====================================================================== Title : CV63 Filename : CV63.map Author : Don Safer (Super Fudd) E-mail : DLSAFER@JUNO.COM home / DSAFER@DSPT.COM work Web Page : Misc. Author Info : Other Levels : This is my first for Shadow Warrior unless you include CV63beta. CVA, Quatro and Yardwar for Duke Nukem 3d. Description : Dear Mr. Wang, We are once again in dire need of your services. Agents of Zilla have captured the United States Navy aircraft carrier Kitty Hawk (CV63). While you were on your last mission we sent in the All American First Amazon Batalion headed up by Laura Croft. Unfortunatly we have not heard from her team for 42 hours so we must assume they have been neutralized. We did recieve a message from Laura's team informing us that Zilla's force was trying to install a cloaking divice which Laura was able to tempoarily sabatoge. I say temporarily because survalence informs us that parts of the Kitty Hawk seem to be disapearing intermittently. We MUST regain control of her before the cloak is fully repaired! Destroy the power plants master switch (exit button) disabling the cloak and defenses and the rest will be easy. You are to be sent in with your brother Wilber and James Bond (007). James will have the only jet pack we have been able to procure on short notice. If you are unable to rescue Laura's survivors (if any) you must terminate them for obvious reasons. Your team will be inserted on the flight deck by a specially prepaired A330 along with an ample supply of equipment. One other thing. The last message we got from Laura was "beware of the crabs" what ever that means, oh yes, and something about missing fixtures. Good luck (as if you need it). Additional Credits To : 3dRealms (who did not create or support this level), the U.S.Navy and playtesters Mark, Nicholas, Ben and Adam Remelman. ====================================================================== * Play Information * Single Player : Yes DukeMatch 2-8 Player : Yes? Cooperative 2-8 Player : Yes? Difficulty Settings : Not implemented New Art : No New Music : No New Sound Effects : No ===================================================================== * Construction * Level Editor(s) Used : BUILD Art Editor(s) Used : None Construction Time : Half of my spare time for five months. Known Bugs/Problems : Lotsa features, no bugs (?) * Where to get this MAP file * File location : At better web sites everywhere. ===================================================================== *Important Information* Installation : Nothing special. Important Notes : Well, maybe not so important. First lets get this out of the way. To prevent Lo from getting lost, decks are numbered. The hangar deck is deck 1. decks increment as you go down. The deck above deck 1 is the 01 deck. decks increment as you go up (02, 03 etc.). There are 15 decks in this map. You will find deck numbers on the wall, ussually with a P for port (left) side and S for starbord (right) side. The arrows always point towards the bow. The following is a rambling diatribe on my thoughts about what I went through to create this map. The most obvious glitch in this map is probably a glitch in BUILD. I believe the BUILD engine was not intended to create very large open areas so it drops or winks out some walls. This is only noticable outside the ship and in the hangar. I turned this into a feature, the cloaking device. Another major glitch is the "mirror" effect related to the "level over level" capability new to Shadow Warrior (and Blood?). This capability was not intended for a situation as complex as an aircraft carrier. There is also the problem of not being able to see the bottom of a lower level sector from the upper level or the top of an upper level sector from the bottom level. I hear that can be fixed but I don't know how. The view sprite in a sector away from the edge of a level over level opening does not always work. All of these glitches have been turned into the "cloaking" feature. I had intended to have allot more interactivity (working elevators, door, etc.) but I ran out of time, sectors, and walls. Time because Unreal has been released and there will be at least 20 more first person 3d shooters out between now and Christmas 1998. It is now late June 1998. I fear Shadow Warrior will soon be forgotten. Also of the more than a thousand sectors availiable with build, I have less than 30 remaining. The situation is simular with the number of walls. I have been able to make some minor improvments over CV63beta. I tried having a divable ocean but it was not practical, again due to BUILD limitations. I left room on the "map" for some small divable water areas. It would have been great if I could have figured out how to do the transporter without it's sound or visual effect. Why am I telling you all of this? Because I am inviting you to finish this your way. Just send me a copy and give credit for what I have done. My next project will be to convert CVA.map from DN3d to Redneck Rampage Rides Again. I will add some of the new features from CV63 and what ever else I dream up. BUILDon Don ======================================================================