The BUILD
© Game List v12-26-2014 Release
30 © RTCM Corvin
This area of the site provides a complete list of games Based on the BUILD Engine. Some
are in their Alpha or Beta states (not finished) and are provided here for
completeness. This list also indexes Ken Silverman's BUILD (c) source code and game.
Most if not all games based directly off of 3DRealms code are compatible with RTCM's entire content; like documents,
tools and supporting resources. These are shown below and are marked as
'standard' indicating those particular games are closest in design to each
other. Some teams have coded their own game and may contain enhanced performance and
features, such as 3D Depth Sound, Windows Frontends and Enhanced CON's just for
an small example, see specs and features section below for more
info.
BUILD Game List / Pages |
List of Official Released Games |
List of Released Games / Patches |
BUILD Game Specifications and Features
The list below is RTCM's pages dedicated to each game. The pages explain what the game is, they
also provide details and reviews of the game. You'll find some of these pages provide
graphical displays and moving animation.
- BUILD Based Games : Index
Build Engine Games
A list of releases, official type.
|
Witchaven |
Capstone Software |
Intracorp Entertainment Inc./Eidos |
7/1995 |
.Art
(Map Format 6 w/custom ext) |
TekWar |
Capstone Software |
Intracorp Entertainment Inc. |
8/1995 |
.Art
(Map Format 6 w/custom ext) |
Duke Nukem 3D v1.3D |
3D Realms |
FormGen/GT |
1/1996 |
*Cons, .Art, .GRP
(Map Format 7) |
Witchaven II: Blood Vengeance |
Capstone |
Intracorp Entertainment Inc./Eidos |
5/96 8/5/1996 |
.Art (capable of stuff.dat)
(Map Format 7 w/custom ext) |
Fate (demo) |
DogBone Software (Intracorp) |
Intracorp Entertainment Inc. |
10/96 (retail canceled) |
.Art (Map Format 7) |
Duke3D Plutonium Pak v1.4 |
3D Realms |
GT/3D Realms |
11/1996 |
*Cons, .Art, .GRP |
Duke3D Atomic Edition v1.5 ("Special Edition" at Wal-Mart) |
3D Realms |
GT/3D Realms |
11/1996 |
*Cons, .Art, .GRP |
Powerslave (Exhumed) |
Lobotomy Software |
Playmates Interactive Entertainment |
12/31/1996 (US) |
.Art, .GRP(.DAT) rename stuff.dat to
stuff.grp for use with some tools. (Map Format 6) |
Redneck Rampage |
Xatrix Entertainment |
Interplay
Productions |
4/30/1997 |
*Cons, .Art, .GRP
(Map Format 7) |
Exhumed (Powerslave) |
Lobotomy Software |
BMG Interactive |
4/21/1997 (Europe) |
.Art, .GRP(.DAT) rename stuff.dat to
stuff.grp for use with some tools. (Map Format 6) |
Blood v1.0
("Special Edition" at Wal-Mart) |
Qstudios/Monolith
Productions Inc |
GT/Infogrames |
5/31/1997 |
Voxels,
(.RFF) (Map Format
own Custom 7) |
Shadow Warrior v1.2 |
3D Realms |
GT/Infogrames |
5/97 9/1997 |
Art, .GRP, Voxels
(Map Format own Custom 7) |
Blood Plasma Pak v1.? |
Monolith
Productions Inc |
GT/Infogrames |
10/15/1997 |
Voxels |
Redneck Deer Huntin' |
Xatrix Entertainment |
Interplay
Productions |
1/1/1998 |
*Cons, .Art, .GRP
(Map Format 7) |
Redneck Rides Again |
Xatrix Entertainment |
Interplay
Productions |
5/31/1998 |
*Cons, .Art, .GRP
(Map Format own Custom 7) |
NAM (NAPALM at Wal-Mart) |
TNT Team ,
Matt Saettler |
GT/Infogrames |
6/1998 |
*Cons, .Art, .GRP
(Map Format 7) |
Extreme PaintBrawl v1.0 |
Creative Carnage,
(Sheridan) |
Headgames |
11/1998 |
*Cons, .Art, .GRP
(Map Format 7) |
WWII GI |
TNT Team (GT) ,
Matt Saettler |
GT/Infogrames |
7/1/1999 |
*Cons, .Art, .GRP
(Map Format 7) |
*A BUILD Game that retains the original file formats and structure true to Duke
Nukem 3D, built off of the Duke3D Game Engine. (.con/.art./.grp/) |
|
Misc Build Engine Games
A list of special releases, unofficial or official type.
|
Ken-Build |
Ken Silverman |
Ken Silverman |
6/20/2000 (1st release) |
11-6-2002 |
.Art, Voxels,
.GRP(.DAT) rename stuff.dat to stuff.grp for use
with some tools. |
Enhanced Duke v2.0 (EDuke)
(Duke3D Update patch)
(based on WWII GI Code) |
Matt Saettler & Co.
(Co = beta testers) |
Matt Saettler/3D Realms |
7/28/2000 (1st release) |
|
*Cons, .Art, .GRP |
Duke Nukem 3D v1.0 Shareware |
3D Realms |
3D Realms |
1/29/96 |
? |
*Cons, .Art, .GRP |
Duke Nukem 3D v1.1 Shareware |
3D Realms |
3D Realms |
2/20/96 |
? |
*Cons, .Art, .GRP |
Duke Nukem 3D v1.1+
Shareware |
3D Realms |
Computer Gaming World Issue
#142 CD |
5-1996 |
? |
*Cons, .Art, .GRP |
Duke Nukem 3D v1.3D
Shareware |
3D Realms |
3D Realms |
4/24/96 |
? |
*Cons, .Art, .GRP |
Witchaven Demo v0.1 |
Capstone Software |
IntraCorp Entertainment Inc |
? |
7-21-95 |
.Art |
Witchaven Demo Patch1 v1.0 |
Capstone Software |
Capstone Software |
7/29/95 |
7-29-95 |
.Art |
Witchaven Demo Patch2 v1.0 |
Capstone Software |
Capstone Software |
8/03/95 |
8-03-95 |
.Art |
Witchaven 3 Level
Interactive Preview v1.0 |
Capstone Software |
IntraCorp, LaserSoft |
? |
9-25-95 |
.Art |
Witchaven Retail Cheat Patch
v1.0 |
IntraCorp |
IntraCorp |
10/12/95 |
10-12-95 |
.Art |
Witchaven Retail Mouse Patch
v1.0 |
Capstone Software |
Capstone Software |
11/08/95 |
11-08-95 |
.Art |
Witchaven Retail VFX1 Patch
v1.0 |
Capstone Software |
FORTE Technologies, Inc. |
? |
1-09-96 |
.Art |
Witchaven Retail VFX1/Multi
Patch v1.0 |
Capstone Software |
- |
released w/src |
3-05-96 |
.Art |
TekWar Internet Demo |
Capstone Software |
IntraCorp Entertainment Inc |
1995 |
8-15-95 |
.Art |
TekWar CD Shareware |
Capstone Software |
IntraCorp Entertainment Inc |
8/31/95 |
8-25-95 |
.Art |
Witchaven II Patch v2.0g |
Capstone Software |
- |
released w/src |
5-07-96 |
.Art |
Powerslave Beta |
Lobotomy Software |
Playmates Interactive Entertainment (US) |
unknown |
10-31-95 |
.Art |
Powerslave Beta Demo |
Lobotomy Software |
Playmates Interactive Entertainment (US) |
unknown |
1-5-96 |
.Art |
Powerslave Early |
Lobotomy Software |
Leaked |
10/26/96 |
9-24-96 |
.Art |
Powerslave Shareware |
Lobotomy Software |
Playmates Interactive Entertainment (US) |
12/18/96 |
12-12-96 |
.Art |
Exhumed Shareware |
Lobotomy Software |
BMG Interactive |
unknown |
4-11-97 |
.Art |
Blood Alpha Pack |
QStudios |
Leaked |
3/7/97 |
2-6-96 |
.Art, (.RFF
v1.48)
Use ReBUILD's RFF
extractor. |
Blood Beta v0.91 |
Monolith
Productions Inc |
Lith / PC Gamer
May 1997 #3.2 CD |
5/1997 |
1-12-97 |
.Art, (.RFF) |
Blood v0.99 Shareware |
Monolith
Productions Inc |
Monolith
Productions Inc (Lith) |
3/5/97 |
? |
.Art, (.RFF) |
Blood v0.99b Shareware &
Patch |
Monolith
Productions Inc |
Monolith
Productions Inc |
3/11/97 |
? |
.Art, (.RFF) |
Blood v0.99c Shareware &
Patch |
Monolith
Productions Inc |
Lith (think
this released as a patch only) |
? |
? |
.Art, (.RFF) |
Blood v1.0 Shareware & Patch |
Monolith
Productions Inc |
Monolith
Productions Inc |
4/24/97 |
? |
.Art, (.RFF) |
Blood v1.01 Shareware &
Patch |
Monolith
Productions Inc |
Monolith
Productions Inc |
6/13/97 |
? |
.Art, (.RFF) |
Blood v1.02 Shareware &
Patch |
Monolith
Productions Inc |
Monolith
Productions Inc |
7/1/97 |
? |
.Art, (.RFF) |
Blood v1.11 Shareware &
Patch |
Monolith
Productions Inc |
Monolith
Productions Inc |
9/23/97 |
? |
.Art, (.RFF) |
Blood v0.99b Retail Shareware
CD |
Monolith
Productions Inc |
GT (thought to be v1.0 but
an oversight) |
? |
? |
.Art, (.RFF) |
Blood v1.0 Retail Shareware
& Patch |
Monolith
Productions Inc |
GT |
? |
? |
.Art, (.RFF) |
Blood v1.0 Retail Censored
Patch |
Monolith
Productions Inc |
GT |
? |
? |
.Art, (.RFF) |
Blood v1.10 Plasma Pak &
Patch |
Monolith
Productions Inc |
GT |
10/15/97 |
? |
.Art, (.RFF) |
Blood v1.11 Plasma Pak &
Patch |
Monolith
Productions Inc |
GT |
12/18/97 |
? |
.Art, (.RFF) |
Blood v1.20 3Dfx Retail
Patch
Plasma Pack v1.11 -> v1.20 3DFX patch (v1.0
Alpha) |
3Dfx Interactive |
Monolith
Productions Inc |
?4-1998 |
? |
.Art, (.RFF),
3Dfx textures |
Blood v1.20 3Dfx Retail
Patch
Registered (non-plasma) v1.11 -> v1.20 3DFX patch
(v1.0 Alpha) |
3Dfx Interactive |
Monolith
Productions Inc |
?4-1998 |
? |
.Art, (.RFF),
3Dfx textures |
Blood v1.20 3Dfx Retail
Patch
Registered v1.0 -> v1.20 3DFX patch
(v1.0 Alpha) |
3Dfx Interactive |
Monolith
Productions Inc |
?4-1998 |
? |
.Art, (.RFF),
3Dfx textures |
Blood Cryptic Passage Add-on |
Sunstorm |
WizardWorks |
1997 |
|
|
Blood v1.21 One Unit Whole
Includes: Cryptic Passage |
Monolith
Productions Inc
Sunstorm |
GT
WizardWorks |
7/15/98 |
? |
.Art, (.RFF) |
LameDuke
(Duke3D Beta) |
3D
Realms |
3D
Realms |
6/29/97 |
12-30-94 |
*Cons, .Art, .GRP (Map Format 5) |
Duke Nukem 3D Beta v0.99 |
3D
Realms |
Leaked |
2/29/96 |
? |
*Cons, .Art, .GRP |
Shadow Warrior Beta v0.90 |
3D
Realms |
Leaked |
5/13/97 |
4-3-97 |
.Art, .GRP |
Duke3D Kill-A-Ton v1.4 |
3D
Realms
|
GT
|
1997 |
? |
*Cons, .Art, .GRP |
Duke3D v1.5 & SW v1.2 East
Meets West
|
3D
Realms |
GT |
3/1998 |
? |
*Cons, .Art, .GRP |
Shadow Warrior v1.0
Shareware |
3D
Realms |
3D
Realms |
5/13/97 |
? |
.Art, .GRP |
Shadow Warrior v1.1
Shareware |
3D
Realms |
3D
Realms |
5/26/97 |
? |
.Art, .GRP |
Shadow Warrior v1.2
Shareware |
3D
Realms |
3D
Realms |
9/3/97 |
? |
.Art, .GRP |
Shadow Warrior v1.2 3Dfx
Shareware Patch
(v1.0 Alpha) |
3Dfx Interactive |
3D
Realms |
12/?/97
(dropped by 3DR) |
? |
.Art, .GRP,
3Dfx textures |
Shadow Warrior v1.2 3Dfx
Retail Patch (v1.1 Beta=
3DR got 3Dfx Interactive to update it) |
3Dfx Interactive |
3D
Realms |
1/30/98
(week later) |
? |
.Art, .GRP,
3Dfx textures |
Shadow Warrior v1.2 3Dfx
Shareware Patch
(v1.1 Beta) |
3Dfx Interactive |
3D
Realms |
1/30/98 |
? |
.Art, .GRP,
3Dfx textures |
Shadow Warrior v1.2 3Dfx
Registered
Parental Lock (Wal-Mart) CD Patch
(v1.1 Beta) |
3Dfx Interactive |
3D
Realms |
1/30/98 |
? |
.Art, .GRP,
3Dfx textures |
Shadow Warrior v1.2 3Dfx
Registered
UK (No Shuriken) CD
(v1.1 Beta) |
3Dfx Interactive |
3D
Realms |
1/30/98 |
? |
.Art, .GRP,
3Dfx textures |
Redneck Rampage Alpha v0.7 |
Xatrix Entertainment |
Interplay / PC Gamer May
1997 v3.2 CD |
1/23/1997 |
1-20-97 |
.Art, .GRP |
Redneck Rampage: Suckin'
Grits on Route 66 Add-on |
Sunstorm Interactive |
Interplay |
7/13/1998 |
- |
|
Extreme PaintBrawl v1.01
Patch |
Carlos Cuello |
Creative Carnage |
11/8/98 |
? |
.Art, .GRP |
Extreme PaintBrawl v1.1
Patch |
Carlos Cuello |
Creative Carnage |
? |
? |
.Art, .GRP |
Extreme PaintBrawl v1.91
Patch |
Carlos Cuello |
Headgames |
12/7/98 |
? |
.Art, .GRP |
Rock'n Shaolin: Legend of the Seven Paladins (Demo) |
Accend Inc |
Published on several different
demo CDs in different states of design.
|
?Various |
9-22-94 |
.Art, .GRP
(Map Format 4) |
Rock'n Shaolin: Legend of the Seven Paladins (Full Game) |
Accend Inc |
?unknown-self? |
unknown |
9-26-94 |
.Art, .GRP
(Map Format 4) |
Rock'n Shaolin: Legend of the Seven Paladins (Patch
to Full Game) |
Accend Inc |
?unknown-self? |
unknown |
? |
.Art, .GRP
(Map Format 4) |
Corridor 8 (prototype) |
Capstone Software |
Capstone Software |
unknown |
10-4-96 |
.Art (Map Format 7?) |
|
.RFF - This is in a different format than standard GRP files, special tools required. .DAT
- rename stuff.dat to stuff.grp for use with standard GRP file
tools. * - A BUILD Game that retains the original file formats and structure true to Duke
Nukem3D. (.con/.art./.grp/) |
Here is a compiled list of features that the BUILD Engine and
Game Engines can produce. (not including EDuke, JFDuke, JFSW or EDuke32) This list
is primarily based on Duke3D even though it is not the most advanced
version of BUILD/Game Engine. Other BUILD Games are indicated like
this: [#other bld games]
There is some confusion on which part of the game that supplies
these features. In hopes to clarify this I'll explain further.
BUILD Engine: This is NOT the Map Editor. This is the
engine responsible for many of the features incorporated in the
game. If a similar feature is present in separate build game, it
maybe coded in the Game Engine or added to the BUILD Engine as an
extension. Game Engine: Some of the Game Engines are coded more advanced
then the BUILD Engine or other Game Engines. Sometimes it supplies
mapable features for the Map Editor. Most of the advanced or
enhanced features found in Blood and Shadow Warrior are coded in the
Game Engine NOT the BUILD Engine.
Map Editor: This is the program that allows you to edit maps
using what the Game and/or BUILD engine supply. Some Map Editors
have enhanced features that the Game Engine can not display.
BUILD ENGINE Features:
- Sector based.
- A 2.5D aspect engine (perspective shifting); Detailed 3D
worlds with any height, thickness or angle walls.
{Two dimensional (2D) game that is tweaked to appear 3D. The
engine contains perspective warping which limits its ability to
look straight up, straight down, and in virtually any direction
with graphic clarity as a true 3D game engine.} 4.5 D.O.F.(Depth
of Field), looking
up/down is done via shearing(stretching the screen vertically)
in Y. About 40 degrees up and down.
- Moving vehicles (restricted on "tracks" in duke3d)
- Moving sectors (Doors to swing open, staircases to move and
floors that move like a treadmill,) The floors and ceiling can
crush you or be used as elevators to reach higher areas.
- Morphing environment; Walls can move at will. Entire rooms
can be changed into new structures, or any
areas of the map, can morph in to larger or smaller areas,
crushing you or other effects. Special effects can be created such as True
hinged swinging doors that have thickness.
- Sloped/Slanted floors and ceilings. (Math co-processor used
due to a lack of free general purpose registers.)
- 2D overhead in game map mode (non-texturized / texturized
modes)
- Sprite Based, Capable of Full 3D; 3D Sprite capable without
a Voxel engine present.
[#Shadow Warrior has True Voxel objects for three-dimensional "sprites". Shadow Warrior can have Voxels on walls, Shadow
Warrior can have dynamic Voxels, one replaces the other]
[#Blood has True Voxel objects for three-dimensional "sprites",
Blood can have Voxels on walls but they are not dynamic like
SW, where one replaces the other]
- Rotating sprites
- Translucent sprites (for ghosts, explosions, windows, masked
walls etc.)
- "Wall" and "floor" - wall aligned flattened sprites
- Reflective floors. (Simulated in duke3d)
[#Lameduke and Ken-BUILD Use "True Reflective" floors]
- Stacked sectors would be a 50-50 effort on the BUILD Engine
and Game Engine programming side of things.
- Ability to JUMP over things, DUCK shots or other hazards and
CRAWL around the realistic 3D environment.
- Animated environment - Any surface can animate. Walls,
ceilings, floors.
- Mirrors. (built by building extended rooms behind the
mirrors.)
[#Ken-Build uses True Mirrors where
the extended rooms are not required]
- Multicolored lighting assigned with palette values; Lighting
effects like: Strobing, flickering, fading, total darkness and
more!
- Parallaxing backdrops up to 1024 pixels wide!
- Fully texture mapped environment (walls, ceilings and
floors)
- Screen size can be changed during game; speeds up game for
slower computers.
- Light sourcing creates pools of light from windows or any
other light source. (simulated with shading)
- Fog (Simulated in duke3d)
"Black" Fog (Controllable Visual depth); Up to 64 levels of light diminishing in the distance.
(Duke3D and games based on it where reduced to 32 levels, The
reason is that at one time, Duke3D had 64 shades in their "palookup"
table. Then when they noticed that this extra memory used by 64
shades increased overhead and slowed down the frame rate of the
game noticeably)
- SVGA support (Pentiums); High-resolution VESA 2.0 mode (page
flipping or bank switching/Vesa 1.2) up to
1600 x 1200; with a frame rate that is not limited to 35 frames
per second; 20+ frames per second on a 486/50 (without local
bus!). A 486/66 with local bus can get frame rates of 38-40
frames per second! [#Blood and Shadow
Warrior require a more powerful system]
Game can run in unusual chained modes (Mode-X)(Ex: 360*240)
- Modem and Network play! (Synchronized only) You can link up and play against your best
friend or enemy! Custom Commit Driver; IPX , Serial w/null
modem.
GAME ENGINE Features:
- User-modifiable parameters (CONs in duke3d and a few other
Build Games)
[#WWII GI has new weapon R.O.F. and User definable
Variables in CON]
[#NAM and WWII GI use the pipebomb as a grenade, timer
CON coded]
- Duke3D Atomic: A.I Bots (added in
plutonium pak) (Ken-Bots)
[#WWIIGI has Friendly Bots, hardcode and
con coded]
- [#WWIIGI uses a new Morale System]
- Full sound card support (including Gravis Ultrasound/GUS, PAS 16, Roland,
Adlib/OPL2 FM, Sound Blaster, AWE32 etc... including General
Midi/Midi Support)
Full 8 channel stereo sound effects.
[#Blood has 3-D Depth sound]
- [#Blood and Powerslave have have
their own physics engine]
- [#Powerslave has spawning rubble
walls, non
blocking]
- Game supports different glasses/Headgear
(stereoscopic modes: Red-blue pseudo 3D effect/Crystal Eyes
virtual reality/Nuvision)
- [#Blood has moving sectors that can be
made to rotate, incline, and move in numerous other ways]
- Head canting, clockwise and counterclockwise, 360 degrees
used with headgear type of virtual viewing.
- Overlapping sectors; Rooms above rooms(Simulated in duke3d
with unseen teleporters), Bridges(Simulated
in duke3d with laying down sprites).
SoS is "Sector over Sector" where you cannot see both sectors at
the same time or it will produce the hall of mirrors(HOM)
effect.
- [#Blood, Shadow Warrior, Redneck Rampage, Witchaven, Tekwar
and Powerslave have stacked sectors/room-over-room
(ROR) effects at game load. Allows you to move between multiple
floors WITHIN a single level.]
RoR is "Room over Room" as done in SW by using sector
effects and you could look into the different floors. It is used
for transparent water. It
is much easier to make ROR for Blood with a few clicks.
[#Blood leaves the sectors where they where mapped in the editor
at map load. ("separated")]
[#Shadow Warrior moved the sectors over each other at map load.
(combined)]
[#Redneck Rampage leaves the sectors where they where mapped in
the editor at map load. ("separated")]
[#Witchaven moved the sectors over each other at map load.
(combined)]
[#TekWar moved the sectors over each other at map load.
(combined)]
[#Powerslave moved the sectors over each other at map load.
(combined)]
- [#Shadow Warrior has sectors with health points]
- Duke3D ATOMIC: Autosizing sprites and support for the new
effects like rain
- Duke Nukem actually
can FLY around his 3D
world with a jetpack!
[#Shadow Warrior has a "jetpack"-like
cheat mode. You enter god mode and press J, the player will
levitate and can then be controlled like a jetpack.]
[#Witchaven1 and II has a "fly" spell that allows you
to go up or down, forward and back.]
- [#Powerslave has simulated dynamic
light, either by
brighten the texture]
- Environment can be destroyed (Exploding walls, Breaking
glass and objects)
[#Witchaven has some destroyable
objects, Witchaven II has breakable glass.]
- Underwater swimming
- [#Powerslave has replenish able
underwater air]
- [#Blood has and option for Fog, Fog effects, depth cueing]
- Real-time shadows on the floor.
-
[#Witchaven II has reflective water, it
ripples the reflected object.]
- [#Shadow Warrior has free-movement vehicles, restricted
to one sector]
- [#Redneck Rampage RA has free roaming
Vehicles, sprite based HUD with different 'physics' for the
player character]
- [#Redneck Rampage has mirrors withOUT extended rooms
behind]
- [#Redneck Rampage has muddy surfaces that slow
player movement]
- [#Redneck Rampage uses non-crushing doors]
- [#Blood has a mappers options for non-crushing
doors]
MAP EDITOR Features:
- Map Editors are in full 3D mode, FOV (Field Of View) Change
between "3D" and 2D "Top" , changes on the fly
- Limits not set- A popular editing feature. The Maximum
Limits not set in the game and tools allows us to modify the
Build Games further, to trick it and to exploit editor bugs.
These quirks are daily designed into Maps and Mods as workable
features.
- Sector Effectors (reserved sprites) are tagged with a
numerical value to allow the Engine to dynamically change.
- [#Blood's mapedit has pulldown menus
to set map parameters]
|