UBERWAR VER.1 ....Earthwar.map revision.....original Earthwar text below...then mine... EARTHWAR VER. 1.3 ====================================================================== Title : EARTHWAR (Version 1.3) Author : TECNICOLOR E-mail : ecarr@digital.net Web Page : http://ddi.digital.net/~ecarr/ Description : A battle zone near a major quake site... Additional Credits to : The maker of the assault series which gave me this idea. ====================================================================== * Play Information * Episode and Level # : ? Single Player : *No....Not now!....got rid of 'em.....* .....Eyesore DukeMatch Level : YES!....*all it's for.....unless you like sightseeing....* ...Bri Difficulty Settings : Not Implemented * Construction * Base : New level from scratch Editor(s) used : Build Known Bugs : None known at this time.If you discover one report it to ecarr@digital.net * Where to get this MAP file * Tecnicolor's DN3D at... http://ddi.digital.net/~ecarr/ and others. =========================================================================== =========================================================================== UBERWar! I've done some editing to Tecnicolor's original Earthwar level. I'm on my umpteenth revision... this may be it( my Wife hopes so...). Replaced shading & textures, got rid of freeze throwers, moved cameras, threw in an exploding wall, some new hallways, gun turrets and a holoduke, rounded some doors, 1 hidden jetpack (only accessible twentyfive times per match... I threw in a unique hitag on the activating touchplate), added ambient sounds, some earthquakes, secret rooms, teleports, ductwork and a pretty neat glass wall section to one of the well's in the level which allows you to view opposing player swimming up and passed the room you're in ( I like it ... :-) ....)...yada, yada......... Full credit to Tecnicolor for creating an excellant Dukematch level. A buddy of mine and I were looking for ways to change a few aspects of the floor and now in some ways the level is almost unrecognizable from the original that I started with. These are my first experiments with the build editor. I had to get rid of the exploding cliff activated by the touchplate because of a bug in how the effect affected the sky above that sector after I changed the palette of the sky to blue. Under "Build" the problem wasn't visible. It had to do with how the engine masks an exploding wall and when the sky was a dark grey you wouldn't notice the problem. So.....I played around with tryin' to fix it and just ended up gettin' rid of the C9's. For further revisions (when I get to them)...email me at "TheORACLE@myna.com". That's it, later....Eyesore (a.k.a. Brian T.)and about 2 or 3 dozen other nicknames as well! *(ps. look for me on Kali) *(pss. contact info for TEC appears to be outdated....) *(psss. Grab the "Duke Nukem3D" MapFAQ1.9 from DukeWorld.com. An indispensable reference for level making!! *(pssss. Jeez, I've sprung a leak.... To make Gun turrets work, turn Monsters "ON" during dukematches. Higher the difficulty level...you know the rest....)