No, this isn't just another screenshot. Its finally being released.
This started out as a small bonus map for the upcoming Decay TC but has since grown into it's own standalone project. It has been about 2 years in the making in between other projects.
I will admit this has not had as much beta testing as it should so enemy and weapon balance might not be ideal. This is my first attempt at adding in those elements. Up
until now I've always been just an builder, so I expect you may have some suggestions after you have played this and I'll be happy to hear them and possibly add some fixes in.
Special thanks go to Chicken for playing the maps and pointing out dozens of texture, sprite and clipping issues. I still can't decide if I love him or hate him for pointing out so
many to fix. There were a few more features and puzzles I wanted to add but I told myself " enough already "
So... after such a great sales pitch, here we go.
THIS LEVEL IS NEITHER MADE BY OR SUPPORTED BY 3D REALMS.
Title : GRAVEYARD
Author : Mark.
Other Levels : Ancient Rome ( released unfinished )
Description : A dark and scary trip that starts at the side of the road near a cemetary and leads you to the very depths of hell itself. You know, just an average day.
Additional Credits To : Mblackwell, Chicken, Daedolon, Terminx, Hendricks266, Fox, TeaMonster, TrooperDan, and others for helping solve problems with models, con coding, and
beta testing. A full credits screen is located somewhere in the first map. Be sure to look for it.
* Play Information *
Episode and Level # : 1 episode with 3 levels and a 4th bonus level
Single Player : Yes
DukeMatch 2-8 Player : No
Cooperative 2-8 Player : No
Difficulty Settings : Not implemented or tested but some might remain since some original enemy code is present
New Art : Yes
New Music : Yes
New Sound Effects : Yes
New .CON Files : Yes
New enemies : Yes
* Construction *
Base : 3 new levels from scratch plus a familiar bonus map recreation
Level Editor Used : Mapster32
Construction Time : 100's of hours over the last 2 years on and off. It was a long slow process learning how to make models and do con coding while doing everything else.
Known Bugs/Problems : To be determined after you guys start playing
Installation : Unzip the contents of the Graveyard.zip file into a clean folder and add your copy of DUKE3D.GRP into that folder. Double click on Eduke32.exe to run the
game. Make sure that you have a key set for the flashlight ON/OFF ( backspace key by default ) and make sure the "custom content folder" in the Eduke32 startup box is set to
the "assets" folder. Then configure your controls and off you go....
Please use the included older version of eduke32 from March of 2014. Versions after this one made changes to the water walking behavior of enemies and will cause some AI
problems. Graveyard was made for playing with 32 bit rendering and Polymer and my personal preference is trilinear filtering. It will be unplayable and dark without Polymer due to
the fact that most lighting is derived from Polymer's SE lights and use of TROR will probably be glitchy in Polymost. There is player dialog throughout the levels so be sure to play
with the sound on.
Important Notes : When killing spiders you can kick, stomp (by holding USE) or shoot them. But you must aim a little bit above them.
Here is the download link.... http://dukeworld.duk...t/tc/graveyard/
ADDED: Here is a patch to fix a few gameplay and cosmetic issues that were pointed out by some players. The main bug fix was the nun not disappearing from the gate and blocking the player's way to the end of the first map. This is a small 370kb zip file that contains files for the "assets" folder of the mod so unzip it into there. Let it overwrite the previous files.
ADDED AGAIN: Sorry for the mistake but here is a second small patch to fix the issue of the missing statue and broken chair models that the first patch messed up. I included a text file with instructions in the zip but will post it here too.
1. unzip the patch to your main folder
2. drag the file " Graveyard.def " into the assets folder and let it overwrite the old file
3. drag the two ".md3 " files to the " highres/sprites/props " folder and let it overwrite any older files