| | 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.
| |  | 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. | | | Red Flag. | |  | 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. | | | Blue Flag. | |  | 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. | | | Gold Flag. | |  | 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. | | | 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. | | | 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. | | | 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. | | | 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. | | | 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. | | | 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! | | | 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! | | | Q. | I chose the wrong team! How do I switch over? | A. | Tap the 'Holster Weapon' button (usually Scroll Lock). | | | 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. | | | 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. | | | 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). | | | 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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