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Title                 : Return To Fury 161 
Filename              : Fury161r.map inside Fury161r.grp and few others
Game		      : Duke Nukem v.1.4/AVP TC required
Author                : Slawomir LAW Lawrynowicz
E-mail                : law2@wp.pl
Web Page              : egaP beW
Released Levels       : Duke Nukem - Fury 161, Colony A2, Messhall A2,
			At At Walker, Club Doom, Arctic Wolf,
			AVP TC, Heretic TC, map for Borg Nukem TC,
			Predator II, Return To Fury 161;
			Shadow Warrior - Sotaj;
			Redneck Deer Huntin' - Senta Fe, Hickston
			Woods, Atchafalaya Basin;
			Final Doom - Karnak Temple.
Description           : 

An user map for AVP TC designed for Duke Nukem Atomic v.1.4. In my plans this supposed to be the last but one map in my unfinished AVP2 TC. As I wrote in the txt file for Predator II map, that project	will never see the light of the day. This and Predator II were the most complete out of the whole episode, so that's why I am releasing it. As you may know AVP2 TC's main character was Predator, but I think a human fits better to the whole Fury 161 environment. Map is detailed, full of spritework, scripted sequences and a reasonable story which I wrote in five minutes for the purpose of this release and which could be considered as a continuation to the original AVP TC and to the Alien 3 movie itself. Map features numerous locations from that movie: courtyard, central meeting tower, corridors with these specific Fury 161 windows, infirmary, mortuary, bathroom, canteen, kitchen, hallway with candles, ducts, steel works, lead mould, huge furnaces and new brown Fury 161 style hive. Story is available on the viewscreens/camera monitors so I think there is no need to waste space here. I don't want to be sued for these scripted sequences. They are not Half-Life based, nor Red serie based, they are what I did in Nostromo map in 2001. Now if anybody cares I will write short level guide from AVP2 TC.

1. Some prehistoric level - 10% done - deleted

I wanted Predator player character to fight some Raptors and other dinosaurs. I built a small jungle part and I got Raptor sprite from Rusty.

2. Hell Come A Walkin' - 25% done - deleted

Based on the comic. Civil War, dark, gloomy forest with Predator hunting humans. It would be a really moody one.

3. Cold War - 20% done - deleted

Based on the comic. Predator hunting Russian soldiers on the Arctic Circle. I built some Russian base with the propaganda pictures. Russian Predator related experiment base would be cool. But after Arctic Wolf I became bored with the theme.

4. Predator II - 60% done - released

Now it features about half of action from the movie, but it should do more than that. I changed it from human hunting action in the city to slow paced Duke adventure.

5. Concrete Jungle - 20% done - deleted

Action took place in near future, whole level was set on the buildings' rooftops. Please don't laugh but it was a rescue mission. Furious Predator wanted to free pregnant Predator female (O_o), because the company was making experiments on her. I wanted to make huge, light-futuristic buildings and Predships floating around. The location which I still have is a casino/hotel rooftop with huge concrete 3D palm trees on it. You know - a concrete jungle ;-)

6. Fury 161 - 90% completed - released

Welcome to the future. Our Predator's first encounter with Aliens. Actually it is what you see in this release. These scripted sequences portrayed the first Alien vs Predator clash in AVP2 TC.

7. Temple - 25% done - deleted

Some temple of unknown origin on unknown Alien infested planet. It featured a pyramid, which was partially destroyed by human presence. They built huge oil rig with machinery which was sucking the fuel from the planet's core, just through the temple overrun by Xenomorphs. Cool idea.

Now that's what I wanted to achieve, but that's life. I only regret that my levels in original AVP TC aren't as good designed as Return To Fury 161. I thought adding details would take much more time. But I was wrong. This level actually took me two weeks, but only because I had planned every inch in every location.

Thanks To             : Mikko Sandt - This map is dedicated to
			this guy :-P And few other Alien fans.	

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* Play Information *

Episode and Level #    : Such questions can be pretty asking sometimes
Single Player          : Yes
DukeMatch 2-8 Player   : No
Cooperative 2-8 Player : No
Difficulty Settings    : Not implemented
New Art                : Yes (just few crucial things from AVP2 TC)
New Music              : No
New Sound Effects      : Yes (from fallen AVP2 TC)
New .CON Files         : Yes (just new sound defs)
Demos Replaced         : No

* Construction *

Base                   : New level from scratch, not a remake of
			 my previous Fury 161 map
Level Editor(s) Used   : Build
Art Editor(s) Used     : None
Construction Time      : One week in the 2005, second week now for
			 adapting it for Duke player character instead
			 of Predator, fixing few bugs etc.
Known Bugs/Problems    : 

Not exactly. But I discovered that some maps with big amount of sprites tend to exit to operating system if you spawn too much bullet holes, blood and shit. This happens in maps like Roch8, ABBA, Red3 and all maps with sprite count near 4000. Note that this only happens in plain, DOS Duke, where the QSIZE (value in con file, it sets the maximum number of spawned bullet holes etc) is 1024. This is simple. If the map has 4000 sprites and you will spawn 1024 bullet holes on a wall, so 4000 + 1024 = 5024, while the maximum number of possible sprites in Build engine is 4096. The game will end for sure. So to prevent such situations to original Duke players, I set the QSIZE to 0. So there is no bullet holes, no blood on wall, the game has less gore, but in exchange the game is stable, let's say for 99%. I mention that even original AVP TC had the QSIZE set to 512, because the Waterfall level had about 3600 sprites. If you are using any Duke Windows port then you should not bother yourself because I guess they have bigger QSIZE, but I never used any port so I can't tell. You may ask why the game is stable for 99%. The one percent could occur when you shoot all pipe sprites in the level and then make some stupid things. But this is a theory, it never happened to me, even though I tested it many times. Also this level might be a little bit too bright in ports, but I made it for Duke Nukem from 1996 and not for some ports really. Over with this crap.	 

* Where to get this MAP file *

File location          : MSDN... MSDN? I don't know.

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*Important Information*

Installation           : Unzip all files to your AVP TC directory,
			 then run the Fury161r.bat.

You should visit       : http://www.planetduke.com/msdn/
			 http://www.jonhunt.com/redneck/

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* Hints/Spoilers *

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

This map was designed for brightness level one and of course dark room is welcome. There are two viewscreens: one with Duke's memo, second with the great cutscene (just come very close to a viewscreen and hit space). I think there is enough ammo and health. There is much health located in the infirmary, besides check all corners - maybe you will find something. I put night vision at the start, but you can turn it off to make things harder and more exciting. Now I will list all cutscenes, I hope you didn't miss them. First happens in the first "window" corridor. Someone gets surprised by an Alien and then killed by inner jaw. Alien escapes the scene of crime - you hear vent walking sounds. Second scene in a infirmary. You hear a steps in the vent, a scream and three claw attacks on a marine - nice thing. Third one is a gem, great, stunning scene. After you enter the bathroom you hear a man fighting with Alien voices behind the door. Then a blood puddle appears - cool! But that's not enough, because after that you hear something walking in the vent again. Claw attack, boom and here comes our tiny doggy Alien who was starring in all cutscenes so far. Fourth sequence is also truly outstanding. When you come close to second viewscreen, you will hear and see a poor Weyland Yutani soldier report. There is some action in the background: shoots, screams, headbites, running guy and running Alien, closing door and finally a facehugger attack. Then something breaks the camera. I just love the way it plays. Next scene is in the canteen, but is very simple when compared to the third or fourth one. You just hear a vent breaking sound, plus "sudden" Alien attack. Another action happens in the kitchen. Some pulse rifle shoots, Alien is killed while marine is laughing. Nothing special. Next thing happens in lead works. You "try" to push the button. The door seems to be broken, so you say damn. That bad word was heard by an Alien guard, who hits his button with a claws, so both "your" door to hive and "his" door open at the same time. Last one is a bit tricky one so it requires a bit of an explaination. As soon as you enter the last blue key door, move your ass forward quickly as you made a horde of Aliens pretty nervous - no wonder, you just destoyed their superfacehugger nest. I think you don't have enough ammo to kill them all. So move your ass to the right and find the ladder, just like in the Alien 3 movie. Climb, then move forward and a lead mould will be activated. It was activated by that dead marine of course. Wait a second, don't try to get to the Nukebutton now, wait for the liquid lead which will kill many Aliens. That's pretty cool. Now Nukebutton is ready for you. Note that few of the clever Xenomorphs, Alien guards can climb and escape the trap so watch your ass till the very end. I think that's pretty much everything. SEE YOU :-D

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