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
1Game Type is CTF (mutually exclusive with 4, 8 and 32)
2Ammunition boxes are explosive
4Game Type is TeamDUKEMatch (mutually exclusive with 1, 8 and 32)
8Game Type is Enhanced DUKE-TAG (mutually exclusive with 1, 4 and 32)
16Players can NOT change teams in mid-game
32Game 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.


PropertyPurpose
LOTAGMust be zero
HITAGMust be zero
SECTOR LOTAGNot used
SECTOR HITAGNot used
PALETTE LOOKUPNot used
ANGLEThe 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.


PropertyPurpose
LOTAGMust be zero
HITAGMust be zero
SECTOR LOTAGNot used
SECTOR HITAGNot used
PALETTE LOOKUPNot used
ANGLEUP - 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.


PropertyPurpose
LOTAGMust be zero
HITAGMust be zero
SECTOR LOTAGNot used
SECTOR HITAGSet to required game condition(s)
PALETTE LOOKUPNot used
ANGLEUP - 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.


PropertyPurpose
TYPELevel Effector
LOTAGMust be zero
HITAGMust be zero
SECTOR LOTAGNot used
SECTOR HITAGSet to default game condition(s)
PALETTE LOOKUPNot used
ANGLENot used


DEFFLAGTAGSCORE

Sets the starting FLAG-TAG score. If one of these isn't used in your MAP, the default score is 150.


PropertyPurpose
TYPELevel Effector
LOTAGMust be zero
HITAGMust be zero
SECTOR LOTAGNot used
SECTOR HITAGSet to starting score.
PALETTE LOOKUPNot used
ANGLENot 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).