====================================================================== Title : Castle of the Damned Filename : E1M2.ZIP Author : Daniel Léonard E-mail : leonard@jsp.umontreal.ca Web Page : http://www.umontreal.ca/~leonard Files included : E1M2.MAP (the map in question) E1M2.TXT (this text file) SWAMP2.WAV, STNDR1.WAV, HEALTH1.WAV, DOORMV1.WAV (new sounds) QUAKEGAM.CON (new GAME.CON) QUAKEUSR.CON (new USER.CON) E1M2.BAT (batch file to use according to instructions below) DEMO1.DMO (the demo) total : 10 files Misc. Author Info : I am a Computer Science student at Université de Montréal. Would very like to work in the gaming industry. Other Levels : No other yet. Description : (adapted frome the Quake manual) He got the phone call at 4 a.m. By 5:30 he was in the secret installation. The commander explained tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly. "An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap.. "The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is. "You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable.." While scouting the neighborhood, he heard shots back at the base Damn, that Quake bastard worked fast! IT heard about Operation Counterstrike, and hit first. Racing back, he saw the place overrun. He was almost certainly the only survivor. Operation Counterstrike is over. Except for him. He know that the heart of the installation held a slipgate. Since Quake's killers came through, it was still set to his dimension. He used it to get loose in his hometown. Maybe he could get to the asshole personally. He pumped a round into his shotgun, and got moving. (now my part) Operation CounterStrike failed miserably. The guy and his team died starting the second level and the commander had no choice, from the pseudo safety of the undermountain bunker, to call the hero of heroes, the great-brother of Baron Nukem, the heir of King Nukem and Queen Nukem, Duke Nukem. Additional Credits To : Me (for having this bright idea, my beautiful prose and twisting build.exe to its limits), 3D Realms (for making Duke Nukem 3D), ID Software (for making Quake), My Computer (renamed Mainframe, for not crashing to often). ====================================================================== * Play Information * Episode and Level # : E1L0 (when you finish, you start Hollywood Holocaust) Single Player : Yes DukeMatch 2-8 Player : Yes, but not tested Cooperative 2-8 Player : Yes, but not tested Difficulty Settings : Set Plutonium Pak Required : Yes New Art : No New Music : No New Sound Effects : Yes (SWAMP2.WAV, HEALTH1.WAV, DOORMV1.WAV, STNDR1.WAV), all unpacked from PAK0.PAK of Quake Shareware. New .CON Files : Yes (QUAKEGAM.CON -removed fall attribute to some actors, QUAKEUSR.CON -redifenition of some sounds) Demos Replaced : Yes (DEMO1.DMO), recorded at skill 4. To see it, copy E1M2.map and DEMO1.DMO in the directory you installed Duke Nukem 3D and type DUKE3D ===================================================================== * Construction * Base : New level from scratch (inspired from Quake E1M2.BSP) Level Editor(s) Used : BUILD.EXE v1.4 Art Editor(s) Used : None Construction Time : You do not want to know (probably < 100hrs) Sectors : 1021/1024 Sprites : 1185/4096 Walls : 6405/8192 Demo Cameras : 28 all over the place Machine used : Pentium 120MHz, 32Mb RAM, Matrox Mystique 4Mb RAM Known Bugs/Problems : -The forcefield before the blue key messes with the wall below it (found no way around it except more sectors, which I do not have). The same with the forcefield at the beginning, but you probably will not see that one, -This level has a lot of sprites used has floors, ceilings and walls, thereafter, the global look of some rooms might suck, and your machine rush, -Some sloped under-water sector do not work right (these are oriented low-west up-est in build), I put their SE7 as low as I could. If you are in the open (as opposed to underwater) with an underwater palette, re-enter the water than exit it, it will change the palette, -No more that I am aware of. * Where to get this MAP file * File location : -My webpage (http://www.iro.umontreal.ca/~leonard), -Others to come ===================================================================== *Important Information* Installation : -Either drop all the content of the zip in your duke directory then enter this command : duke3d /xquakegam.con -map e1m2.map -Or create a subdirectory of duke3d named e1m2; copy in it your DEFS.CON, CDROM.INI, DUKE3D.CFG; drop the content of the zip in it; move E1M2.BAT in .. then use it. Installation (2) : This level is playable without the new sound effects, the new sounds have their counterpart in DN3D. QUAKEGAM.CON -defines the includes (DEFS.CON, QUAKEUSR.CON) -remove the fall attribute of some actors QUAKEUSR.CON defines the new sounds. Important Notes : Quake is a trademark of ID Software. I do not challenge its copyright, I just made this map to challenge myself. You may distribute this map, but it must include all the file in the zip, and you may not charge for it. You may not use this map as a base for your future levels. ======================================================================