Start Not much has changed so far. Starting location was shifted very slightly. | |
Mouse over picture for 1.0 shareware |
Less details Here we start again with the detail reductions. | |
Mouse over picture for 1.0 shareware |
Less details #2 Another angle, the cash register was also simplified a bit. | |
Mouse over picture for 1.0 shareware |
More details! This time around we have more details than earlier iterations. There is a small place in the wall for the key card itself, most of the other stuff just got moved around. | |
Mouse over picture for 1.0 shareware |
Less details #3 The single palm tree was removed (It was a bit out of place) along with simplifying the top of the wall which surrounds the building. The "Duke Nukem must die!" sign was probably lowered so that it is more visible. | |
Mouse over picture for 1.0 shareware |
Demolition booth Roughly the same spot in both screenshots. A booth was added and the switches that operate the demolition got moved inside it. This was probably added as it's a bit silly to have the switches out in plain sight. | |
Mouse over picture for 1.0 shareware |
Demolition switches Aside from the slight texture scaling that was done, the switches work the exact same way. | |
Mouse over picture for 1.0 shareware |
Demolished building Some slight adjustments got done with the shapes of the ruins along with some height changes. | |
Mouse over picture for 1.0 shareware |
The sewers below One possible reason for the geometrical changes and height is the sewer entrance. Instead of having it out in the streets, it was moved inside the rubble and for that reason it has to be closer to ground level. | |
Mouse over picture for 1.0 shareware |
The sewers below #2 Due to the changed spot for entrance, it only makes sense to change the sewers to match. Mostly the geometry is identical and the ends of the tunnel got simply swapped. | |
Mouse over picture for 1.0 shareware |
Behind the toilet This was actually handled quite differently in the older iterations. Instead of a wall that acts as a door, you explode the wall behind the toilets from the other side first and you have a gate that locks your entry until you unlock it from the other side. | |
Mouse over picture for 1.0 shareware |
In front of the toilet Due to the explosion, the backside looks a bit different. | |
Mouse over picture for 1.0 shareware |
Bar overview Texture got moved around a bit in the counter along with having only one TV screen in the later version, second one can be seen in the back. Also some bottles got added near the lady. | |
Mouse over picture for 1.0 shareware |
Bar simplifying Cash register was simplified yet again along with changing the doors that have the red key card. In the later versions the doors simply slide to the sides unlike the earlier iterations which are half-open and rotate like regular doors. | |
Mouse over picture for 1.0 shareware |
More details! #2 The entrance to the air ducts got moved inside the wall by a few units. This probably also helped with guiding the player as the slope would push him inside the correct location along with providing more detail in the geometry. | |
Mouse over picture for 1.0 shareware |
Exit trap The trap got moved further away, might have been that during testing some people managed to make it to the other side safely before getting fully trapped. | |
Mouse over picture for 1.0 shareware |
Floor magazines You can find these laying around in the "forbidden" porn magazine store. | |
|
Floor magazines #2 This one seems to be inaccessible by normal means, must either be a test version of the previous screen or simply an easter egg that got removed as this got the axe. | |
|
Alternate start Hidden in the map is also an early version of the starting area! For some reason this got cut away even though it would have added more variety. | |
|
Alternate start #2 Behind the garage doors, dead doom marines surround the alternate start for some reason. | |
|
Alternate start #3 Looking back outside from the alternate entrance, probably it was deemed too complex and reduced the frame rate as the visibility range would be very big. | |
|
Extra room It is unclear where this room would have been linked in, possibly somewhere in the city streets due to the light that leaks in after the explosion. | |
Hover over the picture to see the exploded state. |