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NUKEMINE.TXT
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1994-08-05
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================================================================
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 SHIT I'M AN ADDICT!
BSP 11x: I haven't seen the HOM effect since I got this
little beauty!
================================================================
* Play Information *
Episode and Level # : E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M9 (too bored to do
an entire episode by myself)
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings : Yes
New Sounds : Yes
New Graphics : Yes (14 new walls, really good quality too!)
New Music : Well, sort of
Demos Replaced : All
* Construction *
Base : New levels from scratch
Editor(s) used : deu, bsp, dmmusic, dmgraph, dmaud, wadtools v1.0
graphic workshop and even paintbrush for Windows too!
Known Bugs : I've never really played them, so I wouldn't know
* 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)
sorry for any spelling mistakes
You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact.
_________________________________________________________________________
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 & 9. If you only
want to see the new graphics warp these missions.
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.
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 2 1/2 hours for the
16 walls 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--