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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 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.
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- _________________________________________________________________________
- 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 ---