============================================================================= | _______ __ ____ ___ ___ __ __ | | / __/ _ \__ __/ /_____ |_ /|_ | / _ |___/ /__/ /__ ___ | | / _// // / // / '_/ -_)/_ GET TO LEARN MANY OF THE CLASSICS: Play a large selection of the most popular addons and conversions for Duke Nukem 3D, featuring 113 mods with about 1.100 levels and countless hours of gameplay! > OPTIMIZED FOR EDUKE32: Easy to use - just select any addon through the EDuke32 launcher! > COMPACT PRESENTATION: You don't have to bother with every mod coming in hundreds of files. One file per mod (or two in some cases), that's all what is needed! > CAREFUL IMPROVEMENTS WHILE MAINTAINING THE ORIGINALS: "Platoon" featuring two additional singleplayer episodes, transparency issues with custom art in "25th Century Duke" removed, "Castle Dukenstein" CON code updated to run with Duke3D Atomic Edition and much more. The classics have never looked (and played) better! > RENDERER OPTIMIZATIONS: Many maps were corrupted so they didn't render properly in hardware-accelerated video modes, especially Polymer. Wherever it was possible, these errors have been corrected so you should encounter only minimal visual glitches while playing with non-classic renderers. [Note however that in some cases, Polymer is still not recommended.] > WIDESCREEN GRAPHICS: For those of you who like to play with the original statusbar instead of the EDuke32 fullscreen HUD, all included addons which feature statusbar replacements (tile #2462) use widescreen graphics. Additionally, any custom weapons which were missing some parts in widescreen video modes have been fixed as well. The following 113 addons are included (sorted alphabetically): - "1999/2000 TC" by Curtis Tuckfield (1999/2000) ................................................ 2000tc.grp [s] - "25th Century Duke" by Kaotik Industries (1997) ............................................... 25thcentury.grp [s] - "A.Dream Trilogy" by Zykov Eddy (2011) ........................................................ dreamtrilogy.grp [p] - "ADG Episode" by Alejandro Glavic (2001) ...................................................... adg.grp - "Age of Evil" by Benjamin Richard 'Yahtzee' Croshaw ........................................... ageofevil.grp [w] - "Alien Extermination" by Widowmaker, Corp Hicks, Oggy, Skywalker et al. (2000) ................ alienexterm.grp [w] - "Alien Invasion" by Fred Hero (1998) .......................................................... alieninvasion.grp - "Alien vs Predator" by Slawomir 'LAW' Lawrynowicz (2004) ...................................... alienvpredator.grp - "American Assault" by Wardie Entertainment (1999) ............................................. assault.grp [w] - "Aqua Series" by Ben Roffelsen (1996) ......................................................... aqua.grp - "Bad Weekend" by Mister Sinister (2010) ....................................................... badweekend.grp [w] - "Battlefield 3" by Cedric 'Sang' Haegeman (2005) .............................................. battlefield3.grp - "BobSP Series" by Bob Averill (1999-2013) ..................................................... bobsp.grp - "Borg Nukem" by Kevin 'Kef_Nukem' Cools/Borg Team (2002) ...................................... borgnukem.grp [p] [w] - "Burnt" by Steven Petrovics Griffiths (1999) .................................................. burnt.grp - "C3PO Pack" by C3PO (1998-2000) ............................................................... c3po.grp - "Castle Dukenstein" by Myles 'Deadeye' Edmonds (2000) ......................................... dukenstein.grp - "Castle Quest" by Bobadoo (2013) .............................................................. castlequest.grp - "Cerovsky Pack" by Lukáš Cerovsky/Castell Software (1998-2001) ................................ cerovsky.grp - "Chimera" by George-William Bernard (2001) .................................................... chimera.grp - "Command & Conquer Map Pack" by Geoffrey 'Fakir' van Dijk (2002) .............................. cmdconquer.grp - "Community Build Project" by the Duke Nukem 3D Community (2001-2012) .......................... commbuild.grp - "Complex" by Jeremy 'Forklift' Wilson/Forklift Productions (1997) ............................. complex.grp - "Countdown to Christmas" by Sanek (2009) ...................................................... countdown.grp - "Critical Mass" by Vitor 'Bocao' de Paulo (2003) .............................................. criticalmass.grp [w] - "Crucial Conflict" by Maarten Pinxten (2001) .................................................. crucialconflict.grp - "DaikariN" by Gabriele R. 'saarek' Giaminardi (2008) .......................................... daikarin.grp - "Dark Place Series" by Taivo Maripuu (2003/2005) .............................................. darkplace.grp - "Death Drive" by Mister Sinister (2015) ....................................................... deathdrive.grp [p] - "DN64 Revisited" by Duke64Nukem (2015) ........................................................ dn64revisited.grp / dn64revisited.dat - "Duke Hard" by the Duke4.net Community (2014) ................................................. dukehard.grp / dukehard.dat [p] - "Duke Is 007" by Jason Bredhauer (1999-2002) .................................................. duke007.grp - "Duke Is Ten" by Geoffrey van Dijk, Maarten van Oostrum, Iggy, William Gee et al. (2006) ...... duketen.grp - "Duke Los Angeles" by Daniel Mitchell (2000) .................................................. dukela.grp [s] - "Duke Tournament" by Mikko Sandt and Duke Tournament Team (1999/2000) ......................... tournament.grp [w] - "Duke, It's ZeroHour" by ZeroHour Software (1997) ............................................. zerohour.grp [w] - "Dukeland" by Parasite Productions (1997) ..................................................... dukeland.grp [p] - "DukeVR" by Geoffrey 'Fakir' van Dijk (2003) .................................................. dukevr.grp - "Escape from San Angelos" by Gregory Douglas 'Chaos' Lemieux (1997-1999) ...................... escape.grp - "Eye of Cul Episode" by Eye del Cul (2003) .................................................... eyeofcul.grp - "FbSp Series" by Geoffrey 'Fakir' van Dijk (2002/2004) ........................................ fbsp.grp - "FM3X" by Fernando Márquez (2009/2015) ........................................................ fm3x.grp - "Fusion TC" by Roberto Diaz (2000) ............................................................ fusion.grp [w] - "Glavic Pack" by Alejandro Glavic (2001-2006) ................................................. glavic.grp - "God of War" by Ben 'Existence' Bradley (2001) ................................................ godofwar.grp [w] - "Grins of Divinity" by BIG Productions (2002) ................................................. grinsdivinity.grp [w] - "Haunted Nukem" by Duke64Nukem & Team (2015) .................................................. haunted.grp / haunted.dat - "Incubation: Alien Apocalypse" by James Hollidge (1999) ....................................... incubation.grp - "Industrial Complex" by Stephano Lessa (2004) ................................................. industrial.grp - "Infestation in Time" by Zykov Eddy (2008/2012) ............................................... infestation.grp [w] - "JJ Duke Nukem 3D" by Jonathon Fowler and Jason Bredhauer (1998) .............................. jjduke.grp - "Jungle Tour Trilogy" by Stephano Lessa (2002-2004) ........................................... jungletour.grp - "KaiseR Land Trilogy" by Samuel 'KaiseR' Villarreal (2005/2006) ............................... kaiserland.grp / kaiserland.dat - "Kucera Pack" by Petr 'Artec' Kučera (1998-2003) .............................................. kucera.grp [s] - "Last Reaction & Water Bases" by George-William Bernard (1999) ................................ lastreaction.grp - "Layre" by Scott McCabe (1996) ................................................................ layre.grp [w] - "LORCH Trilogy" by Sanek & Merlijn van Oostrum (2012-2016) .................................... lorch.grp [8] - "Lost Highway" by Petr 'Artec' Kučera and Lukáš Cerovsky (1999) ............................... losthighway.grp - "MatH Pak" by Matjaz 'MatH' M. (1997) ......................................................... mathpak.grp - "Metropolitan Mayhem" by MetHy, MRCK, Mikko Sandt & Merlijn van Oostrum (2012) ................ metromayhem.grp [p] - "Mic Episode" by Michel Dorange (1997/1998) ................................................... mic.grp - "Mill Town Rampage" by Geraldino 'David B.' Myloo (2013) ...................................... milltown.grp [p] - "Moonbase Accident" by Zykov Eddy (2008) ...................................................... moonbase.grp [w] - "MSSP Episode" by Mikko Sandt (2001) .......................................................... mssp.grp - "Nuclear Pack" by Michael Clark, Matt Harris et al. (1997) .................................... nuclear.grp - "Oblivion" by Cedric 'Zaxtor Znort' Lutes (2003-2009) ......................................... oblivion.grp [8] [w] - "Operation Blitzkrieg" by David Billing (2003/2012) ........................................... opblitzkrieg.grp / opblitzkrieg.dat - "Outpost X" by Cedric 'Sang' Haegeman (2009) .................................................. outpostx.grp / outpostx.dat [p] - "Penthouse Paradise" by Intersphere Communications, Ltd. & Tyler Matthews (1997) .............. penthouse.grp [s] - "Pinxten Pack" by Maarten Pinxten (1999-2000) ................................................. pinxten.grp - "Pipeline Series" by Pipeline (1997-1998) ..................................................... pipeline.grp - "Platoon TC" by The TNT Team (1997) ........................................................... platoon.grp [w] - "Plug and Pray Remake" by ozelot47 (2013) ..................................................... plugpray.grp - "Quakis Pack" by Ryan 'Quakis' Rouse (2003-2015) .............................................. quakis.grp / quakis.dat - "Red Series" by Merlijn van Oostrum (2001-2005/2014) .......................................... red.grp - "Redrum: The Shining II" by Bryant Arnett (1997) .............................................. redrum.grp - "Roch Series" by Pascal Rouaud (1999-2003) .................................................... roch.grp - "Ruohonen Pack" by Aaro 'Arzca' Ruohonen (2003-2016) .......................................... ruohonen.grp - "Secrets of the Acropolis" by Level Infinity (1997) ........................................... acropolis.grp - "Shark's Cove" by N. E. 'HangNail' Voigt (2007) ............................................... sharkscove.grp [v] - "Space Map Pack" by Supertanker, William Gee, Robert Travis et al. (1996-2014) ................ space.grp - "Space Mission" by Paul 'High Treason' Monteray (2012) ........................................ spacemission.grp / spacemission.dat [p] [s] - "Spiegul Contest" by Taivo Maripuu, Devastator & Aymeric 'MRCK' Nocus (2005) .................. spiegul.grp - "Starship Troopers TC" by BGame and SST TC Team (2000/2006) ................................... starshiptrp.grp [w] - "Steve Long Episodes" by Steve W. Long (1998) ................................................. stevelong.grp - "Stranger Pack" by Stranger (1997-2000) ....................................................... stranger.grp - "Sun Burn" by Rob 'HighWire' Wijkstra (2006) .................................................. sunburn.grp - "Taivo Pack" by Taivo Maripuu (2003-2012) ..................................................... taivo.grp - "TamDuke" by pmw (2015) ....................................................................... tamduke.grp / tamduke.dat [p] - "The Army of Death" by Geoffrey 'Fakir' van Dijk & James 'JBlade' Stanfield (2004) ............ armydeath.grp - "The Brave New World" by Mikko Sandt (2004) ................................................... bravenworld.grp [w] - "The Christmas Project" by Rusty Nails & Mblackwell (2003) .................................... xmasproject.grp [w] - "The Chronic" by Sanek & Zykov Eddy (2009) .................................................... chronic.grp - "The Final Confrontation" by 3D Visions (1998) ................................................ finalconfront.grp - "The Final Fight" by The Freebrief Team (1999) ................................................ finalfight.grp - "The Gate" by BDP Team (1997) ................................................................. thegate.grp [w] - "The Lost Duke Episodes" by Mark Hadley (1997) ................................................ lostduke.grp - "The Prequel to Time" by Jeremy 'Forklift' Wilson/Forklift Productions (1999) ................. prequel2time.grp - "Time" by Jeremy 'Forklift' Wilson/Forklift Productions (1997) ................................ time.grp [w] - "Total Apocalypse" by Juan Daniel 'Papamonos' Alcobre (2004) .................................. apocalypse.grp - "Total Infiltration" by Devastator (2004) ..................................................... infiltration.grp - "underTaker Series" by Robert 'underTaker' Wypiór (2012/2013) ................................. undertaker.grp - "Urban Map Pack" by Maarten van Oostrum, Llyr Jones, et al. (1996-2016) ........... urban.grp [s] - "V Series" by Ryan Isenberg (1996/1997) ....................................................... v_series.grp - "Vacation Cove" by N. E. 'HangNail' Voigt (2008) .............................................. vacationcove.grp - "Vermin Clearance" by Frode 'Puritan' Waksvik (2006) .......................................... verminclear.grp - "WGRealms" by William Gee (2004) .............................................................. wgrealms.grp [w] - "WGRealms 2: Siege Breaker" by Daniel 'DeeperThought' Gaskill, William Gee et al. (2009) ...... wgrealms2.grp / wgrealms2.dat [p] [w] - "WGRealms 2: Knee Deep" by Derek 'Drek' McPherson and Michael 'Micky C' Crisp (2012/2013) ..... kneedeep.grp / kneedeep.dat [w] - "WGSpace Episode" by William Gee (2008) ....................................................... wgspace.grp - "Wolf Pack" by Wolf (1998) .................................................................... wolfpack.grp - "XarTech Invasion" by Ben Smit (1997) ......................................................... xartech.grp - "Zombie Crisis" by Andrew 'Hudson' Childs & Geoffrey 'Fakir' van Dijk (2008) .................. zombiecrisis.grp [w] [8] 8-bit/software renderer required (Polymost/Polymer not recommended) [p] Polymost renderer required (Polymer not recommended) [s] Contains sexually explicit artwork [v] Requires "Duke Caribbean: Life's A Beach" addon (vacation.grp) [w] Uses external widescreen graphics (in shared resource file widescreen.dat) ====================================================================================================================== I I . H O W T O U S E ====================================================================================================================== Installing is easy: 1) Unzip the contents of eduke32_addons314.exe into your EDuke32 installation folder. There will be a new folder "addons" (contains all the groupfiles, a file "addons.grpinfo" with launch info for the addons and a subdir "readme" with textfiles from the original mods). 2a) Users of "Atomic Edition": Click on addons.bat (in your EDuke32 installation folder). 2b) Users of "World Tour": Click on addons_wt.bat (in your EDuke32 installation folder). 3) Choose any addon entry and launch the game. Installation for owners of old versions (v1.0/v2.0/v3.0): - Completely delete "addons" directory first. - Install and run v3.14 full installer (as described above). Requirements: - Full version of Duke Nukem 3D: Atomic Edition or World Tour (duke3d.grp) - EDuke32 r59xx or r60xx - later builds not recommended (get it here: http://dukeworld.duke4.net/eduke32/synthesis) - 1.7 GB of hard disk space ====================================================================================================================== I I I . M A N A G I N G T H E G R O U P I N F O F I L E ====================================================================================================================== - The addons are listed in "addons.groupinfo". You can open it with a text editor and add (or delete) more groupfiles if you like. - An example entry: grpinfo { name "Last Reaction & Water Bases" scriptname "lrwb.con" defname "duke3d.def" size 22100084 dependency DUKE15_CRC flags GAMEFLAG_ADDON crc -936543844 } > "name": Name of the mod. Will be displayed in the "Game" selection window of the EDuke32 launcher. > "scriptname": CON file to run the mod. Which one you need is usually included with the addon you download. If it's not specified, put "game.con" here (or remove the whole line). > "defname": Definition to use with this groupfile. If you want to use the HRP, put "duke3d.def" here (or remove the whole line since this file is loaded by default). Can also used e.g. to load more than just one groupfile (or zipped files, any ending). For this, the first groupfile needs to include a def file with this code: loadgrp include The second groupfile needs to contain the con file which the def file is referring to. > "size"/"crc": Filesize and CRC checksum of the groupfile. These can be obtained from the "grpfile.cache" file. You must run EDuke32 once with the grpfile in the root dir to have it listed there. When you open it with a text editor, "size" value is the first, "crc" the last (third) entry in the line listing your groupfile. In our example, this would be: "lastreaction.grp" 22100084 1463485515 -936543844 (size) (crc) > "dependency": CRC of the main groupfile required by addon to work. Valid entries: DUKE13_CRC ................ Duke Nukem 3D (v1.3D) DUKE15_CRC ................ Duke Nukem 3D Atomic (v1.5) 0x982AFE4A ................ Duke Nukem 3D: World Tour DUKECB_CRC ................ Duke Caribbean: Life's A Beach (Megaton Edition) DUKEDC_CRC ................ Duke It Out In D.C. (Megaton Edition) DUKEDC13_CRC .............. Duke It Out In D.C. (for DN3D v1.3D) DUKEDCPP_CRC .............. Duke It Out In D.C. (for DN3D PP) DUKENW_CRC ................ Duke: Nuclear Winter (Megaton Edition) DUKEPP_CRC ................ Duke Nukem 3D Plutonium Pak (v1.4) DUKESW_CRC ................ Duke Nukem 3D Shareware (v1.3D) DZ2_13_CRC ................ Duke!Zone II (for DN3D v1.3D) DZ2_PP_CRC ................ Duke!Zone II (for DN3D PP) NAM_CRC ................... NAM NAPALM_CRC ................ Napalm VACA13_CRC ................ Duke Caribbean: Life's A Beach (for DN3D v1.3D) VACAPP_CRC ................ Duke Caribbean: Life's A Beach (for DN3D PP) WW2GI_CRC ................. World War II GI > "flags": Type of groupfile. Valid entries: GAMEFLAG_DUKE ............. Duke Nukem 3D standalone GAMEFLAG_ADDON ............ Duke Nukem 3D addon GAMEFLAG_NAM .............. NAM GAMEFLAG_NAPALM ........... Napalm GAMEFLAG_WW2GI ............ World War II GI - Standalone TCs (which don't depend on any main groupfile) work like this: > "dependency" value is 0 > "flags" entry can be completely omitted > Example: grpinfo { name "Borg Nukem" scriptname "borg3d.con" defname "loadhud.def" size 51563845 dependency 0 crc 1859103666 } - Deletion of any entry is easy. Remove the groupfile from your "addons" subdir, open "addons.groupinfo", remove the block with the corresponding group data and save. ====================================================================================================================== I V . N O T E S / C H A N G E L O G S ====================================================================================================================== G E N E R A L : <> Many addons have been repacked so that all files are contained within one single groupfile. You will not be able to download those in this from anywhere else. Still, credits go to the authors of the respective addons for their incredible efforts. <> In most cases, usage of the HRP is not recommended due to excessive usage of custom art. <> EDuke32 hardware renderers can cause visual glitches. Switching to software rendering usually fixes these issues (e.g. completely transparent wall textures or some security monitors not showing important messages properly like in RED5 of the "Red Series" or "The Root" in the "Urban Map Pack"). <> Main advantage of using Polymer is that due to hardcoded lighting of switches, you are able to spot them a lot easier (especially when they are hidden - EDuke32 r5407 or newer addresses this). In complex maps however, dynamic lights can cause massive framerate drops. In such situations, try deactivating this feature in the menu (EDuke32 r5409 or newer): Options > Display Setup > Polymer Setup > Dynamic Lights: OFF - "1999/2000 TC": > 7 levels with various themes, featuring explicit content and a mix between humor and horror. > The first three maps are a walk in the park, easy, short and fun, with a strong adult touch. With the fourth map, things get more serious and also difficult. Atmosphere is an interesting mix between "Blood" and "Redneck Rampage", set in a dark forest with a maze-like structure. The last two levels take place in the desert, through a canyon and then a trailer park. Boss fight is quite unfair. > Episode 2 ("2000") only has one map which is supposed to be a demo, a mansion in the style of the fourth ep.1 level, with ghost enemies and tons of mazes. > Fixes/changes: - Needless demo files (*.dmo) removed - "The Club": Alignments for 3 TV screens in fireworks shop and TV screen in outdoor area fixed - "Be Careful With That Axe": Needless outside sector deleted - "The Wash": Fix for Duke Mobile bus texture alignments - "Overton, NV": Fix for trailer window, black section at the end of valley changed, fixes for some swing doors (indoor and outdoor) - "25th Century Duke": > 6 levels, inspired by "The Fifth Element" movie. Fun combat in a futuristic urban environment. > Fixes/changes: - Tiles009.art: Fixed 3DR logo (#2492) having wrong colors (replaced with v1.5 version). - Tiles014.art: Fix for several tiles with transparency issues (#3605, #3608, #3678, #3698, #3708, #3709, #3713-3715, #3731, #3737). - "A.Dream Trilogy": > Mini mod with 3 levels featuring horror elements and spooky atmosphere. While the first map is still rather conventional with regular Duke3D monsters and some creepy moments, things get weirder in the second level which is purely about atmosphere without any opponents (at least none against which you can fight). The last part is different again with new enemies (zombies) and weapons (pistol and shotgun). > Notes: - Polymost renderer without HRP recommended. - Levels having no title and lack of music is intentional. > Fixes/changes: - Dots removed from defs to improve compatibility - adrdefs.con: 1 warning removed - adream.con: 2 warnings removed - adrgame.con: 3 warnings removed - adrwpn.con: 9 warnings removed - "ADG Episode": > 5 levels. You will find yourself using the shotgun more often than other weapons here since there are mostly shells to be found in these maps. > Fixes/changes: - Regrouped release, now with adg.con (minimized code, episode moved to slot 5) - ADG01: Lv4 corruption (1 error) removed - ADG02: Texture alignment correction for babe poster - ADG03: Lv4 corruption (1 error) removed - ADG04: Wall alignment fix for nuke button - ADG05: Wall alignment fix for alien switch > Known issues: - ADG01, ADG03, ADG04: In Polymer, specific doors made of solid sprites are drawn multiple times on top of each other. Does not affect playability, just a visual glitch. - "Age of Evil": > Two episodes with 15 levels (2 secret). You play as Christopher Quinn, a horror novelist diagnosed with a mild form of psychopathy due to feeling no emotions after the death of his parents. He checks himself into a creepy old mental hospital and everything seems to be fine until the other patients turn into zombies. This adventure features hilarious protagonist speech, undead enemies, three new weapons and varied environments like a graveyard, an airport or a library. > Fixes/changes: - Grouped release - Added widescreen statusbar (via widescreen.dat), based on Duke3D graphics by Fox - defs.con deleted (code moved to evilgame.con) - MIDI files renamed to avoid conflicts with music packs - evilgame.con: Eliminated 9 warnings, added code to skip ep.2 cutscene (from Duke3D) - eviluser.con: Commented out episodes 3 and 4 (had no custom levels), CON code consolidated - "Alien Extermination" > Total conversion based on the "Alien" movies and possibly one of the best of its kind for Duke3D. Four episodes with 27 SP/coop maps, 6 new weapons, 10 new enemies and a continuous story: You play as Lt. Hudson who wants to avenge the death of his brother from "Aliens". Some maps can be completed in five minutes while others may keep you busy for almost half an hour. Regardless whether you visit bases, clean spaceships or get stranded on an infested planet, there's always hordes of aliens (or soldiers of the United Systems Military) to fight, with an Alien Queen waiting for you at the end of each episode. > Note: If you prefer a different widescreen statusbar (since the one coming with the mod isn't that great), you can open widescreen.dat with a zipfile program (e.g. 7-Zip) and edit alienz.def to use one of the other statusbars. > Known issues: - EDuke32 may give warnings like "Error: expected a hardcoded anim file name". This is harmless and can be ignored (it's about the cutscene sound fix). - If you use Polymer, the Shrinker/Expander replacements emit a green/red glow. You can fix this by deactivating dynamic lighting (via menu, EDuke32 r5409 or newer). - Some Duke speech has not been replaced. - ALIEN405: There is a logo with a big "S" in the center of a room with a special effect (parallax sky inside of the letter). This will only render properly if you don't use Polymer. No way to fix this. - ALIEN406: The upper part of the 3 trucks in the garage use BIGORBIT (sky) as a texture. While this may look wrong if you jump on top, changing the textures to anything else broke the roof effect when I tried, so I decided to keep it. > Fixes/changes: - Uses "Supplice" soundtrack by James 'Jimmy' Paddock - Widescreen fixes for statusbar and Devastator/pipebomb replacements (via widescreen.dat) - File cleanup: Removed 29 unused voc files and 11 MIDIs - alienex.con: 6 warnings eliminated, code added to skip Duke3D panels in ep.3/4 outros - alienusr.con: Restored previously unused endlevel.voc (level ending screen music) and !select.voc (weapon selection sound) - moviefix.def: Added code to mute volume of ep.2-4 cutscenes - tiles012.art: Aspect ratio corrections for ep.1 cutscene tiles #3260 (320x190 resized to 320x112) and #3292 (320x240 resized to 320x200), transparent pixels removed in level ending screen #3240, level ending screen #3245 (ep.2) properly centered with badly tiled upper part removed, ep.2 ending panel #3293 replaced with a "Mission accomplished" screen - Fixed duration and typos for Ep.2-4 cutscenes (cineov2.anm, cineov3.anm, vol41a.anm, vol42a.anm, vol43a.anm, vol4e1.anm, vol4e2.anm, vol4e3.anm) - Eliminated map corruptions, especially in ALIEN303 (lv4/>64), ALIEN103 (lv4/55), ALIEN204 (lv4/11) and ALIEN104 (lv4/6) - ALIEN102: Fixed "Access Tunnel" switch (#222) that could be triggered through closed hatches before pushing "Valve Control" and "Pump Room" switches (extended sector 101 backwards, moving text sprites and realigning textures), door name letters realigned (#21-32, 48-62, 558-569, 570-577) - ALIEN103: Texture correction for walls 5804/5816/5990, window hatch activation fixed (repositioned activator/gspeed/music sprites #554, 545, 546), broken elevator fixed (added walls 7159+7161, added sfx sprite #2525) and lift entrance texture error eliminated (wall 3956 --> flags 0) - ALIEN106: Polymer rendering in room with "01" switch fixed (chair leg/sector 117 redline overlapping) - ALIEN107: Polymer rendering on corridor ceiling fixed (sector 218: redline overlapping), 3 broken elevators fixed (6 walls added, sfx sprites #3355/3357 added for activation sounds) - ALIEN108: Raised ceiling of main hangar bay by 8 units to avoid boss clipping - ALIEN204: "Secure Area" sign texture aligned (wall 2699) - ALIEN206: Raised ceiling in spaceship interior by 8 units to avoid boss clipping - ALIEN301: Fix for wrong rock textures (walls 215, 1296, 1298) - ALIEN302: Floating slimebabe (sprite #202) floor-aligned - ALIEN303: Flickering sprites in Polymer fixed: Tent windows (sprites #253, 257-259), "Armory" sign (sprite #35) - ALIEN305: Toilet paper holders (sprites #202-204) realigned, restroom swingdoors fixed (pivot sprites #208/209 realigned), hidden switch on snack machine (sprite #55) lowered (was partially visible from rear side) - ALIEN401: Texture realignment for 31 monitors in crew quarters, blue/red keycards flipped (sprites #319, 342) - ALIEN402: Texture realignment for big gate in armored vehicle room (wall 1619) - ALIEN405: Polymer rendering issues with moving cabinets (redlines overlapping in sectors 471, 525) fixed, "Check Weapons" sign (sprite #88) realigned - "Alien Invasion": > 24 levels (4 secret, 1 training) with very entertaining gameplay. Don't be fooled by the simplistic level design. There is always something new to see, e.g. a visit to the setting of "Escape From L.A.", an abandoned opera house and a lot more. Movie-based locations will keep you curious about what's coming next, and there are even some Doom, Hexen or Blood references to be found. > Fixes/changes: - You can select the training map as a separate one-level episode - Needless demo files (*.dmo) removed - AINV101: MIDI track assigned (11.mid); minor sprite alignment fixes - AINV102: Restroom wall texture alignments improved; "OUTDOOR" letters aligned - AINV103: Door sector clipping in graveyard fixed; wall texture alignment in nuke button chamber improved - AINV104: Wall texture alignment of "ARMORY" building improved - AINV105: Secret exit button alignment fixed - AINV204: Swing door clipping issue at the beginning fixed - AINV206: Crashed during loading due to an error at the beginning of the map ("Subway found no zero'd sectors with locators at (30976,21248)"). Thanks to underTaker for providing a fix! - AINV207: Slime babe floating in air fixed - AINV302: The Ankh door which should lower to reveal the switch opening the blue keycard room did not work because it was forgotten to lower it to floor level. This way, its sector effector did not work and you could only exit the map via the secret level. Now you are finally able to reach the normal exit as well. - AINV305: Sprite #15 (texture incorrectly used as sprite) deleted - AINV307: "Service Access" buttons and "Cell Block" sign properly aligned to wall (were clipping into wall) - "Alien vs Predator" > Episode with 6 maps (1 secret) and a bonus map in a separate episode. Be prepared for very dark levels - the author recommends brightness level 4 in a dark room. As the title suggests, you can expect encounters with enemies from the Alien and Predator movies. Your weapon arsenal has also been changed. Challenging gameplay, but convincing level design. > Note: - The lack of music throughout the episode is intentional. > Fixes/changes: - avpgame.con: 9 warnings removed - avp.def: Widescreen fix for shotgun frames - "American Assault": > Three episodes with 25 levels (1 secret). Duke visits famous places in the US such as the Sunset Boulevard or San Francisco. Several new weapons are available, e.g. the double-barreled shotgun from Doom II (which is fun), a gatling gun (hybrid of Duke3D and Shadow Warrior chainguns), nuclear pipebombs, the Super Devastator (from "Duke Xtreme") and more. > Fixes/changes: - There used to be a multiplayer episode with 8 levels. These were quite bugged and basically unplayable, so I decided to completely remove them from the release. - Widescreen version of the Super Devastator based on prototype sprite edits by Minigunner (via widescreen.dat) - Maps renamed, needless files removed - amasuser.con: Typo fixes - General fixes for map corruptions, especially lv4 in E1L6 (8 errors) and E3L6 (4 errors) - AMASL205: Enemies half-submerged in area near blue keycard (cstats reset, floor-aligned) - AMASL206: Deleted needless wall sprite (#261 doortile17) - AMASL207: Missing boat texture added; water sector lotag for solid floor removed; added missing indoor crack (sprite #358, activator 56+) to blow up wall near initial outdoor area - AMASL302: Six sprites (#471-475, 477) with brick texture near waterfall fixed by turning them into bushworks - AMASL304: Crane not picking up player fixed (sprites switched); blue keycard floor-aligned - AMASL305: 3 sprites (#140-142) with brick texture near Shop-N-Bag fixed by turning them into bushworks; crack not working near red keycard; HOM (missing textures) on "Titsubishi" forklift fixed - AMASL306: 1 wall texture alignment near nukebutton fixed - AMASL307: 3 wall textures in the area before nukebutton building fixed - AMASL308: Fixed one-sided blocking shadow near starting area; fixed showstopper bug with first elevator (leading into building) not working; retextured unfinished room near blue keycard access; floor-aligned Devastator ammo (sprite #7) previously floating and unreachable - "Aqua Series": > 3 levels with lots of underwater action. Was supposed to become an episode with at least 6 maps, but got only half-way finished. Steal a mini sub (Aqua) to steal an experimental battle sub (Aqua2) which you use to enter the Aqua prison island (Aqua3). The episode was supposed to continue on the Jupiter moon Io, but it never happened. > Note: You can choose whether to lose all weapons and equipment when entering a new level or play this pack as an episode with persistent inventory (default). Change "aqua.con" to "reset.con" in "addons.grpinfo" if you wish to play the addon differently. > Fixes/changes: - Files grouped together, Duke3D soundtrack mapping by NightFright - AQUA: Lv4 corruption (44 errors) removed, 5 locker swingdoors realigned for proper Polymer rendering, nukebutton (sprite #44) lotag changed to 65535 - AQUA2: Lv3 corruption (7 errors) removed, removed cstat 128 (half submerged) from yellow keycard (sprite #765) - AQUA3: Nukebutton (sprite #135) lotag 65535 added, Nukebutton glass (wall 4506) made breakable, "Out of order" sign (sprite #664) realigned - "Bad Weekend": > City-themed episode with 9 very difficult levels (2 secret). You can play the same episode with even higher difficulty (called "Very Bad Weekend"), featuring the first five maps with higher monster count. Also with one new weapon (dual miniguns as chaingun replacement), new sounds and a new boss. The first five maps are rather conventional city slaughter while the final two levels take you to another dimension where things look and feel quite twisted. > Note: Be sure to use EDuke32 snapshot r5342 (September 7, 2015) or newer to avoid crashes in certain levels (1d_club, 1d_clubh, 1g_end) related to playback of OGG files! > Fixes/changes: - Groupfile and external zipfile merged, HRP contents removed - Added widescreen statusbar (via widescreen.dat), based on Duke3D graphics by Fox - File cleanup: Filenames edited for 8.3 compliance; undefined files removed (butchdog.voc, getitm19.voc, ricochet.voc); missing gbi.mid replaced with streets.mid, needless demo files (*.dmo) removed - baddefs.con removed (code moved to badgame.con) - baduser.con: MAXPLAYERHEALTH reset from 90 to 100 (author's recommendation); orthographic fixes for messages; episodes moved to slots 5-7 - OGG files renamed to avoid conflicts with music packs - 1B_ROOF(H): Lv3 corruption (4 errors) removed - 1C_LODG(H): Lv3 corruption (2 errors) removed - 1D_CLUB(H): Lv3 corruption (3 errors) removed, 1 needless/empty sector deleted - 1Z_DANTE(H): Lv3 corruption (2 errors) removed - "Battlefield 3": > Three huge, monster-filled levels with rich architecture and great detail. Challenging, but fun! > Fixes/changes: - Grouped release - game.con renamed to bf3.con, user.con renamed to bf3user.con (minimally optimized) - MIDI files renamed to avoid conflicts with music packs - "BobSP Series": > Collection of 5 maps. BOBSP1-3 are about Duke being trapped on an island with a nuclear reactor that needs to be prevented from a meltdown. BOBSP4 is some kinda sequel, taking place completely underwater. BOBSPX is rather a standalone level which deals with a hive full of Protector Drones you have to destroy. > Fixes/changes: - Grouped release, moved episode to slot #5. - BOBSPX version used in this pack does not feature a boss fight at the end of the level. Instead, you'll escape with a helicopter for which you have to find two keycards. - If you want to play the episode with BOBSPX ending with a boss fight, select episode "BobSP Alternate" instead of "BobSP Series". All maps are the same except for the last one. - You can choose whether to play this pack as an episode with persistent inventory (default) or lose all weapons and equipment when entering a new level. In that case, change "bobsp.con" to "reset.con" in "addons.grpinfo". - BOBSPX/BOBSPXA: Lv4/6 corruption removed - "Borg Nukem": > Standalone TC, 14 SP (including intro) + 8 DM maps, especially fun for Star Trek fans. You start on board of the USS Voyager when being attacked by the Borg. With an all-new arsenal (Phaser, Phaser Rifle, Phase Cannon etc), you must find a way to get over to the Borg vessel and save your ship! Escape from an attacked starbase, fight for survival on an alien planet and face a nasty Borg Queen! The second SP episode is less sophisticated, taking place on starbases and aboard some overrun Starfleet vessels. Levels are very linear and don't take longer than 5-10 mins. to complete each (others are at least 2x as long). Still, it's worth another hour of your time. > Jumping is different than in original Duke3D. You jump shorter due to increased gravity. Also, the enemies deal a considerable amount of damage, even in lower difficulties. > Fixes/changes: - Added widescreen statusbar and Expander replacement (via widescreen.dat) - borg3d.con (formerly game.con): 32 warnings removed, spelling mistakes in ingame messages corrected - To avoid compatibility issues, traditional Duke3D file names have been restored (i.e. especially changing the .bn file endings). - MIDI files renamed to avoid conflicts with music packs - BN1L2: Wall alignment for 8 switches improved - BN1L4: Ceiling alignment for light in TNT control room improved; wall alignment for "Chemical" sign improved; several spelling mistakes of monitor texts corrected - BN2L1: Spelling mistake in "Elevator" sign corrected > Known issues: - BN1L1 "Voyager": Considerable lags when using Polymer rendering. Deactivation of dynamic lighting (via menu, EDuke32 r5409 or newer) recommended. - "Burnt": > Episode with 7 levels, action-packed and powered by an awesome MIDI soundtrack. > Fixes/changes: - defs.con/game.con removed - user.con: Undefined unused episode slot(s) to hide them from ingame menu, episode moved from slot #4 to #5, some grammar corrections for custom ingame messages - BURNT1: Floor clipping fixes for restroom swing doors - BURNT2: Fixes for visible phone switches; fixed obstacle and lighting of kitchen entrance to red keycard; wall switch alignment for "Central Command" - BURNT4: Blue keycard panel rising out of floor now working properly - BURNT5: Various swing door floor clipping fixes; corrections for badly shaped boxes in storage room; fix for distorted cinema exit; bloody handprint over blue keycard panel properly aligned - "C3PO Pack" > Collection of four maps by C3PO, arranged as four one-map episodes (sorted by date): - "Leaving L.A." (1998) - "Research Station" (1999) - "Fruit Loops" (1999/2000) - "Holiday Holocaust" (2000) Each map will take you around 10-15 minutes, depending on chosen difficulty. > Fixes/changes: - c3po.con: Episodic arrangement, Duke3D soundtrack remapping by NightFright - Map corruption fixes for "Leaving L.A.", "Fruit Loops", "Holiday Holocaust" - LEAVNGLA: Letter sprites #77+78 switched to fix corridor message typo ("Rigth") - "Castle Dukenstein" > Two episodes with 20 levels (2 secret) in the spirit of the original Wolfenstein 3-D, featuring some enemies, sounds and music from the old game. The first episode is very similar to Wolfenstein regarding map design and difficulty while the second (newer) episode sometimes uses more Duke3D features like sloped surfaces and better lighting. Working with Duke Atomic for the first time! > Fixes/changes: - Grouped release (based on v6.1 of the mod) - Needless demo files (*.dmo) removed - Code fixes + CON code updated to work with Duke3D v1.5 + Sprite resize bugfixes for dog, soldier, SS officer, mutant + Fix for dog waiting frames showing as drone sentry + Complete radlogo/cutscene/endgame panel skipping implemented - Map fixes + All ep.2 maps (besides DUKSTN22): Unified x-/yrepeat of OCTABRAIN and LIZMAN to 32/32 + DUKSTN11: Sprite #232 ("East Town Towers") deleted, sprite #485 (nuke switch) lotag changed to 65535 (fixes level transition), sprite #238 (secret nuke switch) lotag changed from 10 to 11 (fixes episode ending) + DUKSTN14: Sprite #26 (elevator switch) lotag deleted + DUKSTN15: Sprite #64 (elevator switch) lotag deleted + DUKSTN16: Sprite #562 (elevator switch) lotag deleted + DUKSTN17: Sprite #519 (nuke switch) lotag changed to 65535 (fixes level transition) + DUKSTN18: Sprite #399 (nuke switch) lotag changed to 65535 (fixes level transition), sprite #70 (start lift button) lotag deleted + DUKSTN1S: Sprite #270 (nuke switch) lotag changed to 2 (fixes level transition), sprite #690 (start lift button) lotag deleted, sprite #248 (skeleton) floor-aligned + DUKSTN21: Sprite #467 ("I" letter) changed to "E", Sprite #403 (nuke switch) lotag changed to 65535 (fixes level transition) + DUKSTN28: Sprites #100/101 (water splashes) floor-aligned, sprites #220 (SE7) properly aligned & sector 435 lotag changed to 1 (water) to fix submerge bug (you teleported into water and couldn't get out any more) + DUKSTN2S: Sprite #194 (nuke switch) lotag changed to 2 (fixes level transition), SE9 sprites #348+349 deleted (fixes secret sector ending level) - Art fixes + tiles009.art: Replaced tiles #2521/2522 (knife) with better graphics from "Duke Xtreme" + tiles014.art: Corrected text on tile #3717 ("Waffen hier abgeben") + tiles015.art: Corrected text on tile #3856 ("Schabbs") - Other + Replaced cineov2.anm/logo.anm with proper empty files + Added lookup.dat, palette.dat, table.dat from Duke3D v1.3D + Removed unused files: bgshot.voc, grabbag.mid + Mapped previously unused zerohour.mid to DUKSTN26 (previously: stalag.mid) - "Castle Quest" > 7 maps spread across 4 episodes (first with four, the others with one level each) with medieval setting (only the last entry features a present-day suburban scenario). Surprisingly, the author was able to pull this off with Duke3D stock textures. > The maps have distinct themes - the first one takes place in a forest, the second in/around a castle, the third undergroud, etc. Architecturally, the maps are quite squarish and the gameplay world feels boxed and confined. Lighting is barely noticable, texturing lacks trimming and is a bit repetitive. There's a lot of button hunting, close-quarters combat setups and lack of special effects. Nevertheless, medieval maps for Duke3D are quite rare and locations are interesting. > Fixes/changes: - Grouped release - game.con, defs.con and user.con deleted and replaced by castle.con (minimized code, ep.2-4 moved to slots #5-7) - grabbag.mid renamed to cqtitle.mid - CQ3: Assigned lotag 1 (water) to waterfall at beginning of level (sectors 237/238/249); fixed transparent blue keycard room floor in Polymer (sector 416: changed floor cstat from 108 to 0) - "Cerovsky Pack" > Collection of 6 maps by a relatively unknown Czech mapper Lukáš Cerovsky: "Bitva" (1998), "Palác Charitas" (1999), "Boeing 747" (1999), "Metro" (1999), "Divadlo" (2000) and "Hasit" (2001), playable as one-level episodes. > "Bitva" ("Battle"): Enter a military installation and reach the bunker before the Battlelord base boss returns "Palác Charitas" ("Palace Charitas"): Small but detailed gentlemen's club with many hidden switches and rooms "Boeing 747": Inspired by the movie with the same name, you fight on board of an airplane "Metro": Subway action with three stations and a visit to a Duke Burger diner "Divadlo" ("Theater"): Takes place in a well-designed theater with a stage you can change "Hasit" ("Extinguish"): Escape from a burning apartment to enter through a firefighter station, enter a construction site and fight in a supermarket > Fixes/changes: - Files grouped together - cerovsky.con: Cutscenes deactivated, one-level episode structure, Duke3D soundtrack remapping by NightFright - DIVADLO: a) Showstopper fix #1: Missing blue keycard No idea how this wasn't noticed. I added the keycard (sprite #1025) and put it into the ventilation shaft in the stage direction room (where you can change the stage design). There it seems to make sense to me at least. b) Showstopper fix #2: Non-functional multiswitch (sprite #118) For some reason, the switch that is supposed to open the four doors leading to the nukebutton forcefield switches didn't work at its current location. It worked after putting it in front of the pool sector. Additionally, the activator hitags for the doors were corrected. - METRO: Lv4 corruption (1 error) removed - "Chimera": > Was supposed to be the third episode to complete the "Last Reaction & Water Bases" (LR&WB) addon, but remained unfinished with just 7 levels and therefore has no proper ending. Features new weapons and some new enemies. Also note you have to press the "use" key to pick up the medkit now (which also includes steroids). > Fixes/changes: - Levels/music from LR&WB removed (wouldn't work properly with Chimera assets), maps moved to ep.5 slot (to skip ep.4 cutscene). - Sound fixes: Missing Intro sound (gwbintro.voc from Last Reaction & Water Bases) added, non-functional/badly named chaingun soundfile (chaingun.voc) restored. - chimera.con: 5 warnings eliminated (lines 2831, 9773, 13262, 13575); Octabrain pal21 shooting fix (by Fox); Overlord freezing fix (by Fox). - CHMRA07: Nukebutton works again (overtile set to 0 for wall 8133). - For more changes, see "Last Reaction & Water Bases" description. - "Command & Conquer Map Pack": > What was once intended to turn into a C&C Total Conversion for Duke3D fell miserably short and is probably now best labelled as an episode, albeit with only four single player levels (and the subsequent inclusion of 3 finished DM maps, 1 unfinished DM and 1 unfinished SP). Even though continuity between these four finished SP levels is virtually non-existent, they are among the best maps you may ever play, each with unique design, stunning gameplay and challenging encounters. Quite a few textures have been nicked from various other places, but they fit the theme well. > Note: You can check the unfinished maps (cnc05.map, cnc09.map) by manually loading them via "User Map". > Fixes/changes: - You can choose whether to play this pack as an episode with persistent inventory (default) or lose all weapons and equipment when entering a new level. In that case, change "cnc.con" to "reset.con" in "addons.grpinfo". - cnc.con: New file with episodic arrangement - Original Duke3D soundtrack remapping by NightFright - CNC07: Lv4/1 corruption removed - "Community Build Project": > Collection of 8 community maps (BJSHRINE, CBP2-8) which can be played back-to-back. Each of these levels consists of parts contributed by several mappers, resulting in a lot of variety and surprises. > Fixes/changes: - Grouped release. - You can choose whether to lose all weapons and equipment when entering a new level (default) or play this pack as an episode with persistent inventory (not recommended). In that case, change "reset.con" to "cbp.con" in "addons.grpinfo". - CBP4, CBP5 and CBP8 use their custom music tracks provided with the map files. All other maps use the standard soundtrack of episode 1 (the episode slot into which I placed these maps). - "Complex": > 3 SP levels (plus a small finale map without any action). While providing only 30-45 mins of gameplay, design is great. The ending is surprising and creative. A real pity it's so short. > This episode is the first part of a trilogy. If you want to play them all in the correct order (sorted by creation date), the sequence is: 1) Complex 2) Time 3) The Prequel to Time > Fixes/changes: - Episode moved to slot #5. - All maps debugged with Mapster32 (corruptions removed). - complex.con: New file; definitions for non-existant sound files (tminus.wav, b2recog.voc, muzak.voc) removed. - COMPLEX1: Various switch size corrections. The red crystal cave was so corrupted that I had to delete the whole sector and recreate that part from scratch. It looks very similar to the original (maybe even a bit better) and still contains all the items just like before. - COMPLEX2: Some switch size corrections. - COMPLEX3: Switch size corrections, floor texture issue in exit shuttle fixed. - "Countdown to Christmas": > 3 rather short maps (+ 3 story/hub levels) with Christmas theme, using "Nuclear Winter" assets and connected through a small story being told with ingame text messages. Also features snowfall effect with footprint sound. > Fixes/changes: - Levels/music renamed to snow1-6.map/mid - snow.con: Added code to end episode after level 6 and deactivate ep.1 cutscenes, double definition of gamevar "Lock" (line 12) removed, fix for level names (par times were missing first digit), "Intro" maps renamed to "Chapter", typo/phrase fixes for story messages - SNOW1/3/5: Realignment of sprites #87, 90, 92, 94, 96 (fireplace sign + year numbers) - SNOW6: Fix for 5 windows not rendering properly in Polymer - "Critical Mass": > 3 new levels (the last one being a short finale map) with 4 new weapons and modified enemies, including the boss. Providing about 45mins of fun gameplay. > Fixes/changes: - Widescreen fix for Expander replacement (via widescreen.dat) - game.con: 3 warnings removed - Needless demo files (*.dmo) removed - DNCM1: Alignment fixes for 2 "Security Area" signs; needless sector deleted - DNCM2: Wall alignments for yellow keycard panel and crane switch improved - "Crucial Conflict": > Mini episode with just 3 levels, but cleverly designed. You fight through a set of bases, driven by a story told via monitor messages. 60-90 minutes of gameplay you won't regret. > Fixes/changes: - MPCCE1L2: Wall alignment fixes for "Gate 1" switch and "Fire" sign (nearby) - MPCCE1L3: Polymer rendering issue with left column below glass/transparent walkway fixed - "DaikariN": > 7 maps (including a secret level), leading you through some city areas before passing through a set of medieval castles. Finale takes place in a space outpost. > Fixes/changes: - daikarin.con: Replaces dardefs.con/dargame.con/daruser.con (consolidated CON code) - tiles012.art: Fixed typos in #3293, ep.2 cutscene (not panel) deactivated - DAIKARN1: Hitag/lotag fixes for 17 sprites, correcting difficulty settings 116, 136, 147, 153, 154, 157 (Liztrooper); 150 (Lizman); 1130, 1181, 1182 (Pigcop); 137-139, 1500, 1501 (Octabrain); 1471 (Commander); 162 (Boss1) - "Dark Place Series": > Collection of all 5 maps of the "Dark Place" series by Taivo Maripuu, grouped into an episode. > Fixes/changes: - Grouped release. - You can choose whether to play this pack as an episode with persistent inventory (default) or lose all weapons and equipment when entering a new level. In that case, change "darkplc.con" to "reset.con" in "addons.grpinfo". - Soundtrack remapping by NightFright. "Gloomy.mid" mapped to "Dark Place 4" according to author's recommendation. - "Dark Place 2"/"Dark Place 3": Changed nuke button palette to 0 to prevent map looping - "Death Drive": > Episode with 5 levels inspired by the original first episode "L.A. Meltdown". Its special features are the fact that each map was created in under 20 hours and difficulty level is rather high. > This pack is meant to be played with the Polymost renderer. Usage of Polymer is NOT recommended! > Intended gameplay experience is achieved only when selecting "Get Psyched!" difficulty. You will need fast reflexes in that case, though. Lowest difficulty is like "Let's Rock" - which is still a decent challenge. > Fixes/changes: - File cleanup: Demo maps dmo1.map, dmo3.map, t1m6.map removed (including assigned MIDIs), external gutstrm.mid integrated into groupfile - edemo001.edm and edemo002.edm removed (caused problems during startup) - user.con: Removed episode slots 2-4, ep.1 cutscene disabled - T1M5: Fix for the pit teleporter randomly killing player (provided by Mister Sinister) - "DN64 Revisited" > Mini episode with 3 maps that had been available only for Duke Nukem 64 Dukematch before, now rearranged for 20-30min singleplayer gameplay. > Note: Be sure to have highres textures activated to avoid visual glitches! To check, go to "Options" --> "Display Setup" --> "Advanced" > Fixes/changes: - Grouped release (non-groupfile contents loaded via external dn64revisited.dat) - logo.ivf/logo.wav (EDuke32 logo) deleted (wasn't working properly if grouped/zipped) - user.con: Ep.1 cutscene/end panel deactivated - OGG files renamed to avoid conflicts with music packs - DN64L1.map: Sprite #122 (red keycard panel) + 48 more cst 16464 --> 16 (wall-aligned) - DN64L2.map: Sprites #5 (nukebutton), #489/490 cst 16464 --> 16 (wall-aligned) - DN64L3.map: Sprites #16/17/21 (switches), #211 (nukebutton) cst 16464 --> 16 (wall-aligned) - "Duke Hard": > A community episode in which every mapper built one map map, taking place in a building and each map representing a floor. You have to go up the building, floor by floor, with each floor featuring a different theme. 17 levels to explore in this really nice pack! > Notes: - This episode is meant to be played in software (8-bit) or Polymost renderer. Polymer is not supported. Also, make sure you are running the addon with EDuke32 r4525 or newer. - Features latest version 1.2 (released on June 8, 2016) of the addon. This includes fixes for the episode menu which broke with EDuke32 builds r4609 and later. For more details about changes, please consult dukehard.txt (in addons\readme\various dir). > Fixes/changes: - Original "dukehard.dat" split into .dat and .grp file for grpinfo compatibility - "Duke Is 007": > While intended to become a James Bond TC, this project was never finished. However, 6 really nice maps remained, even though the custom art to replace textures and sprites was not included. You will visit interesting locations like a flying plane, an underwater base or a Russian missile silo. Playing these levels as standalones is quite hard due to lack of ammo. This release allows you to play everything as a continuous episode which makes things considerably easier. > Known issues: - 007: The outdoor areas of don't render well in Polymer. - SNOWBASE: It is possible to clip through the locked glass door of the blue access control room without using the keycard if you approach it in crouched position. However, you won't be able to return the same way, effectively trapped. > Fixes/changes: - Grouped release with episodic structure - Duke3D soundtrack mapping by NightFright - 007game.con: 3 warnings removed - 007: Lv4/2 corruption removed, added missing blue keycard (sprite #691) in middle toilet after yellow access, realigned yellow access panel (sprite #279), turned wrong parallax bit off in sector 450, removed "Out of order" sign (sprite #206) that did not move with swing door, fixed sewer tube exit squishing player (sectors 104, 106, 117, 119 set to blocking) - BALLROOM: "Authorised personal" monitor message corrected (sprites #970/968/969/1136), door redlines overlapping fixed (correct Polymer floor rendering) in Alien Queen statue room and "Authorized personnel" corridor - MISSBASE: Lv3/4 corruption removed - SNOWBASE: Added missing blue keycard (sprite #1014) near searchlight tower, fixed yellow access door opening without key (activator sprite #593 moved, #1010 added), removed placeholder user art (sprites #313, 314, 925, 972), fixed snow slopes squishing player (walls 1874, 1952, 1982 set to blocking), one-way snow passage closed (wall 1727 set to blocking), ceiling texture correction in blue keycard glass chamber - WATERBAS: Polymer rendering fix for 4 toilet doors in shower room, fix for non-functional slide door switch (SE sprite #512 changed to locator) - "Duke Is Ten": > Episode consisting of 7 maps, released to celebrate the 10th anniversary of Duke3D. All levels have been designed with involving the number "10", either via layout or mentioning it somehow ingame. Quite challenging, even though early entries are rather short. The last two maps definitely require some skill and nerves. > Fixes/changes: - Grouped release, minimal rename of "jsduke10th.map" to enable grouping - duke10.con: Replaces user.con (consolidated code), episode moved to slot #5 - "Duke Los Angeles": > After blasting through D.C., Duke is engaging the enemy in good old L.A. once more. Having a few new weapons in his arsenal, 10 SP levels (1 secret) are awaiting exploration. > The author used some copy/paste work from official levels occasionally, but the episode is still enjoyable due to its convincing setting. > Uses adult content artwork from "Penthouse Paradise" level and tileset from "Duke It Out In D.C.". > Fixes/changes: - Removed "Penthouse Paradise" map (without monsters) from groupfile for a separate release - Needless demo files (*.dmo) removed - ladefs.con: Removed file (code moved to dukela.con) - lauser.con: Undefined unused episode slot(s) to hide them from ingame menu - dukela.con: 2 warnings removed, ep.4 cutscenes + Duke Team text skipped via CON code - tiles009.art: #2493 (Duke title screen) replaced with original tile - DUKELA1: Changed overlapping sectors at yellow keycard staircase, fixing rendering glitch - DUKELA2: Fixed restroom swing doors - DUKELA6: Minor wall alignment fixes in big pool room - DUKELA7: Fixed rendering glitch with two stairs in pool area; restroom swing doors fixed - DUKELA8: Wall alignment fix for the red keycard switches - "Duke Tournament" > Two episodes, one for SP ("Annihilation", 5 maps) and one for MP ("Duke Tournament", 8 maps). > Fixes/changes: - Needless demo files (*.dmo) removed - dtgame.con: 2 warnings removed - dtuser.con: Needless ep.3/4 commented out - Widescreen version of the Super Devastator based on prototype sprite edits by Minigunner, fixes for shotgun/RPG replacements (via widescreen.dat) - MIDI files renamed to avoid conflicts with music packs - "Duke, It's ZeroHour": > Was supposed to be released as a commercial addon once. 11 levels with most weapons replaced by new ones (among them a cool flamethrower instead of the Freezer), and also the aliens got a facelift, with reptiles, spiders, disk-shaped robots and more. Most of the time, you have a briefing screen at the beginning of each map, so you will always know what to do. > Fixes/changes: - Added widescreen fix for chaingun replacement (via widescreen.dat) - Needless demo files (*.dmo) removed - zerogame.con: 3 warnings removed - Sprite resize bug for enemies fixed - Fixed 3DR logo (#2492) having wrong colors (replaced with v1.5 version). - Removed silence from MIDIs: "darkness.mid", "dreams.mid", "head.mid", "midnight.mid", "new.mid" - ZERO01 "The Granite Fortress": When you emerge from a water pool into a room with two alien face doors and an elevator, those doors wouldn't open when jumping onto the Atomic Health ledge. Reconfiguring the doors fixed it. Also, two sector clipping problems with two columns and wall alignment of three buttons were corrected. - ZERO03 "Ancient Realms, Pt.1": Wall alignment fix for nuke button - ZERO06 "Nightly Streets": Wall alignment fixes for switch and nuke button > Known issues: - ZERO07 "Into the City": The secret safe in the ZeroHour boss office does not open even after the three switches in the other offices have been pressed and the "UNLOCKED" message has been displayed. - "Dukeland" (aka "Disney TC"): > The aliens stole Disneyland and brought it into space! Duke has to bring it back to Earth in this short (1h) fun ride through 2 detailled levels. Sightseeing and action merge! > Fixes/changes: - Files grouped together - Atomic con files used for v1.4/1.5 support - dlndgame.con: 3 warnings removed - dlnduser.con: Consolidated CON code, ep.1 cutscene (not panel) deactivated > Known issues: - "Showdown at Tomorrowland" will lag with Polymer. Turn off dynamic lights (via menu, EDuke32 r5409 or newer). - "DukeVR": > Training map set with 3 episodes and 18 maps. Each episode is harder than the previous one (blue = easy, green = medium, red = hard). Focus is completely shifting from visual to pure puzzle solving which you will notice right away after loading the first map: Besides a basic matrix-style texture, the levels look very bland and unfinished. The challenge is to complete the maps without dying and as fast as possible - usually requiring a certain strategy that you need to figure out first. > Includes 3 bonus maps which Fakir released with "Army of Death" in spring 2004. They were meant to be part of DukeVR2 (that never happened). Choose "Lost Missions" in the episode selection menu to play these levels. > Fixes/changes: - Useless demo files (demo1-3.dmo) deleted. - dukevr.con: New file with minimized con code (including code to skip cutscenes), removed (empty) episode "User Missions". - Fakir's bonus maps added as "Lost Missions" (U1/U2/U3.map renamed to LOST1/LOST2/LOST3.map). - "Eye of Cul Episode": > 8 maps (1 secret) with mostly urban/industrial setting. Don't judge the episode too soon by its first two maps which are rather average. Design gets better and also darker later on as you fight through burning cities overrun by a satanic alien cult. The last two levels are heavily inspired by "Blood", leading you through a cemetery until you reach the church of the cult where you have to eliminate all resistance. > Note: Since this episode was created by a Spanish-speaking author, you will encounter some Spanish text, but it's not required to understand the language to complete the levels. > Fixes/changes: - Files grouped together - eyeofcul.con: Cutscenes deactivated, episode ends after level 7, Duke3D soundtrack remapping by NightFright - Minor corruption fixes for all maps - EYECUL01: Polymer floor rendering error with toilet swing door fixed - EYECUL05: Swing door holding red keycard fixed (floor was moving with door) - "Escape from San Angelos": > Episode with 5 city levels. Initially planned as a six-part episode, the author stopped after four maps and released a fifth one ("Paranoid") later. Your mission is to escape San Angelos, find the transporter to the alien home world, liberate a research facility and deal with the source of the alien scum in New York. > Note: These maps have no difficulty settings implemented, so it does not matter which difficulty you choose. > Fixes/changes: - Files grouped together and compiled as a coherent episode for the first time - Map corruptions removed, especially in ESCAPE1 (lv4/13) - Duke3D soundtrack mapping by NightFright - "FbSp Series": > 3 SP maps by Geoffrey 'Fakir' van Dijk, grouped to three one-level episodes. The third level is considerably more difficult than the previous two. > FbSp001: Military installation with snowy scenery, similar in style to maps of the BobSP Series. FbSp002: Remake of XXX-Stacy from Duke3D ep.4. There are a couple of nasty monsters at the end, but you are provided with enough firepower to deal with them. FbSp003: A city in the process of becoming another alien stronghold. It's your job to repel the invaders. There's a reasonably high number of baddies for you to contend with and sometimes taking cover instead of blind attacking is the better approach. > Fixes/changes: - Files grouped together, presented as three one-level episodes - FBSP003: nukebutton #70 fix (pal0, lotag 65535) - "FM3X": > FM2X originally contained two episodes with 22 levels (3 secret + 3 DM only), "New York Rebellion" and "Orbital Oblivion", designed to honor the first two episodes of the original game. While you see similarities, it's never a copy and makes it feel like a creative new vision of the maps we all know so well. > FM3X provides updated/rebalanced maps for the first two episodes and adds two new ones, one for SP ("Anarchy Village", 11 maps [2 secret]) and one for Dukematch (8 maps). "Anarchy Village" deviates from the remake path and does not have much in common with the episode it replaces ("Shrapnel City"). > Notes: - Based on version last updated on May 25, 2016. - FM1X00, FM1X07, FM1X08, FM1X09, FM1X10 and FM1X11 can only be loaded via "User Map". - FM1X08 can also be reached by completing FM1X07. - Additional DM level NULL can be loaded via "User Map". - You can choose whether to use the addon soundtrack (default) or music from Duke3D. If you want Duke3D music, change "fm3x.con" to "fm3xalt.con" in "addons.grpinfo". > Fixes/changes: - Deleted fm3xgame.con, fm3xdefs.con, fm3xuser.con (not needed) - Deleted grabbag.mid and briefing.mid (identical to original files) - Needless demo files (*.dmo) removed - fm3x.con: New file (only contains changed code), undefined 4th (placeholder) episode, unlocked Dukematch episode, defined FM1X00 (with name and music), DM level null.map only selectable via "User Map" - fm3xalt.con: Optional file that uses Duke3D music (soundtrack mapping by NightFright) - "Fusion TC": > Quite difficult standalone TC with 18 SP maps, spread across 3 episodes. > Contains elements (monsters, level design, weapons) from Quake, Quake II, Blood or Half-Life. > Incorporates parts of "Fusion Redux" by James 'Jblade' Stanfield (without textures, models or OGG music), fixing bugs like resizing enemies and adding a flashlight for dark maps. There are also new environmental sounds for footsteps and bullet-hit effects on wood/metal surfaces. Coop starts have been added to all levels. > Known issue: In order to see the HUD, you need to deactivate the alternate (fullscreen) HUD enabled in EDuke32 by default. Open the ingame console (~), type: hud_althud 0 and press "Enter". After that you should be able to see the HUD when resizing the screen to its max - sort of. > Fixes/changes: - Needless demo files (*.dmo) removed - Widescreen fixes for pistol/Devastator replacements (via widescreen.dat) - fusion.con: 10 warnings removed - "Glavic Pack": > Collection of 10 SP levels made by Alejandro Glavic: a) "Glavic: Base Maps" collection episode, 3 maps + "Hydrostation" (2002) + "EDF Secret Base" (2002) + "Military Madness" (2002) b) "Glavic: Space Maps" collection episode, 3 maps + "YMF500G" (2001) + "The Lost Moonbase" (2002) + "Alien Wipeout" (2003) c) "Glavic: City Maps" collection, 4 maps + "Eye-Witness" (2002, in cooperation with Kevin 'Kef_Nukem' Cools) + "Blackened" (2002) + "Welcome Home..." (2003) + "Another Timeless Night" (2006) > The episodes have been grouped by theme (space, base, city maps), while the levels within the episodes are sorted by date (from old to new). There is no real consistency, it is meant as a collection of the author's work. > Fixes/changes: - You can choose whether to lose all weapons and equipment when entering a new level (default) or play this pack as an episode with persistent inventory (not recommended). In that case, change "reset.con" to "glavic.con" in "addons.grpinfo". - Duke3D soundtrack remapping (where no custom MIDI files were defined) by NightFright - YMF500G: Ortographic fix for monitor message ("Accessible") - MOONBASE: Wall alignment fixes for secret room poster and reactor core sign; texture realignment for "Emergency Override" sign - EWITNESS: Wall alignment fixes for overlapping posters/graffiti (sprites #2790-2793) - BLACKEND: Wall clipping fix for a doorway (skybox was visible) - TIMELESS: Ceiling alignment fix for speaker, wall alignment fix for nuke button > Known issues: - WHOME: When exiting the first building, you will see the skybox until you have passed the door. This is a rendering issue (in Polymer). - "God of War": > 7 SP + 5 DM + 5 Arena maps. Features two new weapons (Firethrower, Forcegun) and a few modified monsters. You have to travel to Mars to battle a new kind of alien queen who is spawning red troopers (which are quite tough). Level design is not spectular maybe, but still this episode is worth your time. > Fixes/changes: - Needless demo files (*.dmo) removed - Widescreen fixes for Shrinker/Expander replacements (via widescreen.dat) - Removal of placeholder map exis---.map - godgame.con: 1 warning removed, code added to deactivate ep.1 cutscene (panel remains) - gs-alter.con: 2 warnings removed - tiles012.art: #3292 fixed (typos removed and format cropped to 320x200 from 320x240) - EXIS-L2: Fixed swing door not opening (causes visual glitches now, but at least it works); ceiling speaker alignment corrected - EXIS-L3: Wall alignment for two switches improved; elevator wall clipping fixed - EXIS-L6: Wall alignment for three switches improved; fixed a wall texture in blue keycard room (was moving up and down with lava) - "Grins of Divinity": > Features new gameplay elements, e.g.: ability to pick up and stack barrels, ladders that can be climbed, a money/wallet system for buying weapons/items, particle effects, civilians with AI, new enemy AI. Provides 8 levels with new weapons to try out and new enemies to fight against. > Usage of Polymer renderer is not recommended due to performance issues and custom weapon effects. > I have not played this addon since level design seemed too confusing. Use at your own risk! > Fixes/changes: - Needless demo files (*.dmo) removed - Added widescreen fixes for statusbar and Expander replacement (via widescreen.dat) - Sprite resize bugfixes for weapons, ammo and enemies - god.con: 5 warnings removed, code decompressed by Simon_Croes in December 2011 - Corrected wrong definition for music track "god_06.mid" (was "god_6.mid" in con files) - "Haunted Nukem" > 5 levels with strong Halloween atmosphere, utilizing textures and weapons from Monolith's "Blood". You are even able to target heads, arms and legs of enemies and shoot them off. These maps will take you 5-15 minutes each, so it's about one hour of spooky entertainment. > Notes: - Most weapons have an alt-fire mode which is assigned to "AIM DOWN" (bound to "F" key by default). Feel free to bind it to any key you like, preferrably a mouse button. - Auto-aiming is turned off by default. - Be sure to have highres textures activated to avoid visual glitches! To check, go to "Options" --> "Display Setup" --> "Advanced" > Fixes/changes: - Grouped release (with .dat file containing external graphics) - haunted.def (formerly duke3d.def): Eliminated 9 EDuke32 warnings (about missing graphics) - haunted.con (formerly user.con): Minimized code, added code to skip ep.1 cutscene/end panel - OGG files renamed to avoid conflicts with music packs - "Incubation: Alien Apocalypse": > 8 SP levels (2 secret) in a nicely designed urban setting, involving the landing of an alien spacecraft and dealing with the aftermath. > Fixes/changes: - Needless demo files (*.dmo) removed - "East L.A.": Floor texture bug near firefighter car removed; 4 needless swing door sectors removed; wall alignment fixes for a garage pipe panel and the switch opening the central building; floor clipping issue in right yellow keycard elevator fixed - "A Fistful of Dollars": Firefighter car texture alignment fixed; monitor texture alignment (crashed building) corrected; bedroom door (exploding rooms) not working fixed; nuke button wall alignment improved - "Nuclear Age": Changed (and probably fixed) the way the regular and secret exits are accessible by switching button lotags (888 --> 71, 71 --> 72, 72 --> 888) - it seems you couldn't reach the regular exit at all before while being able to find the secret exit far too easily - "Cult of Evil": Nuke button wall alignment improved - "Suburbia": Monitor texture alignment corrected - "Time Warp": Duke wall sprite alignment improved; nuke button wall alignment improved - "Industrial Complex": > Episode with 6 levels (1 briefing w/o monsters, 1 secret) featuring new textures, sounds and a new shotgun. You will visit industrial areas with basic key/button hunting. > Fixes/changes: - Whole episode moved to slot #5. - ice.con: New file with minimized con code (replaces icedefs.con, icegame.con, iceuser.con) - Needless MIDIs removed: dethtoll.mid, pob.mid, stalker.mid, streets.mid, thecall.mid - ICE1: Lv4/8 corruption reduced to lv4/6 - ICE3: Lv4/6 corruption removed - ICE5: Lv1/4 corruption removed, Polymer rendering for 2 swingdoors fixed - "Infestation in Time": > 18 SP levels (3 secret) + 13 DM/4 CTF/4 Bot DM maps. A lot of new features in this one. Buy weapons and equipment, wield new weaponry such as the flame thrower or the devastating nuclear mine, move objects, carry batteries and dissolve force fields with the psi-card. > Based on v1.5 ("Infestation in Time Revisited" from May 2012). > Fixes/changes: - Added widescreen fixes for statusbar based on Duke3D graphics by Fox and Devastator/Freezer/spacesuit replacements (via widescreen.dat) - Sprite resize bugfixes for enemies and items (with separate patches.con) - Minor con code fixes (removing duplicates, fixing file names) - iitgame.con: 4 warnings removed - iitcode.con: 7 warnings removed - Fixed 3DR logo (#2492) having wrong colors (replaced with v1.5 version) - OGG files renamed to avoid conflicts with music packs - Map corruptions removed - Ingame message spelling mistake corrected - "My First Map" (1AMYFMA.map): two useless sprites removed (#1265, #1266) - "JJ Duke Nukem 3D": > 18 levels spanning across three episodes, with the first two falling quite short in terms of quality and duration. Don't be surprised about the extremely short second episode, with one of its maps being completed in maybe 3-4 minutes. True highlight of the pack is the third episode, "L.A. Carnage" (by Jason Bredhauer), which captures the mood of the original "The Birth" from Duke3D quite well. > Fixes/changes: - jjgame.con: 4 warnings removed, custom code from jjgame2.con integrated - jjdefs.con: Duplicate definitions from defs.con removed (loaded through jjgame.con now) - Added names for E2L4 ("Back In A Hurry") and E3L9 ("Adult Entertainment"). - 1.01c patch with map fixes included; all maps debugged with Mapster32 for improved Polymer rendering. - Needless demo files (*.dmo) removed - JJ102: Fixed underwater duct leading to the blue keycard chamber. Getting back into the duct from that room was extremely tricky before (floor was badly aligned). - JJ305: Fixed a ceiling that could crush you in a book store when jumping onto some shelves. - Various manual alignment fixes in JJ202, JJ301, JJ303-JJ307 and JJ309 to prevent rendering errors in Polymer. - "Jungle Tour Trilogy": > Three maps focussing on the survival aspect instead of solving puzzles, especially in the second and third level (which even lack keycards). While the first two entries have a jungle setting, the last one takes place in a snowy area with plateaus, rocky outcroppings and caves. Expect challenging fights in arena-style environments. > Fixes/changes: - Grouped release, playable as three one-level episodes - Levels and sounds renamed to avoid conflicts and allow grouping of files - JNGT: Lv4/>64 corruption removed, wall 3373 repositioned (fixes Polymer rendering issue due to redlines overlapping) - JNGT2: Lv3/4 corruption removed, lotags of 70x MUSICANDSFX sprites and 16x 1-time sound sectors changed to avoid sound conflicts with other maps, deleted 19 dummy sprites with tilenum 0 (#1856, 1861, 1869-1873, 1880, 1881, 1888, 1892, 1899, 1914, 1921-1926) - JNGT3: Lv3/1 corruption removed, lotags of 215x MUSICANDSFX sprites and 34x 1-time sound sectors changed to avoid sound conflicts with other maps, nukebutton (#1207) pal13 changed to pal0 (avoids map looping), typo in final cave message fixed (sprite #1529 added) - "KaiseR Land Trilogy": > 3 excellent levels made by KaiseR. The first two maps have an underwater base theme while the last one features a medieval setting with new custom art. Prepare for taking longer to complete these maps (first two may take you around 30, third over 60 minutes). > Notes: - You can choose whether to lose all weapons and equipment when entering a new level or play this pack as an episode with persistent inventory (default). Change "kaiser.con" to "reset.con" in "addons.grpinfo" if you wish to play the addon differently. - Be sure to have highres textures activated so that the skyboxes are displayed properly! To check, go to "Options" --> "Display Setup" --> "Advanced". > Fixes/changes: - Files grouped - Highres skyboxes moved into separate kaiserland.dat file - "Lite" version without highres textures (but can be run with HRP if desired) - Remapping of original Duke3D soundtrack by NightFright > Known issues: - KaiseR Land 02: Framerate drops in Polymer. Deactivate dynamic lighting (via menu, EDuke32 r5409 or newer) or switch to Polymost. - KaiseR Land 03: In Polymer, you may encounter visual glitches like missing floor parts. This map uses some tricks to achieve certain effects, and eliminating those rendering problems would have meant to lose those effects (e.g. shadows), so I decided not to touch this. - "Kucera Pack": > 15 maps by Czech mapper Petr 'Artec' Kučera collected in two episodes (sorted from oldest to newest): + "Kucera Pack" "Skola" (1998), "Sicilie" (1998), "Banka" (1998), "Doly" (1998), "Risk" (1999), "Vlak" (1999), "Aliens" (1999), "Letiste" (1999), "XXX" (1999), "Petrin" (2000), "Reichskanzlei" (2003) + "Kucera Dukematch" (multiplayer only) "Vesmir" (1997), "South Park" (1998), "Stadion" (2001) + "Boyard" (1998) [Bonus map - can only be selected via "User Map" --> "BOYARD.map"] > "Skola" ("School"): Rather difficult and plain map with a school as a setting. "Sicilie" ("Sicily"): Short trip to a jailhouse, fire station and adult bookstore. "Banka" ("Bank"): Duke visits a bank to withdraw his funds there. "Boyard": Very puzzle-oriented. Collect six letters for the exit password while opening doors in a fort. "Doly" ("Mines"): Explore an abandoned mine shaft and enter a submarine later to escape. "Risk": Short but intense trip to a TV recording studio with just one keycard to find. "Vlak" ("Train"): Clear an alien-infested train before it reaches its destination. "Aliens": Escape from a space station inspired in its design by the first two "Alien" movies. "Letiste" ("Airport"): Fight through an airport and a parked airplane. "XXX": A visit to a brothel with "recreational" areas. "Petrin": Inspired by the Petřín hill in Prague, you enter a viewing tower full of alien scum. "Reichskanzlei": Inspired by the nazi city hall in Berlin during WWII. > Some maps (at least "Boyard", "Reichskanzlei" and "XXX") use art from "Penthouse Paradise" (tiles014.art). > Notes: - You can choose whether to lose all weapons and equipment when entering a new level (default) or play this pack as an episode with persistent inventory (not recommended). Change "reset.con" to "kucera.con" in "addons.grpinfo" if you wish to play the addon differently. - Since "Boyard" is very focussed on puzzles with only few alien encounters, I have decided to make this map standalone. You can load it via "User Map" --> "BOYARD.map". > Fixes/changes: - Files grouped, including tiles014.art from "Penthouse Paradise" shared by some maps. - Duke3D soundtrack remapping by NightFright - ALIENS: Lv4 corruption (16 errors) fixed; texture issue with two fans at the bottom of elevators solved (textures replaced, parallax bits removed); health (sprite #1152) placed at main hangar drop (jetpack sprite #120 relocated) - BANKA: Floor clipping fixes for McClain door and bank safe entrance (blue key access) - BOYARD: Fixed door #6 not opening after activation (door sector 212 moved down, SE sprite #562 angle changed), red access area almost inaccessible from outside without keycard now (surrounding walls made blockable) - DOLY: Health (sprite #561) placed at bottom after airplane drop - RK: Sound #193 (doomed16.voc) remapped to ID #400 to avoid conflicts with other maps. 4 sounds have not been included as they would interfere with other maps (boschain.voc, clipout.voc, glass.voc, minigun3.voc) - it's about replacement sounds for pistol, chaingun and breaking glass, so it doesn't really temper much with general atmosphere if standard sounds are used in those cases. - SICILIE: Register switch (sprite #224) in bookstore lowered to hide it properly - SKOLA: Lv3 corruption (1 error) fixed - VLAK: Lv4 corruption (1 error) fixed - XXX: Position of camera near garden area (sprite #712) corrected - "Last Reaction & Water Bases": > Many Duke3D fans consider this 22 level-pack (1 secret map) being like a semi-official expansion for the game. Map quality, atmosphere and enjoyable gameplay provide hours of fun. Many levels are quite dark and ammo might be rare sometimes, making the game harder somewhat. I especially liked the second episode which kinda replaces the space setting of the original with an underwater environment. A must-play! > Fixes/changes: - Demo file deleted from groupfile - lrwb.con: Last Reaction episode moved from episode 3 slot to 1; fix for normal explosions having the same size as those spawned by the old drone enemy (by Fox); Octabrain pal21 shooting fix (by Fox); Overlord freezing fix (by Fox); 3 warnings eliminated; RADLOGO cutscene from ep.3 (Last Reaction finale) removed. - Previously unused soundtrack has been added: "Last Reaction": Exchanged E3L5 music from "alienz.mid" to "mistache.mid" (from "Rise of the Triad") based on "Chimera" CON info. "Water Bases": "Chimera" already had music definitions from "Ecco 2: Tides of Time" for this episode. The MIDIs have now been included and are used. - LASTR07: It is now a lot easier to shoot a switch through a partially opened door in a flooded elevator shaft which requires you to kneel on the water surface (!) to hit it. - LASTR10: Off-grid sprite #862 (switch) deleted - had no purpose ingame - WBASE02: Fixed a black Octabrain which could not be killed - WBASE07: Flooding level in red keycard pool area slightly raised so player can leave (SE sprites 264-267, 272, 297-300 and sectors 430-436 + 438 raised by 1 unit), hanging slime babe (#59) realigned to ceiling - WBASE08: Fixed massive map corruption (> 64 errors), texture alignment improvement for gray metal wall in the big outer courtyard - WBASE10: Texture alignment fix for door in first water area (indoor) - WBASE11: Fixed sprite flag of drone boss - "Layre": > Scott McCabe released these 2 levels in 1996 to apply at 3D Realms (successfully). Unfortunately, he never completed the episode which he meant to create. One new enemy, new textures with a certain Quake feeling and quite nasty teleporter tricks will keep you busy for an hour or so. > Fixes/changes: - Grouped release (with file cleanup) - layrgame.con: 8 warnings removed, skip ep.1 cutscene/end panel - loadhud.def: Added for widescreen statusbar support (via widescreen.dat) - Map corruptions removed (chaptr1: lv3/9, chaptr2: lv3/6) - CHAPTR1: Walls 648+650 textured, sprite #809 changed from tile 3584 to 3773 - CHAPTR2: Mirror wall 2044 fixed (made blockable, mirror sector size increased) - "LORCH Trilogy": > 3 city levels which are heavily inspired by the famous Roch series. "LORCH" is short for "Lots Of Roaring Chewing Hams" and gives you the task to search for the abducted Duke3D mapping artist Alejandro. > LORCH was a cooperation with Merlijn van Oostrum. LORCH 3 is a remade/improved version of the original map which Sanek released on June 16, 2016. > Notes: - LORCH 2 and 3 are very demanding, especially LORCH 3 due to its size. Deactivating dynamic lights may help for LORCH 2 if you want to play it with Polymer, but in the following map this won't work any more. Therefore, I strongly recommend to play this in software (8-bit) mode to have smooth framerates. - You can choose whether to play this pack as an episode with persistent inventory (default) or lose all weapons and equipment when entering a new level. In that case, change "lorch.con" to "reset.con" in "addons.grpinfo". > Fixes/changes: - Grouped release as a 3-level episode - Duke3D soundtrack assignments by NightFright - LORCH: Orthographic fixes for first security monitor message (level start) - LORCH3: Fixed possibility to enter decoration zone (wall 1049 made blockable), added two sixpacks behind final elevator forcefield (sprites #7420/7421) to compensate fall damage - "Lost Highway": > 7 levels (1 secret) with well-designed highway passages, vast canyons, a huge dam and even a cable car (if you find the secret exit). > Fixes/changes: - losthway.con: 3 warnings removed - Original maps debugged with Mapster32 by NightFright - Whole episode moved to ep.1 slots, finale cutscene disabled via CON code - Fix for level 3 "Toxic Gas": After you pass the pump, you couldn't dive up inside one of the following turbine chambers. By realigning water teleport 7/702+ and changing its lotag to SE23 (one-way teleporter - fix for Duke3D v1.4/1.5 only), it is now possible to complete the level. Thanks to Forge for the hint how to fix this! - "MatH Pak": > 5 levels (1 secret, 1 for credits without any action), previously quite unknown. > This pack has some very atmospheric maps. You start in a common city area before entering a desolated factory. The last regular level is set in war-torn Bosnia with great ambient sounds, some traps and destroyed buildings. Finding the secret exit pays off, you will be in for some space action with very original, uncommon design. There is no boss fight at the end, you just get to a map with some credits. > Fixes/changes: - Grouped release - Needless demo files (*.dmo) removed - math.con: replaces mathgame.con/mathuser.con (consolidated code, episode moved to slot #5) - "Metropolitan Mayhem": > A masterpiece consisting of 15 city maps (1 secret, 4 alternate ending maps). Beautifully designed urban areas with many highlights, such as a police station, a flooded city overrun by alien scum, fighting in a moving train and much more. Will get you addicted once you have started. > This episode was designed for 8-bit classic (software) or Polymost rendering. Do NOT use Polymer or you will have visual problems (e.g. transparent floors in E5L08 and E5L12 or massive sprite rendering issues in E5L02)! > Fixes/changes: - metromay.con: Optimized/shortened version of external file "metropolitan.con" > Known issues: - E5L02: Many sprites in outdoor areas will have transparent borders. This is due to some issue with the Polymer renderer and cannot be fixed through map changes. - E5L14: Two swing doors will not open. The only way to get through is by using the DNCLIP cheat. - "Mic Episode": > 3 levels, increasing in difficulty and complexity. First, you go through a prison complex before entering an "Anti-Duke" training center where the aliens learn how to fight against Duke. In the finale, you have to find the power plant to shut down the whole installation. The whole pack will take you approx. 1h to finish (maybe a bit more if you cannot figure out the last level). > Fixes/changes: - "La Sante": Several wall sprite alignment fixes; correction of top texture for secret cupboard in "Mongo" room - "Training Center": Correction for a typo ("fqr" --> "for"), alignment fix for "simulation" wall text - "Back in Town": Texture clipping fix for bathroom door; typo fixes ("personnal" --> "personnel", "realist" --> "realistic"); wall alignment fixes for sprites; texture alignments for truck fixed (works both in software and Polymer now) - "Mill Town Rampage" > Mini-episode with 2 levels. Very atmospheric journey through a town and the nearby docks, supported by an excellent ingame soundtrack. Balanced gameplay with carefully placed health/ammo and enemies. > Note: Meant to be run with the Duke3D HRP in Polymost mode only. Polymer not recommended! > Fixes/changes: - Grouped release - mtrgame.con: 2 warnings eliminated - mtruser.con: Moved episode to slot #5 to avoid conflicts with music packs - MILLTOWN: 1 minor map corruption fixed - "Moonbase Accident": > Space episode with 7 levels (2 secret), sometimes hard, but architecture makes up for it. > Notes: - Based on v1.3 of the mod. - There is no music in the second secret level, "Depressivo". This is intended. > Fixes/changes: - First grouped release - HRP contents (OGG music/sounds, highres textures) removed - loadwide.def: Added for widescreen support of Shrinker/Expander replacement (via widescreen.dat) and to change bonusscreen from city to space - moonbase.con: Deathmatch ep. moved to #5 - "MSSP Episode": > 8 levels with a mix of power stations and city maps. Quite entertaining and with some great new weapon sounds. > Fixes/changes: - Needless demo files (*.dmo) removed - msgame3.con: 3 warnings removed - msuser3.con: Undefined unused episode slot(s) to hide them from ingame menu - MSSP1: Floor texture clipping fix for restroom swing doors - MSSP2: Wall alignment fixes for Command Center sign and nuke button - MSSP3: Floor texture clipping fix for 2 swing doors; texture fix for two restroom swing doors - MSSP4: Floor texture clipping fix for 3 swing doors - MSSP5: Some spelling fixes in monitor messages; ceiling light grate fix in front of door 3B; floor texture clipping fix for 2 swing doors - "Nuclear Pack": > 9 SP (1 secret) + 12 DM maps. Only first episode ("Nuclear Neurosis") is for SP. > Expect an average playtime of maybe 10-15 minutes per map, so they are not too huge. It's definitely more about the action than level design, even though locations are nice. I especially liked "Demolition Delapidation" where you can blow up pretty much everything, or "Multi-Story Massacer" which lets you explore several levels of a skyscraper. However, sometimes there are apparently shortcuts which enable you to finish some maps rather quickly, often without even having to find/use all keycards. > There is one new weapon, the Gravity Gun, which makes enemies float indoors, sometimes dropping weapons, or die outdoors when flying too high after a hit. One new opponent has been added, a robot which is throwing grenades at you and can even harm you after you finished it off and get too close. Some guns have new sounds. Some new ideas are an electric fence that can damage you, malfunctioning pipebomb/nightvision pickups, Coke health, fake Atomic Health with only a +5 bonus or mines which explode when you step on them. > Fixes/changes: - npakgame.con: 3 warnings removed, ep.2 cutscene disabled via CON code - npakuser.con: Multiplayer episodes moved to slots #5/6 - Since new shotgun sound was missing the pump action part, I replaced it with the files from "Chimera" (shotgun7.voc, shotgnck.voc). Previous shotgun7.wav and drip.wav have been removed. - Replaced tiles #2456 and #2492 with the Nuclear Pack logo from PCX file contained within nuclear.zip package. - MIDI files renamed to avoid conflicts with music packs - "Cavern Carnage": Wall alignment fix for cave switches and nuke button - "Normality Nightmare": Alignment fix for underwater babes; floor clipping fix for some swing doors - "Alien Genocide": Wall alignment fix for trophy and (fake) nuke button - "Demolition Dilapidation": Wall alignment fix for nuke button - "Oblivion": > Massive standalone TC with 53 SP levels (48 regular + 5 secret), spanning over five episodes. Instead of facing the usual Duke vs. standard aliens scenario, the main character here is an anthro-Fossa who ends up in the middle of a space war threatening his home planet. > Positive aspects of this addon are its stunning visuals, huge maps and a variety of locations. On the other hand, you will be confronted with difficult puzzles, backtracking, hidden buttons, tough (long-lasting) boss fights, long elevator rides (sometimes) and mazes. You will need a lot of patience for this, which is the main reason why "Oblivion" remains a mixed bag after all. > Notes: - This addon is supposed to be played with the software (8-bit) renderer only. Polymost may work, but you should expect occasional issues. Polymer will cause visual glitches, low framerates and possibly crashes. - Make sure you use EDuke32 snapshot r5775 (from June 19, 2016) or newer since this release fixes a critical issue which caused E2L10 "Death Valley" to crash with this error: "Subway found no zero'd sectors with locators at (48896,52480)." - According to the Duke Nukem Wiki, there are the following known issues with this mod which may or may not still exist with latest EDuke32 releases: + Music will sometimes stop playing when reloading a saved game or when going to the title screen from the pause menu. + Levels may crash randomly, though reloading a saved game or exiting and starting the mod again will usually remedy this issue. + Using the DNSHOWMAP cheat will cause some levels (e.g. Area-51B) to crash almost instantly. > Fixes/changes: - Added widescreen statusbar (via widescreen.dat), based on Duke3D graphics by Fox - Removed 28 needless files (dthbpnuseles, electric noi, face2face.vo, face2fac.ogg, pressurz.mp3, svacuum.mp3, setup.dat and any *.pal or *.act files) - Maps renamed (OBLVNxxx instead of ExLxx) - MIDI soundtrack normalized - MIDI files renamed to avoid conflicts with music packs, 33 unused tracks deleted - tiles012.art: Realigned tiles 3240-3249 (level ending screens) - oblivion.con (renamed game.con): Corrected wrong "ifspritepal" bracket declarations (causing errors); 18 warnings eliminated; error with incorrectly defined boss MIDI for OBLVN303 fixed - oblvuser.con (renamed user.con): Ep.5 hidden from menu (levels wouldn't work if not accessed through other episodes); correction of spelling mistakes in messages/level titles; "Ammo for Shrinker" pickup message changed to "Ammo for Muddlelizer" - OBLVN102: Ceiling of startup sectors lowered (prevents player from dying when emerging from escape pod); wall #1154 not blockable any more (prevents player from getting stuck) - "Operation Blitzkrieg": > 5 levels in an urban setting with rather small-sized maps that won't take you longer than 10-15min to finish each. Design is quite nice and feels "classic". > This release includes the Polymer Edition with enhanced lighting and HRP skyboxes, but maps for the software renderer are also included. > Note: - If you run the Polymer Edition, be sure to have highres textures activated so that the skyboxes are displayed properly! To check, go to "Options" --> "Display Setup" --> "Advanced". > Fixes/changes: - opblitzkrieg.dat: Added to load HRP/Polymer skyboxes, fix for skybox #94 (cloudy ocean) defs pointing to wrong (red) skybox, needless skybox graphics removed - opblitz.con: Replaces game.con and blitzusr.con, moved episode to slot #5, maps renamed to BLITZ1-5 (software) / OPBLITZ1-5 (Polymer) - "Outpost X": > 2 maps, the first featuring a large outdoor area/temple complex and the second being a prison complex. Also features a few new textures, skybox and models. About 30min gameplay in total. > Notes: - Author recommends using the Polymost renderer. - Be sure to have highres textures and models activated to avoid visual glitches! To check, go to "Options" --> "Display Setup" --> "Advanced" > Fixes/changes: - Grouped release (non-groupfile contents loaded via external outpostx.dat) - Fix for skybox (left/right sides switched; up/down textures rotated) - outpostx.con: Merged/consolidated CON code of former oxgame.con/oxuser.con; ep.1 cutscene/end panel deactivated - "Penthouse Paradise": > Legendary level created for the Penthouse magazine back in 1997. You basically learn what Duke meant when he said that he needed some "R&R" after the end of episode 3. Be prepared to encounter explicit artwork! > Fixes/changes: - Grouped release - PARADISE: 1 minor corruption removed; removed two wrong underwater teleports in starting area pool (prevented emerging from water); fixed Polymer rendering error in first building with 3 red round tables (corner walls overlapping) - "Pinxten Pack": > Collection of 9 maps made by Maarten Pinxten. These levels, all created between 1999 and 2000, are known for their clean visuals, cool locations, original effects (awesome structures like rockets, trains, spaceships, tanks, etc) and often incorporating story-related viewscreens. > Included maps (sorted by release date): + MPHydro (1999) .......................................... mphydro.map + MP Research Facility (1999) ............................. mpresfac.map + MPPower (1999) .......................................... mppower.map + MPOrbit (1999) .......................................... mporbit.map + Operation Kolpowitz (1999) .............................. mpkolp.map (aka mprocket.map) + ACME Weapon Factory (1999) .............................. mpweapon.map + Hazardous Chemicals (2000) .............................. mpchemic.map + The Railway Station (2000) .............................. mprail.map + The Restless Resort (2000) .............................. mpresort.map > Notes: You can choose whether to lose all weapons and equipment when entering a new level (default) or play this pack as an episode with persistent inventory (not recommended). Change "reset.con" to "pinxten.con" in "addons.grpinfo" if you wish to play the addon differently. carefully. > Fixes/changes: - Grouped release, all maps playable as one episode ("Pinxten Maps"), sorted by release date. - Original Duke3D soundtrack remapping by NightFright. - "Pipeline Series": > Pipeline intended to create an episode which he wanted to name "The Day After". Unfortunately, only maps 1, 3, 6 and 7 were released. This presentation groups maps 1 and 3 together to form a 2-level mini episode with city maps which is continued in another 2-level mini episode that features space maps. 3 Dukematch levels by the same author are included as bonus. > Episode layout: # "The Day After, Part 1" + "Suburbia" (1998) ............................................. suburbia.map + "DoomCity" (1998) ............................................. doomcity.map # "The Day After, Part 2" + "Hell-Station" (1997) ......................................... hell-st.map + "Mothership" (1997) ........................................... mother.map # "Pipeline Dukematch" + "XTC" (1997) .................................................. xtc.map + "Scraper" (1997) .............................................. scraper.map + "Playboy" (1997) .............................................. playboy.map > Fixes/changes: - Grouped release with episodic structure - Duke3D soundtrack mapping by NightFright - DOOMCITY: Polymer rendering issue on streets fixed (2 overlapping redwalls repositioned) - PLAYBOY: Sprites #564/565 --> lotag 315 changed to 400 (to avoid sound conflicts) - XTC: Lv4/6 corruption removed - "Platoon TC": > Military TC with Vietnam War setting, featuring 6 SP and 7 DM maps. Features seven realistic new weapons, four new enemies, new sounds/graphics, aircrafts dropping napalm and bombs. This conversion was the base for a commercial release published by GT Interactive in July 1998, named "NAM" (or "NAPALM"). > Includes SP bonus episode "Tour of Duty 3" (by Ford) with 8 levels. "Body Parts", one additional map which was included, but not part of the TOD3 campaign, can be launched via "User Map" --> "bodypart.map". > Includes SP bonus episode "Bonus Missions" with 8 levels: + "Escape" by Berislav 'Moloch' Markovic ............................. escape.map + "Commando" by Berislav 'Moloch' Markovic ........................... commando.map + "Craft" by Nicki Marc .............................................. craft.map + "Jungle Feber" by Nicki Marc ....................................... feber.map + "Delta" by Nicki Marc .............................................. delta.map + "Village Rampage" by Nicki Marc .................................... village.map + "Ramble On!" by Nicki Marc ......................................... rambleon.map + "Operation Red Dwarf" by Nicki Marc ................................ reddwarf.map > Note: In the "Bonus Missions", you can choose between losing all weapons and equipment when entering a new level (default) or playing this episode with persistent inventory. Change "reset.con" to "pltngame.con" in "addons.grpinfo" if you wish to play the addon differently. > Fixes/changes: - Added widescreen fixes for statusbar and pistol/Freezer replacements (via widescreen.dat) - Needless demo files (*.dmo) removed - pltngame.con: Removed 23 warnings, ep.1 cutscene deactivated - pltnuser.con: Dukematch episode moved to slot #7, SP bonus episodes added as #5 and #6 - reset.con: Added to reset weapons/inventory in "Bonus Missions" - "Plug and Pray Remake": > "Plug 'N' Pray" was an exclusive episode for "Duke Nukem: Total Meltdown", featuring references to other games (Tomb Raider, Wipeout, Resident Evil) or movies (The Shining, Quentin Tarantino flicks). ozelot47 remade it for Duke Nukem 3D. It contains 6 regular levels and one secret map. > Fixes/changes: - Files grouped, with modified "user.con" provided by LeoD - "Quakis Pack": > 8 maps by Ryan 'Quakis' Rouse, playable as one-level episodes: "Nuked R: EDF Overtaken" (2003) "Q-Red" (2004) "The System: Opposing Facility" (2004) "Simple Minded" (2005) "Enlighten The Darkness: Again" (2007) "Discarded Stronghold" (2007, in cooperation with William Gee and Mikko Sandt) "Done & Dusted" (2011/2012, in cooperation with Mikko Sandt) "The Flaming Shipwreck" (2015) > Notes: - "Enlighten The Darkness: Again": Be sure to have highres textures activated so that the skybox is displayed properly! To check, go to "Options" --> "Display Setup" --> "Advanced". - "Q-Red": This is a remake of Merlijn van Oostrum's first map for the "Red" series ("The Long Road"). Since EDuke32 only allows 7 episode slots while there are 8 maps, I decided not to include this map on the episode selection screen. You can still play it through the "User Map" option (select QRED.MAP). - "Done & Dusted": Meant to be played with the software (8-bit) renderer and without the HRP. - "The Flaming Shipwreck": Meant to be played without dynamic lighting and/or the HRP. > Fixes/changes: - Files grouped - Highres skybox for "Enlighten The Darkness: Again" moved into separate quakis.dat file - quakis.dat: Fixed position of skybox top part by rotating it 90° to the right - Remapping of original Duke3D soundtrack (where appropriate) by NightFright - DISCARD: Lv3/4 corruption removed - DONEDUST Lv3/2 corruption removed - ENLIGHT2: Sounds #84-88 remapped to #400-404 to avoid conflicts with other maps - "Red Series": > Starting in the desert, Duke must enter a liner, sink it and stop an alien army from invading Earth en masse. Very atmospheric, especially "Red3" which is kind of spooky and tries to keep you on the edge with darkness and creepy Protector Drone sounds. > Was intended as a full episode, but the second half was never finished. Right now, 7 maps are included ("Red1"-"Red5" and early versions of "Red1" and "Red2"). > Notes: - RED3: You will lose your weapons. This is intended because that map is supposed to scare you. The effect would get lost in case you would be armed right away. - RED5: Switch to software renderer if you cannot read some important monitor messages. > Fixes/changes: - You can choose whether to play this pack as an episode with persistent inventory (default) or lose all weapons and equipment when entering a new level. In that case, change "red.con" to "reset.con" in "addons.grpinfo". - red.con: added file, replaces defs.con/user.con - REDDUKE: Spelling mistakes in ingame texts corrected; floating sprite (#741) deleted; wall alignment for a painting fixed - RED2 (OLD): Some spelling mistakes in monitor messages corrected - RED3: Spelling mistakes in monitor messages corrected; wall alignment for sign fixed; texture alignments for red car corrected (works both in software and Polymer now) - RED4: Ceiling light at bridge elevator fixed; ortographic mistakes in monitor message corrected - RED5: Wall alignments of some switches and a (fake) door improved; custom soundfiles redefined to avoid conflicts with other maps (sprite #50 lotag 175 --> 401, sector #364 lotag 10365 --> 10400). - "Redrum: The Shining II": > One-level episode which recreates the Overlook hotel from the horror movie classic "The Shining" (1980) quite faithfully. You will relive all the creepy movie moments while being hunted by axe-wielding Jack spawns. > Fixes/changes: - redrum.con: 2 warnings removed - redrum3.con: Map moved to ep.5 slot, default track (stalker.mid) changed to intents.mid - Two useless demo files (*.dmo) removed - REDRUM: Lv3/2 corruption reduced to lv3/1, nukebutton (sprite #1571) changed from pal14 to pal0 (prevents map looping) - "Roch Series": > Legendary map set by Pascal Rouaud, being considered to feature some of the best city maps ever created for Duke3D. Most of them are also quite large and will last over an hour. > Contains Roch1-8 including the secret level, "Roch_SC1" (following "Roch3" due to its creation date). "Roch9" has never been made, even though the end of "Roch8" is referring to it. > Fixes/changes: - You can choose whether to play this pack as an episode with persistent inventory (default) or lose all weapons and equipment when entering a new level. In that case, change "roch.con" to "reset.con" in "addons.grpinfo". - roch.con: replaces user.con, episode moved to slot #5, CON code consolidated - Duke3D soundtrack mapping by NightFright. MIDI tracks included with ROCH4 and ROCH7 have been kept, the rest of the maps uses a selection of original Duke3D tracks. [Roch7.mid was edited to remove silence at the beginning and end of the track.] - ROCH: Wall alignment/clipping fix for security screen in gas station; closed small gap at the bottom of exit door in yellow keycard room - ROCH2: Wall clipping fix for left security screen at the beginning; ceiling button clipping removed; overlapping walls at garage exit door corrected (fixes Polymer rendering error) - ROCH4: Fixed blue keycard swinging door inside of the manor not opening properly - ROCH5: Fixed wall alignment/clipping for "framed" keycard panels/elevator switch and a poster in secret room - ROCH6: Left car light realigned; secret swing door in pool restroom fixed - ROCH7: Moved whole map back into regular grid (eliminates sprite alignment issues); various wall alignment fixes for sprites - ROCH8: Moved whole map back into regular grid (eliminates sprite alignment issues); fix for "Forbidden Videos and Books" sign > Known issues: - ROCH7: Drum set in the great hall (where you find one of the blue keycards) causes floor and ceiling not to be drawn in Polymer - "Ruohonen Pack": > Collection of 6 maps by Aaro Ruohonen, playable as one-level episodes. "ARSP1": Movie theater/hotel setting. "Dead Meat": "Duke Burger" setting. "Dark Side: Moonbase Mayhem": Reimagination of space map E2L8 "Dark Side". "X3 Studios": Reimagination of E4L7 "XXX-Stacey", but a lot bigger than the original. "Bank Roll 2000": Reimagination of E3L2 "Bank Roll". "Duke Royale": Replica of E4L4 for the PSX-exclusive episode "Plug 'n' Pray". > Note: "Death" by the same author was not included in this compilation due to its poor quality (it was Ruohonen's first map with many beginner's mistakes). > Contains: - "ARSP1" (2003) ............................................. arsp1.map - "Dead Meat" (2003) ......................................... deadmeat.map - "Dark Side: Moonbase Mayhem" (2004) ........................ drksidea.map - "X3 Studios" (2009/2016) ................................... x3studio.map - "Bank Roll 2000" (2016) .................................... bankroll.map - "Duke Royale" (2016) ....................................... dukeroy.map > Fixes/changes: - Files grouped together, Duke3D soundtrack mapping (where needed) by NightFright - ARSP1: Lv4/12 corruption removed, sector #82 (door piece) moved to avoid red lines overlapping, 3 needless sectors deleted, nukebutton (#257) changed to pal 0, merged sector 343 with 344+345 to avoid rendering issue in Polymer - DEADMEAT: Lv4/8 corruption removed, overlapping red lines (walls 1174+1177) corrected, sprites #75/76 and #307/308 realigned - DRKSIDEA: Lv3/4 corruption removed, nukebutton (#6) lotag changed from 8 to 65535 - "Secrets of the Acropolis": > Something quite different. 7 levels (1 secret) set in ancient Greece where Duke must stop aliens messing with time travel. This is an original setting with very interesting locations. Expect switches to be hidden at some REALLY hard-to-see places, e.g. behind bushes or trees. In Polymer it's a bit easier since many are glowing, but some are still almost impossible to see. Sometimes it helps shooting around with the RPG a bit, hoping for hitting a hidden crack by pure chance. Anyway, don't miss this unique experience! > Fixes/changes: - Finale cutscene disabled via CON code - SOTA3 "The Erechtheion": Alignment fixes for two ivy textures - SOTA4 "The Parthenon": Fix for door to avoid floor texture issue - SOTA5 "Hades' Passage": Sixpack too close to wall --> moved; red keycard moved forward (slightly clipped into rear wall) - "Shark's Cove": > One year before HangNail started to work on "Vacation Cove", he made these two Caribbean-style maps which were supposed to be the beginning of a full episode that never got finished. Don't be too surprised if the levels look very similar to "Vacation Cove" since it appears this work was used as a base for that episode (which did not require Duke Caribbean). > IMPORTANT NOTE: This addon requires the "Duke Caribbean: Life's A Beach" addon. You need to have vacation.grp in the same folder as duke3d.grp! > Fixes/changes: - Grouped release (automatically pulling in vacation.grp if available) - User.con replaced with sharkcov.con/sharkcov.def (minimized code, episode moved to slot #5) - "Space Map Pack": > 37 high-quality maps with space theme (space stations or spaceships) by various authors, grouped together into four episodes. Maps are usually sorted by date (oldest to newest) except for sequels or levels by the same author. > Included maps: # Vol.1 "Beta One: Moonbase Beta" by Robert Travis (1996) ..................... betaone.map "Beta Two: Blood Moon" by Robert Travis (1996) ........................ betatwo.map "Cerberus" by Dale Metcalfe (1996) .................................... cerbv11.map "911" by Philip (1996) ................................................ 911.map "Beam Me Up, Scotty" by Robert Carter (1996) .......................... beamup.map "Shuttle Escape" by Brian Wolfe (1996) ................................ imperial.map "Space Station Carnage" by Rune 'Turbo' Trasop (1996) ................. ssc.map "GJHoyer" by Greg Hoyer (1996) ........................................ gjhoyer.map "Polaris Outpost" by Alan Nanut (1996) ................................ polariso.map # Vol.2 "Bowels of Hell Space Station" by Matt 'RockmSockm' Woods (1996) ...... corrid8.map "Polaris Outpost 2" by Eric 'asbestos' Carl (1998) .................... polout2.map "Red Sun" by Eckard 'Vanx' Gehm (1997) ................................ redsun.map "Big Orbit" by James Duncan (1997) .................................... bigorbit.map "Eclipse" by Keith Hazelet (1997) ..................................... eclipse.map "Mars!4" by MapLord (1997) ............................................ mars!4.map "Between Sun and Moon" by Simon Charles (1998) ........................ sunmoon.map "Earthbound Preview: Beta Station" by Kevin Slater (2000) ............. ebprev.map "Atmospheric Processing Facility" by Andrew Orman (2000) .............. apf.map # Vol.3 "Docking Doom" by Lanna Deones (2000) ................................. dd.map "Science Fiction" by Llyr Jones (2002) ................................ scifi.map "Shuttle Service" by Reginukem (2003) ................................. service.map "Munasta: Part 1" by Phoenix (2004/2005) .............................. munasta1.map "Munasta: Part 2" by Phoenix (2005) ................................... munasta2.map "Munasta: Part 3" by Phoenix (2005) ................................... munasta3.map "Voices of Authority" by Markus 'SalaciusCrumb' Friebe (2004) ......... voa.map "Stellar Death" by Juan Daniel 'Papamonos' Alcobre (2004) ............. estelar.map "EDF Thanatos" by Reyk (2004) ......................................... edf.map # Vol.4 "War Pigs" by Igor 'Iggy' Willems (2005) .............................. war_pigs.map "Moonbase" by Igor 'Iggy' Willems (2005) .............................. moonbase.map "Mortal Shock" by Eye del Cul (2005) .................................. shock.map "Tiberius Station 5" by Supertanker (2005) ............................ tiberius.map "Lunar Base DQN1925" by Supertanker (2006) ............................ dqn1925.map "FOS Station" by Supertanker (2009) ................................... fos.map "Cherenkov Station" by Supertanker (2012) ............................. cherenkv.map "USS Guantanamo" by N. E. 'HangNail' Voigt (2012) ..................... getmo.map "Moonlight" by Artem Nevinchany (2014) ................................ moonlite.map "JMW-SP2" by JMW (2014) ............................................... jmw-sp2.map > Notes: - You can choose whether to lose all weapons and equipment when entering a new level (default) or play this pack as an episode with persistent inventory (not recommended). In that case, change "reset.con" to "space.con" in "addons.grpinfo". - You can also play specific maps directly through the "User Map" menu. > Known issues: - DD: The room with stairs leading up and down (leading to Port 1) is higher than the ceiling outside, resulting in Polymer rendering issues. Impossible to solve. - ECLIPSE: The tram causes rendering issues in Polymer in certain situations. Switch to software or Polymost to avoid problems. > Fixes/changes: - Files grouped together, arranged in three episodes with 11 levels each - Duke3D soundtrack remapping by NightFright (where authors did not provide custom music) - 911: Lv3 corruption (3 errors) removed, security monitor (#777) realigned - APF: Added missing rain, lightning and rain sound to outdoor area (#1435-1581 added) - BEAMUP: Circular rotating sector floor/ceiling in Polymer fixed (white walls overlapping) - BETAONE: Pool with sloped underwater floor fixed (SE sprites #234/1487 realigned), "High Voltage" signs #1072, #1073, #1074 and #1358 realigned - BETATWO: Blue keycard panel sprite #860 realigned - BIGORBIT: Corrected screen msg "They are coming", 10 switches realigned (#515-520, #627-630) - CERBV11: Lv4 corruption (3 errors) removed - CHERENKV: Nukebutton #3283 realigned - CORRID8: Freezer (#106) moved to prevent unintended premature pickup - DQN1925: Lv3 corruption (2 errors) removed - ECLIPSE: Toilet door texture (wall 4031) realigned - EDF: Lv4 corruption (3 errors) removed, office swing door causing floor clipping in Polymer fixed - ESTELAR: 14 swing doors (4x toilet, 2x office, 8x locker) causing floor clipping in Polymer fixed, removed wrong parallax bits from door before reactor core entrance (including minor slope corrections) - GJHOYER: Lv3 corruption (2 errors) removed, water fountains #259/260 realigned, items in front of keycard panels (#129, #130, #131, #985) repositioned, nukebutton #970 fixed (pal changed to 0, lotag 65535) - IMPERIAL: Lv3 corruption (2 errors) removed, detention block switches #562-567 realigned, custom music: OGG based on stalk-04.mid by Clint Bajakian from "Dark Forces" - JMW-SP2: Nukebutton (sprite #868) lotag changed from 1 to 65535 - MARS!4: Secret phone switch made invisible (#914 cstat 32768), fixed inactive trooper (#707: tile 1720 changed to 1725), moved jetpack/pistol ammo/RPG (#180-184), fixed area squishing player near exit pool (walls 4148-4153 blockable), fixed exit pool randomly squishing player (SE sprites #2+3 relocated) - MOONBASE: Corrected monitor message ("Onauthorised" --> #2494+2503 changed, #2531 deleted) - MOONLITE: Nukebutton (sprite #177) realigned - POLARISO: Lv3 corruption (5 errors) removed, switch #259 realigned, water fountain #721 realigned - SERVICE: FRANKENSTINESWITCH (sprite #64) changed to DIPSWITCH2 (wouldn't activate otherwise) - SSC: Lv4 corruption (5 errors) removed, SPACEDOORSWITCH (sprite #373) changed to DIPSWITCH2 (wouldn't work otherwise), swing door pivot (sprite #119) moved - SUNMOON: Nukebutton #386 changed to pal0 - TIBERIUS: Dedication screen text corrected ("who's spirt" --> "whose spirit") - VOA: Lv3 corruption (1 error) removed - WAR_PIGS: Fixed crate under sloped ceiling squishing player (walls 6074, 6810, 6812 blocking), realigned "Service Access Delta" signs (#710+711) - "Space Mission": > 2 space maps with low gravity effects and a functional space suit. The story: Aliens have taken over a space station and use its communication relays. It's up to Duke to liberate the station and chase the invaders to a mining facility where generators need to be destroyed before escaping with a shuttle. The whole pack should take you about 30 mins to complete. > Note: This addon was designed for playing with Polymost without HRP. > Fixes/changes: - Grouped release (external 8-bit art loaded via spacemission.dat) - Deleted unused music (cwall.ogg, plane.ogg) - LUNAR: Slimebabe (sprite #3081) stuck in floor fixed (cst 144 changed to 16), broken switch (sprite #3027) repositioned - "Spiegul Contest": > 3 city maps from a contest with the goal to use a small street area with mirroring windows and continue building a map based on that area. Only three entries made it into the final poll, with MRCK's and Taivo's maps both winning and Devastator's one getting the second place. > MRCK's map is heavily influenced by the Roch series with many indoor areas and difficult gameplay due to high amounts of Pig Cop Tanks and Battlelords. Taivo's entry is more focussed on clean design, outdoor combat and a spectacular meteorite effect which destroys large parts of the buildings towards the end of the level. Devastator decides to place many slimer eggs and uses a nice trick that changes the central water pool in the outdoor area to slime once you have found the blue keycard. You will then be able to explore another place with a "slime fog" effect which is the visual highlight of the map. > Note: At least in MRCK's map you may encounter significant framerate drops when using Polymer. Deactivation of dynamic lighting (via menu, EDuke32 r5409 or newer) is recommended. > Fixes/changes: - Grouped release with three one-level episodes - Duke3D soundtrack mapping by NightFright - SPG_DEV: Fixed malfunctioning change from water to slime pool (repositioned touchplate sprite #2 and deleted needless touchplate #2417), fixed yellow access door being openable without keycard (repositioned masterswitch sprite #2772 and added masterswitch #2773), solved Polymer rendering issue in slime pool fountain area (fixed corrupted wall 3890), flipped nukebutton sprite #326, fixed Pigcop not dropping through ceiling grate (removed blocking flag from sprite #1713) - "Starship Troopers TC": > Considered being one of the best total conversions for the game. Features 17 SP (1 secret), 1 training and 16 multiplayer maps (7 DM/9 CTF) in the Starship Troopers universe, giving you an all-new arsenal and new enemies to fight against. Like in the movie, you will often be outnumbered by swarms of bugs, so often it is wiser to save ammo and just try to advance through areas. > Features bonus episode "Storm Trilogy" by Markus 'SalaciusCrumb' Friebe with 3 maps: - "Before the Storm" (2003) ................................................... bts.map - "Eye of the Storm" (2003) ................................................... eots.map - "Into the Storm" (2008) ..................................................... its.map > Features bonus episode "Bonus Missions" with 4 custom SP maps: - "Operation Devil's Dance" by Markus 'SalaciusCrumb' Friebe (2000) ........... devildnc.map - "Icy Hot" by Lanna Deones (2000) ............................................ icyhot.map - "Onslaught" by Roger DuHamel (2005) ......................................... onslght.map - "Golgi Mission" by Phoenix (2006) ........................................... golgi.map > Notes: - If you want to play the training map, change "ssttc.con" in addons.grpinfo to "boot.con". - If you want to play the CTF maps, change "ssttc.con" in addons.grpinfo to "ctf.con". - Weapons and inventory will be reset during level transitions in "Storm Trilogy" and "Bonus Missions". This is intended for gameflow/balancing purposes (and fixes an issue with music from previous level not stopping when changing to the next map). > Known issue: Occasionally, you may encounter some enemies which cannot be killed. > Fixes/changes: - Two bonus episodes added: "Storm Trilogy" and "Bonus Missions" (see above) - Integrated Moloch's Multiplayer Patch map fixes for EDuke32 from 2006 (coop support to SP maps, DM support for base maps, fixes secret level entrance in E2L1) - Added widescreen fixes for statusbar and pistol/shotgun replacements (via widescreen.dat) - Needless demo files (*.dmo) removed - ssttc.con (game.con): 14 warnings removed, DM levels rearranged in separate episode, additional sound/music definitions + weapon/inventory reset code for "Storm Trilogy"/"Bonus Missions", fix to prevent cheats from breaking level flow (by Hendricks266), redundant second definition of sound #261 removed - boot.con + ctf.con: Warnings removed - File cleanup: 3 missing sounds from duke3d.grp added (bulithit.voc, goggle12.voc, kickhit.voc), 2 unused files removed (custom.mid, duketeam.anm) - SSTCTF01: Lv4 corruption (1 error) removed - SSTDM2: Lv4 corruption (>64 errors) reduced to 21 errors - SSTE1L1: Lv3 corruption (2 errors) removed - SSTE1L3: Lv3 corruption (1 error) removed (deleted sprite #826 outside grid) - SSTE3L3: Lv4 corruption (1 error) removed - BTS: Music sprite #505 edited (pal 27 --> 60) - EOTS: Music sprite #192 edited (pal 19 --> 61), sector lotag redefinitions for custom sound files, non-functional elevator fixed (activator #508 lotag 11 --> 18) - ITS: Music sprite #809 edited (pal 33 --> 62), sector lotag redefinitions for custom sound file - GOLGI: Monitor message corrected ("oblective" --> sprite #200 changed) - "Steve Long Episodes": > This 32 level-pack shows the evolution of the author's mapping skills. Therefore, the first few maps are very basic and disappointing. You will also notice some copy/paste work throughout the episodes. However, don't give up. Especially episodes 2 and 3 have some nice ideas. > Includes map fixes for episode 1 by Tom 'Tehom' Breton (1999/2004). > Fixes/changes: - Episodes with proper names. - Episode 4 only had three levels. These have been added to ep.3 instead so you can finish it properly (initially, episode 3 had no ending and continued in ep.4). - Duke3D soundtrack remapping by NightFright. - LONG101 "Plant Alpha 1": Sprite realignments for #202-204 (numbers 1-3), #553 (security monitor) and #367 (blue key); fixed water before exit (lotag 1 for sector 241 + realignment of sprite #433 [SE7]) - LONG102 "Roller": Floor clipping for 3 restroom doors (surface tram) fixed; sprite realignments for #998-1004, #1010-1013 ("Records" and "Pool" sign letters) - LONG103 "City": Heavy map corruptions fixed (solving Polymer rendering glitch near YMCA building); useless sprite #6 (respawn marker) removed; sprites #240-242 panned (prevents reaching sector B-21 far too early by clipping into the area); realignment of switch sprite #1195; sprite #1146 (floating graffiti near conveyor belt) wall-aligned; fixed floor clipping for secret crate door - LONG104 "Launch": Floor clipping fixes for several doors (check-in and restrooms) - LONG105 "Delta 7": Floor clipping of big hangar door (near entrance) fixed - LONG107 "Lunar Base Echo": Floor clipping of secret monitor door fixed - LONG201 "Mansion": Floor clipping fixed for two mansion swing doors near start; wall alignment fix for sprite #610 (entrance skull switch) - LONG202 "Temple 1": Removed unwanted water effect for sectors 129+133; added missing SE7 for sector 126; realigned sprite #178 (rotating hologram); sprite #331 (underwater grate) panned to fit opening - LONG203 "Temple 2": Realignment of sprites #1112-1114 (numbers 1-3) - LONG204 "Boot 1": Fix for sprite #32 (recon car) not moving (changed pal22 to pal0); removed floor clipping of left entrance door next to red key access panel - LONG205 "Boot 2": 1) Showstopper bug fixed by changing hitag of sprite #1593 (touchplate) from 0 to 1, making it one-time activated only. This eliminates the problem that the door of the "Nukem Field" building might not stay open after leaving the swimming pool area (due to unintended multiple touchplate triggerings). 2) Sprites #1583 (red key) and #1781 (shotgun ammo) were repositioned so that you are unable to grab them outside of the hospital "RX" room (which would allow you to skip some gameplay). 3) Changed sprite #132 from tile 164 (DIPSWITCH2) to 140 (FRANKENSTINESWITCH). This way, you are no longer able to end the level very early by flying to the "Nukem Fields" building and shooting the exit switch from outside. 4) Other fixes: Floor clipping of hospital swing doors eliminated; realignments of sprites #168 (grate) and #667 ("G" from "Emergency") - LONG206 "Boot City": Sprite #626 (blue keycard) removed (since there is no blue access panel); wall #2394 ("Balls of Steel" machine) made two-sided, preventing a bug allowing you to clip through the wall behind, potentially getting crushed - LONG207 "Church": Wall #3314 (light) realigned/panned - LONG208 "Sub": Sprite #842 (underwater valve) realigned; size of health crates near sub reduced (to avoid them clipping into each other when opening secret crate door); underwater floor below sub properly aligned - LONG210 "Spa": Needless sectors 66-73 (columns) deleted; sprite #260 (underwater grate) panned to fit opening; underwater walls of giant fan made blocking (walls 3276, 3280, 3504-3509, 3511-3529) - LONG211 "Rounder": Walls #3305 and #3321 (lights) panned to match each other - LONG301 "Portal": Wall alignment fixes for sprites #279 (3DR logo), #245/252 (handprint switches); floor clipping fix for sector 417 (swing door in "Chief" room) - LONG302 "Tiberius": Wall alignment fix for sprite #18 (handprint switch) - LONG303 "Slider": Wall alignment fixes for sprites #311/321/380/640/917 (skull face switches); floor alignment fix for sprites #76/89 (FEM6 babes) - LONG304 "Slider 2": Polymer rendering issue in "Wolf Beer" factory solved (sectors 958/959); floor clipping fixes for sectors 536, 544 (swing doors) - LONG306 "Slider 4": Walls of sector 372 made blockable to avoid getting stuck when climbing up the left side of the rocks in front of the castle entrance - LONG307 "Slider 5": Wall alignment fix for sprites #37/65/73/183/270/302/352 (valves) - LONG308 "Slider 6": Polymer rendering issue with two overlapping red wall sectors 67, 431 fixed (car engine lid, rocks) - LONG310 "Slider 8": Wall alignment fix for sprite #287 ("Danger" sign) - LONG311 "Slider 9": Wall alignment fix for sprite #517 (access switch), floor clipping fixes for sectors 68, 635 (swing doors) - LONG312 "Slider 10": Floor clipping fixes for sectors 533, 671, 672, 835 (swing doors) - LONG314 "Final Battle": Floor clipping fixes for sectors 382, 383 (final boss gate swing door) > Known issues: - While maps work fine with Polymer after my optimizations, there are still some visual problems which won't improve unless the renderer can handle it. Some skies won't display properly, e.g. in LONG211, LONG304, LONG308 and others. There are other occasions where the author used parallaxed textures to achieve certain effects, e.g. for teleporters or special scenes like the space stage in LONG311. Switching to Classic or Polymost renderers fixes these issues. - "Stranger Pack" > Collection of 6 maps by Stranger (4 SP/2 DM), playable as single-level episodes. "Daemonus" and "Powerstation 64" are Dukematch maps with singleplayer capability added retroactively. > Contains: - "The Starlite Project" (1997) ....................................... starlite.map - "Ruin" (1998) ....................................................... ruin.map - "Pain" (1999) ....................................................... pain.map * - "Daemonus" (1999) ................................................... daemonus.map - "Powerstation 64" (2000) ............................................ powerst.map - "Agony" (2000) ...................................................... agony.map * * DM only (accessible via "Stranger Dukematch" episode) > Fixes/changes: - Files grouped together, Duke3D soundtrack mapping by NightFright - STARLITE: Needless/misplaced table sprite (#1062) deleted - "Sun Burn": > 2-level mini episode, consisting of HighWire's "Wet Dream" and "Tropical Alien Massacre". Great design with Caribbean setting, featuring fitting custom art and challenging gameplay. > Fixes/changes: - sunburn.con: Replaces user.con (minimized code), episode moved to slot #5 - TAM: Fixed Polymer rendering for double swingdoor to main building - WETDREAM: Fixed Polymer rendering for swingdoor to yellow keycard room - "Taivo Pack": > Collection of 6 SP maps by Taivo Maripuu, grouped into one-level episodes: - "Babes Reloaded" (2003) - "Just Another Christmas" (2003) - "Dogville" (2004) - "City Full of Alien Scum" (2008) - "Babes 2009 Remix" (2009) - "Dogville 2012" (2012) > Includes bonus episode "Taivo Dukematch" with 3 additional DM maps: - "Taivo Deathcity" (2002) - "Seven" (2003) - "Napalm Death" (2003) > Notes: - "Dogville 2012" is supposed to be played with software renderer only. - "Taivo Deathcity" supports SP mode (monsters and nukebutton included). - "Seven" features partial SP support (monsters included, but no nukebutton). > Fixes/changes: - Grouped release - Soundtrack remapping by NightFright - "Babes 2009 Remix": Changed nuke button palette to 0 to prevent map looping, turned nuke button by 180° to fix activation issue - "City Full of Alien Scum": Fixed rendering error in front of "Grand Opening" building - "Dogville": Changed nuke button (sprite #10867) lotag from 1 to 65535, redline overlapping near Sushi bar entrance (wall #5614) fixed - "Dogville 2012": Changed nuke button (sprite #10867) lotag from 1 to 65535, rooftops (walls #824+1282) changed to blocking, redline overlapping near Sushi bar entrance (wall #5614) fixed - "Taivo Deathcity": Nukebutton (sprite #157) pal changed from 2 to 0, Polymer rendering of one swingdoor fixed - "TamDuke" > Latest addition to this compilation, released in December 2015 after being in the making for 10 years. 9 maps (+1 secret) which rely solely on stock Duke3D assets. A special feature of this addon are its high-detailed sector-based cars and the fact that the levels are based on real locations (in Tampere, a city in southwest Finland). Coop and Dukematch are supported. > Notes: - Author recommends using classic (software) rendering mode for this addon. Use any other renderer at your own risk! - Be sure to have highres textures activated to avoid visual glitches! To check, go to "Options" --> "Display Setup" --> "Advanced" > Fixes/changes: - Grouped release (with external tamduke.dat for loading menu tiles) - pmw.con: 5 warnings removed - "The Army of Death": > 3 levels with medieval setting. The first two levels are quite short while the third is longer, also due to tons of skeletons (faster but weak) and skeletal Dukes (slow but stronger). Health items are rather rare and you only have pistol, shotgun and chaingun at your disposal, but it's not hard to survive. An adventure that lasts for about 20 minutes. > Fixes/changes: - Grouped release - Needless demo files (*.dmo) removed - game.con/user.con deleted, replaced by armydeth.con (with consolidated CON code) - "The Brave New World": > Fight against the evil Mikko Sandt in a dark future through 5 levels. Two new weapons are at your disposal to save the world in this post-9/11 scenario. > Fixes/changes: - Added widescreen fix for pistol replacement (via widescreen.dat) - bnwdefs.con: removed (code merged into bnwgame.con) - bnwgame.con: 3 warnings removed - bnwuser.con: Undefined unused episode slot(s) to hide them from ingame menu - MIDI files renamed to avoid conflicts with music packs - "O'Boy": Texture alignment for shadow wall in outdoor area corrected; floor texture clipping for three swing doors fixed - "The Christmas Project": > This addon is inspired by "Half Life", especially by a mod called "Point of View" in which you play as one of the aliens you fought against in the original game. Here it's quite similar - your task is to escape your imprisonment on Earth and return to your home planet Xen. You only have one attack style plus two skills you can use: alien vision (default key "N" for nightvision) and sprint mode (default key "R" for steroids). Just two levels, but quite fun. > Fixes/changes: - Grouped release - Needless demo files (*.dmo) removed - Added widescreen statusbar (via widescreen.dat), based on Duke3D graphics by Fox - 8.3 file names changed: nihilanth.wav, olmetal1a.wav, olmetal2a.wav - enhance.con: 4 warnings (redefinitions) removed - two.con: 1 warning removed - eduke.con (renamed to game.con): 2 warnings removed - "The Chronic": > 5 levels in an urban environment with a mix of combat in open and confined space. The first two maps are longer with 15-20 mins of gameplay while the rest is a lot shorter (5 mins each). > After finishing the first level, there is an intended reset of your weaponry and inventory. > Fixes/changes: - chrgame.con: 2 warnings eliminated, ep.1 cutscene deactivated - chruser.con: Undefined unused episode slots 2-4; some minor typos in messages corrected - Map corruption fixes for chronic1 (lv3/5), chronic2 (lv3/>64) and chronic4 (lv1/1) - CHRONIC1: Polymer rendering issues with street and bus garage room (blue key cabinet) fixed - CHRONIC2: Missing parallax sky flag in front of blue access building added, door texture alignment of blue access building corrected - "The Final Confrontation": > One of the first episodes (7 SP levels, 1 DM) for Duke3D and still among the best. Especially famous for its train map "Moving Death". > Fixes/changes: - Needless demo files (*.dmo) removed - tfc.con: replaces user.con (consolidated CON code), moved episode from slot #4 to #2 in order to enable custom finale screen (cutscene disabled) - tfc.def: added (changes space bonusscreen to city) - tiles012.art: typos in #3293 corrected - TFC01: Floor clipping issues for several swing doors fixed; wall alignment of blue keycard panel adjusted - TFC02: Floor clipping issues for several swing doors fixed; blue keycard flipped; minor wall alignment fix for command center complex - TFC03: Fix for stuck restroom swing door; wall alignment for blue access panel improved; floor clipping for cinema swing door fixed - TFC05: EDF entrance door texture alignment improved; some wall alignments for switches and map sprites fixed - TFC06: Fixed hidden switch showing in Polymer for the alien seat secret; improved wall alignments for several other switches (ceiling trap room, switch leading to final room) - "The Final Fight" > City episode with 4 levels. It starts in a building complex with many interconnecting tunnels, continues through a sewer area, then on to a subway system until it ends with another building cleanup mission. > Fixes/changes: - Grouped release (doesn't require .exe file any more) - finfight.con: New file, episode moved to slot #5 - POOLC163: 6 swing doors (2x dressing room, 4x toilet, 1x blue keycard access) realigned, hand dryer (sprite #441) repositioned - SEW286: Lv3 corruption (1 error) removed - UNDER343: Lv4 corruption (15 errors) removed - "The Gate": > A true masterpiece. Providing 4 episodes with 24 levels, it is named by many as *THE* classic total conversion for Duke3D. While there is only one new weapon (CD Thrower as Freezer replacement) and one new, difficult (!) enemy (cloaking Predators which can wield any weapon and move really fast), there is lots of new art, an awesome custom soundtrack and level design which is really remarkable. The first map is a bit confusing due to its size and difficult keycard search, but keep playing. You will visit awesome locations like the Mars bar from "Total Recall" (including a finale just like in the movie), a trip to the top of Mt. Everest, abandoned spaceports and a lot more. > Note: If you prefer a different widescreen statusbar (since the one coming with the mod isn't that great), you can open widescreen.dat with a zipfile program (e.g. 7-Zip) and edit thegate.def to use one of the other statusbars. > Fixes/changes: - Added widescreen statusbar (via widescreen.dat) - gategame.con: 3 warnings (from bgame.con) + 7 warnings (from bdp.con) removed - patches.con: Fix for sprite resize issues with Predator enemy (thanks to Jblade for assistance), code for skipping ep.4 intro and ending episodes - vol4e3.anm: Empty dummy file to skip Alien Queen cutscene - GATE101: Skybox on top of "Wiggley's" tower corrected - GATE102: Massive map corruptions removed - GATE104: Lv3 corruption (2 errors) fixed - GATE105: Turned player start position by 180°; fixed door clipping into column when opened; (sort of) fixed Star Trek door with RPG ammo - GATE106: Globe sprite in secret area rotates properly now (was view-aligned) - GATE201: Massive map corruptions (> 64 errors) removed; invisible switches for estate door leading to yellow keycard fixed - GATE203: Fix for bugged slide door causing rendering issues - GATE205: Fixed starting point (spawned outside of corridor); correction for some ceiling alignments; button alignment in living quarters (Note: It was possible to end this level by simply running past the boss into the red tunnel beyond. This has been changed - you are now forced to defeat the boss.) - GATE306: Properly aligned ceiling lights in "Central Command" room - GATE401: Lv3 corruption (31 errors) fixed - GATE402: Fixed invisible switch at the beginning; some wall alignments improved - GATE403: Texture issue with blue keycard cell door removed; wall texture alignment in switch puzzle room improved - GATE404: Six buttons realigned - GATE405: Turned starting point by 180°; wall texture alignment near yellow keycard access panel - GATE407: Lv3 corruption (2 errors) fixed - "The Lost Duke Episodes": > 4 episodes covering 39 SP levels (7 secret) + 1 DM map. It sounds like much, but most of them you can finish in 5-10min. max, often even less. There is only minimal detail or coherence, but playing this is still a lot of fun. The pack has a nice custom soundtrack and some creative ideas, especially in the last episode where things get weird (time travel, upside-down areas etc). The ep.3 "zero-g" maps (including the boss fight) are also remarkable. A few enemies have been modified, e.g. blue shotgun turrets or deadly fire/ice-projectile Enforcers with increased HP. > Fixes/changes: - Needless demo files (*.dmo) removed - lostgame.con: 3 warnings removed - lostuser.con: CON code consolidated, all cutscenes deactivated - All maps debugged with Mapster32, fixing Polymer rendering issues - "Undersea Base": 2 of 4 techswitches and all (!) keycard panels were stuck in the walls, invisible for the player. This was corrected. - "Twisted": The yellow keycard panel was not properly aligned to the wall, also fixed. - "The Prequel to Time": > 4 maps which are more focussed on design and combat. Like in its predecessor "Time", you still have certain things to do, but it's much less like a real mission. Level design is a lot nicer. You will see a nice beach hotel, a convincing city area and a huge subway station. The last level feels like a joke, however: Finding a chopper which can be done in about 3 minutes. > This episode is the third/final part of a trilogy. If you want to play them all in the correct order (sorted by creation date), the sequence is: 1) Complex 2) Time 3) The Prequel to Time > Fixes/changes: - Episode moved to slot #5. - All maps debugged with Mapster32 (corruptions removed). - "Time": > 3 objective-based levels (a fourth is unfinished and without any action). What makes "Time" special is its emphasis on objective-based missions. If you fail to complete an objective before finishing the level, you are sent back in time so you can try again. In general, it is more about evading traps and blowing things up than pure action. > This episode is the second part of a trilogy. If you want to play them all in the correct order (sorted by creation date), the sequence is: 1) Complex 2) Time 3) The Prequel to Time > Fixes/changes: - Episode moved to slot #5. - All maps debugged with Mapster32 (corruptions removed). - Added widescreen fix for pistol frame #2529 (via widescreen.dat). - time.con: Code added to skip 3DR intro screen (wrong palette). - TIME1: Showstopper fixed (door in tripbomb room would not open properly after pushing all switches), secret panel button in tripbomb room not hidden properly, overlapping redwalls in corridor with blue floor and big crack corrected (fixes Polymer rendering). - tiles000.art: Chaingun (#22) restored from original Duke3D (replacement looked ugly and the HUD weapon remains unchanged). - tiles011.art: Missing green replacement fonts for #2936 ("6") and #2938 ("8") added. - "Total Apocalypse": > 11 levels which are sometimes a bit repetitive due to many buildings/rooms that need to be checked and rather basic ("square") map layout, but locations are interesting: Among other places, you visit a fun fair, a graveyard, a huge mansion and (right before the end) even an alien-infested temple inspired by id's all-time classic Doom. > Fixes/changes: - Removed apocdefs.con and apocuser.con, replaced with minimized code (totalapc.con) - totalapc.con: Fix for missing/incorrectly assigned MIDIs - tiles014.art: Replaced with correct file from "Gates Motel" (fixes missing textures) - tiles015.art: Added from "Gates Motel" (fixes missing textures) - ACACIA: Lv4/4 corruption removed, Polymer rendering fix for 13 swing doors and hotel room floor (overlapping redlines in sector 294 corrected), red keycard (sprite #85) repositioned, 4 bugged mirrors improved (resized mirror sectors 328, 330, 332, 334) - DARKNESS: Polymer rendering fix for 19 swing doors, wall clipping fix for Indy (sprite #217) - DOOMED: Polymer rendering fix for 1 swing door, snack machine texture (wall #3464) realigned, first blue keycard (sprite #662) resized - EDF: Polymer rendering fix for 26 swing doors, fix for camera (sprite #169) clipping into wall, walls 832/942/943 raised to ceiling level - HANGAR: Lv4/8 corruption removed, Polymer rendering fix for 10 swing doors, blue keycard (sprite #129) half-submerged in duct (cst changed from 128 to 0), brige cam (sprite #394) clipping into wall, ceiling realignment for sectors 81/255 - HOUSE: Polymer rendering fix for 23 swing doors, carpet tiles lowered (sprites #586 + 646) - ROADHELL: Lv4/1 corruption removed, sprite #1301 ("Out of order" sign) removed, Polymer rendering fix for 4 swing doors, fix for drones hanging from ceiling (sprites #311-314, 712 flipped), "Helados" letters (sprites #1026-1032) realigned, giant Expander (sprite #262) realigned/resized, floor fix for alien booth door (sector 422 relativity bit off) - TOWN: Polymer rendering fix for 44 swing doors, made door solid (wall #5492 blockable), conveyor belt (floor sector 560) direction + texture in store fixed, sector 146 relativity bit off - WELCOME: Lv4/27 corruption removed, Polymer rendering fix for 7 swing doors; wall clipping fix for FEM3 (sprite #484), toilets (#117, 119, 121, 123, 483), C9 cannister (#292), trashcan (#552); floating trashcan (#439) fixed; babes (#215/216) standing on top of pool surface fixed (cst changed from 257 to 385) - "Total Infiltration": > Quite a different approach for a space episode comes from Devastator. The pack features 7 levels (one being an intro) with complex design, non-linear ingame progress and some situations which even require your brain. > Especially the first few maps can be a a bit confusing due to their non-linear structure. Be sure to explore thoroughly and use different savegame slots to prevent getting stuck. > Fixes/changes: - infgame.con: 3 warnings removed - infuser.con: Undefined unused episode slot(s) to hide them from ingame menu - "underTaker Series": > 5 maps by Robert 'underTaker' Wypiór which are sequels to each other, released in episodic form. Levels are huge (20-45mins playtime each), non-linear and encourage thorough exploration: "Forever and One More Day" (2012) "Day After Forever" (2012) "Desert Complex" (2012) "Brainwash Facility" (2012) "Border Town" (2013) > Notes: - You can choose whether to lose all weapons and equipment when entering a new level or play this pack as an episode with persistent inventory (default). Change "undertkr.con" to "reset.con" in "addons.grpinfo" if you wish to play the addon differently. - All maps which are included have been updated by underTaker in August 2015 for a release in the Steam Workshop. - In the third level "Desert Complex" you will lose all weapons from previous levels due to an edit I applied to the map after feedback from underTaker himself. Quote: "[...] I'd still like player to lose all his weapons on "Desert Complex" - well, after plane crash they would lay scattered around the desert inaccessible to him, it would be a nice hint why they are gone." > Known issues: - Due to the technique of putting rooms over other rooms without proper spacing between floors in some maps, there are a few hall of mirror effects and the player can inadvertently clip around. - There are also sometimes sectors that can squish the player under some circumstances, so you are advised to save frequently. > Fixes/changes: - Files grouped together - undertkr.con: Maps arranged in one episode, Duke3D soundtrack remapping by NightFright - BORDER: Fixed two Polymer floor rendering issues with the pressure control room and a slide door inside the bar. - DESERT: Added hidden sector at level start to make player lose weapons (edit due to author's explicit wish to have a weapon loss in this map) - FOREVERP: Realigned 3 buttons (#1251-1253) and fixed a Polymer rendering issue in an office with a "Fire Jack" whiteboard (shadow redlines overlapping). - "Urban Map Pack": > 76 (+1 bonus) high-quality maps with urban theme (mostly cities, some bases) by various authors, grouped together into seven episodes. Maps are usually sorted by date (oldest to newest) except for direct sequels. > Included maps: # Vol.1 "Nuke City" by Allan Bellows (1996) ..................................... nukecity.map "Torc" by Kevin 'Kevsmeg' Farnfield (1996) .............................. torc.map "Facility" by Alan Nanut (1996) ......................................... facility.map "Azneer Building" by Brian C. 'Mr. Zero' Sasso (1996) ................... azneer13.map "TWA" by Charlie Vasquez (1996) ......................................... twa.map "Industrial Strength" by Doug Moss (1996) ............................... industry.map "Jailbird 2" by Alan Page (1997/1998) ................................... jalbird2.map "Chinatown" by John Minco (1997) ........................................ 1hk.map "Duke's Night Out" by Alex 'Master AL' Harris (1997) .................... nightout.map "Vonz" by Dan Walker (1997) ............................................. vonz.map "Escape from an Unknown Street" by Filip (1997) ......................... 01dmatch.map # Vol.2 "Leohotel" by Leo P. (1997) ............................................. leohotel.map "Mega Plaza Shopping Center" by Andras Piroska (1997) ................... shopcntr.map "Warzone" by Andras Piroska (1997) ...................................... warz.map "Duke Attacks Freeman Houston" by Chuck Salley/Pat Shumate (1997) ....... frman.map "Sewage" by Alan Page (1997) ............................................ sewage.map "New York Plaza" by Michael & Robert Caraballo (1998) ................... plaza.map "Overkill" by James Duncan (1998) ....................................... overkill.map "Decay" by Cal 'Radon' Kveder (1998) .................................... decay.map "Police" by Eric 'asbestos' Carl (1998) ................................. police.map * "Lessing 5" by Big O (1998/2011) ........................................ less5.map "The Prison Campus" by Waddah M. I. Abdu (1998) ......................... cell0007.map # Vol.3 "Dukai" by Mike von Skellington (1998) .................................. dukai.map "The Sub Shop" by Tim Coulson (1998) .................................... subshop.map "Demolition" by Mark Weagel (1999) ...................................... office.map "Kenedy" by DDuge (1999) ................................................ kenedy.map "City of Screams" by NutWrench (1999) ................................... cos.map "Light and Shadow" by Marc Tönsing (1999) ............................... ls.map "Voyeur Hotel" by Blackjack (1999) ...................................... hotelvoy.map "The Slums of L.A." by Olivier Boucher (1999) ........................... slum.map "Traffic Jam" by Olivier Boucher (2000) ................................. trafc.map "Canyon City" by Vedran Jelenic (2000) .................................. canyonc.map "Alpha Station" by Jason Baker (2000) ................................... alpha.map # Vol.4 "Domino" by John Henderson (2001) ....................................... domino.map "The Big City" (2001) by Maarten van Oostrum ............................ maa2.map "One To Zero" by Daniel Aashage (2001) .................................. one20.map "Red-Light Romp" by Luke 'Theseus314' Nockles (2002/2013) ............... redlight.map "Streets of Gotham City" by Daniel Aashage (2002) ....................... gotham.map "Back on the Streets" by Llyr Jones (2002) .............................. backstrt.map "Ross Lemon Memorial Death Match" by Chris Coleman (2002) ............... cc_rlmdm.map "Dark Front" by Chris Coleman (2002) .................................... drkfrnt1.map "Dark Front 2" by Chris Coleman (2003) .................................. drkfrnt2.map "The Toxicity" by Maarten van Oostrum (2002) ............................ toxicity.map "Die Scraper" by NutWrench (2002) ....................................... diesc.map # Vol.5 "Sprawl" by Dukebert (2002) ............................................. sprawl.map "Retrospective" by Kevin Cools, Juha 'Turpuli' Laaksonen (2002/2006) .... katu183.map "Extermination" by Juha 'Turpuli' Laaksonen (2003) ...................... xtermin.map "Sewers and Strippers" by Highwire, Geoffrey van Dijk (2003) ............ mylev.map "The Adventures of Poseidon" by Daniel Aashage (2003) ................... poseidon.map "Shortcut" by Corey Eddy (2003) ......................................... shortcut.map "AlexCity 1: Bank Heist" by Alex Pistol (2003) .......................... alexcity.map "Bank" by Danstructor (2004/2012) ....................................... bank.map "Gotham's Industrial District" by Stephano Lessa (2004) ................. gdistrct.map "LA-XXX" by RH (2004) ................................................... la-xxx.map "Overtime" by Aymeric 'MRCK' Nocus (2004) ............................... ovtim.map # Vol.6 "WGCity" by William Gee (2005) .......................................... wgcity.map "Airport West" by Rob McCall (2005) ..................................... airpwest.map "Dukemeal Restaurant" by Thomas 'KiD' W. (2005) ......................... dukemeal.map "The Return" by Juan Daniel 'Papamonos' Alcobre (2006) .................. retrn.map "Toys 'R' Killers" by Juan Daniel 'Papamonos' Alcobre (2006) ............ toys.map "Back Alley" by Alias Conrad Coldwood (2006) ............................ backally.map "GLVL1" by Guillaume Beaupre (2007) ..................................... glvl1.map "DukeMall" by Ryan Lennox (2007) ........................................ dukemall.map "Hostel" by David B. (2008) ............................................. hostel.map "Delivery to Hidden Base" by CarThief (2008) ............................ dthbv20f.map "The AMC Pleaser" by Aymeric 'MRCK' Nocus, Maarten van Oostrum (2009) ... amcplser.map # Vol.7 "Foul Odour" by Tommi 'Steambull' Heikkinen (2010) ...................... odour.map "Paradisiac Shopping" by Arghantyl Aryostaz (2011/2015) ................. shopping.map "Sin Center" by MetHy aka MetHunter & Mikko Sandt (2012) ................ sincentr.map "Highland" by David B. (2012) ........................................... highland.map "Hamilton Pool" by David B. (2012) ...................................... swimpool.map "Grey Lights" by Mister Sinister (2012) ................................. npm1.map "Cathedral" Alejandro 'Arrovf' Arroyo (2013) ............................ cath.map "ACB Studios" by Ancient Coffee Bean (2013) ............................. acbstdio.map "The Root" by J. 'CruX' Whitworth (2016) ................................ theroot.map "Bad Case of Mondays" by Thedutchjelle (2016) ........................... badcase.map # Bonus (can only be selected via 'User Map') "Kill City" by Zykov Eddy (2012) ........................................ killcity.map * Contains explicit artwork > Notes: - You can choose whether to lose all weapons and equipment when entering a new level (default) or play this pack as an episode with persistent inventory (not recommended). In that case, change "reset.con" to "urban.con" in "addons.grpinfo". - You can also play specific maps directly through the "User Map" menu. - "Bank": Remake of former "Banco". Supposed to be played with Polymer and (optionally) HRP. - "Dukemeal Restaurant": The gap between the L.A.R.D. and the building to the left of it is a map trick that Polymer cannot render correctly at the moment. - "Kill City": Don't expect to find a regular exit in this level, it's an April Fools Day release. That's also why I didn't include it in any episode. - "Overtime": After you got the red keycard, you have to get out of the pit using a jetpack. If you try to jump, you'll land in the teleporting sector. In this case, just jump and you'll be back at the bottom of the pit. Use the jetpack now. - "Ross Lemon Memorial Death Match": In Polymer, the level borders cause minor rendering issues. - "Sin Center": "Green Paradise" area lags due to its size in combination with a huge mirror. - "The Root": Switch to software renderer if you cannot read some important monitor messages. - "The Toxicity": A bit laggy with Polymer. Try deactivating dynamic lighting (via menu, EDuke32 r5409 or newer) or use a different renderer. - "Bad Case of Mondays": A ventilation shaft near the red-colored office can teleport you through the floor to another floor - a known BUILD glitch. > Fixes/changes: - Files grouped together, arranged in seven episodes with 11 levels each - Duke3D soundtrack remapping by NightFright (where authors did not provide custom music) - 01DMATCH: Nukebutton (#179) changed to lotag 65535/pal 0, 10 swing doors realigned to fix Polymer rendering issues (1 toilet door completely recreated), wrong parallax bit removed for ceiling wall #391, exit sign (#299) realigned, women restroom sign (#368) realigned - 1HK: Lv4 corruption (8 errors) removed, nukebutton #445 fix (wall-aligned, pal0, lotag 65535), sprites #560/592 (touchplate activators) deleted to remove additional triggerings of collapsing walls - AIRPWEST: Lv4 corruption (13 errors) removed, armory sign (sprite #619) realigned, widescreen fix for two camera messages - ALEXCITY: Typo fix for "Pete's Grocery" (sprite #1977 deleted, #1978 edited) - ALPHA: Stripper (#499) resized to 28x28 to avoid clipping into ceiling - AMCPLSER: nukebutton #246 fix (lotag 65535) - AZNEER13: Lv4 corruption (8 errors) removed - BACKALLY: Polymer rendering fix for swingdoor next to red keycard access panel - CANYONC: nukebutton #214 fix (pal0) - CC_RLMDM: Fixed flickering monitor messages - COS: Wall clippings of sprites #364 (crack) and #517 (graffiti on Duke poster) removed - DOMINO: Lv4 corruption (5 errors) removed - DRKFRNT1: Typo fix for "Hangar force field" (sprite #1359), realignments of sprite #818 (calendar) and #823 (security monitor) - DUKAI: Lv4 corruption (4 errors) removed - DUKEMALL: Lv3 corruption (16 errors) removed, realignments for door sprite in combat arena (#3297), switch in combat arena (#207), giant viewscreen (#3892), EDF logo (#468) - FACILITY: Lv4 corruption (13 errors) removed, sound remapped, fixed untextured wall (#800) inside of elevator, fixed various sprites (signs, duct grills, steam sprites) being transported on conveyor belt unintentionally (#160, #179, #189, #737, #740-743) - GDISTRICT: Nukebutton (#215) changed to lotag 65535, outdoor lamp sprite (#597) realigne - GLVL1: Lv3 corruption (1 error) removed, 2 office windows (walls 282, 621) made blockable - HOSTEL: Lv3 corruption (14 errors) removed, Polymer rendering for 7 swingdoors fixed, sprite #329 ("2" in apartment no. 102) realigned - HOTELVOY: Lv3 corruption (2 errors) removed, Polymer rendering for 8 swingdoors fixed - INDUSTRY: Lv4 corruption (>64 errors) removed, 4x spacesuits (#223-226) repositioned - KATU183: Lv4 corruption (6 errors) removed - KILLCITY: Polymer rendering issue with window leading to blue keycard toilet flush apartment fixed (window sectors joined) - LEOHOTEL: Lv4 corruption (7 errors) removed, two custom sounds remapped to avoid conflicts with other maps, fixed ykey panel entrance glass door (floor clipping), texture alignment exit sign fixed (walls 3103, 3105), overlapping redlines in toilet (wall 4244) fixed - LESS5: Lv4/9 corruption reduced to lv1/3, nukebutton #614 fix (pal0, lotag 65535), sound sprites 532 + 749 edited for remapped sounds (to avoid conflicts), Polymer rendering fix for 5 swing doors - LS: Lv4 corruption (8 errors) removed - MAA2: Wall blood (sprite #1925) wall-aligned, hotel door 20 (sprite #296) realigned - MYLEV: nukebutton #529 fix (lotag 65535) - NIGHTOUT: Lv4 corruption (4 errors) removed, toilets #647-650 fixed (clipping into wall) - NPM1: 2 posters (#48, #81) realigned, needless second stop sign (#1501) deleted, speed limit (#1510) and "Duke Nukem must die" (#1512) signs realigned, transparent floor in Polymer after red keycard lift fixed (transparency removed from 7 sectors and sprite #1939), Polymer rendering fix for Shop-n-Bag manager's office (walls connected with redwall to fix floor/ceiling glitch) - NUKECITY: Lv4 corruption (2 errors) removed, nukebutton #560 fix (pal0, lotag 65535) swingdoor floor clipping near heart bed fixed - ODOUR: Lv3 corruption (3 errors) removed, sprites #690/707 realigned - ONE20: Nukebutton (#1008) changed to pal 0, fixed typo in monitor message ("Enterprice", sprite #304), changed huge gate near conveyor belt to avoid wall clipping in Polymer - OVERKILL: Swingdoor fixes for roof with blue keycard access/restroom women/underwater door room/red keycard access entrance - POLICE: Lv3 corruption (12 errors) removed, Polymer rendering for 8 swingdoors fixed - POSEIDON: Nukebutton #95 pal14 changed to pal0 to prevent ending of episode - REDLIGHT: Lv3 corruption (4 errors) removed, nukebutton (#47) lotag changed from 1 to 65535 - RETURN: Polymer rendering fixes for 14 swingdoors and blue keycard access door - SHOPPING: Realignments: "Weaponry" sign letters (sprites #1249-1256), "Out of order" sign on monitor (#1545), nukebutton (#1418); illegal passage in huge outdoor area blocked (walls 1794, 1795, 1816 made blocking) - SHORTCUT: Lv3 corruption (1 error) removed, sign (#248) realigned, tram door texture (#218) realigned - SHOTCNTR: Polymer rendering for 9 swingdoors fixed, store letter (sprite #269) wall-aligned - SINCENTR: Lv3 corruption (5 errors) removed, toilet (sprite #1706) wall-aligned, Polymer floor clipping in left stripper booth removed - SPRAWL: Lv4 corruption (15 errors) removed, "Dr. Proton lives" secret message realigned (#232, 237-250), MUZAK speaker (sprite #376) realigned - SUBSHOP: Spacesuits (#45/46) realigned - SWIMPOOL: Lv3 corruption reduced from 7 to 2 errors, area around sector 508 faithfully rebuilt due to removal of corrupt walls - TORC: Lv3 corruption (3 errors) removed, custom sound remapped, added sixpack (#1077) near drop point at level start to compensate drop damage, "Lunar Apocalypse" posters (#619-623) realigned, Polymer rendering error of "Kevsmeg's Spot" secret fixed (ceiling lowered, secret message letters repositioned) - TOXICITY: nukebutton #809 fix (wall-aligned, pal0, lotag 65535), typo fixes ("Restaurant", sprite #1418; "Access Code", sprite #4006; "changed", sprite #3687), widescreen fix for camera messages (separation walls added) - TOYS: Polymer rendering fixes for 12 swingdoors, fix for not being able to reemerge from huge round slime pool (repositoned surface SE7 #235, deleted underwater SE31 #368), train doors (#651, 652, 662, 663) realigned - TRAFC: Lv3 corruption (6 errors) removed - VONZ: Lv3 corruption (17 errors) removed, extra nukebutton (#339) + "Go to Start Screen" message removed, nukebutton (#770) changed to lotag 65535/pal 0 - WARZ: nukebutton #33 fix (pal0) - WGCITY: Lv3 corruption (1 error) removed, nukebutton #2618 fix (pal0, lotag 65535) - XTERMIN: Fix for disappearing letters in camera messages (moved background wall) - "V Series": > Four maps (3x space, 1x city/secret) which were supposed to be part of a full episode with at least six levels. Unfortunately, the project was never completed. > V3 has a rather cramped layout with some trickier puzzles. V4 is a space station with easier progression. V5 is the highlight of the series with lots of explosions and other great effects. Be sure to find the secret level since it contains the only city map of the series, featuring a visit to a hospital. > Note: You can choose whether to play this pack as an episode with persistent inventory (default) or lose all weapons and equipment when entering a new level. In that case, change "vseries.con" to "reset.con" in "addons.grpinfo". > Fixes/changes: - Files grouped, Duke3D soundtrack mapping by NightFright - V3: Lv4/6 corruption reduced to lv1/1 - V4: Lv4/2 corruption removed, secret nukebutton adjusted (#174 lotag 8 --> 5) - V5: L4/3 corruption removed, typo fix "Feul" (letter sprites #859+860 switched), static wall on moving half-submerged rock fixed (cstat reset for wall #3288) - HCR: Lv3/4 corruption removed, road blockades (#301/302) view-aligned, wrong parallax bit turned off for sector 227 (green panel), realignments: phone textures, store phone textures (walls 204, 218, 222, 238, 311, 315), fire extinguishers (#212/213), TV screen (wall 3248) - "Vacation Cove": > For fans of the "Duke Vacation" addon, this is a true festival: 8 new Caribbean levels (1 secret)! > Powered by an awesome soundtrack contributing a lot to the "vacation feeling", you will pay a visit to lagoons, a Mayan temple, a fun park and many more places where shotguns are needed instead of sunglasses! Even features a mini hub to which you return to for about 50% of the episode. Great stuff! > Fixes/changes: - vacacove.con: Consolidated code from former defs.con and user.con, episode moved to slot #5 - All MIDIs normalized and cut (to remove long breaks and improve track looping) - Various sprite alignment fixes throughout the whole pack (minimized sprite clipping) - MAP3, MAP6: Fixes for swing doors causing clipping errors in Polymer - "Vermin Clearance": > 10 levels (+ 1 secret). Being basically a compilation of Puritan's older maps, you can expect good design and seamless transition between levels. It's lacking regarding gameplay however, with vast areas that often require very thorough exploration. If you have a lot of time with a certain resistance against frustration, it may pay off to give this a try. > You lose all your weapons after entering a new level. This is normal and intended. > Be prepared for keycards being hidden in secret areas, hard-to-find switches, handdryers used as essential switches and other uncommon ways to progress through a map (semi-transparent switches on green boxes, opening compartments behind/above you with more vital switches inside etc). It can get frustrating at times, also with the hoardes of enemies which are preferrably spawning in your back. > Fixes/changes: - vcgame.con: 8 warnings removed - vcuser.con: Episode moved to slot #5, secret level VERMIN11 moved to E5L12 slot - VERMIN01: Mirror rendering fix (wall #298), flipped restroom sectors near wall #7028 to fix another mirror rendering issue (related to geometric problem) - VERMIN02: Lv3 corruption (14 errors) removed - VERMIN05: Secret exit button #2355 changed to lotag 12 instead of 11 (episode won't end properly after E5L10 otherwise if there is no gap between it and secret level) - VERMIN06: Fixed switch only visible in Polymer (sprite #1088 moved away from wall) - VERMIN07: Mirror rendering fix (wall #4664) - VERMIN09: Lv3 corruption (3 errors) removed - VERMIN10: Mirror rendering fix (wall #1772), firetruck can only be activated once (touchplate sprite #514 hitag changed from 0 to 1), firetruck mirror sprites (#171+172) deleted since they wouldn't move with the vehicle - VERMIN11: One-sided blocking removed for wall #5452 - "WGRealms": > 5 levels (1 intro/3 regular/1 boss map) which almost completely revamp the original game with a lot of new textures, custom sounds and weapons. Exotic places like a medieval castle, a huge hi-tech area, enormous caves or the Egyptian showdown location make this trip into a weird parallel dimension highly enjoyable and worth playing. If you liked Epic's "Unreal", then this is something you have to check out for sure! > Features bonus level "Beerzity" by Numan (2005): One-level standalone "episode" that will keep you busy for a while - a huge city map with 400+ enemies and at least 60-90 mins gameplay! > Fixes/changes: - Added widescreen fix for chaingun replacement (via widescreen.dat) - Almost all Polymer rendering issues could be eliminated with Mapster32 (exceptions are the two green columns at the beginning of map 5). The pyramid to the right of the final level (which you cannot reach) renders correctly now. 5-6 minimal texture realignments have been applied as well. - MIDI files renamed to avoid conflicts with music packs - BEERZITY: Custom "!boss.voc" renamed/remapped from ID #230 to #400, sprite #307 hitag changed from 230 to 400 (to avoid sound conflict with original maps/cutscenes) - "WGRealms 2: Siege Breaker": > Standalone TC with 13 maps (includes adapted "WGRealms" episode with 7 maps). Originally started as a sequel to "WGRealms", but turned into a much bigger project with inspirations taken from "Doom", "Quake" or "Unreal". It's much more like "Doom" with tons of enemies attacking you at once, and with all the new weapon art and textures everywhere, it turns Duke3D into a while different - yet quite enjoyable - experience. Expect to do stuff you haven't done in Duke3D before, e.g. picking up souls after killing enemies, opening chests with gold and treasure or charging up a POW attack (by killing without getting hit too often). > Notes: - ONLY Polymost mode (neither software nor Polymer!) is recommended. You can still use Polymer if you have a very fast computer, but even then you need to deactivate dynamic lighting (via menu, EDuke32 r5409 or newer) if you want to avoid slowdowns or crashes. - Be sure to have highres textures and models activated to avoid visual glitches! To check, go to "Options" --> "Display Setup" --> "Advanced" - Config file "wgrealms2.cfg" in "addons" folder is required for proper mouse key bindings. Do not delete it! (There is a backup of the file inside of wgrealms2.dat which you can extract with a zipfile program if needed.) - Will create new settings file (wgrealms2_settings.cfg) in "addons" folder on startup. > Fixes/changes: - wgrealms2.grp: Contains updated v1.201 wgr2game.con; cleaned from useless/double files; 8.3 file naming fixes (endlevel2.mid, swampkill.wav); added wgr2load.def (to include wgrealms2.dat) - wgrealms2.dat: Fixes for skyboxes (left/right sides switched; up/down textures rotated), widescreen fixes for chaingun/Freezer replacements (Duke char) via widescreen.dat, added autoexec.cfg with POW menu/key bindings, added chest model (by Drek) for Polymost/Polymer - wgr2defs.con: Removed 5 warnings for double-defined entries 484/486-489 - wgr2game.con: Removed 2 warnings for actor 'BARBSTATUE' (line 33896, nullop without "else"), includes fix for shotgun zoom (by Drek) - wgr2user.con: 8.3 file naming fixes (endlevel2.mid, swampkill.wav, votf-by-goat.ogg) - "WGRealms 2: Knee Deep" > Bonus episode for "WGRealms 2" with 7 levels converted from the shareware episode of Doom, "Knee-Deep in the Dead". Released for the 19th anniversary of Doom on Dec 10, 2012. > Notes: - Important: Will ONLY run if wgrealms2.grp and wgrealms.dat are present! - Based on v1.1 of the addon (which added support for Jedrik char), released on April 21, 2013. - Will create new settings file (kneedeep_settings.cfg) in "addons" folder on startup. - Choose episode "Knee Deep Lighting Redux" to play Polymer-optimized version. - Autoexec.cfg (inside of kneedeep.dat) contains a setting for Polymer lighting. Feel free to experiment with it in case the levels are too dark for you when using Polymer. Variable with default value: r_shadescale 1.08 - In case of framerate issues, disable blood and gore in autoexec.cfg (inside of kneedeep.dat). Edit the variables so they look like this: setvar goreflag 1 setvar bloodflag 1 > Fixes/changes: - kneedeep.grp/kneedeep.dat: New files - kneedeep.con: 11 warnings removed (lines 1664-1669, 13069, 29216, 29329, 46717, 47027) - "WGSpace Episode": > 8 space maps (2 secret) with a lot of remarkable architecture. There are only a few space episodes out there, and even less which are done well, but this is one of them. Tons of details, very balanced gameplay and gloomy space action. What else do you need? > Known issues: - WGS2X: In the huge green crystal rooms which you have to blow up, there are rendering errors above and below the metal walkways. These are EDuke32 rendering issues in Polymer. > Fixes/changes: - General: Shotgun reload sound works now (renamed shotgnk.voc --> shotgnck.voc), unused ending.mid removed - wgspace.con: Consolidated CON code from former wgdefs.con, wggame.con and wguser.con, ep.2 cutscenes deactivated - WGS3X: Fixed some moon wall textures near the blue cave elevator; made yellow keycard panel non-transparent for better visibility - WGS5X: Fix for widescreen security monitor texts; grammar corrections for security monitor texts; fix for nuke button not leading to final level (wrong lotag set, changed from 8 to 65535) - WGS6X: Deleted needless sprites (1163-1165, 1167, 1168) - WGS1SX: Fixed floor clipping issue with slide door leading to central tower - WGS2SX: Floor/ceiling clipping issues for various swing doors corrected; toilet position improved; alignment fix for underwater switch; texture alignment corrections for monitors in blue access panel control room - "Wolf Pack": > 6 SP (1 secret) and 2 Dukematch levels. Features a new weapon (Assault Rifle replacing chaingun) and edited CON code to alter enemy strengths, ammo amount and weapon power. The maps are quite nice for their age, leading you from an EDF facility to a secret installation and a prison until you reach a starport. From there you enter a spaceship where the showdown with an Overlord takes place. In the secret level, you travel to an arctic region via submarine. > Fixes/changes: - wolfgame.con: Deleted (not needed due to editing) - wolfuser.con: Renamed to user.con, Devastator/Freezer max ammo reset from 100 to 99 (to fix standard statusbar display), SP episode moved to slot #5, Dukematch levels separated and grouped into isolated episode - sin.mid: Silence at the end of track removed - Music for levels 4+5 replaced with 859theme.mid and iflove.mid (used in Dukematch levels) for more variety - COMMANDO: Camera (sprite #426) clipping into wall fixed, elevator ceiling clipping through roof (partially) fixed, elevator door floor not rendering in Polymer fixed - ROUND: Corrected lotag for nukebutton (sprite #53) from 6 to 4 so you jump to the correct level - VENT: Lv3 corruption (3 errors) fixed - "XarTech Invasion": > 6 maps. Duke must infiltrate a facility overrun by aliens and destroy the new prototype Riot tanks, followed by a close encounter with an Alien Queen. Level design is not exactly sophisticated, but it's still fun since there are more than enough enemies to fight. > Fixes/changes: - xaruser.con: Undefined unused episode slots 2-4, deactivated original cutscenes, Duke3D soundtrack remapping by NightFright - General: Map corruptions removed, especially in xartech2 (lv4/>64), xartech3 (lv4/52) and xartech4 (lv4/>64). - XARTECH1: Texture error in underwater passage secret area corrected - XARTECH2: Floor/ceiling clipping for two swing doors fixed, container door/ceiling texture errors removed - XARTECH4: Floor clipping of swing doors fixed, waterfall sector after blue keycard improved (added lotag 2, changed to waterfall texture). Helicopter garage had higher ceiling indoor than outdoor, causing texture problems in Polymer when opening the door to the area - fixed by lowering indoor ceiling - XARTECH5: Exit button clipping into wall fixed - XARTECH6: Ceiling of starting chamber lowered to remove rendering error in Polymer - "Zombie Crisis": > Arcade-style episode with 6 maps. You hunt zombies through simple levels with a chainsaw and a pistol which has infinite ammo and no reload. Don't expect to take longer than 20-30 minutes for the whole thing. Let the left mousebutton glow! > Including two bonus maps which can be played as one-level episodes: - the only playable extra map that came with the original release ("Basement") and - a map by Quakis which was explicitly created for this addon, "The Railyard" > Fixes/changes: - Added widescreen statusbar (via widescreen.dat) - File renames: Game.con/defs.con/user con --> zombie.con/zombdefs.con/zombuser.con, $basem.map --> basement.map, zc_rail.map --> railyard.map - Deleted unplayable dummy maps ($enter.map, $test.map, backup.map) - zombie.con: 7 warnings removed - zombuser.con: "Empty" episodes removed, two bonus episodes added (consisting of basement.map and railyard.map), maps renamed from $xxx to ZCxxx - BASEMENT: Nukebutton (sprite #104) lotag changed from 6 to 2 (no longer jumps to level 6 of episode) ====================================================================================================================== V . F A Q ====================================================================================================================== Q1) HOW LONG DID IT TAKE TO COMPLETE EVERYTHING? A1) I began this in early May 2013. At first, I didn't intend to fix any maps, just group them together for easy EDuke32 launch. Then I realized I could do more, so I went for the most popular packs first (e.g. The Gate, LR&WB or New York Rebellion). At the end, I thought I could just as well give the same treatment to the rest of the mods. I thought I was finished at the end of July 2013. However, to make a public release possible, more work had to be put into it around end of August and mid-December 2014 to undo some of my custom changes. A lot of additional time went into the v2.0 release, adding another six months due to new contents and fixing old and new contributions. For v3.0, you can add another 1.5 months. Considering I have worked on it almost every day until completion for several hours, you can imagine how much effort went into the whole thing. Q2) HOW DID YOU TECHNICALLY REALIZE THE IMPROVEMENTS? A2) Most of it was done with the powerful Mapster32 editor. The most important command was "corruptcheck tryfix" (autocorrection feature) with thorough checks to see it the corrected part of the maps still looked the same after applying the automated fixes. Often, that wasn't enough, though, so you had to go through the map errors one by one manually and check whether you could fix them by moving around walls, inserting additional points, deleting some parts etc. In extreme cases, sectors could not be deleted but just isolated, so I copied the whole rest of the sectors without those bugged ones into a new map, saved everything and checked if that did the trick. Whenever I messed around with sectors and/or effectors/activators, playtesting was required after I was done. More often than not, the changes broke ingame mechanics and required "fixing the fix". A painful procedure, sometimes turning fixes for a single map into a multi-day effort. "COMPLEX1" in "Complex" had such a bugged part (the cave with the red crystals) that no manual correction could help. Parts of it were even marked to be TROR (room over room) for some weird reason. I deleted the whole section and did my best to remake it as faithfully as possible, with the items you can find there scattered around a bit more. The difference should be minimal in the end, playability takes no negative impact at all from this change. Some maps were fixed quickly, others very slowly. Some heavy corruptions such as in E2L1 "Bermuda Triangle" (The Gate) took a long time. In that case, some sectors were simply not properly closed. While it caused no trouble in software mode, the bugged parts of the map would have their textures "bleeding" across large parts of the level in Polymer modes. For that Gate map, I was lucky since it was one of the archs of the penthouse on top of the hill which existed twice. As only one of them was bugged, I could copy the flawless one over it and got it working properly that way. Other heavy corruptions such as at the beginning of E1L3 "The City" (Steve Long Episodes) could be corrected with a mix of Mapster32 autocorrections, wall realignments, deletion of corrupted/needless walls and careful sector effector repositionings. In some cases, EDuke32's Polymer renderer wouldn't like it if some redwalls/sectors overlapped, even if only minimally. Floors and ceilings of the whole sector would not be drawn in such cases. Putting the lines apart eliminated the rendering errors, without resulting in noticable changes ingame. Swing doors could also be problematic often, causing glitches when using them. Repositioning the sector effectors and minimally moving away the doors from the walls proved to be the solution. Occasionally, I would also encounter problems rather related to mapping errors, such as underwater sections not working properly. A good example for this is "Moonbase Beta" in the "Space Map Pack". This level has a pool with a sloped underwater floor. The author had not placed the sector effectors properly there, resulting in the player not being able to emerge from the water correctly when diving up from the sloped floor part. This is kinda annoying and became part of my fixing efforts. Editing MIDI tracks (to normalize them or make them loop properly) or ART files was rather easy compared to that and didn't take too long. The tools suck since they only work in DOSBox, but I was able to figure it out even as a total noob. Q3) I AM THE AUTHOR OF ONE OF THE MODS YOU HAVE INCLUDED IN THIS PACK. WHAT IF I HAVE OBJECTIONS REGARDING SOME (OR ALL) OF YOUR CHANGES? A3) In most cases, I have tried to focus on fixing Polymer rendering issues or remove flickering wall-aligned sprites. However, a few mods (especially the Steve Long Episodes or some of the Forklift maps) have received considerable refits, sometimes since I wouldn't have been able to fix them otherwise, in other cases for perfectionistic reasons (better alignments etc) or to eliminate possible shortcuts which were not intended by the authors. Due to the massive amount of packs included, I couldn't contact all of the authors. Most of them have disappeared in the meantime, anyway. However, it does NOT mean I am not open to your suggestions or wishes if you made one or several of these mods and would like to see some adjustments. Feel free to contact me at any time about it! Be aware that I did not release all this to take credit for your work. You have been credited several times in this readme, and this release is intended to honor your efforts and make them available to the Duke3D community in a way to play them easily and with as few EDuke32 issues as possible. Q4) WILL YOU ADD EVEN MORE ADDONS AFTER V3.0? A4) Even though I had written after the initial release that I wouldn't add more, I did so in v2.0 (and subsequently in v3.0), anyway. As it stands now, the most important classic addons should be part of this compilation. At least some which are still missing (such as "Battle it out in Birmingham") would not really add any quality content IMHO. Other addons won't be added due to extensive usage of DukePlus or HRP content (such as "The Imperium" or "Imagination World") which are no-go criteria for this compilation. Additionally, some entries were not considered or discarded due to explicit wishes of the authors (e.g. "Duke Nukem Forever 2013" or "AMC TC Episode 2") who wanted their products to remain standalone releases. Basically, v3.0 is the version I intended to release in the first place. Sufficiently polished and with as many addons I could possibly get in there. I went as far as I could possibly go for a public release and believe I found a good balance between classics, unknown gems and more recent contributions. Smaller content updates may still happen later, though. Q5) I AM HAVING TROUBLE RUNNING THIS COMPILATION. WHAT CAN I DO? A5) If you encounter strange behavior like episode menus not showing (properly), ingame art (textures, sprites etc) looking weird/out of place/missing etc, please check the following before reporting potential addon issues: - Are you using a recent EDuke32 snapshot? If that is not the case, please download one here: http://dukeworld.duke4.net/eduke32 - Are you using an EDuke32 snapshot which is known for having issues? Sometimes, most recent snapshots introduce new bugs which did not occur at the time this compilation was released. Check the Duke3D section of the Duke4.net forums to see if any known issues have been reported and try with an older EDuke32 build if needed: https://forums.duke4.net/forum/30-duke-nukem-3d-and-eduke32 - Are there any custom game files in your Duke3D root/autoload directories? If you find any custom .con or .def files (especially game.con, user.con, defs.con, eduke.con or duke3d.def), please delete them or you may risk conflicts with at least some addons of this compilation. - Are you running the addon files as intended? Please do not move any groupfiles out of their native "addons" folder if you want to run the compilation properly (i.e. with the -jaddons launch parameter). As soon as you deviate from this procedure, no support can be provided. - Are you running the addons with any additional mods like DukePlus? Try without any mods to see if anything changes. ====================================================================================================================== V I . C O N T A C T / C R E D I T S ====================================================================================================================== ------------------ Pack compilation Map fixes CON optimizations Widescreen GFX ------------------ Robin 'NightFright' Reisinger .................................. nightfright2k7 [at] gmail.com ------------------------------- Authors of all included addons ------------------------------- 3D Visions ..................................................... "The Final Confrontation" Aaro 'Arzca' Ruohonen .......................................... "ARSP1" (in "Ruohonen Pack") "Bank Roll 2000" (in "Ruohonen Pack") "Dark Side: Moonbase Mayhem" (in "Ruohonen Pack") "Dead Meat" (in "Ruohonen Pack") "Duke Royale" (in "Ruohonen Pack") "X3 Studios" (in "Ruohonen Pack") Alan Bellows ................................................... "Nuke City" (in "Urban Map Pack") Alan Nanut ..................................................... "Facility" (in "Urban Map Pack") "Polaris Outpost" (in "Space Map Pack") Alan Page ...................................................... "Jailbird 2" (in "Urban Map Pack") "Sewage" (in "Urban Map Pack") Alejandro 'Arrovf' Arroyo ...................................... "Cathedral" (in "Urban Map Pack") Alejandro Glavic ............................................... "ADG Episode" "Alien Wipeout" (in "Glavic Pack") "Another Timeless Night" (in "Glavic Pack") "Blackened" (in "Glavic Pack") "EDF Secret Base" (in "Glavic Pack") "Eye-Witness" (in "Glavic Pack") "Hydrostation" (in "Glavic Pack") "Military Madness" (in "Glavic Pack") "The Lost Moonbase" (in "Glavic Pack") "Welcome Home..." (in "Glavic Pack") "YMF500G" (in "Glavic Pack") Alex 'Master AL' Harris ........................................ "Duke's Night Out" (in "Urban Map Pack") Alex Pistol .................................................... "AlexCity 1: Bank Heist" (in "Urban Map Pack") Alias Conrad Coldwood .......................................... "Back Alley" (in "Urban Map Pack") Ancient Coffee Bean ............................................ "ACB Studios" (in "Urban Map Pack") Andras Piroska ................................................. "Mega Plaza Shopping Center" (in "Urban Map Pack") "Warzone" (in "Urban Map Pack") Andrew 'Hudson' Childs ......................................... "Zombie Crisis" Andrew Orman ................................................... "Atmospheric Processing Facility" (in "Space Map Pack") Arghantyl Aryostaz ............................................. "Paradisiac Shopping" (in "Urban Map Pack") Artem Nevinchany ............................................... "Moonlight" (in "Space Map Pack") Aymeric 'MRCK' Nocus ........................................... "Duke Hard" "Metropolitan Mayhem" "Overtime" (in "Urban Map Pack") "Spiegul Contest" "The AMC Pleaser" (in "Urban Map Pack") BDP Team ....................................................... "The Gate" Ben 'Existence' Bradley ........................................ "God of War" Ben Roffelsen .................................................. "Aqua Series" Ben Smit ....................................................... "XarTech Invasion" Benjamin Richard 'Yahtzee' Croshaw ............................. "Age of Evil" Berislav 'Moloch' Markovic (BGame Productions) ................. "Commando" (in "Platoon TC") "Escape" (in "Platoon TC") "Starship Troopers TC" Big O .......................................................... "Lessing 5" (in "Urban Map Pack") BIG Productions ................................................ "Grins of Divinity" Blackjack ...................................................... "Voyeur Hotel" (in "Urban Map Pack") Bob Averill .................................................... "BobSP Series" Bobadoo ........................................................ "Castle Quest" Borg Team ...................................................... "Borg Nukem 3D" Brian C. 'Mr. Zero' Sasso ...................................... "Azneer Building" (in "Urban Map Pack") Brian Wolfe .................................................... "Shuttle Escape" (in "Space Map Pack") Bryant Arnett .................................................. "Redrum: The Shining II" bullerbuller7 .................................................. "Haunted Nukem" C3PO ........................................................... "Fruit Loops" (in "C3PO Pack") "Holiday Holocaust" (in "C3PO Pack") "Leaving L.A." (in "C3PO Pack") "Research Station" (in "C3PO Pack") Cage ........................................................... "Duke Hard" "WGRealms 2: Siege Breaker" Cal 'Radon' Kveder ............................................. "Decay" (in "Urban Map Pack") CarThief ....................................................... "Delivery to Hidden Base" (in "Urban Map Pack") Cedric 'Sang' Haegeman ......................................... "Battlefield 3" "Outpost X" Cedric 'Zaxtor Znort' Lutes .................................... "Oblivion" Charlie Vasquez ................................................ "TWA" (in "Urban Map Pack") Chris Coleman .................................................. "Ross Lemon Memorial Death Match" (in "Urban Map Pack") "Dark Front" (in "Urban Map Pack") "Dark Front 2" (in "Urban Map Pack") Chris Pufahl ................................................... "Duke Tournament" Chuck Salley ................................................... "Duke Attacks Freeman Houston" (in "Urban Map Pack") Corey Eddy ..................................................... "Shortcut" (in "Urban Map Pack") Corp Hicks ..................................................... "Alien Extermination" Curtis Tuckfield ............................................... "1999/2000 TC" Daedolon ....................................................... "Duke Hard" Dale Metcalfe .................................................. "Cerberus" (in "Space Map Pack") Dan Walker ..................................................... "Vonz" (in "Urban Map Pack") Daniel Aashage ................................................. "One to Zero" (in "Urban Map Pack") "Streets of Gotham City" (in "Urban Map Pack") "The Adventures of Poseidon" (in "Urban Map Pack") Daniel 'DeeperThought' Gaskill ................................. "WGRealms 2: Siege Breaker" Daniel Mitchell ................................................ "Duke Los Angeles" Danny Mason .................................................... "WGRealms 2: Siege Breaker" Danstructor .................................................... "Bank" (in "Urban Map Pack") David B. ....................................................... "Hamilton Pool" (in "Urban Map Pack") "Highland" (in "Urban Map Pack") "Hostel" (in "Urban Map Pack") David Billing .................................................. "Operation Blitzkrieg" DDuge .......................................................... "Kenedy" (in "Urban Map Pack") Dean 'SwissCM' Lillie .......................................... "Duke Tournament" Derek 'Drek' McPherson ......................................... "Knee Deep" (for "WGRealms 2") Devastator ..................................................... "Spiegul Contest" "Total Infiltration" Dj-Mougias ..................................................... "Duke Tournament" Doug Moss ...................................................... "Industrial Strength" (in "Urban Map Pack") Duke64Nukem .................................................... "DN64 Revisited" "Haunted Nukem" Dukebert ....................................................... "Sprawl" (in "Urban Map Pack") Dukebot ........................................................ "Duke Hard" Eckard 'Vanx' Gehm ............................................. "Red Sun" (in "Space Map Pack") Eric 'asbestos' Carl ........................................... "Polaris Outpost 2" (in "Space Map Pack") "Police" (in "Urban Map Pack") Eye del Cul .................................................... "Eye of Cul Episode" "Mortal Shock" (in "Space Map Pack") Fernando Márquez ............................................... "FM3X" Filip .......................................................... "Escape from an Unknown Street" (in "Urban Map Pack") Ford ........................................................... "Tour of Duty 3" (in "Platoon TC") Forge .......................................................... "Duke Hard" Fred Hero ...................................................... "Alien Invasion" Frode 'Puritan' Waksvik ........................................ "Vermin Clearance" Gabriele R. 'saarek' Giaminardi ................................ "DaikariN" Geoffrey 'Fakir' van Dijk ...................................... "Command & Conquer Map Pack" "Duke Is Ten" "DukeVR" "FbSp Series" "Sewers and Strippers" (in "Urban Map Pack") "The Army of Death" "Zombie Crisis" George-William Bernard ......................................... "Chimera" "Duke Tournament" "Last Reaction & Water Bases" Geraldino 'David B.' Myloo ..................................... "Mill Town Rampage" Greg Hoyer ..................................................... "GJHoyer" (in "Space Map Pack") Gregory Douglas 'Chaos' Lemieux ................................ "Escape from San Angelos" Guillaume Beaupre .............................................. "GLVL1" (in "Urban Map Pack") Igor 'Iggy' Willems ............................................ "Duke Is Ten" "Moonbase" (in "Space Map Pack") "War Pigs" (in "Space Map Pack") Intersphere Communications, Ltd. ............................... "Penthouse Paradise" Ion ............................................................ "Alien Extermination" J. 'CruX' Whitworth ............................................ "The Root" (in "Urban Map Pack") James Duncan ................................................... "Big Orbit" (in "Space Map Pack") "Overkill" (in "Urban Map Pack") James Hollidge ................................................. "Incubation: Alien Apocalypse" James 'Jblade' Stanfield ....................................... "The Army of Death" "Duke Hard" "Duke Is Ten" Jason Baker .................................................... "Alpha Station" (in "Urban Map Pack") Jason Bredhauer ................................................ "Duke Is 007" "JJ Duke Nukem 3D" Jeremy 'Forklift' Wilson (Forklift Productions) ................ "Complex" "The Prequel to Time" "Time" JMW ............................................................ "JMW-SP2" (in "Space Map Pack") John Henderson ................................................. "Domino" (in "Urban Map Pack") John Minco ..................................................... "Chinatown" (in "Urban Map Pack") Jonathon Fowler ................................................ "JJ Duke Nukem 3D" Juan Daniel 'Papamonos' Alcobre ................................ "The Return" (in "Urban Map Pack") "Toys 'R' Killers" (in "Urban Map Pack") "Stellar Death" (in "Space Map Pack") "Total Apocalypse" Juha 'Turpuli' Laaksonen ....................................... "Extermination" (in "Urban Map Pack") "Retrospective" (in "Urban Map Pack") Kaotik Industries .............................................. "25th Century Duke" Keith Hazelet .................................................. "Eclipse" (in "Space Map Pack") Kevin 'Kef_Nukem' Cools ........................................ "Borg Nukem" "Eye-Witness" (in "Glavic Pack") "Retrospective" (in "Urban Map Pack") Kevin 'Kevsmeg' Farnfield ...................................... "Torc" (in "Urban Map Pack") Kevin Slater ................................................... "Earthbound Preview: Beta Station" (in "Space Map Pack") Kiwi 64 ........................................................ "Alien Extermination" Lanna Deones ................................................... "Docking Doom" (in "Space Map Pack") "Icy Hot" (in "Starship Troopers TC") Leo P. ......................................................... "Leohotel" (in "Urban Map Pack") Level Infinity ................................................. "Secrets of the Acropolis" Llyr Jones ..................................................... "Back on the Streets" (in "Urban Map Pack") "Science Fiction" (in "Space Map Pack") Lukáš Cerovsky (Castell Software) .............................. "Bitva" (in "Cerovsky Pack") "Boeing 747" (in "Cerovsky Pack") "Divadlo" (in "Cerovsky Pack") "Hasit" (in "Cerovsky Pack") "Lost Highway" "Metro" (in "Cerovsky Pack") "Palác Charitas" (in "Cerovsky Pack") Luke 'Theseus314' Nockles ...................................... "Red-Light Romp" (in "Urban Map Pack") M210 ........................................................... "Haunted Nukem" Maarten Pinxten ................................................ "ACME Weapon Factory" (in "Pinxten Pack") "Crucial Conflict" "Hazardous Chemicals" (in "Pinxten Pack") "MP Research Facility" (in "Pinxten Pack") "MPHydro" (in "Pinxten Pack") "MPOrbit" (in "Pinxten Pack") "MPPower" (in "Pinxten Pack") "Operation Kolpowitz" (in "Pinxten Pack") "The Railway Station" (in "Pinxten Pack") "The Restless Resort" (in "Pinxten Pack") Maarten van Oostrum ............................................ "Duke Is Ten" "The AMC Pleaser" (in "Urban Map Pack") "The Big City" (in "Urban Map Pack") "The Toxicity" (in "Urban Map Pack") Maddog ......................................................... "Alien Extermination" MapLord ........................................................ "Mars!4" (in "Space Map Pack") Marc Tönsing ................................................... "Light and Shadow" (in "Urban Map Pack") Mark Hadley .................................................... "The Lost Duke Episodes" Mark Weagel .................................................... "Demolition" (in "Urban Map Pack") Markus 'SalaciusCrumb' Friebe .................................. "Before the Storm" (in "Starship Troopers TC") "Eye of the Storm" (in "Starship Troopers TC") "Into the Storm" (in "Starship Troopers TC") "Operation Devil's Dance" (in "Starship Troopers TC") "Voices of Authority" (in "Space Map Pack") Matjaz 'MatH' M. ............................................... "MatH Pak" Matt Harris .................................................... "Nuclear Pack" Matt 'RockmSockm' Woods ........................................ "Bowels of Hell Space Station" (in "Space Map Pack") Mblackwell ..................................................... "The Christmas Project" Merlijn van Oostrum ............................................ "Duke Is Ten" "LORCH: Abducted" (in "LORCH Trilogy") "Metropolitan Mayhem" "Red Series" MetHy (aka MetHunter) .......................................... "Duke Hard" "Metropolitan Mayhem" "Sin Center" (in "Urban Map Pack") Michael Caraballo .............................................. "New York Plaza" (in "Urban Map Pack") Michael Clark .................................................. "Nuclear Pack" Michael 'Micky C' Crisp ........................................ "Duke Hard" "Knee Deep" (for "WGRealms 2") Michel Dorange ................................................. "Mic Episode" Mike von Skellington ........................................... "Dukai" (in "Urban Map Pack") Mikko Sandt .................................................... "Discarded Stronghold" (in "Quakis Pack") "Done & Dusted" (in "Quakis Pack") "Duke Hard" "Duke Tournament" "Metropolitan Mayhem" "MSSP Episode" "Sin Center" (in "Urban Map Pack") "The Brave New World" Mister Sinister ................................................ "Bad Weekend" "Death Drive" "Duke Hard" "Grey Lights" (in "Urban Map Pack") Myles 'Deadeye' Edmonds ........................................ "Castle Dukenstein" N. E. 'HangNail' Voigt ......................................... "Shark's Cove" "USS Guantanamo" (in "Space Map Pack") "Vacation Cove" Nicki Marc ..................................................... "Craft" (in "Platoon TC") "Delta" (in "Platoon TC") "Jungle Feber" (in "Platoon TC") "Operation Red Dwarf" (in "Platoon TC") "Village Rampage" (in "Platoon TC") "Ramble On!" (in "Platoon TC") Numan .......................................................... "Beerzity" (in "WGRealms") NutWrench ...................................................... "City of Screams" (in "Urban Map Pack") "Die Scraper" (in "Urban Map Pack") Oggy ........................................................... "Alien Extermination" Olivier Boucher ................................................ "The Slums of L.A." (in "Urban Map Pack") "Traffic Jam" (in "Urban Map Pack") ozelot47 ....................................................... "Plug and Pray Remake" Parasite Productions ........................................... "Dukeland" Pascal Rouaud .................................................. "Roch Series" Pat Shumate .................................................... "Duke Attacks Freeman Houston" (in "Urban Map Pack") Paul Bolduc .................................................... "Duke Hard" Paul 'High Treason' Monteray ................................... "Duke Hard" "Space Mission" Petr 'Artec' Kučera ............................................ "Aliens" (in "Kucera Pack") "Banka" (in "Kucera Pack") "Doly" (in "Kucera Pack") "Letiste" (in "Kucera Pack") "Lost Highway" "Petrin" (in "Kucera Pack") "Reichskanzlei" (in "Kucera Pack") "Risk" (in "Kucera Pack") "Sicilie" (in "Kucera Pack") "Skola" (in "Kucera Pack") "Vlak" (in "Kucera Pack") "XXX" (in "Kucera Pack") Philip ......................................................... "911" (in "Space Map Pack") Phoenix ........................................................ "Golgi Mission" (in "Starship Troopers TC") "Munasta: Part 1-3" (in "Space Map Pack") Pipeline ....................................................... "DoomCity" (in "Pipeline Series") "Hell-Station" (in "Pipeline Series") "Mothership" (in "Pipeline Series") "Playboy" (in "Pipeline Series") "Scraper" (in "Pipeline Series") "Suburbia" (in "Pipeline Series") "XTC" (in "Pipeline Series") pmw ............................................................ "TamDuke" Reginukem ...................................................... "Shuttle Service" (in "Space Map Pack") Reyk ........................................................... "EDF Thanatos" (in "Space Map Pack") RH ............................................................. "LA-XXX" (in "Urban Map Pack") Rob McCall ..................................................... "Airport West" (in "Urban Map Pack") Rob 'HighWire' Wijkstra ........................................ "Sewers and Strippers" (in "Urban Map Pack") "Sun Burn" Robert Caraballo ............................................... "New York Plaza" (in "Urban Map Pack") Robert Carter .................................................. "Beam Me Up, Scotty" (in "Space Map Pack") Robert Travis .................................................. "Moonbase Beta" (in "Space Map Pack") "Beta Two: Blood Moon" (in "Space Map Pack") Robert 'underTaker' Wypiór ..................................... "underTaker Series" Roberto Diaz ................................................... "Fusion TC" Roger DuHamel .................................................. "Onslaught" (in "Starship Troopers TC") Rune 'Turbo' Trasop ............................................ "Space Station Carnage" (in "Space Map Pack") Rusty Nails .................................................... "The Christmas Project" Ryan Isenberg .................................................. "HCR" (in "V Series") "V3: Hijack" (in "V Series") "V4: Escape" (in "V Series") "V5: MoonLand" (in "V Series") Ryan Lennox .................................................... "DukeMall" (in "Urban Map Pack") Ryan 'Quakis' Rouse ............................................ "Discarded Stronghold" (in "Quakis Pack") "Done & Dusted" (in "Quakis Pack") "Enlighten the Darkness: Again" (in "Quakis Pack") "Nuked R: EDF Overtaken" (in "Quakis Pack") "Q-Red" (in "Quakis Pack") "Simple Minded" (in "Quakis Pack") "The Flaming Shipwreck" (in "Quakis Pack") "The Railyard" (in "Zombie Crisis") "The System: Opposing Facility" (in "Quakis Pack") Samuel 'KaiseR' Villarreal ..................................... "KaiseR Land Trilogy" Sanek .......................................................... "Countdown to Christmas" "LORCH Trilogy" "The Chronic" Scott McCabe ................................................... "Layre" Simon Charles .................................................. "Between Sun and Moon" (in "Space Map Pack") Skywalker ...................................................... "Alien Extermination" Slawomir 'LAW' Lawrynowicz ..................................... "Alien vs Predator" Spiker ......................................................... "WGRealms 2: Siege Breaker" st1llwanted .................................................... "Haunted Nukem" Starship Troopers TC Team ...................................... "Starship Troopers TC" Steambull ...................................................... "Duke Hard" Stephano Lessa ................................................. "Gotham's Industrial District" (in "Urban Map Pack") "Industrial Complex" "Jungle Tour Trilogy" Steve W. Long .................................................. "Steve Long Episodes" Steven Petrovics Griffiths ..................................... "Burnt" Stranger ....................................................... "Agony" (in "Stranger Pack") "Daemonus" (in "Stranger Pack") "Pain" (in "Stranger Pack") "Powerstation 64" (in "Stranger Pack") "Ruin" (in "Stranger Pack") "The Starlite Project" (in "Stranger Pack") Stumpy ......................................................... "Duke Hard" Supertanker .................................................... "Cherenkov Station" (in "Space Map Pack") "FOS Station" (in "Space Map Pack") "Lunar Base DQN1925" (in "Space Map Pack") "Tiberius Station 5" (in "Space Map Pack") Taivo Maripuu .................................................. "Babes Reloaded" (in "Taivo Pack") "Babes 2009 Remix" (in "Taivo Pack") "City Full of Alien Scum" (in "Taivo Pack") "Dark Place 1-5" (in "Dark Place Series") "Dogville" (in "Taivo Pack") "Duke Hard" "Just Another Christmas" (in "Taivo Pack") "Spiegul Contest" Thedutchjelle .................................................. "Bad Case of Mondays" (in "Urban Map Pack") The Freebrief Team ............................................. "The Final Fight" The TNT Team ................................................... "Platoon TC" Thomas 'KiD' W. ................................................ "Dukemeal Restaurant" (in "Urban Map Pack") Tim Coulson .................................................... "The Sub Shop" (in "Urban Map Pack") Tommi 'Steambull' Heikkinen .................................... "Foul Odour" (in "Urban Map Pack") Tyler Matthews ................................................. "Penthouse Paradise" Vedran Jelenic ................................................. "Canyon City" (in "Urban Map Pack") Vitor 'Bocao' de Paulo ......................................... "Critical Mass" Waddah M. I. Abdu .............................................. "The Prison Campus" (in "Urban Map Pack") Wardie Entertainment ........................................... "American Assault" Widowmaker ..................................................... "Alien Extermination" William Gee .................................................... "Discarded Stronghold" (in "Quakis Pack") "Duke Is Ten" "WGCity" (in "Urban Map Pack") "WGRealms" "WGRealms 2: Siege Breaker" "WGSpace" Wolf ........................................................... "Wolf Pack" ZeroHour Software .............................................. "Duke, It's ZeroHour" Zykov Eddy ..................................................... "A.Dream Trilogy" "Infestation In Time" "Kill City" (in "Urban Map Pack") "Moonbase Accident" "The Chronic" ------------------ Special thanks to ------------------ Fixes ----- - Derek 'Drek' McPherson ......................... Shotgun zoom code fix for "WG Realms 2" - Forge .......................................... Nukebutton problem for CHMRA07 of "Chimera" - Minigunner ..................................... Widescreen Super Devastator for "American Assault" - Mister Sinister ................................ Teleport fix for T1M5 in "Death Drive" - Polunka ........................................ Missing art files for "Total Apocalypse" - Robert 'underTaker' Wypiór ..................... "Alien Invasion" AINV206 crash - Tom 'Tehom' Breton ............................. "Steve Long Episodes" fixes for ep.1 maps Resources --------- - Fox ............................................ Widescreen statusbar for original Duke3D - James 'Jimmy' Paddock .......................... "Supplice" soundtrack (for "Alien Extermination") Support ------- - Daniel 'DeeperThought' Gaskill ................. CON coding/episode slot switching - Forge .......................................... Underwater teleporter in "The Lost Highway" - Fox ............................................ CON coding/sprite resize fixes - Hendricks266 ................................... EDuke32 code fix for "Oblivion" OBLVN210 EDuke32 code fix for "Starship Troopers" CON coding/sprite resize fixes - James 'Jblade' Stanfield ....................... CON coding/sprite resize fixes - LeoD ........................................... Links to updated maps for several addons - Michael 'Micky C' Crisp ........................ Elevator problem in "Alien Extermination" - Philipp 'Helixhorned' Kutin .................... Mapster32 corruptcheck, EDuke32 fixes - Ryan 'Quakis' Rouse ............................ Download for "The Railyard" - The Mechanic ................................... Elevator problem in "Alien Extermination" Release Permissions ------------------- - Daniel 'DeeperThought' Gaskill ................. "WGRealms 2: Siege Breaker" - Duke64Nukem .................................... "DN64 Revisited" / "Haunted Nukem" - Fernando Marquez ............................... "FM3X" - Geraldino 'David B.' Myloo ..................... "Mill Town Rampage" - MetHy & Mikko Sandt ............................ "Duke Hard" / "Metropolitan Mayhem" - Merlijn van Oostrum ............................ "Red Series" - Mister Sinister ................................ "Death Drive" - ozelot47 ....................................... "Plug and Pray Remake" - pmw ............................................ "TamDuke" - Robert 'underTaker' Wypiór ..................... "underTaker Series" - Zykov Eddy ..................................... "A.Dream Trilogy / "Infestation In Time" / "Moonbase Accident" Feedback/Bug Reports -------------------- - Fantinaikos - FistMarine - Hendricks266 - LeoD - Polunka - TheDragonLiner ----------- Tools used ----------- - 8-Bit Image Editing ............................ i.Mage (by Matthew Allen) - ART Editing .................................... DukeRes (by Peter Gerber) EditArt (by Ken Silverman) - GRP Editing .................................... GRPViewer (by Roma Loom) - Map Editing .................................... Mapster32 (by The EDuke32 Team) - MIDI Editing ................................... MIDICUT / MIDIVOL (by Günter Nagler) ----------------- Visit us online! ----------------- - EDuke32 port for Duke Nukem 3D ................. http://www.eduke32.com - Duke3D High Resolution Pack .................... http://hrp.duke4.net - Duke4.net Forums ............................... http://forums.duke4.net ====================================================================================================================== V I I . P E R M I S S I O N S / D I S T R I B U T I O N ====================================================================================================================== - All the contributions of this addon remain creative and productive property of their original authors, regardless whether they are still reachable these days or not. I (NightFright) do not claim ownership of any addon which is part of this compilation. - You are allowed to modify this compilation (i.e. add/remove/edit contents) for PRIVATE purposes and private purposes ONLY. - You are NOT allowed to modify this compilation in any way and publish/distribute it via any medium without my explicit permission. A lot of work went into this project from my side regarding restauration and preservation of original contents. Please respect these efforts and do not claim ownership of something that took somebody else months, if not even years to accomplish. - If you want to host this project anywhere, I am always grateful for additional means of distribution. However, I would like to be informed about such intentions in advance. ====================================================================================================================== V I I I . V E R S I O N H I S T O R Y ====================================================================================================================== Version 3.14 (Oct 6, 2020) -------------------------- Service release with two separate batch files for Atomic (addons.bat) and World Tour (addons_wt.bat) Version 3.13 (Dec 6, 2016) -------------------------- [UPDATED] > Red Series: "RED1: RedDuke" ingame map title renamed to "The Long Road" > Space Map Pack: "Moonbase Beta" ingame map title renamed to "Beta One: Moonbase Beta" > Taivo Pack: "Dogville 2012", "Taivo Deathcity", "Seven" and "Napalm Death" added > The Chronic: Door texture alignment correction for CHRONIC2 > Urban Map Pack: Replaced "Red-Light Romp" with version 2.0 (from 2013) Version 3.12 (Nov 30, 2016) --------------------------- [UPDATED] > Duke Is 007: Ceiling texture correction for blue keycard glass chamber in SNOWBASE > Operation Blitzkrieg: Classic and Polymer editions now both available from the same ingame menu > Urban Map Pack: Added: "Bad Case of Mondays"; removed: "Ghetto" (on author's request); "The Adventures of Poseidon" now correctly starts without weapons (reset.con updated); "Sprawl": MUZAK speaker realigned > Vermin Clearance: Mirror rendering fixes for VERMIN01, VERMIN07 & VERMIN10; fixed switch only visible in Polymer in VERMIN06; two fixes for firetruck in VERMIN10 (moving back and forth; removed mirrors which didn't move with truck); eliminated one-sided blocking for one wall in VERMIN11 Version 3.11 (Nov 4, 2016) -------------------------- [FEATURE] > Plutonium Pak and World Tour now also supported (due to code changes in addons.grpinfo) [UPDATED] > Total Apocalpyse: Two minor texture fixes in EDF Version 3.1 (Sep 30, 2016) -------------------------- Important note: - Make sure to use a recent EDuke32 snapshot (from http://dukeworld.duke4.net/eduke32/synthesis)! [NEW] > Ruohonen Pack > Stranger Pack > V Series > WGRealms 2: Knee Deep [UPDATED] > Age of Evil: Fixed wrong MIDI track assignments > Bad Weekend: Maps replaced with slightly updated versions from latest addon release > Battlefield 3: Map update for SECRETQ "The Holy Yards" (from Oct 15, 2005) > BobSP Series: Added episode "BobSP Alternate" featuring BOBSPX with alternate ending (boss fight) > Castle Dukenstein: Elevator switches in DUKSTN14/DUKSTN15/DUKSTN16 can't be used any more; leaving DUKSTN19 won't load DUKSTN1S any more; fixed secret room in DUKSTN2S ending level prematurely > Death Drive: Fix for the pit teleporter in T1M5 randomly killing player > Duke Is 007: Fixes for SNOWBASE (one-way snow passage) and WATERBAS (non-functional slide door switch) > DukeVR: Removed (empty) episode "User Missions" > FM3X: Updates added from latest version dated May 25, 2016 > Glavic Pack: Map update for EWITNESS "Eye-Witness" (from Jan 26, 2002) > Kucera Pack: Incorrectly named tiles014.art file fixed, 4 maps added (BOYARD, VESMIR, SOUTPARK, STADION) > Last Reaction & Water Bases: Fixed missing level name on stats screen for "Great Stadium" (LAST10), fixed red keycard pool flooding level and realigned hanging slime babe in "Ace of Clover" (WBASE07) > Layre: Fixed 2 untextured walls + 1 ceiling sprite in CHAPTR1; fixed mirror issue in CHAPTR2 > Oblivion: Fixed broken Muddlelizer; readded removed music definitions for bosses/escaping sequences; 6 deleted MIDIs readded; MIDI music in OBLVN303 boss fight fixed; Muddlelizer pickup message corrected; ep.5 hidden from selection menu (levels wouldn't work if not accessed through other episodes); two issues fixed in OBLVN102 (dying upon level start + getting stuck behind invisible wall) > Platoon: Weapon/inventory reset for "Bonus Missions"; added TOD3 bonus map BODYPART > Roch: Map update for ROCH3 (from Apr 21, 2003) > Space Map Pack: Added 8 maps ("Atmospheric Processing Facility", "Bowels of Hell Space Station", "Eclipse", "Mars!4", "Moonbase", "Munasta: Part 2+3", "War Pigs"), "Moonbase Mayhem" removed (now in "Ruohonen Pack"), now 4 episodes instead of 3 > Spiegul Contest: Fixed Pigcop not dropping through ceiling grate in SPG_DEV > Starship Troopers TC: Added bonus episodes "Storm Trilogy" (3 maps) + "Bonus Missions" (4 maps), code fix to prevent cheats from breaking level flow > Urban Map Pack: "HCR" removed (now in "V Series"), "ARSP1" removed (now in "Ruohonen Pack"), now 7 episodes instead of 6 > WGRealms: Map update for BEERZITY "Beerzity" (from Aug 10, 2005) > Zombie Crisis: "Basement" and "The Railyard" are now separate episodes (also fixes level looping when finishing "The Railyard") Version 3.0 (Jun 30, 2016) -------------------------- [NEW] > A.Dream Trilogy > Alien vs Predator > Castle Quest > Command & Conquer Map Pack > Complex (formerly part of Forklift Pack) > Dark Place Series (formerly part of Taivo Pack) > Duke Is 007 > DukeVR > FbSp Series > Industrial Complex > Jungle Tour Trilogy > Layre > LORCH Trilogy > Pinxten Pack > Pipeline Series (formerly part of Space/Urban Pack + 1 SP map + 3 DM maps) > Redrum: The Shining II > Shark's Cove > Spiegul Contest > Sun Burn > The Prequel to Time (formerly part of Forklift Pack) > Time (formerly part of Forklift Pack) > Total Apocalypse > Zombie Crisis [UPDATED] > Update to include newer versions of maps: C3PO (Fruit Loops), Pinxten (The Railway Station), Quakis (Done & Dusted), Space (Munasta1), Urban (ACB Studios, Bank, Jailbird2, Lessing5, Paradisiac Shopping, Retrospective) > Reset.con fix for maps starting without weapons: Aqua, BobSP, CBP, Glavic, KaiseR, Kucera, Red, Roch, Space, UnderTaker, Urban > Demo (*.dmo) files removed in: 1999/2000 TC, American Assault, Army of Death, Bad Weekend, Critical Mass, Duke LA, Castle Dukenstein, Duke Tournament, FM3X, Fusion TC, God of War, Grins of Divinity, Incubation: Alien Apocalypse, Alien Invasion, JJ Duke, Last Reaction & Water Bases, Lost Duke Episodes, MatH Pak, MSSP Episode, Platoon, Starship Troopers, The Final Confrontation, The Christmas Project, ZeroHour > MIDI/OGG file rename to avoid conflicts with music packs: Age of Evil, Bad Weekend, Battlefield 3, Borg Nukem, DN64 Revisited, Duke Tournament, FM3X, Haunted, Infestation in Time, Nuclear Pack, Oblivion, The Brave New World, WGRealms > General groupfile renaming (exceeding old 8-char filename limit) for better file recognition > C3PO Pack: Typo in "Leaving L.A." corridor message fixed > Chimera: Missing intro sound added, nukebutton for last level fixed, Mini Overlord freeze fix from LR&WB > Duke Hard: Updated to version 1.2 (released on June 8, 2016) > Last Reaction & Water Bases: Episodes now in correct menu order, RADLOGO removed from LR ending, groupfile renamed > Operation Blitzkrieg: Replaced with Polymer Edition (also including maps for classic renderer) > Space Pack: Moved: Hell-Station, Mothership (now in Pipeline Series), MPOrbit (now in Pinxten Pack) New: Space Station Carnage Removed: AlienX (already part of WGSpace) > Taivo Pack: Dark Place maps moved to separate pack (Dark Place Series), episodic format changed from one 5-lvl episode to five 1-lvl episodes > Time: Restored custom pistol (including widescreen graphics) > Urban Pack: Moved: DoomCity (now in Pipeline Series), FbSp003 (now in FbSp Series), The Railway Station (now in Pinxten Pack), Tropical Alien Massacre (now in Sun Burn) New: Azneer Building, Overtime, The Slums of L.A., The Root > WGRealms 2: Widescreen graphics moved from wgrealms2.dat to widescreen.dat [RE-ADDED] > Oblivion: Returns with additional fixes (widescreen statusbar, 11 more useless files removed, maps renamed from ExLxx to OBLVNxxx, MIDI soundtrack normalized, realigned level ending screens) Version 2.0 (Apr 19, 2016) -------------------------- [NEW] > Alien Extermination > Aqua Series > Bad Weekend > C3PO Pack > Castle Dukenstein > Cerovsky Pack > Countdown to Christmas > Death Drive > DN64 Revisited > Escape from San Angelos > Eye of Cul Episode > Haunted Nukem > KaiseR Land Trilogy > Kucera Pack > Mill Town Rampage > Operation Blitzkrieg > Outpost X > Quakis Pack > Space Map Pack > Space Mission > TamDuke > The Chronic > The Final Fight > underTaker Series > Urban Map Pack > Wolf Pack > XarTech Invasion [UPDATED] > Undefined unused episode slot(s) to hide them from ingame menu for: Battlefield 3, Burnt, Duke is Ten, Duke Los Angeles, MSSP, Red Series, Roch Series, The Army of Death, The Brave New World, The Final Confrontation, Total Infiltration, Vacation Cove > CON warnings removed for: Age of Evil, Borg Nukem, Critical Mass, Dukeland, It's ZeroHour, Fusion, God of War, Grins of Divinity, Infestation in Time, JJ Duke Nukem 3D, Lost Highway, MatH Pack, MSSP Episode, Nuclear Pack, Platoon TC, Starship Troopers TC, The Brave New World, The Gate, The Lost Duke Episodes, Total Infiltration, Vermin Clearance > CON code efficiency update for: 1999/2000 TC, 25th Century Duke, Age of Evil, Alien Invasion, American Assault, Battlefield 3, BobSP Series, Burnt, Chimera, Community Build Project, Crucial Conflict, DaikariN, Duke is Ten, Duke Tournament, Dukeland, Forklift Pack, Glavic Pack, Incubation, JJ Duke Nukem 3D, Last Reaction & Water Bases, Lost Highway, MatH Pak, Metropolitan Mayhem, Mic Episode, Moonbase Accident, MSSP Episode, Plug and Pray Remake, Red Series, Roch Series, Secrets of the Acropolis, Steve Long Pack, Taivo Pack, The Army of Death, The Brave New World, The Final Confrontation, The Lost Duke Episodes, Total Infiltration, Vacation Cove, WGRealms Episode, WG Space > Widescreen graphics (statusbars and/or weapons) for: Age of Evil, Alien Extermination, American Assault, Bad Weekend, Borg Nukem, Critical Mass, Duke Tournament, Fusion TC, God of War, Grins of Divinity, Infestation in Time, Moonbase Accident, Platoon TC, Starship Troopers TC, The Brave New World, The Christmas Project, The Gate, WGRealms, WGRealms 2, ZeroHour > Broken sprite resize bug patches fixed for: Grins of Divinity, Infestation in Time, The Gate, ZeroHour > ADG Episode: Corruption fixes for ADG01 and ADG03, user.con replaced by adg.con > Age of Evil: Added code to skip ep.2 cutscene > Alien Invasion: Training level now selectable as one-level episode > American Assault: (Bugged) multiplayer episode/levels removed > Chimera: Fix for Overlord boss freezing (by Fox), assets (maps, music, sounds, art) from LR&WB removed, maps moved to ep.5 slot > DaikariN: Difficulty setting fix for 17 enemies in daikarn1.map, typos in #3293 fixed, ep.2 cutscene (without panel) deactivated > Death Drive: Demo maps and assigned MIDIs removed > Duke Los Angeles: Removed "Penthouse Paradise", code fixes for nfdukela.con (redefined values should work now) and dukela.con (2 warnings removed), ladefs.con and dummy cutscenes removed, ep.4 cutscenes + Duke Team text skipped via CON code, #2493 (Duke title screen) replaced with original tile > FM3X: Replaces FM2x (11+8 new levels, fixes for FM2x episodes, new music and more) > God of War: #3292 fixed (typos removed, format cropped to 320x200), ep.1 cutscene disabled > Grins of Divinity: Sprite resize bugfix for white robot hulk corrected > Infestation In Time: Sprite resize bugfixes added for Golden Pistol ammo, grenade ammo and red slimer egg > Last Reaction & Water Bases: Fix for Overlord boss freezing (by Fox) > Moonbase Accident: Bonusscreen changed from city to space via def file, Dukematch episode moved to slot 5 > Nuclear Pack: Ep.2 cutscene disabled via CON code, multiplayer episodes moved to slots #5/6 > Penthouse Paradise: Now separate one-lvl episode with monsters; fixes from Duke LA version implemented + additional fix for underwater teleport > Platoon: Removed empty dummy cutscenes (skipped via code), bonus episodes moved to slots #5-7 > Starship Troopers TC: Moloch's map fixes from 2006 (with additional corruption removal) integrated, DM levels rearranged in separate episode, missing sounds added, unused custom.mid and duketeam.anm deleted > The Final Confrontation: Typos in #3293 fixed, bonusscreen changed from space to city > The Gate: 4 corrupted maps (GATE102/104/401/407) fixed, removed empty ep.4 dummy cutscene (skipped via code now) > Vacation Cove: Grpinfo gameflag corrected (was GAMEFLAG_DUKE instead of GAMEFLAG_ADDON) > Vermin Clearance: Fix for 2 corrupted maps (VERMIN02/09), episode moved to slot 5 > WG Realms 2: Skybox fixes, definitions update and file cleanup for wgrealms2.dat, added autoexec.cfg with POW menu/key bindings to wgrealms2.dat, added chest model (by Drek) for Polymost/Polymer renderers, fix for shotgun zoom (by Drek) > WGSpace: Shotgun reload sound works now (renamed shotgnk.voc --> shotgnck.voc) [REMOVED] > Nuclear Showdown (CON code malfunctioning in newer EDuke32 snapshots) > Oblivion (thorough playtesting impossible to guarantee flawless functionality) Version 1.0 (Dec 24, 2014) -------------------------- > Initial release