===================================================================================== Title : SEAQUEST Filename : SEAQUEST.MAP Date Finished : November 7th, 1997. Author : Ramon Menendez Covelo. Misc. Authior Info : 20 year old boy from Oviedo, Spain, studying Chemical Engineering. Email Adress : covelo@teleline.es Description : Believe me, this map is one of the best user maps for Duke Nukem that you'll ever see. It's quite easier than my former map "Octopus". "Seaquest" was made to have a great time while playing. Action takes place in a kind of sea fortress and a submarine. You will see things that I hope will impress you as nothing before, as this map is the result of four months of hard work and, of course, hard 'thinking'. Please, notice how much imagination I've put in here. "Seaquest" was done with a very high level of technique that is hardly found in other user maps. Just watch that building destroy! Also pay attention to every shadow, light, sound, texture, enemy, whatever. "Seaquest" is very, very well refined. The end part of the level is so amazing that you shouldn't play it if you suffer from heart. Let me say that the 'Autodestruction' that I made first had the ceilings coming down, four consecutive earthquakes, debris spawning everywhere and lots of explosions, but the game crashed, so I had to make it simpler. This map is not very difficult. You will manage to finish it in half an hour, and I'm sure that you will be angry when it's over, because of how much you will have enjoyed playing it. If you can't find your way, here's a little clue: shoot the crack below the water, near the building with a cave in its base. Please, let me know what you think about this level if you play it. You can send any comments to my e-mail adress shown above. I looking forward to hearing anything you want to say or to receive any user maps you've made. Additional Credits to: Pepe for his help testing the level and his suggestions. =========================================================================================== * Play Information * Single player : Yes DukeMatch Level : No. (It's too large.) Difficulty settings : Not implemented. * Construction * Base : New level from scratch. Build Time : From May to November... (I didn't work at all in summertime.) Editor used : Build Known bugs : I only know one, and it is not an actual 'bug'. Sometimes, you don't get squished (and, therefore, killed) in the shrinking corridor if you don't cross it fast enough; instead of that, you stay 'caught somewhere in time' (or in space, in this case). It doesn't matter: you will have to load last game anyway, the same thing as if you had died. And this also happens in 3DRealms' level "Critical Mass". Also, the opening sequence will run very, very slow if you don't have a Pentium. * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. You MAY distribute this MAP, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, diskette, CD, etc) as long as you include this file intact.