This is the first full-length (...well, mostly full-length, at least) mod I've ever released, so if something seems screwed up or is missing from this file, let me know. At least some of this information will also be in the mod's thread. Getting started is fairly cut-and-dry. Just unpack the zipped folder to a CLEAN installation of DN3D. I'm including the synthesis build of eDuke that the mod was developed with, so be sure to unzip that as well. After that, just run the .bat file called "CrackDown". Unlike some of the other mods that have been cropping up on Duke4 lately, CrackDown isn't standalone, so you will need an official copy of DN3D to run it. I mentioned a clean instalation because that's the best way to avoid any hiccups, but since the bat file automatically runs the stuff that's specific to the mod in a seperate folder, it may not be nessecary. Once it's running, I recommend going into the rendering options, and turning on Vsync, as it makes the weapon animations much smoother. This mod can be run in either software mode or 32 bit, however it does not work with Polymer. Keep in mind, the mod's only been developed for the one level that's included. Items and weapons are automatically replaced (as well as some enemies), but if you play any other maps with this mod, do so with the understanding that stuff's going to look pretty stupid. The only significant difference in gameplay worth mentioning is that automatic weaponswitch has been disabled (for both pickups and when the weapon's empty). It broke the code I'd written for weapon scrolling, so I had to do away with it. I might try a workaround for it later, but it's just as likely that I won't bother with it. -CREDITS, THANKS, ETC.- -Ken Silverman for the Build engine -3DRealms for DN3D -Terminix, Plagman, and Helixhorned for eDuke (as well as anyone else who's helped contribute to it) -Bethesda for Terminator: Future Shock and Skynet, which is where the HUD weapons and pickups came from. -TheLezing/Craigfatman for ExtClut, which extends Duke's pallete swaping. The mod's data files are actually in the ExtClut folder, and CrackDown's .bat files for both the game and mapster are just small modifications of ExtClut's. -DeeperThought, for just being DeeperThought (...need I say more?) -Xaser and Zero Prophet for the HUD. -Woolie Wool, for Mutiny 2.0, where most of the enemy sounds came from (albeit, most of those were from commercial sources). -Z86 for the Particle Enhancer Mod, where most of the weapon sounds, and extra gfx came from (...see parenthesized text above). -MarlboroMike2100 for the enemy sprites. -Moratarion for the squad captain's sprites. -The sprite for the dignitary came from a Ghostbusters Doom TC. Pretty sure Scuba Steve did it, but I can't confirm that, since I can't even dig up the T.C. -Adrenaline Entertainment for Doom Troopers, an old SNES game where the mod's music came from. -Fox, for the shotgun's muzzleflash. Almost all of the extra codework that was done for this mod was written by me. There is only one instance where I borrowed from someone else; Zykov Eddy's Quake TC that makes the camera gradually tilt when the player strafes. This is outlined in the CON files. That being said, I don't really care what you do with this mod, as long as you don't find some way to make money off of it, and as long as you respect the creative/intellectual rights of the people whose work I've used.