DUKE NUKEM: GOD OF WAR | ADDON PACK BY EXISTENCE

LEVEL DESIGN
This file explains some background info about how I made this mod. Although, much of this will only seem interesting to other map makers, there are a lot of them out there. So, here's the rough pattern I follow when making a Duke map...

- The first thing I do when making a map is think about it. I need to know what sort of appearance, flow, and style it will be in.
- The next step I take, (especially when making a mod), is to go into Build and make all the areas that I know I want to be in the map. For example in Exis-L3, I knew I would have a rocket, a start based on the end of the previous level, and a crack looking out onto the base. I built these things first.
- (Sometimes, however, no areas of the map are certain, so I'll move straight on to the next step without using build).
- Next I take some paper and plan out the map, incorporating any pieces I've already made into the plan.
- I then build the rest of the map, adding lighting as I go along. At this stage no enemies or items are added. I make sure I test doors and sector-effectors as I go along.
- Only once the whole map is created do I add enemies, and items.
- Playtest, balance, playtest, balance, playtest, balance... Then repeat for each skill level.
- Finally I'll do some casual tweaking. This could be a tweak of anything, a room, a light, an enemy position, a wall texture. I never intend to do any tweaking, but every time I take a look at the level I feel something needs changing.

  CREATION TIMES
  The next section lists some points about individual levels. Note that the build times shown below are for architecture and lighting. I did not include the time taken to add items, enemies, skill levels, and to test the map, and the extra time taken to tweak, tweak, tweak. Half my time I spend on making a map is the initial creation, another 50% is put into tweaking it, to get it just nice.

  LEVEL CREATION DETAILS
  Here I'll listed some more detailed stats about the individual levels. They are listed here in the order I created them...

  | Mortality Shock
  Filename: | Exis-D2.map
  Map Type: | Deathmatch
  Description: | Fortress style deathmatch map set on an alien world. Good for teamplay.
  Build Time: | 5 Days
  Created: | Summer 1997
  Notes: | My first ever multiplayer game happened on this level. That's right, I made this map for deathmatch, before I'd even played deathmatch. I made some updates to it in 2000, by adding lifts and removing all human references - there used to be EDF crates, matresses, chairs and stuff in it.
  | G-Force Two
  Filename: | Exis-D4.map
  Map Type: | Deathmatch
  Description: | Abstract. This map is based on several pieces of metal flying over a massive chasm.
  Build Time: | Half a day
  Created: | Summer 1997
  Notes: | There was a G-Force 1, once. This map is a tidy version of a level I created at a friends house in 15 minutes. The simple idea turned out to be pretty good, halarious actually. If there's one thing better then killing your opponent it's watching them fall to their death - again.
  | Kwake
  Filename: | Exis-D3.map
  Map Type: | Deathmatch
  Description: | A blantant remake of the "Welcome to Quake" level from id's Quake.
  Build Time: | 4 Days
  Created: | Spring 1998
  Notes: | Actually, this level used to be part of a single-player level, where Duke finds a *slipgate* aboard an EDF spaceship. I assure you it works better in this deathmatch carnation. I've tried to keep the items types and positions to mirror those in Quake as closely as possible.
  | Hydro Fusion
  Filename: | Exis-D1.map
  Map Type: | Deathmatch
  Description: | Ever seen 'Chain Reaction'? Well, don't. Anyway, this map is set in a power station where water is split apart and then fused back together to make energy. Which is impossible.
  Build Time: | 3 Days
  Created: | Summer 1998
  Notes: | There were a few recent changes to a couple of rooms.
  | Lacus Mortis
  Filename: | Exis-L4.map
  Map Type: | Single-Play
  Description: | Duke crashes his rocket into an alien-infested moonbase. But hey, don't we all.
  Build Time: | 8 Days
  Created: | Summer 1999
  Notes: | Lacus Mortis is the name of an actual place on the moon. The name means Lake of Death. Fitting, I thought.
  | Firethrower Arena
  Filename: | Exis-A1.map
  Map Type: | Arena
  Description: | Set in a little piece of Mars.
  Build Time: | 1 Day
  Created: | Spring 2000
  | Quaran Town
  Filename: | Exis-L1.map
  Map Type: | Single-Play
  Description: | Set in a town with a church, office, furniture store, and other stuff.
  Build Time: | 8 Days
  Created: | Summer 2000
  Notes: | I really had to strain my brain to come up with an idea for an original city location which would work well in Duke. I think a furniture warehouse hit the spot. Has anyone done this before?
  | Forcegun Arena
  Filename: | Exis-A4.map
  Map Type: | Arena
  Description: | What sort of place is this? It's a green place!
  Build Time: | 1 Day
  Created: | Summer 2000
  Notes: | These two rooms used to be part of 'Hydro Fusion'. They didn't really fit in with the rest of the level so I took them out and made them into this map.
  | Shotgun Arena
  Filename: | Exis-A5.map
  Map Type: | Arena
  Description: | Set at the submarine from 'Death Row'.
  Build Time: | Half a Day
  Created: | Winter 2000
  | Martian Soil
  Filename: | Exis-L6.map
  Map Type: | Single-Play
  Description: | This is the Mars base level.
  Build Time: | Six Days
  Created: | Spring 2001
  | Harmstrong
  Filename: | Exis-L7.map
  Map Type: | Single-Play
  Description: | The final confrontation, set on Mars.
  Build Time: | Half a Day
  Created: | Spring 2001
  | Mothership
  Filename: | Exis-L5.map
  Map Type: | Single-Play
  Description: | The alien mothership; a convient taxi service.
  Build Time: | 4 Days
  Created: | Spring 2001
  | RPG Arena
  Filename: | Exis-A2.map
  Map Type: | Arena
  Description: | An outside city area stolen from Bank Roll.
  Build Time: | Half a Day
  Created: | Spring 2001
  | Shrinker Arena
  Filename: | Exis-A3.map
  Map Type: | Arena
  Description: | An alien location, ripped from my map 'Mothership'.
  Build Time: | 5 Days
  Created: | Spring 2001
  | City Swell
  Filename: | Exis-L2.map
  Map Type: | Single-Play
  Description: | A second part to the same city area. Contains a building site, doctor's surgery, and some shops and houses.
  Build Time: | 5 Days
  Created: | Spring 2001
  Notes: | Wow! Even more original locations!
  | Geothermal
  Filename: | Exis-L3.map
  Map Type: | Single-Play
  Description: | Rocky canyon, followed by an EDF rocket facility.
  Build Time: | 9 Days
  Created: | Spring 2001
  | Rusty Riot
  Filename: | Exis-D5.map
  Map Type: | Deathmatch
  Description: | Duke it out in a different part of that secret Martian Base.
  Build Time: | 3 Days
  Created: | Summer 2001

  ADDITIONAL CREDITS
  I couldn't have made this mod alone... well, actually I could, but it wouldn't have been as good :-) ...

- The "God of War" logo was created at www.flamingtext.com.
- The Firethrower image is based on artwork from Duke Caribbean, by WizardWorks, and modified by myself.
- The Forcegun image is based on a screengrab from PainRift for Quake 2, by RMD Software, and modified by myself.
- Outdoor martian surface textures were based on screengrabs from Battlezone, by Activision.
- The midi file "fastway.mid" was taken from Lame Duke, by 3D Realms.
- Thanks to Kevin Abel for helping test the Arena game code, and starring in the third demo movie.
- Thanks to Justin 'Ebola' Keverne , for general advice, comments and suggestions throughout the five years I've been making Duke maps.
- Also, thanks to Chris 'Red Sky' Phyffer, for volunteering to help make maps if my time ran short. You don't see any of his maps in the final mod, since time was on my side after all.
- Two of the Arena maps were based on the original maps Duke Nukem 3D.
- Thanks to those who made DEDFAQ, MAPFAQ, CONTUTOR and CONFAQ. And to anyone else who's helped me with techie stuff.
- Finally, thanks to the elusive 3D Realms, - 2001, and I'm still waiting for you-know-what.