I remember learning about this a couple of years ago, probably back in 2014. Use actually know someone who worked at 3D realms, and I believe I had a tiny talk with them about the release of early Duke builds, I believe they also mentioned that they were working on bombshell at the time. Great to see someone digging in depth into this prototype, You eared my sub
Thank you! Yeah, there was some talk about them releasing a wealth of prototype content, but unfortunately they're not allowed! It's out there somewhere though, hopefully it will see the light of day, someday... :) I'm crossing all my fingers here. I appreciate the support and look forward to chatting with you again :) Cheers!
Interesting video, I've watched the trailer multiple times, but never noticed the (speculated) item pickup or how each place had a unique name on the security cameras. I like how you recreated the trailer in LameDuke too
Thanks man. I've noticed you watching and commenting on my videos lately - and it is very much appreciated. I've already been made aware of even older versions, so I'll be making more vids on this subject! I appreciate your support. Cheers! :)
@@revenantevil Wow! I never knew there was even older than IIID, or are you talking about Ken Silverman's build demo? I think I heard that the map from it was used in it was used in Lameduke.
Fingers crossed it comes to light one day. Would be so cool to see how many levels there are, what the other weapons (if any) looked like... and of course, more unseen enemies would be nice! Thanks for the support :)
The weapon pick-up looks an early voxel model for me. IIRC voxel models where available when Duke Nukem 3D was in development but it was buggy so they drop it until Shadow Warrior. The same happened with 'Room-over-room'. Actually, the DN3D sources include voxel and ROR testing stuff (both pograms, models and maps).
Man, you think so? That's interesting! I'd love to have gotten a better look at what the voxels were like at this time. I think they look fantastic in Shadow Warrior. You seem to know your stuff man! Thanks for the insightful comment :)
DN3D is one of my favourite games. When they released the game and the engine sources I read all them and the documentation, and also asked in forums and to Ken Silverman and George Broussard directly (both were very kind answering and writing articles).
That's a good point, it may have been! I don't think there's anything behind there, although that doesn't mean they weren't planning on it! Thanks for the comment :) Cheers
Fantastic deep dive! I love this kind of obsessive analysis on game prototypes, and I can't wait to see what you've got regarding other builds you mentioned in other comments here. Random question: Do you know of any prototypes or betas of the original 6DOF FPS Descent by Interplay? All I can find out is that it was originally titled "Miner" and then "Inferno" (or vice versa).
Thanks man! I appreciate it. I'm constantly looking into new things to make videos on, but I'll have to look into Descent as I don't know anything about it unfortunately! I keep getting distracted and making new videos and not finishing old ones haha. I appreciate your support, means a lot. :)
Me too man! We are unfortunately missing some crucial builds in between. I've just found some amazing videos (that aren't easy to find) on builds that use final levels... one that may probably have the first instance of the final enemies. Stay tuned. Thanks for the comment! :)
@@revenantevil OOH do show and discuss em... If you spot more content like this... Could be cool to see unused content dug up in Duke retail to see if any of these old things are still in the files
old vid, don't care gonna comments anyway: Duke 3D's prototypes are endlessly fascinating to me, because I don't know of another game whose pre-release builds are _this_ far from the final product. It's amazing how _little_ actually made it to release. Like, even Lameduke, which was much further along than these, barely saw any of it in release. Not even levels, with two exceptions. And one of them isn't even a full level, just a room. If I ever got the chance to talk to George, or Allen, or Todd, or really anyone who worked on DN3D since inception, I would immediately ask _what_ and _when_ the Duke 3D we know today was conceptualized. Because it wasn't in _any_ of the known betas besides 0.99. All of this may as well be a completely unrelated game. It's that far removed. And I wanna know _so badly_ how that happened. Not because of a better/worse thing, but because there _has_ to be a story to it. Not other game I can think of was this strikingly different.
0:23 "Legal issues" 3D Realms never had any rights to the IP. The "3D Realms" of back then (which was just Apogee under a different label, not a separate company) no longer exists. What we have now are a group of pretenders.
That drone is very similiar to one in Zero Hour: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-vNMcR_GD3qU.html Were these old assets included in the Duke 3D source code package they recieved for Duke 64? 🤔
For 6:30, I really believe it could be a timestamp like hh:mm:ss to give the player an idea about where he is looking (camera name) and what time is it. Just a guess but considering it for 1996/1997 was a hell of an innovation! And we can see that the numbers increment like seconds :D