================================================================ Title : Nuke Mine (Come Get Some) Filename : NUKEMINE.WAD Author : Jason Hargreaves Email Address : jhargrea@gpu.srv.ualberta.ca Misc. Author Info : My girlfriend thinks I'm a DOOM-geek (sh-ya, right!) Description : It appears that there has been an incident on Nexus 14. Nexus 14 is a mining planet, which basically means its a rock floating in some shitty solar system. Nexus 14 is known across the universe for its rich content of Nuke, a green substance that makes a great meat spread, paint thinner or extra firm hair gel. Anyways, the last report from the Nexus 14 communications centre warned of an attack from creatures released through a time-continuem breach (sorry if that's spelled wrong). You have been ordered to go in as survelance only. You are to assess the situation and be out in two hours to report to your commanding officer so that preparations can be made for a counter assault. The only problem is, you think your tough enough to take on the army of creatures yourself. You stupid twit! What makes you think that one person could possibly drive off an entire army of blood sucking demons from Dimension-X? Fine then, go ahead... Additional Credits to Sounds: I admit it... I'm a thief. I STOLD some sounds from the aliens sound package and also from the Laura Beyer add on packages (sorry). Deu52: I can't wait for Deu version 6!!! No wait. On second thought, my deu.log is over 300K... HOLY SH*T I'M AN ADDICT! BSP 12x: Couldn't live without it (although I'd like to get my hands on the nodes builder that id uses, it might solve my problems (see bugs section)) ================================================================ * Play Information * Episode and Level # : E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9 (I guess I could have just said Episode 1, right?) Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes New Sounds : Yes New Graphics : Yes (20 new ones!, see nukegrph.txt for info and try out nukegrph.bat for a quick view) New Music : Well, sort of Demos Replaced : All New Anything Else : Yup! It's amazing what you can find when you poke around in the doom.wad file. (you'll see when you end the game) * Construction * Base : New levels from scratch Editor(s) used : deu, bsp, dmmusic, dmgraph, dmaud, wt100 graphic workshop and even paintbrush for Windows too! Known Bugs : I had some real node building problems in missions 7 and 8. Try as I could, there are some HOM effects (god, I feel like an amateur). A couple of the levels are not very friendly for multi-play. I didn't beta test using two players until it was too late. Big hints for me 1. Even though a door may need a colored key, always make the backside a normal door. That way if only one player has a key in a new area and they die, the other player is not trapped in there. Sorry about that. 2. Always have enough radiation suits for everyone. It really sucks to have to stand there and watch as someone else does all the work. Sorry about that. * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. (Just let me know first. Hey, I may want to help) You MAY distribute this WAD, provided you include this file, with no modifications. _________________________________________________________________________ HEY YOU READ ALL OF THIS!! Well just for you, here's a helping hint. The new graphics I made were kind of a last minute thing so they only appear in Missions 6,7,8 & 9. If you only want to see the new graphics warp these missions. Or else you can use the batch file nukegraph to view the textures (you'll of course need to have dmgraph.exe handy). Also, if anyone would like to know how I made the new textures here's how... Using wad tools, I made lbm graphic exports of ceiling textures that I thought were cool as well as one texture that had dimensions of 128x128 bits. Using graphic workshop in windows I converted the lbm files to bmp formats. I opened up about 5 paintbrush programs in windows and then opened up all of the bmp files at once. Using the 128x128 bmp as a template, I copied and pasted bits of the ceiling and floor textures onto the 128x128 wall. I found I had to do this because if I copied a 256 color image into a new paintbrush file, it would not store it as 256 colors, rather as a 16 color load of garbage. The other reason is that the 128x128 bmp serves as a nice template so you know how big everything is. Also note that a ceiling or floor texture is 64x64 bits, so if you copy four sections onto your 128x128 wall you have a new texture that will line up with itself on both sides. For best results in paintbrush, use the keyboard arrows to fine tune your position. Play around with it, you'll soon find what works best for you. For the grated windows, I used one ofthe ceiling textures with grating, zoomed in, filled the holes with cyan and copied it onto my new wall. Whamo! Instant walls with little see through bits. I then used gws to convert the bmp back to gif files. I used wad tools to find some wall textures that were 128x128 and are really bad walls to look at (sorry id, but there are a couple). 128x128 walls are something like 17,544 in size, for example all those concrete walls). Then using dmgraph.exe, I stored these gif files in a pwad file. If you are curious to know, the whole procedure took about 4 hours for the 20 textures that I made. If you read all of this then you are a very curious minded person and you may want to get in touch with me by e-mail. There is soooo much to tell you. --- JAYMAN ---