Shadow Warrior: Deadly Kiss was contracted in 1997 to Simply Silly Software, makers of Duke: Nuclear Winter, Duke!ZONE II, and Extreme Paintbrawl (the last one under the name Creative Carnage). Like the other two SW expansions, the publisher withdrew from the arrangement. Twin Dragon was released publicly shortly after this took place, and Wanton Destruction followed in 2005 following the recovery of the completed data by Sunstorm Interactive president Anthony Campiti.
For a long time, the third addon was thought completed but lost. All that was ever known was a brief blurb on 3D Realms' website, and two screenshots.
Fortunately, it is not lost. I am the leader of the Deadly Kiss restoration project. The Deadly Kiss team is: http://hendricks266....ial/dk_credits/
History
The project has gone through several phases of waiting, because it is first and foremost a recovery and restoration project, and "let's build a cool mod" project only in small doses as a last resort.
In 2009, I began to follow breadcrumbs to get in contact with the original DK team via email. I first reached Andre Lowe, who in turn directed me to Joe Wilcox. On 17 October 2009, Mr. Wilcox told me:
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Through further communication, I requested a copy of the data dump to preserve it, but we dropped out of contact. A year later, on 19 September 2010, Nacho contacted me:
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I gave Joe's contact information to Nacho, and soon enough, Joe sent us the data dump. I was able to sort through the understandably disorganized backup without much trouble and assemble a working copy of the expansion. The maps made a complete episode, and there was new art for two enemies, the main character, and some assorted objects and textures, but that was the full extent of the data, leading me to believe that the data dump was not from the completed build, as it lacked, among other things, cinematics, voice acting, art for a new final boss, a story, dev team credits, and documentation of any kind. In addition, the maps (level data) lacked polish in areas with a handful of significant issues.
At this point I recruited my longtime friend Jimmy to contribute his skills working with BUILD engine game art. We each played through the expansion, documenting issues of any size. However, since the data we had was noticeably incomplete, I proposed that we wait to polish the material we have in hope of contacting other team members to ask for any data they may have saved, and to see if Joe Wilcox had any other information about the expansion, such as a design document.
Due to the legal impasse, the project sat largely dormant until 17 July 2011, when I was contacted by two individuals who had made contact with one of DK's original team members, Crista Forest. They provided me with data she had sent them. This package contained an older revision of the art data, but about 30 maps which differed from the ones contained in Joe's package, with file modification dates on both sides. To date, this is the only other data we have received. (The two individuals joined our team, but as time has passed with little progress, they gradually maintained less of a presence, though we still keep in contact.) Work soon after returned to a state of Jimmy and me sitting on our hands in the hopes of recovering newer and more developed data to use as a base. Time elapsed without any further contact occurring.
Starting in July of 2013, I received a series of emails from another individual who had done extensive research through the Internet Archive's WayBack Machine and found information about some of the other mappers who had been involved in the project. Nacho set out to communicate with said mappers, but none seemed to remember much, as DK was a lowkey project. In addition, I asked him to get in contact with DK's 3D modeler to try to recover the cinematics, but unfortunately he passed away in 2001.
At just about exactly the same time, Redux was released. Termit and Lunick contacted me about Deadly Kiss, and from what I know, Devolver contacted Nacho. Nacho replied, and Devolver gave the expansion's recovery a bit of publicity. My good friend and skilled mapper Daedolon joined the team soon afterward to focus on maps.
At this point, the team had given up just about all hope of recovering any more data, after being met with negative responses from all the team members we could find. Eventually we began to consider that we actually had all the data there ever was. I took some more time pursuing a lead for an original design document, but I was unsuccessful. At this point decided we were done waiting.
Most recently, Mike12 joined our team as an artist alongside Jimmy.
Progress
The biggest "known known" of the project remaining is to polish the maps to production standards. Daedolon and I examined all the maps contained in both Joe Wilcox's and Crista Forest's data packages to find the most up-to-date versions of each. We have extensively documented the changes and fixes that need to be made.
Some obvious small gaps in the sprite sheets we recovered have been filled in by Jimmy.
Unfortunately, the data we recovered outright lacks the items listed above, and more, that would make it a complete product. Now that we've stopped waiting, we've begun considering our options. On one hand, cutting is shipping. It would be easy to release the episode as a simple map pack. On the other, a significant effort lies in front of us if we want to live up to the quality of Sunstorm's addons, the refinement of Twin Dragon, and the thematic energy of Nuclear Winter. We prefer the latter.
At this time, we are not looking for further help. I will post here if/when this changes.
If you or someone you know worked on Deadly Kiss or has any more information to contribute, please do not hesitate to contact me.