                          ===================================================
                          |                EDUKE32 ADDON PACK               |
                          |                                                 |
                          |       A selection of mods for Duke Nukem 3D     |
                          |                                                 |                      
                          |              Compiled by NightFright            |
                          ===================================================
                          |              v1.0 (December 21, 2014)           |
                          ===================================================



=================
TABLE OF CONTENTS
=================

I.    About
II.   How to use
III.  Managing the GRPINFO file
IV.   Notes/Changelogs
V.    Gameplay Hints
VI.   FAQ
VII.  Contact/Credits
VIII. Changelog



======================================================================================================================

I.   A B O U T

======================================================================================================================


This pack is is a compilation of great episodes and/or total conversions for
Duke Nukem 3D. It will only work with the EDuke32 port.


What does it provide?

> GET TO LEARN SOME OF THE CLASSICS:
  Play a large selection of the most popular addons and conversions for Duke Nukem 3D,
  featuring 60 mods with around 670 levels and countless hours of gameplay!

> OPTIMIZED FOR EDUKE32: 
  Easy to use, just select any addon through the EDuke32 launcher!

> COMPACT PRESENTATION: 
  You don't have to bother with every mod coming in hundreds of files. One file per mod
  (or two in some cases), that's all what is needed!

> CAREFUL IMPROVEMENTS WHILE MAINTAINING THE ORIGINALS: 
  "Chimera" merged with "Last Reaction & Water Bases", "Platoon" featuring two additional 
  singleplayer episodes, transparency issues with custom art in "25th Century Duke"
  removed, CON code fixes applied in many cases and more. The classics have never looked 
  (and played) better!

> OPENGL OPTIMIZATIONS:
  Many maps were corrupted so they didn't render properly in OpenGL video modes, especially
  Polymer. Wherever it was possible, these errors have been corrected so you should encounter
  only minimal visual glitches while playing in OpenGL. [Note however that in some cases, 
  Polymer is still not recommended.]
  

The following 60 addons are included (sorted alphabetically):

- "1999/2000 TC" by Curtis Tuckfield (1999/2000) ................................................ 2000tc.grp *
- "25th Century Duke" by Kaotik Industries (1997) ............................................... 25thcd.grp *
- "ADG Episode" by Alejandro Glavic (2001) ...................................................... adg.grp
- "Age of Evil" by Benjamin Richard 'Yahtzee' Croshaw ........................................... evil.grp
- "Alien Invasion" by Fred Hero (1998) .......................................................... invasion.grp
- "American Assault" by Wardie Entertainment (1999) ............................................. american.grp
- "Battlefield 3" by Cedric 'Sang' Haegeman (2005) .............................................. bf3.grp
- "BobSP Series" by Bob Averill (1999-2013) ..................................................... bobsp.grp
- "Borg Nukem" by Kevin 'Kef_Nukem' Cools/Borg Team (2002) ...................................... borg3d.grp **
- "Burnt" by Steven Petrovics Griffiths (1999) .................................................. burnt.grp
- "Chimera" by George-William Bernard (2001) .................................................... chimera.grp
- "Community Build Project" by the Duke Nukem 3D Community (2001-2012) .......................... cbp.grp
- "Critical Mass" by Vitor 'Bocao' de Paulo (2003) .............................................. critical.grp
- "Crucial Conflict" by Maarten Pinxten (2001) .................................................. conflict.grp
- "DaikariN" by Gabriele R. 'saarek' Giaminardi (2008) .......................................... daikarin.grp
- "Duke Hard" by the Duke4.net Community (2014) ................................................. dukehard.grp / dukehard.dat **
- "Duke Is Ten" by Geoffrey van Dijk, Maarten van Oostrum, Iggy, William Gee et al. (2006) ...... duke10.grp
- "Duke Los Angeles" by Daniel Mitchell (2000) .................................................. dukela.grp *
- "Duke Tournament" by Mikko Sandt and Duke Tournament Team (1999/2000) ......................... duketour.grp
- "Duke, It's ZeroHour" by ZeroHour Software (1997) ............................................. zerohour.grp
- "Dukeland" by Parasite Productions (1997) ..................................................... dukeland.grp **
- "Forklift Pack" by Jeremy 'Forklift' Wilson/Forklift Productions (1997-1999) .................. forklift.grp
- "Fusion TC" by Roberto Diaz (2000) ............................................................ fusion.grp
- "Glavic Pack" by Alejandro Glavic (2001-2006) ................................................. glavic.grp
- "God of War" by Ben 'Existence' Bradley (2001) ................................................ godofwar.grp
- "Grins of Divinity" by BIG Productions (2002) ................................................. grinsdiv.grp
- "Incubation: Alien Apocalypse" by James Hollidge (1999) ....................................... incubate.grp
- "Infestation in Time" by Zykov Eddy (2008/2012) ............................................... inftime.grp
- "JJ Duke Nukem 3D" by Jonathon Fowler and Jason Bredhauer (1998) .............................. jjduke.grp
- "Last Reaction & Water Bases" by George-William Bernard (1999) ................................ lastrwb.grp
- "Lost Highway" by Petr and Lukáš (1999) ....................................................... losthway.grp
- "MatH Pak" by Matjaz 'MatH' M. (1997) ......................................................... math_pak.grp
- "Metropolitan Mayhem" by MetHy, MRCK, Mikko Sandt & Merlijn van Oostrum (2012) ................ metromay.grp **
- "Mic Episode" by Michel Dorange (1997/1998) ................................................... mic.grp
- "Moonbase Accident" by Zykov Eddy (2008) ...................................................... moonbase.grp
- "MSSP Episode" by Mikko Sandt (2001) .......................................................... mssp3.grp
- "New York Rebellion & Orbital Oblivion" by Fernando Márquez (2009) ............................ fm2x.grp
- "Nuclear Pack" by Michael Clark, Matt Harris et al. (1997) .................................... nuclear.grp
- "Nuclear Showdown" by James 'Jblade' Stanfield (2008) ......................................... showdown.grp
- "Oblivion" by Cedric 'Zaxtor Znort' Lutes (2003-2009) ......................................... oblivion.grp
- "Platoon TC" by The TNT Team (1997) ........................................................... platoon.grp
- "Plug and Pray Remake" by ozelot47 (2013) ..................................................... plugpray.grp
- "Red Series" by Merlijn van Oostrum (2001-2005/2014) .......................................... red.grp
- "Roch Series" by Pascal Rouaud (1999-2003) .................................................... roch.grp
- "Secrets of the Acropolis" by Level Infinity (1997) ........................................... sota.grp
- "Starship Troopers TC" by BGame and SST TC Team (2009) ........................................ ssttc.grp
- "Steve Long Episodes" by Steve W. Long (1998) ................................................. longpack.grp
- "Taivo Pack" by Taivo Maripuu (2003-2009) ..................................................... taivo.grp
- "The Army of Death" by Geoffrey 'Fakir' van Dijk & James 'JBlade' Stanfield (2004) ............ armydeth.grp
- "The Brave New World" by Mikko Sandt (2004) ................................................... tbnw.grp
- "The Christmas Project" by Rusty Nails & Mblackwell (2003) .................................... xmas.grp
- "The Final Confrontation" by 3D Visions (1998) ................................................ tfc.grp
- "The Gate" by BDP Team (1997) ................................................................. thegate.grp
- "The Lost Duke Episodes" by Mark Hadley (1997) ................................................ lostduke.grp
- "Total Infiltration" by Devastator (2004) ..................................................... totalinf.grp
- "Vacation Cove" by N. E. 'HangNail' Voigt (2008) .............................................. vacacove.grp
- "Vermin Clearance" by Frode 'Puritan' Waksvik (2006) .......................................... vermin.grp
- "WGRealms" by William Gee (2004) .............................................................. wgrealms.grp
- "WGRealms 2: Siege Breaker" by Daniel 'DeeperThought' Gaskill, William Gee et al. (2009) ...... wgr2.grp / wgr2.dat **
- "WGSpace Episode" by William Gee (2008) ....................................................... wgspace.grp

* Contains sexually explicit artwork
** Polymost required (Polymer not recommended)




======================================================================================================================

I I .   H O W   T O   U S E

======================================================================================================================

Installing is easy:

- Unzip the contents of this file (eduke32_addons.exe) into your EDuke32 installation folder. 
  There will be a new folder "addons" (contains all the groupfiles, a file "addons.grpinfo" 
  with launch info for the addons and a subdir "readme" with textfiles from the original mods).
- Add parameter "-jaddons" to your EDuke32 shortcut (e.g.: E:\Duke3D\eduke32.exe -jaddons).    
- Run eduke32.exe, and you will see the new entries in the "Game" selection window. 
- Choose any and launch the game.


Requirements:

- Full version of Duke Nukem 3D: Atomic Edition (duke3d.grp)
- Latest release of EDuke32 (get it here: http://dukeworld.duke4.net/eduke32/synthesis)
- 1.14 GB of hard disk space




======================================================================================================================

I I I .   M A N A G I N G   T H E   G R O U P I N F O   F I L E

======================================================================================================================

- The addons are listed in "addons.groupinfo". You can open it with a text editor and add 
  (or delete) more groupfiles if you like.

- An example entry:
  	grpinfo
	{
           name "Last Reaction & Water Bases"
           scriptname "aquatic.con"
           defname "duke3d.def"
           size 39314298
           dependency DUKE15_CRC
           flags GAMEFLAG_ADDON
           crc 1200082533
        }
  > "name": Name of the mod. Will be displayed in the "Game" selection window of the EDuke32 launcher.
  > "scriptname": CON file to run the mod. Which one you need is usually included with the addon 
                  you download. If it's not specified, put "game.con" here.
  > "defname": If you want to use the HRP, put "duke3d.def" here.
  > "size"/"crc": These can be obtained from EDuke32's "grpfile.cache" file. You must run EDuke32
                  once with the grpfile in the root dir to have it listed there. When you open it with
                  a text editor, "size" value is the first, "crc" the last (third) entry in the line
                  listing your groupfile.
                  In our example, this would be: "lrwb.grp" 39314298 1369951200 1200082533
                                                             (size)                (crc)
  > "dependency"/"flags": Usually you do not need to change these. For standalone TCs, "dependency"
                          must be identical with the "crc" value, and "flags" is GAMEFLAG_DUKE.

- Deletion of any entry is easy. Remove the groupfile from your "addons" subdir, 
  open "addons.groupinfo", remove the block with the corresponding group data and save.




======================================================================================================================

I V .   N O T E S  /  C H A N G E L O G S

======================================================================================================================

G E N E R A L :
  <> Many addons have been repacked so that all files are contained within one single groupfile. 
     You will not be able to download those in this from anywhere else. Still, credits go to
     the authors of the respective addons for their incredible efforts, of course.
  <> In most cases, usage of the HRP is not recommended due to excessive usage of custom art.
     One way or the other, you *would* encounter glitches since there are no maphacks for 
     these levels.
  <> EDuke32 OpenGL renderers can cause visual glitches, especially with corrupt maps. Usually,
     switching to software rendering fixes the issues (e.g. completely transparent wall textures,
     allowing you to see the skybox through them).
     Main advantage of using Polymer is that due to hardcoded lighting of switches, you are able
     to spot them a lot easier (especially when they are cleverly hidden in the levels). 
     However, in complex maps, this renderer can cause massive slowdowns and lags.

- "1999/2000 TC":
  > 7 levels with various themes, featuring explicit content and a mix between humor and horror. 
  > The first three maps are a walk in the park, easy, short and fun, with a strong adult touch.
    With the forth map, things get more serious and also difficult. Atmosphere is an interesting
    mix between "Blood" and "Redneck Rampage", set in a dark forest with a maze-like structure.
    The last two levels take place in the desert, through a canyon and then a trailer park. Boss
    fight is quite unfair. 
  > Episode 2 ("2000") only has one map which is supposed to be a demo, a mansion in the style 
    of the fourth ep.1 level, with ghost enemies and tons of mazes.
  > Fixes/changes:
       - E1L2 "The Club": Alignments for 3 TV screens in fireworks shop and TV screen in outdoor
                          area fixed
       - E1L4 "Be Careful With That Axe": Needless outside sector deleted
       - E1L5 "The Wash": Fix for Duke Mobile bus texture alignments
       - E1L6 "Overton, NV": Fix for trailer window, black section at the end of valley changed,
                             fixes for some swing doors (indoor and outdoor)

- "25th Century Duke": 
  > 6 levels, inspired by "The Fifth Element" movie. Fun combat in a futuristic urban environment.
  > Fixes/changes:
       - Several tiles were having issues with transparency (#3605, #3608, #3678, #3698, #3708, 
         #3709, #3713, #3714, #3715, #3731, #3737). A new tiles014.art has been created with fixed images.
       - Fixed 3DR logo (#2492) having wrong colors (replaced with v1.5 version).

- "ADG Episode":
  > 5 levels.
  > Fixes/changes:
       - Regrouped release (includes user.con)
       - ADG02: Texture alignment correction for babe poster
       - ADG04: Wall alignment fix for nuke button
       - ADG05: Wall alignment fix for alien switch
  > Known issues:
       - ADG01, ADG03, ADG04: In Polymer renderer, specific doors made of solid sprites are
                              drawn multiple times on top of each other. Does not affect 
                              playability, just a visual glitch.

- "Age of Evil":
  > Two episodes with 15 levels.
  > Fixes/changes:
       - Grouped release
       - Game.con: Eliminated 4 warnings in EDuke32
       - User.con: Commented out episodes 3 and 4 (had no custom levels)

- "Alien Invasion": 
  > 24 levels (4 secret, 1 training) with very entertaining gameplay. Don't be fooled by the 
    simplistic level design. There is always something new to see, e.g. a visit to the setting 
    of "Escape From L.A.", an abandoned opera house and a lot more. Movie-based locations will 
    keep you curious about what's coming next, and there are even some Doom, Hexen or Blood 
    references to be found.  
  > Fixes/changes: 
       - E1L1 "Nirvana Station": MIDI track assigned (11.mid); minor sprite alignment fixes
       - E1L2 "Subway": Restroom wall texture alignments improved; "OUTDOOR" letters aligned
       - E1L3 "Temple of Doom": Door sector clipping in graveyard fixed; wall texture alignment
                                in nuke button chamber improved
       - E1L4 "Downtown": Wall texture alignment of "ARMORY" building improved
       - E1L5 "Polaris Outpost": Secret exit button alignment fixed
       - E2L6 "Tiberius Station": Crashed during loading due to an error at the beginning of
                                  the map ("Subway found no zero'd sectors with locators 
                                  at (30976,21248)"). Thanks to underTaker for providing a fix!
       - E2L4 "Escape from L.A.": Swing door clipping issue at the beginning fixed
       - E2L7 "The Zoo": Slime babe floating in air fixed
       - E3L2 "Marsian Pyramid": The Ankh door which should lower to reveal the switch opening the
                                 blue keycard room did not work because it was forgotten to lower
                                 it to floor level. This way, its sector effector did not work
                                 and you could only exit the map via the secret level. Now you 
                                 are finally able to reach the normal exit as well.
       - E3L5 "Doomed": Sprite #15 (texture incorrectly used as sprite) deleted 
       - E3L7 "Central Command": "Service Access" buttons and "Cell Block" sign properly aligned
                                 to wall (were clipping into wall)

- "American Assault":
  > Three episodes with 25 levels (1 secret) plus 1 multiplayer episode with 8 (quite broken) maps.
  > Duke visits famous places in the US such as the Sunset Boulevard or San Francisco. Several new
    weapons are available, e.g. the double-barreled shotgun from Doom II (which is fun), a gatling
    gun (hybrid of Duke3D and Shadow Warrior chainguns), nuclear pipebombs, the Super Devastator
    (from "Duke Xtreme") and more.
  > Fixes/changes:
       - Widescreen version of the Super Devastator (based on prototype sprite edits by Minigunner)
       - Maps renamed, needless files removed
       - amasuser.con: Typo fixes
       - General fixes for map corruptions, especially lv4 in E1L6 (8 errors) and E3L6 (4 errors)
       - E2L5 "Law And Order": Enemies half-submerged in area near blue keycard (cstats reset, floor-aligned)
       - E2L6 "San Francisco": Deleted needless wall sprite (#261 doortile17)
       - E2L7 "The Rock": Missing boat texture added; water sector lotag for solid floor removed;
                          added missing indoor crack (sprite #358, activator 56+) to blow up wall near 
                          initial outdoor area 
       - E3L2 "Grassy Hills": Six sprites (#471-475, 477) with brick texture near waterfall
                              fixed by turning them into bushworks
       - E3L4 "Sewers": Crane not picking up player fixed (sprites switched); blue keycard floor-aligned
       - E3L5 "Shop Till You Drop": 3 sprites (#140-142) with brick texture near Shop-N-Bag fixed by
                                    turning them into bushworks; crack not working near red keycard;
                                    HOM (missing textures) on "Titsubishi" forklift fixed
       - E3L6 "Rumble in the Bronx": 1 wall texture alignment near nukebutton fixed
       - E3L7 "Manhattan Island": 3 wall textures in the area before nukebutton building fixed
       - E3L8 "Sky High": Fixed one-sided blocking shadow near starting area; fixed showstopper bug
                          with first elevator (leading into building) not working; retextured 
                          unfinished room near blue keycard access
       - E3L8 "Sky High": Floor-aligned Devastator ammo (sprite #7) previously floating and unreachable
  > Known issues:
       - Most of the maps in the multiplayer episode are broken - better avoid them completely

- "Battlefield 3":
  > Three huge, monster-filled levels with rich architecture and great detail. Challenging, but fun!
  > Fixes/changes:
       - Grouped release.

- "BobSP Series":
  > Collection of 5 maps. BOBSP1-3 are about Duke being trapped on an island with a nuclear 
    reactor that needs to be prevented from a meltdown. BOBSP4 is some kinda sequel, taking place
    completely underwater. BOBSPX is rather a standalone level which deals with a hive full of
    Protector Drones you have to destroy. 
  > Fixes/changes:
       - Grouped release.
       - BOBSPX version used in this pack does not feature a boss fight at the end of the level.
         Instead, you'll escape with a helicopter for which you have to find two keycards.
       - You can choose whether to play this pack as an episode with persistent inventory (default) 
         or lose all weapons and equipment when entering a new level. In that case, change "bobsp.con"
         to "bobspeps.con" in "addons.grpinfo".

- "Borg Nukem":
  > Standalone TC, 14 SP (including intro) + 8 DM maps, especially fun for Star Trek fans. 
    You start on board of the USS Voyager when being attacked by the Borg. With an all-new arsenal 
    (Phaser, Phaser Rifle, Phase Cannon etc), you must find a way to get over to the Borg vessel 
    and save your ship! Escape from an attacked starbase, fight for survival on an alien planet 
    and face a nasty Borg Queen!
    The second SP episode is less sophisticated, taking place on starbases and aboard some
    overrun Starfleet vessels. Levels are very linear and don't take longer than 5-10 mins. to 
    complete each (others are at least 2x as long). Still, it's worth another hour of your time.
  > Jumping is different than in original Duke3D. You jump shorter due to increased gravity. Also,
    the enemies deal a considerable amount of damage, even in lower difficulties. 
  > Fixes/changes: 
       - A lot of spelling mistakes in ingame messages have been corrected. 
       - To avoid compatibility issues, traditional Duke3D file names have been restored 
         (i.e. especially changing the .bn file endings).
       - BN1L2: Wall alignment for 8 switches improved
       - BN1L4: Ceiling alignment for light in TNT control room improved; wall alignment for
                "Chemical" sign improved; several spelling mistakes of monitor texts corrected
       - BN2L1: Spelling mistake in "Elevator" sign corrected
  > Known issues:
       - BN1L1 "Voyager": Considerable lags when using Polymer rendering.

- "Burnt":
  > Episode with 7 levels, action-packed and powered by an awesome MIDI soundtrack.
  > Fixes/changes:
       - Some grammar corrections for custom ingame messages 
       - BURNT1: Floor clipping fixes for restroom swing doors
       - BURNT2: Fixes for visible phone switches; fixed obstacle and lighting of kitchen entrance 
                 to red keycard; wall switch alignment for "Central Command"
       - BURNT4: Blue keycard panel rising out of floor now working properly
       - BURNT5: Various swing door floor clipping fixes; corrections for badly shaped boxes
                 in storage room; fix for distorted cinema exit; bloody handprint over blue
                 keycard panel properly aligned

- "Chimera":
  > Was supposed to be the third episode to complete the "Last Reaction & Water Bases" (LRWB) addon,
    but remained unfinished with just 7 levels and therefore has no proper ending.
  > The original (fixed) LR&WB maps are included and can be played with the Chimera changes (new weapons, 
    but without the new monsters) almost without impacts. However, due to a changed palette, some monster
    blood would be colored blue or purple. Also, in the E3L4 "Khaki Space" level, khaki is actually purple
    which makes the name of the map a bit pointless.
  > Fixes/changes: 
       - Missing voc file has been added (chaingun.voc), kindly provided by supergoofy
         (http://www.mediafire.com/download.php?1ottjw0wgtn).
       - Added dummy files for ep.4 intro cutscene to skip it.
       - chimera.con: 5 warnings eliminated (lines 2831, 9773, 13262, 13575);
                      Octabrain pal21 shooting fix (by Fox).
       - E4L7 "Big City Night": The nuke button did not work. Since nothing else helped, I have changed 
                                it so the level ends when you enter the room with the button.
       - For more changes, see "Last Reaction & Water Bases" description.

- "Community Build Project":
  > Collection of 8 community maps (BJSHRINE, CBP2-8) which can be played back-to-back. Each of these
    levels consists of parts contributed by several mappers, resulting in a lot of variety and surprises.
  > Fixes/changes:
       - Grouped release.
       - You can choose whether to lose all weapons and equipment when entering a new level (default)
         or play this pack as an episode with persistent inventory (not recommended). In that case, 
         change "cbp.con" to "cbpepisd.con" in "addons.grpinfo".
       - CBP4, CBP5 and CBP8 use their custom music tracks provided with the map files. All other maps
         use the standard soundtrack of episode 1 (the episode slot into which I placed these maps).

- "Critical Mass":
  > 3 new levels (the last one being a short finale map) with 4 new weapons and modified 
    enemies, including the boss. Providing about 45mins of fun gameplay. 
  > Fixes/changes:
       - DNCM1: Alignment fixes for 2 "Security Area" signs; needless sector deleted
       - DNCM2: Wall alignments for yellow keycard panel and crane switch improved

- "Crucial Conflict":
  > Mini episode with just 3 levels, but cleverly designed. You fight through a set of bases,
    driven by a story told via monitor messages. 60-90 minutes of gameplay you won't regret.
  > Fixes/changes:
       - MPCCE1L2: Wall alignment fixes for "Gate 1" switch and "Fire" sign (nearby)
       - MPCCE1L3: OpenGL rendering issue with left column below glass/transparent walkway fixed

- "DaikariN":
  > 7 maps (including a secret level), leading you through some city areas before passing through 
    a set of medieval castles. Finale takes place in a space outpost.

- "Duke Hard":
  > A community episode in which every mapper built one map map, taking place in a building 
   and each map representing a floor. You have to go up the building, floor by floor, with each 
   floor featuring a different theme. 17 levels to explore in this really nice pack!
  > Note: This episode is meant to be played in software (8-bit) or Polymost renderer. Polymer is
          not supported. Also, make sure you are running the addon with EDuke32 r4525 or newer.
  > Fixes/changes:
       - Original "dukehard.dat" split into .dat and .grp file for grpinfo compatibility

- "Duke Is Ten":
  > Episode consisting of 7 maps, released to celebrate the 10th anniversary of Duke3D. All levels 
    have been designed with involving the number "10", either via layout or mentioning it somehow
    ingame. Quite challenging, even though early entries are rather short. The last two maps 
    definitely require some skill and nerves.
  > Fixes/changes:
       - Grouped release, minimal rename of "jsduke10th.map" to enable grouping

- "Duke Los Angeles":
  > After blasting through D.C., Duke is engaging the enemy in good old L.A. once more. Having a few 
    new weapons in his arsenal, 11 SP levels (1 secret + 1 separate bonus map) are awaiting exploration.
  > The author used some copy/paste work from official levels occasionally, but the episode is still
    enjoyable due to its convincing setting. 
  > Uses adult content artwork from "Penthouse Paradise" level and tileset from "Duke It Out In D.C.".
  > "Penthouse Paradise", a separately available level by Intersphere Communications, Ltd. and 
    Tyler Matthews, can be accessed via "User Maps" --> PARADISE. [Note that this map has no monsters.]
  > Fixes/changes:
       - DUKELA1: Changed overlapping sectors at yellow keycard staircase, fixing rendering glitch
       - DUKELA2: Fixed restroom swing doors
       - DUKELA6: Minor wall alignment fixes in big pool room
       - DUKELA7: Fixed rendering glitch with two stairs in pool area; restroom swing doors fixed
       - DUKELA8: Wall alignment fix for the red keycard switches
       - PARADISE: Fixed floor/ceiling rendering error in first building with 3 red round tables

- "Duke Tournament"
  > Two episodes, one for SP ("Annihilation", 5 maps) and one for MP ("Duke Tournament", 8 maps).
  > Fixes/changes:
       - dtgame.con: 2 warnings removed
       - dtuser.con: Needless ep.3/4 commented out

- "Duke, It's ZeroHour":
  > Was supposed to be released as a commercial addon once. 11 levels with most weapons replaced by 
    new ones (among them a cool flamethrower instead of the Freezer), and also the aliens got a 
    facelift, with reptiles, spiders, disk-shaped robots and more. Most of the time, you have a 
    briefing screen at the beginning of each map, so you will always know what to do.
  > Fixes/changes:
       - Sprite resize bug for enemies fixed
       - Fixed 3DR logo (#2492) having wrong colors (replaced with v1.5 version).
       - Removed silence from MIDIs: "darkness.mid", "dreams.mid", "head.mid", "midnight.mid", "new.mid"
       - ZERO01 "The Granite Fortress": When you emerge from a water pool into a room with two alien 
                                        face doors and an elevator, those doors wouldn't open when 
                                        jumping onto the Atomic Health ledge. Reconfiguring the doors 
                                        fixed it. Also, two sector clipping problems with two columns 
                                        and wall alignment of three buttons were corrected.
       - ZERO03 "Ancient Realms, Pt.1": Wall alignment fix for nuke button
       - ZERO06 "Nightly Streets": Wall alignment fixes for switch and nuke button
  > Known issues:
       - ZERO07 "Into the City": The secret safe in the ZeroHour boss office does not open even after
                                 the three switches in the other offices have been pressed and the
                                 "UNLOCKED" message has been displayed.

- "Dukeland" (aka "Disney TC"):
  > The aliens stole Disneyland and brought it into space! Duke has to bring it back to Earth in 
    this short (1h) fun ride through 2 detailled levels. Sightseeing and action merge!
  > Fixes/changes:
       - Files grouped together
       - Atomic con files used for v1.4/1.5 support
  > Known issues:
       - E1L2 will lag with Polymer considerably (map is basically unplayable).

- "Forklift Pack":
  > A compilation of 3 small addons made by Forklift Productions, 11 levels in total:
  > "Complex": 3 SP levels (plus a small finale map without any action). 
               While providing only 30-45 mins of gameplay, design is great. The ending is surprising 
               and creative. A real pity it's so short...
  > "The Prequel to Time": 4 maps which are more focussed on design and combat.
                           You still have certain things to do, but it's much less like a real mission. 
                           Level design is a lot nicer than in "Time". You will see a nice beach hotel, 
                           a convincing city area and a huge subway station. The last level feels like a 
                           joke, however, finding a chopper which can be done in about 3 minutes.
  > "Time": 3 objective-based levels (a fourth is unfinished and without any action).
            What makes "Time" special is its emphasis on objective-based missions. If you fail to 
            complete an objective before finishing the level, you are sent back in time so you can 
            try again. In general, it is more about evading traps and blowing things up than pure action.
  > Fixes/changes: 
       - All maps have been debugged with Mapster32. This also fixed a showstopper in the first "Time" 
         map (the door in the tripbomb room would not open properly after pushing all switches).
         TIME1.map got some extra fixes (secret panel button in tripbomb room not hidden properly,
         overlapping redwalls in corridor with blue floor and big crack).
       - Sprite #22 (chaingun) restored from original Duke3D (replacement looked ugly, and the HUD
         weapon wasn't replaced after all). Same with the HUD pistol, it was reverted back to the
         original gun (the modification had incomplete animation frames, anyway).
       - Green replacement fonts for #2936 ("6") and #2938 ("8") were missing. This was looking stupid
         in EDuke32 fullscreen HUD. Missing numbers have been added.
       - COMPLEX1: Various switch size corrections. The red crystal cave was so corrupted that I
                   had to delete the whole sector and recreate that part from scratch. It looks
                   very similar to the original (maybe even a bit better) and still contains all
                   the items just like before.
       - COMPLEX2: Some switch size corrections.
       - COMPLEX3: Switch size corrections, floor texture issue in exit shuttle fixed.

- "Fusion TC":
  > Quite difficult standalone TC with 18 SP maps, spread across 3 episodes.
  > Contains elements (monsters, level design, weapons) from Quake, Quake II, Blood or Half-Life.
  > Incorporates parts of "Fusion Redux" by James 'Jblade' Stanfield (without textures, models or 
    OGG music), fixing bugs like resizing enemies and adding a flashlight for dark maps. 
    There are also new environmental sounds for footsteps and bullet-hit effects on wood/metal surfaces. 
    Coop starts have been added to all levels.
  > Known issue: In order to see the HUD, you need to deactivate the alternate (fullscreen) 
                 HUD enabled in EDuke32 by default.
                 Open the ingame console (~), type: hud_althud 0 and press "Enter". After that you
                 should be able to see the HUD when resizing the screen to its max - sort of.

- "Glavic Pack":
  > Collection of 10 SP levels made by Alejandro Glavic: 
       a) "Glavic: Base Maps" collection episode, 3 maps
             + "Hydrostation" (2002)
             + "EDF Secret Base" (2002)
             + "Military Madness" (2002)
       b) "Glavic: Space Maps" collection episode, 3 maps
             + "YMF500G" (2001)
             + "The Lost Moonbase" (2002)
             + "Alien Wipeout" (2003)
       c) "Glavic: City Maps" collection, 4 maps
             + "Eye-Witness" (2002, in cooperation with Kevin 'Kef_Nukem' Cools)
             + "Blackened" (2002)
             + "Welcome Home..." (2003)
             + "Another Timeless Night" (2006)
   > The episodes have been grouped by theme (space, base, city maps), while the levels within 
     the episodes are sorted by date (from old to new). There is no real consistency, it is meant 
     as a collection of the author's work.
   > Fixes/changes:
        - You can choose whether to lose all weapons and equipment when entering a new level (default)
          or play this pack as an episode with persistent inventory (not recommended). In that case, 
          change "reset.con" to "game.con" in "addons.grpinfo".
        - Duke3D soundtrack remapping (where no custom MIDI files were defined) by NightFright
        - YMF500G: Ortographic fix for monitor message ("Accessible")
        - MOONBASE: Wall alignment fixes for secret room poster and reactor core sign; texture
                    realignment for "Emergency Override" sign
        - EWITNESS: Wall alignment fix for overlapping posters near red keycard panel
        - BLACKEND: Wall clipping fix for a doorway (skybox was visible)
        - TIMELESS: Ceiling alignment fix for speaker, wall alignment fix for nuke button
   > Known issues:
        - WHOME: When exiting the first building, you will see the skybox until you have passed
                 the door. This is a rendering issue (in Polymer).
   
- "God of War":
  > 7 SP + 5 DM + 5 Arena maps. Features two new weapons (Firethrower, Forcegun) and a few modified
    monsters. You have to travel to Mars to battle a new kind of alien queen who is spawning red
    troopers (which are quite tough). Level design is not spectular maybe, but still this episode
    is worth your time.
  > Fixes/changes:
       - EXIS-L2: Fixed swing door not opening (causes visual glitches now, but at least it works); 
                  ceiling speaker alignment corrected
       - EXIS-L3: Wall alignment for two switches improved; elevator wall clipping fixed
       - EXIS-L6: Wall alignment for three switches improved; fixed a wall texture in blue keycard room
                  (was moving up and down with lava)

- "Grins of Divinity":
  > Features new gameplay elements, e.g.: ability to pick up and stack barrels, ladders that can be
    climbed, a money/wallet system for buying weapons/items, particle effects, civilians with AI,
    new enemy AI. Provides 8 levels with new weapons to try out and new enemies to fight against.
  > Usage of Polymer renderer is not recommended due to performance issues and custom weapon effects.
  > I have not played this addon since level design seemed too confusing. Use at your own risk!
  > Fixes/changes:
       - Sprite resize bugfixes for weapons, ammo and enemies
       - Corrected wrong definition for music track "god_06.mid" (was "god_6.mid" in con files)
       - Features "god1a.con" with "god1.con" code decompressed by Simon_Croes in December 2011.
 
- "Incubation: Alien Apocalyse":
  > 8 SP levels (2 secret) in a nicely designed urban setting, involving the landing of an 
    alien spacecraft and dealing with the aftermath.
  > Fixes/changes:
       - E1L1: Floor texture bug near firefighter car removed; 4 needless swing door sectors
               removed; wall alignment fixes for a garage pipe panel and the switch opening
               the central building; floor clipping issue in right yellow keycard elevator fixed
       - E1L3: Firefighter car texture alignment fixed; monitor texture alignment (crashed building)
               corrected; bedroom door (exploding rooms) not working fixed; nuke button wall 
               alignment improved
       - E1L4: Changed (and probably fixed) the way the regular and secret exits are accessible
               by switching button lotags (888 --> 71, 71 --> 72, 72 --> 888) - it seems you
               couldn't reach the regular exit at all before while being able to find the secret
               exit far too easily
       - E1L5: Nuke button wall alignment improved
       - E1L7: Monitor texture alignment corrected
       - E1L9: Duke wall sprite alignment improved; nuke button wall alignment improved

- "Infestation in Time":
  > 18 SP levels (3 secret) + 13 DM/4 CTF/4 Bot DM maps. A lot of new features in this one. Buy
    weapons and equipment, wield new weaponry such as the flame thrower or the devastating 
    nuclear mine, move objects, carry batteries and dissolve force fields with the psi-card. 
  > Based on v1.5 ("Infestation in Time Revisited" from May 2012).
  > Fixes/changes:
       - Sprite resize bugfixes for enemies (with separate patches.con)
       - Minor con code fixes (removing duplicates, fixing file names)
       - Fixed 3DR logo (#2492) having wrong colors (replaced with v1.5 version)
       - Map corruptions removed
       - Ingame message spelling mistake corrected
       - "My First Map" (1AMYFMA.map): two useless sprites removed (#1265, #1266)

- "JJ Duke Nukem 3D":
  > 18 levels spanning across three episodes, with the first two falling quite short in terms of 
    quality and duration. Don't be surprised about the extremely short second episode, with one of 
    its maps being completed in maybe 3-4 minutes.
    True highlight of the pack is the third episode, "L.A. Carnage" (by Jason Bredhauer), which 
    captures the mood of the original "The Birth" from Duke3D quite well. 
  > Fixes/changes: 
       - Added names for E2L4 ("Back In A Hurry") and E3L9 ("Adult Entertainment").
       - 1.01c patch with map fixes is included; all maps debugged with Mapster32 for improved 
         OpenGL rendering.
       - E1L2: Fixed underwater duct leading to the blue keycard chamber. Getting back into the duct 
               from that room was extremely tricky before (floor was badly aligned).
       - E3L5: Fixed a ceiling that could crush you in a book store when jumping onto some shelves.
       - Various manual alignment fixes in E2L2, E3L1, E3L3-E3L7 and E3L9 to prevent rendering
         errors in OpenGL.

- "Last Reaction & Water Bases": 
  > Many Duke3D fans consider this 22 level-pack (1 secret map) being like a semi-official expansion
    for the game. Map quality, atmosphere and enjoyable gameplay provide hours of fun. Many levels 
    are quite dark and ammo might be rare sometimes, making the game harder somewhat. I especially 
    liked the second episode which kinda replaces the space setting of the original with an 
    underwater environment. A must-play!
  > "Last Reaction" is meant to be played first, even though it is listed after "Water Bases" in
    the episode selection menu.
  > Fixes/changes:
       - lastrwb.con: Fixed episodes not shown properly in selection menu; fix for normal explosions 
                      having the same size as those spawned by the old drone enemy (by Fox); 
                      Octabrain pal21 shooting fix (by Fox); 3 warnings eliminated.
       - Previously unused soundtrack has been added:
            "Water Bases": "Chimera" already had music definitions from "Ecco 2: Tides of Time" 
                           for this episode. The MIDIs have now been included and are used.
            "Last Reaction": Exchanged E3L5 music from "alienz.mid" to "mistache.mid" 
                             (from "Rise of the Triad") based on "Chimera" CON info.
       - E2L2 "Somewhere else...": Fixed a black Octabrain which could not be killed.
       - E2L8 "Alienation": Fixed massive map corruption (> 64 errors), texture alignment improvement 
                            for gray metal wall in the big outer courtyard.
       - E2L10 "Back to L.A.": Texture alignment fix for door in first water area (indoor).
       - E2L11 "Changing The Future": Fixed sprite flag of drone boss.
       - E3L7 "Old L.A. On Ice": It is now a lot easier to shoot a switch through a partially opened
                                 door in a flooded elevator shaft which requires you to kneel on
                                 the water surface (!) to hit it.
       - E3L10 "Great Stadium": Off-grid sprite #862 (switch) deleted - had no purpose ingame.
  
- "Lost Highway":
  > 7 levels (1 secret) with well-designed highway passages, vast canyons, a huge dam and even
    a cable car (if you find the secret exit).
  > Fixes/changes:
       - Original maps debugged with Mapster32 by NightFright.
       - Whole episode moved to ep.1 slots, finale cutscene disabled via CON code.
       - Fix for level 3 "Toxic Gas": 
         After you pass the pump, you couldn't dive up inside one of the following turbine chambers. 
         By realigning water teleport 7/702+ and changing its lotag to SE23 (one-way teleporter - fix 
         for Duke3D v1.4/1.5 only), it is now possible to complete the level. Thanks to Forge for 
         the hint how to fix this!

- "MatH Pak":
  > 5 levels (1 secret, 1 for credits without any action), previously quite unknown.
  > This pack has some very atmospheric maps. You start in a common city area before entering 
    a desolated factory. The last regular level is set in war-torn Bosnia with great ambient 
    sounds, some traps and destroyed buildings. Finding the secret exit pays off, you
    will be in for some space action with very original, uncommon design. There is no boss fight 
    at the end, you just get to a map with some credits.
  > Fixes/changes:
       - CONs updated for Duke3D v1.4/1.5
       - Grouped, levels moved to episode 1

- "Metropolitan Mayhem":
  > A masterpiece consisting of 15 city maps (1 secret, 4 alternate ending maps). Beautifully designed
    urban areas with many highlights, such as a police station, a flooded city overrun by alien scum, 
    fighting in a moving train and much more. Will get you addicted once you have started.
  > This episode was designed for 8-bit classic (software) or Polymost rendering. Do NOT use Polymer
    or you will have visual problems (e.g. transparent floors in E5L08 and E5L12 or massive sprite
    rendering issues in E5L02)!
  > Fixes/changes:
       - Integrated unchanged "metropolitan.con" into groupfile (as "metromay.con")
  > Known issues: 
       - E5L02: Many sprites in outdoor areas will have transparent borders. This is due
                to some issue with the Polymer renderer and cannot be fixed through map changes.
       - E5L14: Two swing doors will not open. The only way to get through is by using the DNCLIP cheat.

- "Mic Episode":
  > 3 levels, increasing in difficulty and complexity. First, you go through a prison complex before
    entering an "Anti-Duke" training center where the aliens learn how to fight against Duke. In the
    finale, you have to find the power plant to shut down the whole installation. The whole pack will
    take you approx. 1h to finish (maybe a bit more if you cannot figure out the last level).
  > Fixes/changes:
       - E1L1: Several wall sprite alignment fixes; correction of top texture for secret cupboard in
               "Mongo" room
       - E1L2: Correction for a typo ("fqr" --> "for"), alignment fix for "simulation" wall text
       - E1L3: Texture clipping fix for bathroom door; typo fixes ("personnal" --> "personnel", 
               "realist" --> "realistic"); wall alignment fixes for sprites; texture alignments 
               for truck fixed (works both in software and OpenGL now) 

- "Moonbase Accident":
  > Space episode with 7 levels (2 secret), sometimes hard, but architecture makes up for it.
  > Based on v1.3 of the mod.
  > There is no music in the second secret level, "Depressivo". This is intended.
  > Fixes/changes: 
       - First grouped release
       - HRP contents (OGG music/sounds, highres textures) removed

- "MSSP Episode":
  > 8 levels with a mix of power stations and city maps. Quite entertaining and with some great 
    new weapon sounds.
  > Fixes/changes:
       - MSSP1: Floor texture clipping fix for restroom swing doors
       - MSSP2: Wall alignment fixes for Command Center sign and nuke button
       - MSSP3: Floor texture clipping fix for 2 swing doors; texture fix for two restroom swing doors
       - MSSP4: Floor texture clipping fix for 3 swing doors
       - MSSP5: Some spelling fixes in monitor messages; ceiling light grate fix in front of
                door 3B; floor texture clipping fix for 2 swing doors

- "New York Rebellion & Orbital Oblivion":
  > Two episodes with 17 levels (3 secret), designed to honor the first two episodes of the original
    game which the author accomplishes remarkably. While you see similarities, it's never a copy and
    makes it feel like a creative new vision of the maps we all know so well. Definitely recommended.
  > Fixes/changes:
       - FM1X03 "Lonely Street": Fixed button in bar leading to one of the exit switches
       - FM2X04 "Optical Demounter": Fixed secret elevator outside texture (not fitting to hallway)
       - FM2X06 "Lunar Crossroads": Wall alignment fixes for some buttons and security monitors
       - FM2X08 "Alien Fusion Tower": Fixed secret exit button not appearing (activator not properly
                                      placed in sector, button size/position improved)
       - FM2X10 "Cycling Perimeter": Removed redwall overlap leading to staircase wall texture corruption
       - FM2X11 "Asteroid Stronghold": Fixed alien switch partially clipping into wall

- "Nuclear Pack": 
  > 9 SP (1 secret) + 12 DM maps. Only second episode ("Nuclear Neurosis") is for SP.
  > Expect an average playtime of maybe 10-15 minutes per map, so they are not too huge. 
    It's definitely more about the action than level design, even though locations are 
    nice. I especially liked "Demolition Delapidation" where you can blow up pretty much 
    everything, or "Multi-Story Massacer" which lets you explore several levels of a 
    skyscraper. However, sometimes there are apparently shortcuts which enable you to 
    finish some maps rather quickly, often without even having to find/use all keycards.
  > There is one new weapon, the Gravity Gun, which makes enemies float indoors,
    sometimes dropping weapons, or die outdoors when flying too high after a hit. One
    new opponent has been added, a robot which is throwing grenades at you and can even 
    harm you after you finished it off and get too close. Some guns have new sounds.
    Some new ideas are an electric fence that can damage you, malfunctioning pipebomb/nightvision
    pickups, Coke health, fake Atomic Health with only a +5 bonus or mines which explode when 
    you step on them.
  > Fixes/changes:
       - Since new shotgun sound was missing the pump action part, I replaced it with the files
         from "Chimera" (shotgun7.voc, shotgnck.voc). Previous shotgun7.wav and drip.wav
         have been removed.
       - Replaced tiles #2456 and #2492 with the Nuclear Pack logo from PCX file contained within 
         nuclear.zip package. 
       - E2L1 "Cavern Carnage": Wall alignment fix for cave switches and nuke button
       - E2L3 "Normality Nightmare": Alignment fix for underwater babes; floor clipping fix for some
                                     swing doors
       - E2L4 "Alien Genocide": Wall alignment fix for trophy and (fake) nuke button
       - E2L5 "Demolition Dilapidation": Wall alignment fix for nuke button

- "Nuclear Showdown":
  > Gameplay mod that adds many features such as new weapons, enemies, effects to the default game 
    as well as a new episode with 18 user maps. It is built so you can play your favorite maps with - 
    even those that use custom art! You can even play through Duke It Out In D.C. if you have it
    (episode entry is already in the menu). The TC also includes several features for mappers 
    like more keycards, items such as the spacesuit or toolkit, and more textures to work with.
  > Fixes/changes:
       - Based on v1.1 of the mod, with additional CON patches by M210 (dated July 2013) fixing
         weapons switching.
       - icdgame.con: Removed all EDuke32 warnings; widescreen patches fixing all HUDs, arcade machine 
                      and DukeDC finale cutscene. Now creates separate configuration files
                      (showdown.cfg) to preserve your original EDuke32 settings.
       - icddefs.con: Fixed warning about wrong definition in line 14 (space in name declaration).
       - tiles020.art (inside grpfile): Widescreen replacement tile for new scubagear (5179).
  > Known issues:
       - Since the mod was released, EDuke32 code has changed a lot, resulting in partial loss
         of CON code functionalities. Therefore, you may encounter sections in levels which may not
         work. To compensate, you may try running this with older EDuke32 snapshots from 2011.
       - Digital numbers "4" and "9" are slightly misaligned in all HUDs.

- "Oblivion":
  > Massive standalone TC with 53 SP levels (48 regular + 5 secret), spanning over five episodes.
    Instead of facing the usual Duke vs. standard aliens scenario, the main character here is an
    anthro-Fossa who ends up in the middle of a space war threatening his home planet.
  > Positive aspects of this addon are its stunning visuals, huge maps and a variety of locations.
    On the other hand, you will be confronted with difficult puzzles, backtracking, hidden buttons,
    tough (long-lasting) boss fights, long elevator rides (sometimes) and mazes. You will need a lot
    of patience for this, which is the main reason why "Oblivion" remains a mixed bag after all.
  > Fixes/changes:
       - Removed 6 needless files (dthbpnuseles, electric noi, face2face.vo, face2fac.ogg, 
         pressurz.mp3, svacuum.mp3)
       - Game.con: Corrected wrong "ifspritepal" bracket declarations (causing errors);
                   18 warnings eliminated
       - User.con: Ep.5 has a name now ("The Arch") to avoid a menu display glitch;
                   correction of spelling mistakes in messages/level titles
  > According to the Duke Nukem Wiki, there are the following known issues with this mod which may
    or may not still exist with latest EDuke32 releases:
       - Music will sometimes stop playing when reloading a saved game or when going to the title 
         screen from the pause menu.
       - Levels may crash randomly, though reloading a saved game or exiting and starting the mod 
         again will usually remedy this issue.
       - Using the DNSHOWMAP cheat will cause some levels (e.g. Area-51B) to crash almost instantly. 

- "Platoon TC":
  > Military TC with Vietnam War setting, featuring 6 SP and 7 DM maps.
  > 7 realistic new weapons, four new enemies, new sounds/graphics, aircrafts dropping napalm
    and bombs.
  > Includes SP bonus episode "Tour of Duty 3" (by Ford) with 8 levels.
  > Includes SP bonus episode "Bonus Missions" with 8 levels:
       + "Escape" by Moloch/Bgame Productions (bgame@geocities.com) ......... escape.map
       + "Commando" by Moloch/Bgame Productions ............................. commando.map
       + "Craft" by Nicki Marc  (iota_dk@hotmail.com) ....................... craft.map
       + "Jungle Feber" by Nicki Marc ....................................... feber.map
       + "Delta" by Nicki Marc .............................................. delta.map
       + "Village Rampage" by Nicki Marc .................................... village.map
       + "Ramble On!" by Nicki Marc ......................................... rambleon.map
       + "Operation Red Dwarf" by Nicki Marc ................................ reddwarf.map
   > While the level layout is usually quite easy, gameplay is very hard, regardless which
     difficulty you choose. There are a lot of traps, mines and enemies. Take cover often
     and don't rush in like a fool. Also, watch your ammo since you may run out of it if 
     you just try to shoot everyone.
   > Fixes/changes:
        - Added dummy files for ep.2-4 cutscenes to skip them
        - Dukematch episode moved to slot #4, SP bonus episodes moved up

- "Plug and Pray Remake":
  > "Plug 'N' Pray" was an exclusive episode for "Duke Nukem: Total Meltdown", featuring references
    to other games (Tomb Raider, Wipeout, Resident Evil) or movies (The Shining, Quentin Tarantino
    flicks). ozelot47 remade it for Duke Nukem 3D. It contains 6 regular levels and one secret map.
  > Fixes/changes:
       - Files grouped, with modified "user.con" provided by LeoD 

- "Red Series":
  > Starting in the desert, Duke must enter a liner, sink it and stop an alien army from invading
    Earth en masse. Very atmospheric, especially "Red3" which is kind of spooky and tries to keep
    you on the edge with darkness and creepy Protector Drone sounds.
  > Was intended as a full episode, but the second half was never finished. Right now, 7 maps are
    included ("Red1"-"Red5" and early versions of "Red1" and "Red2").
  > When you enter "Red3", you will lose your weapons. This is intended because that map is supposed
    to scare you, and the effect would get lost in case you would be armed right away.
  > Fixes/changes:
       - You can choose whether to play this pack as an episode with persistent inventory (default) 
         or lose all weapons and equipment when entering a new level. In that case, change "game.con"
         to "reset.con" in "addons.grpinfo".
       - REDDUKE: Spelling mistakes in ingame texts corrected; floating sprite (#741) deleted;
                  wall alignment for a painting fixed
       - RED2 (OLD): Some spelling mistakes in monitor messages corrected
       - RED3: Spelling mistakes in monitor messages corrected; wall alignment for sign fixed;
               texture alignments for red car corrected (works both in software and OpenGL now)
       - RED4: Ceiling light at bridge elevator fixed; ortographic mistakes in monitor message corrected
       - RED5: Wall alignments of some switches and a (fake) door improved; custom soundfiles 
               redefined to avoid conflicts with other maps (sprite #50 lotag 175 --> 401, 
               sector #364 lotag 10365 --> 10400).

- "Roch Series": 
  > Legendary map set by Pascal Rouaud, being considered to feature some of the best city maps
    ever created for Duke3D. Most of them are also quite large and will last over an hour.
  > Contains Roch1-8 including the secret level, "Roch_SC1" (following "Roch3" due to its
    creation date). "Roch9" has never been made, even though the end of "Roch8" is referring to it.
  > Fixes/changes: 
       - You can choose whether to play this pack as an episode with persistent inventory (default) 
         or lose all weapons and equipment when entering a new level. In that case, change "game.con"
         to "reset.con" in "addons.grpinfo".
       - Duke3D soundtrack mapping by NightFright. MIDI tracks included with ROCH4 and ROCH7 have
         been kept, the rest of the maps uses a selection of original Duke3D tracks. [Roch7.mid was 
         edited to remove silence at the beginning and end of the track.]
       - ROCH: Wall alignment/clipping fix for security screen in gas station;
               closed small gap at the bottom of exit door in yellow keycard room
       - ROCH2: Wall clipping fix for left security screen at the beginning; ceiling button
                clipping removed; overlapping walls at garage exit door corrected (fixes
                OpenGL rendering error)
       - ROCH3: Wall alignment/clipping fix for painting in blue keycard access building
       - ROCH4: Fixed blue keycard swinging door inside of the manor not opening properly
       - ROCH5: Fixed wall alignment/clipping for "framed" keycard panels/elevator switch 
                and a poster in secret room
       - ROCH6: Left car light realigned; secret swing door in pool restroom fixed
       - ROCH7: Moved whole map back into regular grid (eliminates sprite alignment issues);
                various wall alignment fixes for sprites
       - ROCH8: Moved whole map back into regular grid (eliminates sprite alignment issues);
                fix for "Forbidden Videos and Books" sign
  > Known issues:
       - ROCH7: Drum set in the great hall (where you find one of the blue keycards) causes
                floor and ceiling not to be drawn in OpenGL

- "Secrets of the Acropolis":
  > Something quite different. 7 levels (1 secret) set in ancient Greece where Duke must stop
    aliens messing with time travel. This is an original setting with very interesting locations. 
    Expect switches to be hidden at some REALLY hard-to-see places, e.g. behind bushes or trees. In 
    Polymer it's a bit easier since many are glowing, but some are still almost impossible to see. 
    Sometimes it helps shooting around with the RPG a bit, hoping for hitting a hidden crack by pure 
    chance. Anyway, don't miss this unique experience!
  > Fixes/changes:
       - Finale cutscene disabled via CON code
       - SOTA3 "The Erechtheion": Alignment fixes for two ivy textures
       - SOTA4 "The Parthenon": Fix for door to avoid floor texture issue
       - SOTA5 "Hades' Passage": Sixpack too close to wall --> moved; red keycard moved forward
                                 (slightly clipped into rear wall)

- "Starship Troopers TC":
  > 17 SP (+ 1 training) / 7 DM / 9 CTF levels.
  > Considered being one of the best total conversions for the game, featuring 17 levels in the
    Starship Troopers universe, giving you an all-new arsenal and new enemies to fight against.
  > Like in the movie, you will often be outnumbered by swarms of bugs, so often it is wiser
    to save ammo and just try to advance through the areas.

- "Steve Long Episodes":
  > This 32 level-pack shows the evolution of the author's mapping skills. Therefore, the first 
    few maps are very basic and disappointing. You will also notice some copy/paste work throughout
    the episodes. However, don't give up. Especially episodes 2 and 3 have some nice ideas.
  > Includes map fixes for episode 1 by Tom 'Tehom' Breton (1999/2004). 
  > Fixes/changes: 
       - Episodes with proper names.
       - Episode 4 only had three levels. These have been added to ep.3 instead so you can 
         finish it properly (initially, episode 3 had no ending and continued in ep.4).
       - Duke3D soundtrack remapping by NightFright.
       - 1.01 "Plant Alpha 1": Sprite realignments for #202-204 (numbers 1-3), #553 (security monitor) 
                               and #367 (blue key); fixed water before exit (lotag 1 for sector 241 + 
                               realignment of sprite #433 [SE7])
       - 1.02 "Roller": Floor clipping for 3 restroom doors (surface tram) fixed; sprite realignments
                        for #998-1004, #1010-1013 ("Records" and "Pool" sign letters)
       - 1.03 "City": Heavy map corruptions fixed (solving Polymer rendering glitch near YMCA building);
                      useless sprite #6 (respawn marker) removed; sprites #240-242 panned (prevents
                      reaching sector B-21 far too early by clipping into the area); realignment of 
                      switch sprite #1195; sprite #1146 (floating graffiti near conveyor belt) 
                      wall-aligned; fixed floor clipping for secret crate door
       - 1.04 "Launch": Floor clipping fixes for several doors (check-in and restrooms)
       - 1.05 "Delta 7": Floor clipping of big hangar door (near entrance) fixed
       - 1.07 "Lunar Base Echo": Floor clipping of secret monitor door fixed
       - 2.01 "Mansion": Floor clipping fixed for two mansion swing doors near start; wall alignment 
                         fix for sprite #610 (entrance skull switch)
       - 2.02 "Temple 1": Removed unwanted water effect for sectors 129+133; added missing SE7 for 
                          sector 126; realigned sprite #178 (rotating hologram); sprite #331 
                          (underwater grate) panned to fit opening
       - 2.03 "Temple 2": Realignment of sprites #1112-1114 (numbers 1-3)
       - 2.04 "Boot 1": Fix for sprite #32 (recon car) not moving (changed pal22 to pal0); removed
                        floor clipping of left entrance door next to red key access panel
       - 2.05 "Boot 2": 1) Showstopper bug fixed by changing hitag of sprite #1593 (touchplate)
                           from 0 to 1, making it one-time activated only. This eliminates the 
                           problem that the door of the "Nukem Field" building might not stay open 
                           after leaving the swimming pool area (due to unintended multiple touchplate 
                           triggerings).
                        2) Sprites #1583 (red key) and #1781 (shotgun ammo) were repositioned so
                           that you are unable to grab them outside of the hospital "RX" room (which 
                           would allow you to skip some gameplay). 
                        3) Changed sprite #132 from tile 164 (DIPSWITCH2) to 140 (FRANKENSTINESWITCH).
                           This way, you are no longer able to end the level very early by flying to
                           the "Nukem Fields" building and shooting the exit switch from outside.
                        4) Other fixes: Floor clipping of hospital swing doors eliminated; realignments
                                        of sprites #168 (grate) and #667 ("G" from "Emergency")
       - 2.06 "Boot City": Sprite #626 (blue keycard) removed (since there is no blue access panel);
                           wall #2394 ("Balls of Steel" machine) made two-sided, preventing a bug 
                           allowing you to clip through the wall behind, potentially getting crushed
       - 2.07 "Church": Wall #3314 (light) realigned/panned
       - 2.08 "Sub": Sprite #842 (underwater valve) realigned; size of health crates near sub reduced
                     (to avoid them clipping into each other when opening secret crate door);
                     underwater floor below sub properly aligned 
       - 2.10 "Spa": Needless sectors 66-73 (columns) deleted; sprite #260 (underwater grate) 
                     panned to fit opening; underwater walls of giant fan made blocking (walls 3276, 
                     3280, 3504-3509, 3511-3529)
       - 2.11 "Rounder": Walls #3305 and #3321 (lights) panned to match each other
       - 3.01 "Portal": Wall alignment fixes for sprites #279 (3DR logo), #245/252 (handprint switches);
                        floor clipping fix for sector 417 (swing door in "Chief" room)
       - 3.02 "Tiberius": Wall alignment fix for sprite #18 (handprint switch)
       - 3.03 "Slider": Wall alignment fixes for sprites #311/321/380/640/917 (skull face switches);
                        floor alignment fix for sprites #76/89 (FEM6 babes)
       - 3.04 "Slider 2": Polymer rendering issue in "Wolf Beer" factory solved (sectors 958/959);
                          floor clipping fixes for sectors 536, 544 (swing doors)
       - 3.06 "Slider 4": Walls of sector 372 made blockable to avoid getting stuck when climbing up 
                          the left side of the rocks in front of the castle entrance
       - 3.07 "Slider 5": Wall alignment fix for sprites #37/65/73/183/270/302/352 (valves)
       - 3.08 "Slider 6": Polymer rendering issue with two overlapping red wall sectors 67, 431 fixed 
                          (car engine lid, rocks)
       - 3.10 "Slider 8": Wall alignment fix for sprite #287 ("Danger" sign)
       - 3.11 "Slider 9": Wall alignment fix for sprite #517 (access switch), floor clipping fixes for
                          sectors 68, 635 (swing doors)
       - 3.12 "Slider 10": Floor clipping fixes for sectors 533, 671, 672, 835 (swing doors)
       - 3.14 "Final Battle": Floor clipping fixes for sectors 382, 383 (final boss gate swing door)
  > Known issues:
       - While maps work fine with Polymer after my optimizations, there are still some visual
         problems which won't improve unless the renderer can handle it. Some skies won't display
         properly, e.g. in 2.11, 3.04, 3.08 and others. There are other occasions where the author
         used parallaxed textures to achieve certain effects, e.g. for teleporters or special scenes
         like the space stage in 3.11. Switching to Classic of Polymost renderers fixes these issues.

- "Taivo Pack":
  > Collection of 10 maps by Taivo Maripuu, split into two episodes:
       - "Dark Place Series" (features "Dark Place" 1-5) 
       - "Taivo Mix" (features "Babes Reloaded", "Just Another Christmas", "Dogville",
         "City Full of Alien Scum", "Babes 2009 Remix")
  > Fixes/changes:
       - Grouped release.
       - Soundtrack remapping by NightFright. "Gloomy.mid" mapped to "Dark Place 4" according to
         author's recommendation.
       - You can choose whether to lose all weapons and equipment when entering a new level (default)
         or play this pack as an episode with persistent inventory (not recommended). In that case, 
         change "taivo.con" to "taivoeps.con" in "addons.grpinfo".
       - "Dark Place 2"/"Dark Place 3": Changed nuke button palette to 0 to prevent map looping
       - "Dogville": Changed nuke button palette to 0 to prevent map looping, 
                     fixed floor rendering error in front of "Dukai Sushi" building entrance
       - "City Full of Alien Scum": Fixed rendering error in front of "Grand Opening" building
       - "Babes 2009 Remix": Changed nuke button palette to 0 to prevent map looping, turned nuke
                             button by 180° to fix activation issue

- "The Army of Death":
  > 3 levels with medieval setting. Prepare to fight against tons of skeletons and their evil
    masterminds, the skeletal Dukes.
  > Fixes/changes:
       - Grouped release
       - game.con: 2 warnings removed

- "The Brave New World":
  > Fight against the evil Mikko Sandt in a dark future through 5 levels. Two new weapons are at
    your disposal to save the world in this post-9/11 scenario.
  > Fixes/changes: 
       - Fix for episode selection menu by NightFright.
       - E2L1 "O'Boy": Texture alignment for shadow wall in outdoor area corrected; floor texture clipping
                       for three swing doors fixed

- "The Christmas Project":
  > This addon is inspired by "Half Life", especially by a mod called "Point of View" in which 
    you play as one of the aliens you fought against in the original game. Here it's quite similar - 
    your task is to escape your imprisonment on Earth and return to your home planet Xen. You only 
    have one attack style plus two skills you can use: alien vision (default key "N" for nightvision) 
    and sprint mode (default key "R" for steroids). Just two levels, but quite fun.
  > Fixes/changes:
       - Grouped release
       - 8.3 file names changed: nihilanth.wav, olmetal1a.wav, olmetal2a.wav
       - enhance.con: 4 warnings (redefinitions) removed
       - two.con: 1 warning removed
       - eduke.con (renamed to game.con): 2 warnings removed

- "The Final Confrontation":
  > One of the first episodes (7 SP levels, 1 DM) for Duke3D and still among the best. 
    Especially famous for its train map "Moving Death".
  > Fixes/changes:
       - Moved episode from slot #4 to #2 in order to enable custom finale screen (cutscene disabled)
       - TFC01: Floor clipping issues for several swing doors fixed; wall alignment of blue keycard
                panel adjusted
       - TFC02: Floor clipping issues for several swing doors fixed; blue keycard flipped; 
                minor wall alignment fix for command center complex
       - TFC03: Fix for stuck restroom swing door; wall alignment for blue access panel improved; 
                floor clipping for cinema swing door fixed
       - TFC05: EDF entrance door texture alignment improved; some wall alignments for switches and map
                sprites fixed
       - TFC06: Fixed hidden switch showing in OpenGL for the alien seat secret; improved wall alignments
                for several other switches (ceiling trap room, switch leading to final room)

- "The Gate":
  > A true masterpiece. Providing 4 episodes with 24 levels, it is named by many as *THE* classic
    total conversion for Duke3D. While there is only one new weapon (CD Thrower as Freezer replacement)
    and one new, difficult (!) enemy (cloaking Predators which can wield any weapon and move really fast),
    there is lots of new art, an awesome custom soundtrack and level design which is really remarkable. 
    The first map is a bit confusing due to its size and difficult keycard search, but keep playing.
    You will visit awesome locations like the Mars bar from "Total Recall" (including a finale just like
    in the movie), a trip to the top of Mt. Everest, abandoned spaceports and a lot more.
  > Fixes/changes:
       - Fix for occasional sprite resize issues with Predator enemy (thanks to Jblade for assistance)
       - Added dummy files for ep.4 intro cutscene to skip it
       - E1L1 "Los Angeles": Skybox on top of "Wiggley's" tower corrected
       - E1L2 "Undercity Research Facility": Massive map corruptions removed
       - E1L5 "Antarctica": Turned player start position by 180°; fixed door clipping into column 
                            when opened; (sort of) fixed Star Trek door with RPG ammo
       - E1L6 "Subarctica": Globe sprite in secret area rotates properly now (was view-aligned) 
       - E2L1 "Bermuda Triangle": Massive map corruptions (> 64 errors) removed; invisible switches
                                  for estate door leading to yellow keycard fixed
       - E2L3 "Lower Planes": Fix for bugged slide door causing rendering issues
       - E2L5 "Welcome Mat": Fixed starting point (spawned outside of corridor); correction for
                             some ceiling alignments; button alignment in living quarters; 
                             (Note: It was formerly possible to end this level by simply running 
                             past the boss into the red tunnel beyond. This has been changed - you 
                             are now forced to defeat the boss.)
       - E3L6 "Tanheuser Gate": Properly aligned ceiling lights in "Central Command" room
       - E4L2 "Into the City": Fixed invisible switch at the beginning; some wall alignments improved
       - E4L3 "Secured Pleasures": Texture issue with blue keycard cell door removed; wall texture
                                   alignment in switch puzzle room improved
       - E4L4 "Alien Hive": Six buttons realigned
       - E4L5 "Drone Chambers": Turned starting point by 180°; wall texture alignment near yellow
                                keycard access panel

- "The Lost Duke Episodes":
  > 4 episodes covering 39 SP levels (7 secret) + 1 DM map. It sounds like much, but most of them 
    you can finish in 5-10min. max, often even less. There is only minimal detail or coherence, but
    playing this is still a lot of fun. The pack has a nice custom soundtrack and some creative
    ideas, especially in the last episode where things get weird (time travel, upside-down
    areas etc). The ep.3 "zero-g" maps (including the boss fight) are also remarkable.
    A few enemies have been modified, e.g. blue shotgun turrets or deadly fire/ice-projectile
    Enforcers with increased HP.
  > Fixes/changes: 
       - All maps debugged with Mapster32, fixing OpenGL rendering issues.
       - E4L7 "Undersea Base": 2 of 4 techswitches and all (!) keycard panels were stuck in the walls,
                               invisible for the player. This was corrected.
       - E4L8 "Twisted": The yellow keycard panel was not properly aligned to the wall, also fixed.

- "Total Infiltration":
  > Quite a different approach for a space episode comes from Devastator. The pack features 
    7 levels (one being an intro) with complex design, non-linear ingame progress and some
    situations which even require your brain. 
  > Especially the first few maps can be a a bit confusing due to their non-linear structure.
    Be sure to explore thoroughly and use different savegame slots to prevent getting stuck.

- "Vacation Cove":
  > For fans of the "Duke Vacation" addon, this is a true festival: 8 new Caribbean levels (1 secret)!
  > Powered by an awesome soundtrack contributing a lot to the "vacation feeling", you will pay a visit 
    to lagoons, a Mayan temple, a fun park and many more places where shotguns are needed instead of 
    sunglasses! Even features a mini hub to which you return to for about 50% of the episode. Great stuff!
  > Fixes/changes:
       - All MIDIs normalized and cut (to remove long breaks and improve track looping)
       - Various sprite alignment fixes throughout the whole pack (minimized sprite clipping)
       - MAP3, MAP6: Fixes for swing doors causing texture errors
 
- "Vermin Clearance":
  > 10 levels (+ 1 secret). Being basically a compilation of Puritan's older maps, you can expect
    good design and seamless transition between levels. It's lacking regarding gameplay however, 
    with vast areas that often require very thorough exploration. If you have a lot of time with a
    certain resistance against frustration, it may pay off to give this a try.
  > You lose all your weapons after entering a new level. This is normal and intended.
  > Be prepared for keycards being hidden in secret areas, hard-to-find switches, handdryers used as
    essential switches and other uncommon ways to progress through a map (semi-transparent switches on
    green boxes, opening compartments behind/above you with more vital switches inside etc). It can 
    get frustrating at times, also with the hoardes of enemies which are preferrably spawning in your back.

- "WGRealms":
  > 5 levels (1 intro/3 regular/1 boss map) which almost completely revamp the original game with a lot of
    new textures, custom sounds and weapons. Exotic places like a medieval castle, a huge hi-tech area,
    enormous caves or the Egyptian showdown location make this trip into a weird parallel dimension 
    highly enjoyable and worth playing. If you liked Epic's "Unreal", then this is something you have 
    to check out for sure!
  > Almost all OpenGL rendering issues could be eliminated with Mapster32 (exceptions are the two green 
    columns at the beginning of map 5). The pyramid to the right of the final level (which you cannot
    reach) renders correctly now. 5-6 minimal texture realignments have been applied as well.
  > Bonus level: "Beerzity" by Numan, added as a one-level standalone "episode". Minimal map changes were
                 required (i.e. mapping "!boss.voc" to a different sound ID in order to avoid interference
                 with the WGRealms cutscene, and also some map corruption was removed). This one will 
                 take you long, a huge city map with 400+ enemies and at least 60-90 mins gameplay!

- "WGRealms 2: Siege Breaker":
  > Standalone TC with 13 maps (includes adapted "WGRealms" episode with 7 maps). Originally started
    as a sequel to "WGRealms", but turned into a much bigger project with inspirations taken from 
    "Doom", "Quake" or "Unreal". It's much more like "Doom" with tons of enemies attacking you at once,
    and with all the new weapon art and textures everywhere, it turns Duke3D into a while different - yet
    quite enjoyable - experience. Expect to do stuff you haven't done in Duke3D before, e.g. picking
    up souls after killing enemies, opening chests with gold and treasure or charging up a POW attack
    (by killing without getting hit too often). You may need some time to get into this, but then you'll
    be digging it.
  > Notes: 
       - ONLY Polymost mode (neither software nor Polymer!) is recommended
       - Will create new setting files (wgr2.cfg, wgr2_settings.cfg) on startup
  > Fixes/changes:
       - wgr2.grp: 
         Contains updated v1.201 wgr2game.con; cleaned from useless/double files;
         8.3 file naming fixes (endlevel2.mid, swampkill.wav); added wgr2load.def (to include wgr2.dat)
       - wgr2defs.con:
         Removed 5 warnings for double-defined entries 484/486-489
       - wgr2game.con:
         Removed 2 warnings for actor `BARBSTATUE' (line 33896, nullop without "else")
       - wgr2user.con:
         8.3 file naming fixes (endlevel2.mid, swampkill.wav, votf-by-goat.ogg)
    
- "WGSpace Episode":
  > 8 space maps (2 secret) with a lot of remarkable architecture. There are only a few space episodes
    out there, and even less which are done well, but this is one of them. Tons of details, very
    balanced gameplay and gloomy space action. What else do you need?
  > Known issues:
       - WGS2X: In the huge green crystal rooms which you have to blow up, there are rendering errors
                above and below the metal walkways. These are EDuke32 rendering issues in OpenGL.
  > Fixes/changes:
       - WGS3X: Fixed some moon wall textures near the blue cave elevator; made yellow keycard panel
                non-transparent for better visibility
       - WGS5X: Fix for widescreen security monitor texts; grammar corrections for security monitor texts;
                fix for nuke button not leading to final level (wrong lotag set, changed from 8 to 65535)
       - WGS6X: Deleted needless sprites (1163-1165, 1167, 1168)
       - WGS1SX: Fixed floor clipping issue with slide door leading to central tower
       - WGS2SX: Floor/ceiling clipping issues for various swing doors corrected; toilet position 
                 improved; alignment fix for underwater switch; texture alignment corrections for
                 monitors in blue access panel control room




======================================================================================================================

V .   G A M E P L A Y   H I N T S

======================================================================================================================

Here are hints for some of the addons in case you get stuck at specific spots or you
want to know how to reach the secret levels.


"25th Century Duke" 
- E1L4 "Wet N Wild": After using the red keycard, follow the water current until you
                     see a bright wall to your right. Push it and enter to reach the
                     secret exit.

"Alien Invasion"
- E1L5 "Polaris Outpost": Block up the crack in the final slime room to reach the secret level.
- E2L3 "Very Large Array": Enter the illusionary wall to the right of the nuke button room 
                           entrance to get to the secret level.
- E2L5: In order to get the blue keycard, you have to crawl behind the pumps in the engine room
        of the submarine.
- E3L2 "Marsian Pyramid": After using the yellow keycard, enter the illusionary wall behind
                          the throne to find the first secret exit of this episode.
- E3L5 "Doomed": When you see the "Fred Hero" signature on the wall, enter the right
                 corridor and blow up the differently textured wall there. Push the
                 switch and proceed to the exit. A passage has opened to the right, 
                 leading to the second secret level.
- E3L7 "Central Command": The red keycard is hidden in a big wooden box (with a crack on its
                          rear side) in the "Service Access" building.
- E4L11 "Duke Training Center": This level is not accessible through the regular episodes.
                                Launch it via "User Maps" menu (AINV411.map). It's a map
                                demonstrating basic gameplay features and has no exit.

"American Assault"
- General: It's one of these episodes that likes to keep you guessing what switches actually do
           which you have just pressed. Prepare to do some backtracking after activating one to
           check doors which were closed previously. Also, there are a few critical switches
           which are placed so that you might have problems finding them right away.
- Secret level access: In E2L6 "San Francisco", after getting the yellow keycard, turn around 
                       and fly up the hole in the ceiling above the tracks; push the building 
                       wall behind 2 trashcans (you'll see which it is).
- E2L10 "Horse Piddle": The blue keycard is behind a TV in a corner on the highest
                        floor of the central building (with Space Marine in a shower nearby).
                        To open the corridor leading to the yellow keycard access panel,
                        enter the elevator to the right of the "Up" sign, go to the room
                        with the dead Space Marine on a bed and look behind that bed (kneel)
                        to find the switch that opens the door at the end of the nearby
                        corridor.
- E3L2 "Grassy Hills": The switch opposite to the red/blue access panels is timed. It opens the 
                       door near the waterfall. You can barely reach it in time before it closes if
                       you use the jetpack and fly straight towards it, across the wide open area.
- E3L3 "Sewers": After flying up the sewer shaft to reach a highway, blow up the small crack near
                 a closed fence gate (blue wall) to get the blue keycard. The exit can be found 
                 by flying and diving into the huge tank after throwing the last switch in that 
                 level (the one that is nearby).

"Community Build Project"
- CBP2: You may get stuck in an outside area with a courtyard and a red door you cannot open. Note
        that there is a pipebomb on top of a wall behind you which you can reach by jumping on a
        tree. With this (or any other explosives you still carry), you need to blow up a crack on 
        the rock wall to the right of the red door. You have to look up a bit since it's not on
        floor level which makes it a bit difficult to spot.
- CBP3: When reaching the "Sangville" section (with the Dukes and the chick), search for a 
        semi-transparent button on the right wall of the building. It will spawn the keycard nearby
        which you need to use on the rear side of the same building to open the elevator close
        to the duct through which you dropped into this section.
- CBP4: In the harbor area, dive underneath the pier and find a hole in the ceiling. Push the
        wooden crate in there to find the switch that opens the control tower in the docks.

"DaikariN"
- E2L4 "From The Heart To The Moon": The tower to the left of the barricaded gate has a hidden
                                     door leading to the secret exit.

"Duke Los Angeles"
- DUKELA5: In the room with the wall crack leading to the exit, push the buttons in the central
           chamber. Enter the room nearby and push the dark wall in front of you. This leads
           to the secret exit.
- DUKELA8: The button combination to access the red keycard is 1100 / 1110.

"Dukeland"
- E1L1: Reaching the yellow keycard slot requires to enter next to the dog with the key.
- E1L2: The blue keycard is a bit tricky to spot. Examine the spinning top parts 
        of the rocket (near to the start) more closely...

"Forklift Pack"
- "Time": In the first level, be sure to blow up everything (yes, even in the first room 
          with the laser traps). Sometimes, keycards are hidden behind cracks you have to 
          open by blasting fire extinguishers.

"Glavic Pack"
- "Eye-Witness": In order to get the yellow keycard, you have to blow open the crate with 
                 a skull in the building you can enter with the blue keycard.

"Incubation: Alien Apocalypse"
- E1L1 "East L.A.": 
  You have to make two jumps between buildings from high above. The second one requires 
  you to take steroids to reach the burning building (and to use the yellow keycard).
- E1L3 "A Fistful of Dollars": 
     + Check out the ATM machines in the bank, and be sure to press all three paintings in 
       the Manager's office. Button combo for getting the first yellow keycard: 1101 / 0110.
     + After you have the blue keycard and exit the bank, the building on the opposite side
       will blow up. Jump up there and get close to the duct going up the wall. Enter the
       invisible opening by jumping into it from the ledge. This will lead to the first 
       secret exit.
- E1L4 "Nuclear Age":
  After you are in the final area with the nuke button and the door behind you explodes,
  go back into the room before and look for a new switch to your left of the slowly closing
  main gate. This opens the door with the atomic logo above it, leading to the second
  secret exit. (Note that it did not work like this before - you could directly access
  the secret exit while never reaching the normal one. This has been fixed, see above.)   
- E1L5 "Cult of Evil":
  Press the star/crystal-shaped symbol in the "reception area" of the temple. This enables an
  elevator at the entrance which you can activate by pressing the bloody handprint.
  A bit later, when you see a mirror, think smaller... ;)

"Infestation in Time"
- E1L3 "Park Avenue": Blow up the crack to the right of the exit area to reach the secret level.
- E2L4 "Time Tunnel": The first secret exit of this episode can be found here... somewhere.
- E2L5 "Medieval Age": Next to the exit, climb up the tower to the right for the second secret exit.

"JJ Duke Nukem 3D"
- E3L6 "Shop-N-Die": In order to get into the "Dukai Sushi" (where you find the blue keycard), 
                     enter the "Brashs" Manager's Office, go through the duct into a room with
                     a mirror. Shrink yourself and crawl over the conveyor belt.

"Last Reaction & Water Bases"
- In order to pick up the "combo medkit" (only found in "Water Bases" episode), you 
  have to press the "use" key.
- E2L7 "Ace of Clover": How to get out of the green pool with the red keycard once you have it? 
                        Good question...!
- E3L8 "Launch Base": 
     + The door for launching the rockets is quite hard to find. One of the walls near
       the launch panels can be opened by pressing it. You find the switch there.
     + The secret exit can be accessed in the room with the four colored pools (next to 
       the dark hallway with the exit elevator). Enter the blue pool on the left side 
       and blow up two cracks underwater.
- E3L9 "Great Stadium": (Forcefield switches)
- E2L10 "Back to L.A.": Note down the button sequence at the beginning of this level, 
                        you will need it in the next one to activate the time machine!
                        (Here is it anyway: 1101011001011011 / 1011010010010001)

"Lost Highway"
- Ammo is quite rare in this pack, making it especially difficult in the beginning. Make 
  every shot count and don't miss! 
- E1L4 "Dark Tunnel": The secret level can be found in the corridor just before the exit. 
                      Look for a crack on the left side of the corridor wall and blow it. 
- In the secret level, you get the blue keycard by pushing the speakers next to the ticket-
  selling woman.

"MatH Pak"
- The first level requires you to make a steroid jump from the top of a building (with the pool).
- In order to enter the secret level, you need to open the door with the atomic logo, close to 
  the regular exit. The switch next to it won't work, but the real one is very close...

"Metropolitan Mayhem"
- E5L03 "Office Onslaught": After entering the police building with the blue keycard, find a 
                            small switch down on a bench near the entrance. Run to the burning
                            room before a timer door closes, it leads to the secret exit.
- E5L10 "Train In Veins": At the end of the level, you have the option to choose between four
                          different finale levels. The best one you can pick is probably
                          "High-Altitude Face-Off". If you want to try all maps, save before
                          pressing any button, then reload and choose a different ending.

"Mic Episode"
- E1L2 "Training Center": In order to deactivate the forcefield ("Ask Your Teacher"), you
                          have to check the inside of a cupboard in the rooms nearby.
- E1L3 "Back in Town": In order to get to the pool with the blue keycard, you have to jump
                       down to the right of a circular-shaped column with toxic barrels on
                       a conveyor belt and a slime pool below. Underwater, there is a switch 
                       which opens the corridor right next to it. Activate the jetpack after 
                       pressing the switch, get out and enter from the front side quickly.

"Moonbase Accident"
- E1L2 "Alien Asylum": In the room with the numbered doors (where you also find the nuke
                       button), blow up the crack for the first secret level exit.
- E1L4 "Total Demolition": In the rocket chamber, blow up the crack at the wall next to 
                           a crate for the second secret level exit.

"New York Rebellion & Orbital Oblivion"
- FM1X04 "Sewer Confines": Push the wall behind the yellow keycard to find the secret exit.
- FM2X05 "Alpha Core": The dark wall opposite to the exit switch chamber can be pushed and 
                       will lead to the first secret level of this episode.
- FM2X08 "Alien Fusion Tower": In the Alpha room, press the monitor on the platform next to the
                               elevator entrance. This opens a chamber below. Get inside before
                               it closes, press the switch there and the door nearby (next to
                               the elevator) opens. There you find the first of three switches.
                               In the Beta room, go to the pool where you have to press two
                               underwater switches. Search for a green handprint switch just
                               barely underneath the water surface when diving. Then get back and
                               enter the room next to the elevator to find the second of three
                               switches to press.
                               The final switch is found in Delta where you basically just have to
                               lower a platform which reveals the door with the last switch.
                               Now, use all three switches and get into the area where you have to
                               blow up the reactor. A metal panel should have opened there. Enter it
                               and drop back to the start of the level. Go until you reach the crack 
                               you blew open to get to the tower. A small cave is now available
                               (where the Devastator was lying on the floor). Enter it, get to the
                               outdoor area and press the switch there. It opens a nearby door
                               which finally houses the secret exit switch.
- FM1X07 "Damned Space Life": Cannot be accessed through any episode. Load it separately
                              via "User Maps" --> "FM1X07.map".
- FM1X00: Prototype/alternate version for FM1X01 "Sweeney Slime Refinery". 
          You can load it via "User Maps". Finishing it will lead you to yet another bonus map,
          FM1X09 "Clipart Gallery".

"Nuclear Pack"
- E2L1 "Cavern Carnage": When you reach a cavern with the red keycard floating on a box in the water,
                         use the jetpack to fly up through a ceiling hole in order to reach the 
                         church (with the exit).
- E2L2 "The Bastion": After passing the blue keycard panel and walking down the red carpet
                      corridor, enter the room to the right with crates. Push the crate
                      next to a wall, to the right of the entrance. It will lower and reveal
                      the secret exit button.

"Oblivion"
You can find some hints about tricky passages of some levels over at the author's website:
http://zaxtor.net/OblivionTC/Frameset3.htm

"Platoon TC"
- There are often chains in the levels which work like switches. Be sure to pull them.
- Reaching the helicopter (often marked with red smoke) often ends the level.
- "An Airport Too Far": The HQ door on the airport (with the exit button) opens if you 
                        press the radio in one of the jeeps.

"Red Series"
- RED2 (OLD): The 6-button combination to get the yellow keycard in the mines is 100110.
- RED5: Since some of the security monitor texts are not displayed for unknown
        reasons, here is the elevator code which is shown on one of them: BCDF 2357 !*-

"Secrets of the Acropolis"
- SOTA3 "The Erechtheion": Be sure to find the handprint switch between the trees in the 
                           outdoor area and also the crack in the dark room with the big picture 
                           at the entrance (contains keycard).
- SOTA5 "Hades' Passage": In order to get the red keycard, you must dive in the room with the
                          bridge after you have used the other two keycards. You will find six
                          switches there which open a compartment on the bridge level.
                          Also, the secret level exit is here. It is just next to the regular
                          exit, impossible to miss.

"Steve Long Episodes"
- The author likes to unlock areas by simply reaching specific places. If you cannot continue,
  backtracking is needed to check if any door has opened elsewhere. Checking the automap may
  also help.
- There are a lot of laser tripbomb traps at inconvenient spots (e.g. exits), so stay alert!
- Beware of "paletted" Pigcops (green, red, yellow). They take more damage (2 rockets!).
- Water fountains heal 3 HP per use. Quite useful (and needed).
- 1.03 "City": In sector B-21, you reach a dead end in a small circular room. Press the wall in
               front of you to reach a chamber with a vital keycard.
- 2.05 "Boot 2": Since this level can be quite confusing, here is a fast walkthrough. 
                 1) Get the yellow keycard in the "Class III" refuelling area. The card is on
                    top of those gas tanks. In order to get up there, use an elevator which
                    can be hard to find - it's a bright square on the floor near the tanks. 
                 2) Use the yellow keycard inside the church and press the switch there.
                 3) In the hospital, enter the "Sign In" door (which you just opened) and press
                    the switch there. You can now get the red keycard in the room nearby.
                 4) Unlock the "Main" building and get the blue key from room 108.
                 5) Unlock the "Admin" building, throw two switches there, go outside and into
                    the gym.
                 6) Reach the swimming pool. This opens the door of the "Nukem Field" building.
                 7) Inside that building, you find the switch that opens the exit across the
                    baseball field.
- 2.08 "Sub": In the "Sub Level" room, don't miss the semi-secret room behind a door that looks
              like a monitor on the right side of the room. It's hard to spot but contains a
              vital switch that unlocks the elevator door nearby leading down to the sub!
              Inside the sub (accessible through underwater hatch on the front right side when
              diving underneath the sub), also be sure not to miss the elevator to the upper
              level (protected by a forcefield in the corner of a room) and climbing up the
              command tower to get the blue keycard you need to activate the torpedo hatches.
              You must fire all torpedoes to blow a hole into the rock wall outside so you 
              can reach the exit. 
- 2.09 "Harm's Way": The blue keycard opens the entrance to the spa on the surface. You need to 
                     get out of the water after using the card on the bridge of the ship.
- 3.06 "Slider 4": If you cannot figure out how to get past the water area before the castle
                   entrance, you should know that the middle section is a rotating bridge. The
                   switch for it is on the upper right of the castle gate.

"Taivo Pack"
- "Dark Place 4": You have to search for two hellcubes here instead of finding keycards. After
                  picking one up, place them on the pedestals with two Protector Drones to unlock
                  new sections of the map.
- "Dark Place 5": Press circles you find on walls to unlock doors with the same pattern. It's
                  difficult to know what belongs together due to the darkness in this level, but
                  usually when you encounter new enemies after you go back, you are not far from
                  the area you have unlocked.

"The Final Confrontation"
- TFC02 "The Compound": On the topmost level of the skyscraper, you need to enter a grate on 
                        the ceiling (it's inside a room with a pool billard table) to reach the
                        blue keycard access panel.

"The Gate"
- E1L1 "Los Angeles": One of the lifts leading to the red keycard is hard to recognize. It's just one 
                      corridor with two doors, in the middle there is a square with lights on the 
                      floor and the ceiling. This is your elevator - push it!
- E1L2 "Undercity Research Facility": Be sure not to miss the elevator leading to the red keycard.
                                      It's a small gray door in the Tantis Research Facility labs,
                                      opposite of a red sofa. Search the outside area after the lift
                                      for the card.
- E2L5 "Welcome Mat": The exit switch is located on an office desk in a side room of a circular-shaped
                      tech center. While the exit gate actually doesn't look like one, you see it open
                      when you check the security screen after pressing the switch. To get there, you
                      must go through the ductworks (which is a tricky labyrinth).
- E3L1 "Hospitality": You need to find pipebombs to blow up a crack. To get them, you must crawl
                      inside a lava crack in the floor after climbing up the lavafall in the beginning.
- E3L2 "Martian Red Light District": Keycards here are hidden at spots where you wouldn't expect them, e.g.
                                     inside a closed service panel or a column in a huge room full of
                                     columns.
- E3L3 "Ancients: Halls of Man": The throne in the big hall with lightnings and fire is a lift.
                                 Later on, there is a circular platform after a long metal
                                 corridor (in a room with three switches) which is also an elevator.
- E3L4 "DNA Strand": You need to open the huge panel with the Ankh symbol that contains the blue keycard.
                     The (totally unmarked) switch for it is at the end of a circular-shaped tech room 
                     after using the red keycard panel and going up an elevator.
- E3L6 "Tanheuser Gate": You need to open the compartments to the left and right of the
                         entrance lift. In order to do that, go to the big door between
                         one of the airlocks and the "Central Command". There is a small
                         gap which lets you shoot a button on the opposite wall. Enter,
                         find a shower room and shoot the button there. This opens the
                         airlock chambers. One of them has a switch that will open both doors.
                         Tricky parts later can be to find a critical switch in the Command
                         Center (next to the forcefield with the red keycard, behind a big panel
                         close to a secret one) and activating a touchplate in the BDP Lab
                         (step in front of a security monitor which is revealed after
                         throwing a switch).
- E4L6 "Overlords": You have to destroy all five brains in the level before the boss becomes 
                    vulnerable.
                    It seems tricky to make the game realize once a brain is gone. Before you
                    see the final confirmation message "All brains destroyed!", you cannot beat 
                    the level. Sometimes the brains will not vanish after hitting them. Leaving the
                    area and re-entering it to check the same spot again seems to help. Also, 
                    avoid that the boss is leaving the arena into one of the chambers.
- E4L7 "The Flagship": There does not seem to be a way to access this level through the regular
                       episode 4 levels. It also has an exit button which just leads to the
                       next map, meaning it is not meant to be a secret level which would
                       "jump back" to the next map after finding the secret exit. You can just
                       select it via "User Maps" from the menu (GATE407.MAP).

"The Lost Duke Episodes"
- E2L6 "Commando Operation": Don't waste any pipebombs! You will need all of them to blow
                             the three cracks on the NOD buildings.
- E3L3 "Moon Orbit 5": The three keycards behind the fan are not meant to be taken. You'll die.
- Secret exits:
     + Episode 1: In E1L2 "Cliff Drop", get the jetpack from the crack that blows open near the
                  exit when you approach the Nuke button. With it, go to the hangar with the
                  teleporters and fly into the control room above.
     + Episode 2: In E2L5 "Riverside", push a wall in the prison cell that holds the red keycard.
                  E2L8 "Command Tower" has a hidden wall to the right of the exit button.
     + Episode 3: In E3L3 "Moon Orbit 5", shoot the button of a distant shuttle while riding the 
                  transporter to the other side of the structure towards the exit).
                  At the end of E3L7 "Bigass Laser", push the button on top of the laser.
     + Episode 4: Push one of the walls to the left of the exit button in E4L3 "VR Space".
                  Near the exit boat of E4L7 "Water", push/enter a hidden corridor through one 
                  of the walls of that room. 

"Total Infiltration"
- In general, there are some passages which can trap you forever. Be sure to save often,
  and use several savegame slots (unless you want to cheat).
- There can be some glitchy areas, e.g. walls which should be solid but you can still
  clip through under certain conditions. Better reload your game if that happens. 
- "Transport 2 JRC": The panel with the 9 buttons can be a big problem. Here is the
                     combination: 110 / 101 / 010.
                     After you have made it past that portal, go for a dive before 
                     entering the structure ahead first. There are some switches down there, 
                     and if you miss them, you can't go back.
                     Also, be sure not to do anything in the JRC before the reactor
                     switch has been thrown. There is at least one switch which, if
                     pressed, locks down all doors for good!

"Vacation Cove"
 - MAP2 "Mayan Temple Tour": Dive into the pool near the huge temple to find an underwater
                             passage leading to the secret exit.

"WGSpace Episode"
- WGS3X: After taking the first tram, find a control room. At the entrance, on the upper left,
         is a shootable switch. You have to time it so that you first open the window hatch in
         the room, run back, shoot that switch, run through the open window to the opposite
         wall before the timed door will close. The first secret exit button is inside.
- WGS4X: You need to find an extra set of 3 hidden keycards to reach the second secret exit.
         After entering the blue access door, you reach a room with a cross/ankh-shaped shadow
         on the circular floor. Look for a dark panel on the right side which holds a red keycard.
         The secret blue keycard is just up the next ramp and to the left, behind two transparent
         displays in a green tech chamber.
         The yellow key is in the area with the lava stream and the green ceiling crystal. Find and
         press a hidden pushwall next to the entrance to find the secret compartment (you can
         see the card from the outside when ducking where the lava flows below the wall).
         The room to access the secret nuke button is in the lava chamber, close to the switch
         opening the normal exit. Look for a crack, blow it up and see the panels for your
         secret keycards. Use them all and you can enter.




======================================================================================================================

V I .   F A Q

======================================================================================================================

Q1) INCREDIBLE HOW MUCH WORK YOU HAVE PUT INTO THIS! HOW LONG DID IT TAKE TO COMPLETE EVERYTHING?

A1) I began this in early May 2013. At first, I didn't intend to fix any maps, just group them together
    for easy EDuke32 launch. Then I realized I could do more, so I went for the most popular packs first
    (e.g. The Gate, LR&WB or New York Rebellion). At the end, I thought I could just as well give the same
    treatment to the rest of the mods. I thought I was finished at the end of July 2013. However, to 
    make a public release possible, more work had to be put into it around end of August and 
    mid-December 2014 to undo some of my custom changes. 
    Considering I have worked on it almost every day until completion for several hours, you can 
    imagine how much effort went into the whole thing.


Q2) HOW DID YOU TECHNICALLY REALIZE THE IMPROVEMENTS?

A2) Most of it was done with the powerful Mapster32 editor. The most important commands were 
    "corruptcheck tryfix" (autocorrection feature) and "corruptcheck tryfix <no.>" (to make you see if
    any red walls were turned into white walls). Often, that wasn't enough, though, so you had to go
    through the map errors one by one manually and check whether you could fix them by moving around 
    walls, inserting additional points, deleting some parts etc. In extreme cases, sectors could not be
    deleted but just isolated, so I copied the whole rest of the sectors without those bugged ones into
    a new map, saved everything and checked if that did the trick. Whenever I messed around with
    sectors and/or effectors/activators, playtesting was required after I was done. More often than not, 
    the changes broke ingame mechanics and required "fixing the fix". A painful procedure, sometimes 
    turning fixes for a single map into a multi-day effort.

    "COMPLEX1" from the Forklift pack had such a bugged part (the cave with the red crystals) that no
    manual correction could help. Parts of it were even marked to be TROR (room over room) for some weird
    reason. I deleted the whole section and did my best to remake it as faithfully as possible, with the
    items you can find there scattered around a bit more. The difference should be minimal in the end, 
    playability takes no negative impact at all from this change.
    Some maps were fixed quickly, others very slowly. Some heavy corruptions such as in E2L1 "Bermuda
    Triangle" (The Gate) took a long time. In that case, some sectors were simply not properly closed.
    While it caused no trouble in software mode, the bugged parts of the map would have their textures
    "bleeding" across large parts of the level in OpenGL modes. For that Gate map, I was lucky since it 
    was one of the archs of the penthouse on top of the hill which existed twice. As only one of them 
    was bugged, I could copy the flawless one over it and got it working properly that way. Other heavy 
    corruptions such as at the beginning of E1L3 "The City" (Steve Long Episodes) could be corrected with 
    a mix of Mapster32 autocorrections, wall realignments, deletion of corrupted/needless walls 
    and careful sector effector repositionings. 

    In some cases, EDuke32's OpenGL renderer wouldn't like it if some redwalls/sectors overlapped, even
    if only minimally. Putting them apart eliminated the rendering errors, without resulting in noticable
    changes ingame. Swing doors could also be problematic often, causing glitches when opening/closing them.
    Repositioning the sector effectors and minimally moving away the doors from the walls proved to be
    the solution.

    Editing MIDI tracks (to normalize them or make them loop properly) or ART files was rather easy 
    compared to that and didn't take too long. The tools suck since they only work in DOSBox, but I was
    able to figure it out even as a total noob.   


Q3) I AM THE AUTHOR OF ONE OF THE MODS YOU HAVE INCLUDED IN THIS PACK. WHAT IF I HAVE OBJECTIONS
    REGARDING SOME (OR ALL) OF YOUR CHANGES?

A3) In most cases, I have tried to focus on fixing OpenGL rendering issues or remove flickering wall-aligned
    sprites. However, a few mods (especially the Steve Long Episodes or some of the Forklift maps) have 
    received considerable refits, sometimes since I wouldn't have been able to fix them otherwise, in 
    other cases for perfectionistic reasons (better alignments etc) or to eliminate possible shortcuts which
    were not intended by the authors. 
    Due to the massive amount of packs included, I couldn't contact all of the authors. Most of them have
    disappeared in the meantime, anyway. However, it does NOT mean I am not open to your suggestions or wishes
    if you made one or several of these mods and would like to see some adjustments. Feel free to contact me at
    any time about it! Be aware that I did not release all this to take credit for your work. You have been
    credited several times in this readme, and this release is intended to honor your efforts and make them
    available to the Duke3D community in a way to play them easily and with as few EDuke32 issues as possible.


Q4) ALL THIS IS JUST GREAT! WILL YOU ADD EVEN MORE ADDONS?

A4) Frankly, I added as many as I could. Some I didn't add due to technical restrictions or explicit wishes 
    of the authors (e.g. "Duke Nukem Forever 2013"). Almost 700 levels should be really a lot to play through,
    anyway, so no one should complain that it's not enough. It was a massive amount of work, and unless 
    something is terribly broken still (even though I checked most of it by myself), I consider this 
    being finished. I would only fix or improve what is already included, but I am definitely done 
    with adding more. 




======================================================================================================================

V I I .   C O N T A C T  /  C R E D I T S

======================================================================================================================

------------------
Pack compilation
Map fixing
CON optimizations
------------------

Robin 'NightFright' Reisinger ...................................... nightfright2k7 [at] gmail.com


-------------------------------
Authors of all included addons
-------------------------------

3D Visions .......................................................... "The Final Confrontation"
Alejandro Glavic .................................................... "ADG Episode"
								      "Alien Wipeout"
							              "Another Timeless Night"
								      "Blackened"
								      "EDF Secret Base"
								      "Eye-Witness"
								      "Hydrostation"
								      "Military Madness"
								      "The Lost Moonbase"
								      "Welcome Home..."
                                                                      "YMF500G"
Aymeric 'MRCK' Nocus ................................................ "Duke Hard"
                                                                      "Metropolitan Mayhem"
BDP Team ............................................................ "The Gate"
Ben 'Existence' Bradley ............................................. "God of War"
Benjamin Richard 'Yahtzee' Croshaw .................................. "Age of Evil"
BGame ............................................................... "Commando" (for "Platoon")
                                                                      "Escape" (for "Platoon")
                                                                      "Starship Troopers TC"
BIG Productions ..................................................... "Grins of Divinity"
Bob Averill ......................................................... "BobSP Series"
Borg Team ........................................................... "Borg Nukem 3D"
Cage ................................................................ "Duke Hard"
                                                                      "WGRealms 2: Siege Breaker"
Cedric 'Sang' Haegeman .............................................. "Battlefield 3"
Cedric 'Zaxtor Znort' Lutes ......................................... "Oblivion"
Chris Pufahl ........................................................ "Duke Tournament"
Curtis Tuckfield .................................................... "1999/2000 TC"
Daedolon ............................................................ "Duke Hard"
Daniel 'DeeperThought' Gaskill ...................................... "WGRealms 2: Siege Breaker"
Daniel Mitchell ..................................................... "Duke Los Angeles"
Danny Mason ......................................................... "WGRealms 2: Siege Breaker"
Dean 'SwissCM' Lillie ............................................... "Duke Tournament"
Devastator .......................................................... "Total Infiltration"
Dj-Mougias .......................................................... "Duke Tournament"
Dukebot ............................................................. "Duke Hard"
Fernando Márquez .................................................... "New York Rebellion & Orbital Oblivion"
Ford ................................................................ "Tour of Duty 3" (for "Platoon")
Forge ............................................................... "Duke Hard"
Fred Hero ........................................................... "Alien Invasion"
Frode 'Puritan' Waksvik ............................................. "Vermin Clearance"
Gabriele R. 'saarek' Giaminardi ..................................... "DaikariN"
Geoffrey 'Fakir' van Dijk ........................................... "Army of Death"
                                                                      "Duke Is Ten"
George-William Bernard .............................................. "Chimera"
                                                                      "Duke Tournament"
                                                                      "Last Reaction & Water Bases"
High Treason ........................................................ "Duke Hard"
Iggy ................................................................ "Duke Is Ten"
Intersphere Communications, Ltd. .................................... "Penthouse Paradise" (in "Duke Los Angeles")
James Hollidge ...................................................... "Incubation: Alien Apocalypse"
James 'Jblade' Stanfield ............................................ "Army of Death"
                                                                      "Duke Hard"
                                                                      "Duke Is Ten"
                                                                      "Nuclear Showdown"
Jason Bredhauer ..................................................... "JJ Duke Nukem 3D"
Jeremy 'Forklift' Wilson (Forklift Productions) ..................... "Complex"
                                                                      "The Prequel to Time"
                                                                      "Time"
Jonathon Fowler ..................................................... "JJ Duke Nukem 3D"
Kaotik Industries ................................................... "25th Century Duke"
Kevin 'Kef_Nukem' Cools ............................................. "Borg Nukem"
                                                                      "Eye-Witness"
Level Infinity ...................................................... "Secrets of the Acropolis"
Lukáš ............................................................... "Lost Highway"
Maarten Pinxten ..................................................... "Crucial Conflict"
Maarten van Oostrum ................................................. "Duke Is Ten"
Mark Hadley ......................................................... "The Lost Duke Episodes"
Matjaz 'MatH' M. .................................................... "MatH Pak"
Matt Harris ......................................................... "Nuclear Pack"
Mblackwell .......................................................... "The Christmas Project"
Merlijn van Oostrum ................................................. "Duke Is Ten"
                                                                      "Metropolitan Mayhem"
                                                                      "Red Series"
MetHy (aka MetHunter) ............................................... "Duke Hard"
                                                                      "Metropolitan Mayhem"
Michael Clark ....................................................... "Nuclear Pack"
Michael 'Micky C' Crisp ............................................. "Duke Hard"
Michel Dorange ...................................................... "Mic Episode"
Mikko Sandt ......................................................... "Duke Hard"
                                                                      "Duke Tournament"
                                                                      "Metropolitan Mayhem"
								      "MSSP Episode"
                                                                      "The Brave New World"
Mister Sinister ..................................................... "Duke Hard"
N. E. 'HangNail' Voigt .............................................. "Vacation Cove"
Nicki Marc .......................................................... "Craft" (for "Platoon")
                                                                      "Delta" (for "Platoon")
                                                                      "Jungle Feber" (for "Platoon")
                                                                      "Operation Red Dwarf" (for "Platoon")
                                                                      "Village Rampage" (for "Platoon")
                                                                      "Ramble On!" (for "Platoon")
Numan ............................................................... "Beerzity" (for "WGRealms")
ozelot47 ............................................................ "Plug and Pray Remake"
Parasite Productions ................................................ "Dukeland"
Pascal Rouaud ....................................................... "Roch Series"
Paul B .............................................................. "Duke Hard"
Petr ................................................................ "Lost Highway"
Roberto Diaz ........................................................ "Fusion TC"
Rusty Nails ......................................................... "The Christmas Project"
Spiker .............................................................. "WGRealms 2: Siege Breaker"
Starship Troopers TC Team ........................................... "Starship Troopers TC"
Steambull ........................................................... "Duke Hard"
Steve W. Long ....................................................... "Steve Long Episodes"
Steven Petrovics Griffiths .......................................... "Burnt"
Stumpy .............................................................. "Duke Hard"
Taivo Maripuu ....................................................... "Babes Reloaded" (in "Taivo Pack")
                                                                      "Babes 2009 Remix" (in "Taivo Pack")
                                                                      "City Full of Alien Scum" (in "Taivo Pack")
                                                                      "Dark Place 1-5" (in "Taivo Pack")
                                                                      "Dogville" (in "Taivo Pack")
                                                                      "Duke Hard"
                                                                      "Just Another Christmas" (in "Taivo Pack")
The TNT Team ........................................................ "Platoon TC"
Tyler Matthews ...................................................... "Penthouse Paradise" (in "Duke Los Angeles")
Vitor 'Bocao' de Paulo .............................................. "Critical Mass"
Wardie Entertainment ................................................ "American Assault"
William Gee ......................................................... "Duke Is Ten"
                                                                      "WGRealms"
                                                                      "WGRealms 2: Siege Breaker"
                                                                      "WGSpace"
ZeroHour Software ................................................... "Duke, It's ZeroHour"
Zykov Eddy .......................................................... "Infestation In Time"
                                                                      "Moonbase Accident"


------------------
Special thanks to
------------------

Fixes
-----
- Alexander 'M210' Makarov ....................... CON patch for "Nuclear Showdown"
- Minigunner ..................................... Widescreen Super Devastator for "American Assault"
- Tom 'Tehom' Breton ............................. "Steve Long Episodes" fixes for ep.1 maps
- underTaker ..................................... "Alien Invasion" E2L6 crash

Support
-------
- Forge .......................................... Underwater teleporter in "The Lost Highway"
- Fox ............................................ CON coding/sprite resize fixes
- Helixhorned .................................... Mapster32 corruptcheck, EDuke32 fixes
- Hendricks266 ................................... CON coding/sprite resize fixes
- James 'Jblade' Stanfield ....................... CON coding/sprite resize fixes

Release Permissions
-------------------
- Daniel 'DeeperThought' Gaskill ................. "WGRealms 2: Siege Breaker"
- MetHy & Mikko Sandt ............................ "Duke Hard" / "Metropolitan Mayhem"
- Merlijn van Oostrum ............................ "Red Series"
- ozelot47 ....................................... "Plug and Pray Remake"
- Zykov Eddy ..................................... "Infestation In Time" / "Moonbase Accident"


-----------
Tools used
-----------

- 8-Bit Image Editing ............................ i.Mage (by Matthew Allen)
- ART Editing .................................... DukeRes (by Peter Gerber)
                                                   EditArt (by Ken Silverman)
- GRP Editing .................................... GRPViewer (by Roma Loom)
- Map Editing .................................... Mapster32 (by The EDuke32 Team)
- MIDI Editing ................................... MIDICUT / MIDIVOL (by Günter Nagler)


-----------------
Visit us online!
-----------------

- EDuke32 port for Duke Nukem 3D ................. http://www.eduke32.com
- Duke3D High Resolution Pack .................... http://hrp.duke4.net
- Duke4.net Forums ............................... http://forums.duke4.net




======================================================================================================================

V I I I .   C H A N G E L O G

======================================================================================================================

Version 1.0 (12-21-2014)
-------------------------
- Initial release
