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 Engine Games  
A list of releases, official type.

Title Developer Publisher Release Date Features
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.

Title Developer Publisher Release Date EXE Date Features
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/)

 

 

BUILD Game Specs and Features

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]

 

  • ...and more...