nevertheless, very good memory. I still play its mods from time
       | to time. Doom, Quake, Duke3d and Blood all have long lasting
       | communities that produce loads and loads of goods throughout the
       | years. They also built better tools and ports for us to enjoy.
       | 
       | Jeez. So many things to do, yet so little time.
        
       | VimEscapeArtist wrote:
       | I played a lot of Duke Nukem 3D multiplayer in the 90s. We
       | connected PCs with a serial cable, and later the game was
       | available in a local "internet cafe", except that cafe had no
       | internet. Just games and a local network. I spent a lot of time
       | there. Then, after several years, when I was studying IT in a
       | different city, someone approached me and asked "hey, aren't you
       | by any chance "Phantom" from that cafe? We used to play together
       | Duke Nukem.
        
       | brightball wrote:
       | Man, I used to be in the top 10 on Cases Ladder for Duke Nukem
       | when I was in high school. Good times.
        
       | bsaul wrote:
       | random fact : duke nukem had this weird configuration bug where
       | maxing sensitivity on the microsoft sidewinder strafe axis could
       | make you go much faster than possible by moving in diagonal ( the
       | sum of strafe + forward combined to a larger vector). That lead
       | to everyone in our cybercafe buying one :)))
        
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       (page generated 2026-02-22 16:01 UTC)