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TeamDuke: Tuition.
The Tutorial page is still under
construction. The lighter titles have completed tutorials written for them, but the dark
grey ones are not ready for viewing.
1. Installing TeamDUKE
1.1 What to download...
1.2 Installing TeamDUKE
1.3 Patching TeamDUKE
1.4 Installing Custom MAPs
2. Starting up TeamDUKE
2.1 Starting up a practice (solo) game
2.2 Starting up a multiplayer game
2.3 MAPs that use custom art/music
3. Basic TeamDUKE Play
3.1 The Team Selection Room
3.2 The Option Selection Room
3.3 How to play CTF
3.4 How to play TeamDUKEMatch
3.5 How to play Enhanced DUKE-TAG
3.6 How to play FLAG-TAG
3.7 New Pickups
4. MAP design
4.1 Team Bases
4.1.1 Flag Base
4.1.2 Main Team Base
4.1.2.1 General
4.1.2.2 Scenery
4.1.2.3 Defensive Positions
4.1.2.4 Basic Inventory
4.1.2.5 Relation with Flag Base
5. MAP Distribution
5.1 Simple MAPs
5.2 Custom Art and/or Music
6. Sprites, Actors, Sector Effectors + Level Effectors
6.1 Miscellaneous Notes
6.2 Sprites and actors (in alphabetical order)
6.3 Actors
6.4 Sector Effectors
6.5 Level Effectors
7. FAQ & Troubleshooting
7.1 Installing and Patching
7.2 General Gameplay
7.3 Custom MAPs Content
1. Installing TeamDUKE
1.1 What To Download...
All the downloads required for TeamDUKE 0.62ß are available on the 'Downloads' page under
the heading 'Required'; that is, the files named TDUKE061.ZIP, TD062PTCH.ZIP and Matt
Saettler's EDuke 2.0.
1.2 Installing TeamDUKE
After downloading, run the SETUP.EXE program that is compressed within TDUKE061.ZIP.
Follow the on-screen instructions and make sure that you install TeamDUKE into the same
directory as EDuke, otherwise it won't run. The install process should only last a few
seconds.
1.3 Patching TeamDUKE
TDUKE061.ZIP only contains the program data for TeamDUKE 0.61ß. To fully complete the
installation of TeamDUKE 0.62ß, you have to download TD062PTCH.ZIP and Unzip its entire
contents into your TeamDUKE directory AFTER INSTALLATION OF TEAMDUKE 0.61ß. Once that is
done, run TeamDUKE as normal (see section 2 for more details). TeamDUKE is designed to
notice the patch files and update itself automatically.
TeamDUKE takes around 2.5MB of disk space
once fully installed and patched.
1.4 Installing Custom MAPs
Obviously, TeamDUKE is nothing without some MAPs and arenas to play in. First, select a
MAP from the 'Maps' page of this site, download it, and then Unzip its contents into your
TeamDUKE directory; simple, no? Then all you have to do next is select the .MAP file
(unzipped from the ZIP archive) for TeamDUKE to use through TDSETUP.BAT'. If you are
unsure about selecting User MAPs in Duke Nukem 3D, take a read of DN3DHELP.EXE or a Duke3D
F.A.Q.
2.
Starting up TeamDUKE
2.1 Starting up a practice (solo) game
A practice game dumps you into a fake multiplayer game, allowing you to scout levels
before you play them for real.
The best way to start a practice game is to go to the MS-DOS Command Prompt and run
TEAMDUKE.BAT from your TeamDUKE directory, with any necessary parameters. For example:
TEAMDUKE -map WORKS.MAP /gCUSTOM.GRP
The command listed above tells TeamDUKE to launch the user level 'WORKS.MAP' and include
the files stored in 'CUSTOM.GRP' via the /g parameter.
2.2 Starting up a multiplayer game
There are two ways you can do this: number one is to run "TeamDUKE Setup" from
the "Start => Programs => TeamDUKE" Menu; number two is to run TDSETUP.BAT
from the DOS Prompt along with any necessary parameters. Method 2 is preferred, as you
can't include command-line parameters such as an included GRP (the /g parameter) file from
the menu.
2.3 MAPs that use custom art/music
Some of the more later TeamDUKE MAPs use custom art/music, stored in a separate GRP file.
The GRP can be 'included' into TeamDUKE via the /g command-line parameter for TEAMDUKE.BAT
and TDSETUP.BAT. For example:
tdSETUP /gCUSTOM.GRP
This command sets up a multiplayer game and is including the music and/or art included in
CUSTOM.GRP.
NOTE: There is usually information available concerning custom art/music stored within the
MAP's ZIP archive.
3. Basic TeamDUKE Play
3.1 The Team Selection Room
The Team Selection Room is where players appear when they first join the game. To choose a
team, walk into the beacon of the particular team colour you wish to join (the beacons are
the white spheres with the coloured triangles, located under the 'RED' and 'BLUE' banners,
just in front of the Garjen 'billboards' - see image below). Once you enter the beacon,
your shirt will turn to your team's colour and you will be teleported somewhere in the map
- in CTF, the places you will be teleported to will be somewhere near your base. Note that
if the game type 'FLAG-TAG' is selected, the beacons don't select teams, they just
teleport you at one of the FLAG-TAG spawn points.
3.2 The
Option Selection Room
On the more modern TeamDUKE levels (especially those where a MAP supports more than one
game type), player 1 will begin in an Option Selection Room. In this particular Option
Selection Room, used in Praetor PredAtor's maps, there are additional options in front of
where player 1 starts; and behind, a range of buttons selecting the game type (see below -
note, not all of the options will be available; it depends on the level you are playing):
To toggle one of the additional options (those in front of your starting point), press
your 'use' key (usually the SPACEBAR) on the yellow circle behind its caption. If the
caption is green, then that option is enabled, otherwise it is disabled. To select one of
the game types, press your 'use' key on the button below the caption displaying the game
type you wish to play. Messages will inform you and the other players of what is selected.
Once player 1 has selected the necessary options he/she may walk through the teleporter
(seen in the centre of the picture labelled 'front' in the image above) to enter the Team
Selection Room.
3.7 New Pickups
Stimpack MedKit.
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The big daddy of MedKits! This
black-coloured box of tricks will give you the equivalent of 250% Portable MedKit and 100%
Steroids, making this one of the best pickups available. |
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Red Flag. |
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In CTF, this is the first target of the blue
team. They must steal this flag from the red base and bring it back to their own blue base
to score. However, if their own flag has been stolen, they can't claim the point until it
is returned. |
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Blue Flag. |
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In CTF, this is the first target of the red
team. They must steal this flag from the blue base and bring it back to their own red base
to score. However, if their own flag has been stolen, they can't claim the point until it
is returned. |
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Gold Flag. |
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The heart of FLAG-TAG! All players have to
try to capture this flag and hold it for as long as possible. Players' scores start at 150
(this is the default score - some levels set different default scores), and a point is
clocked off every second. As soon as someone's score reaches 0, they win. However, they
also lose 2% health every second, so they have to run around to find health and avoid
mortal damage. |
5. MAP Distribution
5.1 Simple MAPs
A simple MAP(s) should be compressed into a ZIP with a text file containing information
about the MAP, such as its title and author (it is recommended you use the standard Duke
MAP description template - it is described in BUILDHLP.EXE). If your MAP supports Enhanced
DUKE-TAG mode, a text file or HTML document(s) containing instructions on this should be
provided and included with the rest in the ZIP.
A word of advice - If your DUKE-TAG instructions consist of multiple files (e.g. HTML
documents with images), compress them into a separate ZIP file, then add that ZIP into the
main ZIP.
Send the ZIP to gareth@garjen.co.uk for uploading
to the TeamDUKE Web Site (I can't say how long uploading will take, because I'm
unavailable half the time, and busy for the rest).
5.2 Custom ART and/or music
To suit the MAP environment, you may wish to use a custom MIDI file and perhaps some
custom textures. If this is the case, store them in a GRP under the names of USERMID.MID
(MIDI music) and TILES014.ART (artwork). Add the GRP into the ZIP and mention its
requirement the MAP's description file.
To make life easier for users, include a couple of batch files that run TEAMDUKE.BAT and
TDSETUP.BAT respectively, automatically including the user MAP and the GRP it requires.
For example:
CUSTPACK.BAT:
@echo off
CALL TEAMDUKE -map CUST.MAP /gCUSTOM.GRP
CP_SETUP.BAT:
@echo off
CALL TDSETUP.BAT -map CUST.MAP /gCUSTOM.GRP
6.
TeamDUKE Sprites, Actors, Sector Effectors and Level Effectors
Creating a TeamDUKE MAP (and a MAP for any other
teamplay game) is far more difficult than constructing an ordinary DukeMap, partially
because TeamDUKE uses many custom objects, but also because maps have to be very evenly
weighted, especially for gametypes like CTF.
6.1 Miscellaneous Notes
Different types of sprites:
Actors are visible sprites that animate and function in some way.
Sector Effectors (SE) are invisible in the game, but they affect gameplay or their parent
sectors in some way.
Level Effectors (LE) are invisible in the game as well. They affect the level prior to
loading.
Game Conditions:
Some sprites require that a certain Game Condition(s) must be met in order to work. Here
is a table of the current possible game conditions that an Effector or Actor can use
(combine values for multiple conditions - do not combine mutually exclusive values; do not
set to zero):
Value |
Condition |
1 |
Game Type is CTF (mutually exclusive with 4,
8 and 32) |
2 |
Ammunition boxes are explosive |
4 |
Game Type is TeamDUKEMatch (mutually
exclusive with 1, 8 and 32) |
8 |
Game Type is Enhanced DUKE-TAG (mutually
exclusive with 1, 4 and 32) |
16 |
Players can NOT change teams in mid-game |
32 |
Game Type is FLAG-TAG (mutually exclusive
with 1, 4 and 8). |
6.4
Sector Effectors
BLUEBEACONDEST and REDBEACONDEST
This a possible point where a team member will start and respawn in a CTF Game.
BLUEBEACONDESTs are for blue team members, and REDBEACONDESTs are for...you guessed it...
red team members.
You can have up to four of each in a MAP.
Property |
Purpose |
LOTAG |
Must be zero |
HITAG |
Must be zero |
SECTOR LOTAG |
Not used |
SECTOR HITAG |
Not used |
PALETTE LOOKUP |
Not used |
ANGLE |
The direction that the player will initially
face. |
CONDITIONAUDIO
Sounds a global alarm if the sector's ceiling or floor height isn't equal to the
Effector's own height.
Property |
Purpose |
LOTAG |
Must be zero |
HITAG |
Must be zero |
SECTOR LOTAG |
Not used |
SECTOR HITAG |
Not used |
PALETTE LOOKUP |
Not used |
ANGLE |
UP - Sound alarm if sector ceiling is at a
different height to the Effector.
DOWN - Sound alarm if sector floor is at a different height to the Effector. |
CONDITIONCEILING and CONDITIONFLOOR
Sets its parent sector's ceiling or floor height to that of its own height if a certain
condition is met. This is useful for opening up or shutting off areas of the level that
aren't used when certain game-types are played. CONDITIONCEILING sets the ceiling, and
CONDITIONFLOOR sets the floor.
Property |
Purpose |
LOTAG |
Must be zero |
HITAG |
Must be zero |
SECTOR LOTAG |
Not used |
SECTOR HITAG |
Set to required game condition(s) |
PALETTE LOOKUP |
Not used |
ANGLE |
UP - Set sector ceiling/floor if
condition(s) is met - reset sector ceiling if otherwise.
DOWN - Set sector ceiling/floor if condition(s) is NOT met - reset sector ceiling if
otherwise. |
6.5 Level Effectors
DEFAULTCONDITION
Sets the default game conditions. If one of these isn't used in your MAP, the default
condition is 1 (Game type is CTF) - most useful if your MAP doesn't support CTF and you
need to set the conditions to another game-type that it supports.
Property |
Purpose |
TYPE |
Level Effector |
LOTAG |
Must be zero |
HITAG |
Must be zero |
SECTOR LOTAG |
Not used |
SECTOR HITAG |
Set to default game condition(s) |
PALETTE LOOKUP |
Not used |
ANGLE |
Not used |
DEFFLAGTAGSCORE
Sets the starting FLAG-TAG score. If one of these isn't used in your MAP, the default
score is 150.
Property |
Purpose |
TYPE |
Level Effector |
LOTAG |
Must be zero |
HITAG |
Must be zero |
SECTOR LOTAG |
Not used |
SECTOR HITAG |
Set to starting score. |
PALETTE LOOKUP |
Not used |
ANGLE |
Not used |
7. F.A.Q. and Troubleshooting
If you think another Frequently Asked Question should appear on this page, inform me via
the contact page and I'll try to add it.
7.1 Installing and Patching
Q. |
The
Patching Setup Screen didn't appear when I ran TEAMDUKE.BAT and/or TDSETUP.BAT |
A. |
Check that you have CTFPATCH.GRP installed
in the same directory.
If you already have, extract all of the files from CTFPATCH.GRP and run PATCHER.EXE. Any
error message will be displayed there, and you'll know what the problem is.
There is no definite solution for this troubleshooting query, because many problems can
cause this to happen, but most (otherwise all) will be reported in PATCHER.EXE. |
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Q. |
I got the message
"Bad command or filename" while running TEAMDUKE.BAT and/or TDSETUP.BAT - but
TeamDUKE ran immediately after the message was displayed. |
A. |
There may be a bug in CTFPATCH.GRP,
TEAMDUKE.BAT or TDSETUP.BAT. If this happens, try extracting the files from CTFPATCH.GRP
manually, and then run PATCHER.EXE.
If the message "Bad Command or filename" still appears, or you get an error
while extracting the files from CTFPATCH.GRP, try re-downloading the patch from Garjen.
If the error still occurs, inform me via e-mail at gareth@garjen.co.uk
and I'll look into it. Include attachments of CTFPATCH.GRP and your copies of TEAMDUKE.BAT
and TDSETUP.BAT with your e-mail, so I can analyse and, hopefully, correct any faults and
defects. |
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Q. |
I got the message
"Bad command or filename" while running TEAMDUKE.BAT and/or TDSETUP.BAT, and
TeamDUKE didn't run. |
A. |
Chances are that either TeamDUKE, EDuke, or
Duke Nukem Atomic are corrupted. Reinstall. |
7.2
General Gameplay
Q. |
While watching
myself or an opponent carry a flag, I notice it flickering slightly as I run. Why is this? |
A. |
To be technical, the flag 'recreates' itself
every time you enter a different sector. There is a number of reasons why this happens and
there's not much I can do about it without creating even bigger problems.
Anyway, it doesn't really affect gameplay too much. Don't worry about it. |
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Q. |
While watching
myself or an opponent carry a flag, I notice that I'm not really carrying it when I run -
more like it's 'tailing' me from a distance. |
A. |
This is usually caused by lag and/or slow
ping-rates. The only way to fully prevent this from happening for sure is to play TeamDUKE
using fast computers and fast connections (a 'LAN Arena' is your best option
here);otherwise, there isn't much I can do about that visual defect. |
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Q. |
Why doesn't the
Pipebomb work properly? |
A. |
Unfortunately, EDuke doesn't have the Duke3D
Pipebomb 'enabled'. You'll have to wait until EDuke 2.1 is released before I can
(hopefully) restore the Pipebomb's true function. |
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Q. |
I can't see the
tripbomb's laser beam. |
A. |
In TeamDUKE, you can only see the tripbomb's
red laser beam under Night Vision Goggles. This feature exists partly to compensate for
the loss of the Pipebomb. |
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Q. |
Why did I suddenly
die when I fired the Microwave Expander? |
A. |
This is a little feature that I slipped into
TeamDUKE in my free-time; if you fire the Microwave Expander while underwater, you
explode, along with anything nearby. Oh, marvellous! |
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Q. |
Why did I suddenly
die when I was carrying the Gold Flag for a long time? |
A. |
In FLAG-TAG, holding onto the Gold Flag
deducts 2% of your health every second. This is to keep you on your toes if the flag is
yours! |
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Q. |
I chose the wrong
team! How do I switch over? |
A. |
Tap the 'Holster Weapon' button (usually
Scroll Lock). |
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Q. |
While playing Team
DukeMatch, I killed another player, but the opponents' score increased instead of mine.
Why? |
A. |
Probably because you killed a team-mate!
Because it is extremely difficult to work out who killed who via CON code, TeamDUKE merely
gives a frag to the opposite team if one of you or your team gets killed in any way,
whether it be suicide, accidental or by an opponent's gun. |
7.3 Custom MAPs and Content
Note: Though this section is primarily aimed at level designers, it may give answers to
normal TeamDUKE players.
Q. |
I have placed a Blue
or Red Flag somewhere in my MAP; but I can't pick them up in gameplay. Why? |
A. |
- Remember to send Duke through the Team
Selection room - he has to be on the Blue or Red team for the flags to respond to his
presence.
- Don't make the flag base so small that it is nearly impossible for the player to walk
over it!
- Make sure that you are on the right team; you can't capture a flag the same colour as
your team, except when returning it. |
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Q. |
I have made a
FLAG-TAG level; but I want the starting score to be something other than 150. How do I do
this? |
A. |
Use a DEFFLAGTAGSCORE Sprite (index #3946).
Store the default starting score in its parent sector's Hitag. |
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Q. |
I'm using a GRP that
contains a USERMID.MID file for custom music, but I don't hear the correct music when I
play the game. I have verified that I am using the correct GRP for the map. |
A. |
USERMID.MID only works when a user MAP is
being played. If you already are playing a user MAP, then the chances are you have a copy
of USERMID.MID lying around in your TeamDUKE Directory - delete or rename it (it is
unlikely that this will happen, as TEAMDUKE.BAT and TDSETUP.BAT does the renaming
automatically every time they are run). |
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Q. |
I'm using a GRP that
contains a TILES014.ART file for custom ART used in a MAP. But I get incorrect textures
and/or the H.o.M. Effect in the areas where the custom textures are used. I have verified
that I am using the correct GRP for the map. |
A. |
Check that you don't have a stray copy of
TILES014.ART in your TeamDUKE directory (TEAMDUKE.BAT and TDSETUP.BAT rename this file to
TILES014.DIS every time they are run). |
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