Документ взят из кэша поисковой машины. Адрес оригинального документа : http://crydee.sai.msu.ru/ftproot/pub/rec/games/idgames/levels/doom/m-o/nukemine.txt
Дата изменения: Sun Aug 21 00:00:00 1994
Дата индексирования: Mon Dec 24 14:02:28 2007
Кодировка:

Поисковые слова: heart nebula
================================================================
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 ---