
At this point, 3DRealms does not have the Quake 2 engine yet, so work proceeds with the Quake 1 engine. In April, Scott Miller announces that 3DRealms is working on a Duke Nukem first-person shooter based on the Quake 2 engine, titled Duke Nukem Forever, with the intention to release it in mid-1998. In January, 3DRealms buys a license for the Quake 1 engine by id Software and starts making levels with QuakeEd. The name is reused for the sequel to Duke Nukem 3D. 1997: The Duke Nukem Forever sidescroller is cancelled.George Broussard sees a Duke Nukem 3D user map set in the Hoover Dam, and decides that the next Duke Nukem game (at this stage referred to as Duke Nukem 3D II) must include the Hoover Dam. Joe Siegler announces on Usenet that 3DRealms is working on a sidescrolling shooter titled Duke Nukem Forever. Work on this version stops when 3DRealms decides to work on a sequel to Duke Nukem 3D. Jones would release screenshots of his work identifying it as "Duke Nukem Forever voxels from 1996", but the voxels themselves (that include objects specific to the Duke Nukem 3D campaign) prove that the DNF labeling was a mistake. Soon after the Atomic Edition is released, work starts on a never completed version of Duke Nukem 3D (1.7) using voxels made by Dirk A.



Welcome to the Duke Nukem Forever Museum, the most complete archive of material regarding the development of Duke Nukem Forever, documenting the history of the most hyped video game of all time, developed from 1997 to 2011.
