============================================================================= Title : Gotham ... Filename : GOTHAM.MAP Author : Eric Martens E-mail Address : ebergman@uofport.edu Misc. Author Info : As this level shows, I like movies. Description : For the longest time I wanted a level with realistic looking moving cars. But no one would make one. So I designed a level, took the time to learn the editor, and implemented it. And whoa... It's a cityscape with a moving Fire truck, Garbage truck, Speed boat, and Police car - with an emphasis on roof tops. It utilizes water, dual levels, explosive C-9, conveyor belts, and just about everything else that's cool. It's deathmatch at it's greatest. With multiple escapes from each area and items strategically located. See below for a full description. Special Thanks to : Brett Gmoser for his excellent map editing faq. ============================================================================= * Play Information * Single Player : Yes (But designed primarily DukeMatch) DukeMatch : Yes / 8 Cooperative : Yes / 8 (But is pointless) New Sounds : No New Graphics : No New Music : No * Construction * Base : New Level from scratch (Totally Amazing) Editor(s) used : Build Build Time : Unknown (Over a month). Known Bugs : The North side of the water tower Sprite glitches Getting hit by a moving vehicle (HOM effect) (See "Things That Suck" below for further details) * Movie (and other) References found in Level * Batman (1989) - The Batcave including The Batmobile - Gotham Police Department w/ Bat Signal GhostBusters - The GhostBuster's Fire Station The Ecto-1 (with amazing detail down to the plate!) Desperado - The Tarasco Bar Pulp Fiction - Jack Rabbit Slim's Gabriel Knight - St. George's Book Store The Crow - Gideon's Pawn Shop The Fugitive - C.C.H. Return of the Jedi - The Sarlacc Pit Attack of the 50ft Woman - The 50 foot woman - the end scene in the desert with the telephone poles and the flying saucer. * Things That Suck * 1. The first thing I realized when making my level is that you can't have cars going in opposite directions like real life. Duke only allows for one definable track in the level, so I had to scrap that idea. 2. Due to the limitations of Duke, I couldn't create a level in which you could go in all the buildings as well as go above them. A building with rooms above rooms can't be seen from above on the outside, and I didn't want to give up my roofs this time, so I sacrificed the inside building designs. 3. Because of this, none of the buildings can be entered except for the GhostBuster's fire station. But as a result, most of that building is composed of sprites, thus it is buggy. 4. Sprites suck. If you've ever made a level for Duke 3D, you know when you put sprites above multiple sectors, things get screwed up. 5. My water tower can get all screwed up. I wanted this to be cool, but it ended up being too complex. I had to make the water tower realistic, so I added the ability to go on it, go under it, go up into it, jump out of the top, and fly from the ground up over it. Somewhere in all of that the northern side of the thing got all screwed up and I haven't been able to fix it. But that's okay since it's in a rather remote part of the level. 6. Yes, I did have teeth in the Sarlacc Pit, but the stupid sprites got pulled into the middle along with everything else! (You'll see what I mean if you play the level). 7. I had to keep the "city" enclosed with the concrete walls because when I changed them to a parallaxing sky, it ran to slow (even on my Pentium 133mhz). 8. In order to make it so the vehicles didn't shoot rockets at you, I had to make the sky above them flat (non-parallaxing). But since the texture is solid black, you probably won't notice it. The other thing that sucks about the cars is that when you get hit by one, it produces a "hall of mirrors" effect until you jump out of it. 9. Whoa, that police car. `Nuff said. That took me forever to make. Then it took me forever to change it so it could move (none of the sectors can be touching). And because of this, it acts slippery, thus you can't jump on it and hitch a ride like the others. Also, the sprites on the walls of the vehicles had to be removed (things like "911", the "tires", the rear view mirrors, etc.) because they didn't stay put, they were all dragging BEHIND the car. To get around this I made the tires and decals wall textures instead by creating more extremely small sectors. 10. And the lamest of all things that suck, my stupid NukeButton to finish the level will not work (neither will my secret area tags). I used all the correct tag numbers for the buttons on the car by the water tower, but I get nothing. Oh well, it doesn't matter too much since this is a deathmatch level anyway. But if you know how to fix it, let me know. Thanks. * Things To Look For * 1. There is a super secret room that has nothing to do with the level. But from here you can get to a preview of my next possible level that I'm thinking about doing. StarWars fans will know what I mean when you get there. Anyway, from there you can warp to a room containing the Millennium Falcon. It's not fully complete, but it's just a taste of what you might see if I decide to make the Mos Eisley Space Port. But that's yet to come. 2. If you just plain NEED buildings you can go in, not to worry. I'm planning on making an altered version of this level that does not contain roof tops, instead you can go inside all of the buildings. It should be cool. * Copyright / Permissions * You can transmit these files in their unaltered entirety by any means you find necessary. And if you really want to use it in your own level, you can copy my ultra complex Police car (made up of like a billion sectors) as long as you give me due credit (seeing as how that was the most tedious thing to build in the entire level). Thanks. * Where to find this level (if there are updates) * Probably on the web site or BBS you found it on. But if not, try these: * SwampRat BBS - (503) 293-4904 * Mike's Duke Nukem 3D Site - http://www.bayserve.net/~mike/duke/