Dukeburger

Deathmatch/Power2, 4 to 10 players
Crash, 8 to 16 players
Bagman/CTF, 12 to 26 players

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“Nobody messes with MY meat.”

Dukeburger is a recreation of Duke Nukem 3D’s Episode 4 “Duke-Burger” level with various adjustments depending on the game mode. Deathmatch, Power2 (control points), Bagman, Capture the Flag, and Crash (similar to Action Quake or Counterstrike) are all supported.

The map was originally converted from its Build engine counterpart to a MAP file with sectorCut, then loaded into Trenchbroom 2024.1, modified and re-textured (still using the original Duke3D textures), and compiled with kptools 220 (QBSP, VID, QERadiant derivatives for Kingpin) and ArghRad 3.00t (these are similar to the KPrad 1.1 compilers distributed on the Kingpin CD but updated for 64-bit and have some extra features).

The health pickups have a key:model replacement with voxels from the Duke Nukem 3D Voxel Pack converted to MD2 models.

On the side of the restaurant, Duke 3D has a flat wall with a texture to represent a windowed building. This was built out with real geometry to have two levels and a balcony with a zipline that allows players quick access to the restraurant’s roof. The roof itself is also new, and the vents inside the building were connected to HVAC units and entrances on the roof that players can crawl into. Players can also access the roof from a ladder behind the building and from a ramp of debris from a nearby collapsed building.

Original Duke 3D version

Kingpin version

 

The restaurant interior was also changed to have more detail and resemble a 1990s-era McDonalds.

Original Duke 3D version

Kingpin version

 

Original Duke 3D version

Kingpin version

 

Deathmatch/Power2

This is the smallest version of the map and optimized to limit the play area to be less confusing. The S.P.C.H. building, Shop-N-Bag area, and the underground conveyor belt are all blocked-off. The spawns all have “intro” sequences that animate and play Duke Nukem 3D voices. The voice clips have timers before they can fire again so they don’t get repetitive, and the spawns are all in dark areas so spawning players won’t be spotted as easily.

Power2 adds control points to the front counter, drive-through menu, and roof at the front of the restaurant.

 

Bagman/CTF

A security monitor at the end of the original Duke3D stage shows the beginning of the next stage, “Shop-N-Bag”. This building façade is also part of the level data for Duke-Burger, so I expanded the map into this area for the Dragons’ spawn and safebag.

 

Original Duke 3D version

Kingpin version (Deathmatch)

 

This area extends from the alley at the front of the restaurant and is gated-off in Deathmatch/Power2, but open in Bagman/CTF/Crash.

The S.P.C.H. building is also open and houses the Nikki’s Boys spawn and safebag.

The basement conveyor belt area blocked-off in Deathmatch is also open, and extends from the S.P.C.H. building (Nikki’s Boys’ spawn) to the restaurant (cash spawn) and also far past its original path in Duke 3D to reach the Shop-N-Bag area (Dragons’ spawn). This gives the map a “backdoor” lane between the major areas. Alcoves were added in the walls to add cover for players and allow ambush points. Blood-stained clear “brush” panels with an original texture were added to prevent sniping in the long corridor. Colored lights on the wall indicate which base is closer while in this tunnel.

This is a large map, so columns of light rise from the teams’ safebags and the central cash drop as a visual indicator to players for points of interest. Lighted signs and team-colored graffiti also help guide players.

 

Crash

The crash team (counter-terrorists) spawn in the storage unit and the Crenshaw Mafia (terrorists) spawn in the window entrances toward the center of the map.

A zipline carries the Crenshaw Mafia from the balcony spawn to the roof. A trigger_push brush moves the player and a zipline sound effect plays when a player touches it.

 

This is a bomb-style map where Mafia attempts to plant and explode a bomb in either the restaurant kitchen or the cage/cell block of the S.P.C.H. building. These locations were chosen because they both have multiple points of entry and are difficult to defend, while also being a distance from the spawns.

The two bomb sites are marked with an X and also have columns of light that shine into the sky to guide players to them. The columns in the cage/cell area are destructible, which was further expanded in 3DMark 2001.

 


Special tricks and features

Lightswitches

The restaurant has functional lightswitches that use the key:_lightswitch property to toggle the large surface lights.

Crawling into vents

Kingpin has no mechanism to define a crawlable area or snap a player into place, and adding a ramp into these vents would be too steep and slide the player away from the vent. To make these vents accessible, most have a content:ladder brush beneath them to allow the player to move near them, then a content:mist brush with the same texture as the surrounding walls hides a small section of wall with 5-unit-tall solid brushes. This is because Kingpin will automatically push the player upward when they attempt to move into a brush that is 1-5 units taller than the brush they’re standing on. This allows the player to move into place, crouch, and move forward into the vent.

In-game appearance
Without content:mist brushes

 


Gameplay

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