Chapter 11 Reference lists This chapter contains useful reference material which you might even want to print out and keep handy while designing levels. 11.1 List of original levels I very very often refer to the original levels ("Now just how did they achieve this neat effect?") but don't know the names and level numbers by heart. More info (like par times, etc) can be found in USER.CON, line 325ff). 11.1.1 L.A. Meltdown E1L1 Hollywood Holocaust E1L2 Red Light District E1L3 Death Row E1L4 Toxic Dump E1L5 The Abyss E1L6 Launch Facility (secret) E1L7 Faces Of Death (multiplayer) E1L8 User Map (if your map isn't named ExLx.MAP, this is where it'll end up) E1L9 Multiplayer 3 (like User Map) E1L10 Multiplayer 4 (like User Map) E1L11 Multiplayer 5 (like User Map) 11.1.2 Lunar Apocalypse E2L1 Spaceport E2L2 Incubator E2L3 Warp Factor E2L4 Fusion Station E2L5 Occupied Territory E2L6 Tiberius Station E2L7 Lunar Reactor E2L8 Dark Side E2L9 Overlord E2L10 Spin Cycle (secret) E2L11 Lunatic Fringe (secret) 11.1.3 Shrapnel City E3L1 Raw Meat E3L2 Bank Roll E3L3 Flood Zone E3L4 L.A. Rumble E3L5 Movie Set E3L6 Rabid Transit E3L7 Fahrenheit E3L8 Hotel Hell E3L9 Stadium E3L10 Tier Drops (secret) E3L11 Freeway (secret) 11.2 List of tiles This section contains a list of all tiles in the game, sometimes with a short explanation. A number like x,y or x..z denotes an animation sequence. 11.2.1 Control tiles 0 Ugly wall texture Default texture when creating new maps - is used as a marker to tell you to fix the textures. 1 Sector Effector Is invisible at game time, and is used to manipulate sectors and cause all kinds of special effects. Is usually placed inside the sector to effect. See list further on. 2 Activator Invisible at game time, use together with switches or touchplates to activate sector effectors in the same sector. 3 Touchplate Invisible at game time, it triggers an activator or masterswitch when a player enters the sector the touchplate is in. 4 ActivatorLocked Invisible at game time. It can be used to toggle a sectortag effect (meaning you can, for example, toggle the underwater flag of a sector by pressing a switch). 5 MusicAndSFX Invisible at game time, it handles music and sound play. 6 Locator Invisible at game time, it's used to define movement paths. 7 Cycler Invisible at game time, it pulses the light level in a sector. 8 MasterSwitch Invisible at game time. Triggered by a touchplate, it activates the sectortag function or a sector effector. 9 Respawn Invisible at runtime, it teleports in sprites when triggered by a touchplate. 10 GPSpeed Invisible at runtime, it sets movement speeds (for example, speed of closing doors). 11.2.2 Weapon sprites 21 The pistol. 22 The chaingun. 23 The RPG launcher. 24 The freezer. 25 The shrinker. 26 The pipebomb. 27 The tripbomb. 28 The shotgun. 29 The devastator. 11.2.3 Ammo sprites 37..39 Freezer ammo. 40 Pistol ammo. 41 Chaingun ammo. 42 Devastator ammo. 44 RPG ammo. 46 Shrinker ammo. 47 Box of pipebombs. 49 Shotgun ammo. 11.2.4 Item sprites 51 Small medkit. 52 Large medkit. 53 Portable medkit. 54 Armor. 55 Steroids. 56 Scuba gear. 57 Jetpack. 58 Spacesuit. This was evidentially planned as an item, but now we can just use it as decoration. 59 Night vision goggles. 60 Access card. Change the palette to set the cards color. 61 Protective boots. 100..115 Atomic health. 11.2.5 Special sprites 513 Bridge sprite Used to create a walkable bridge like in E1L1 near the exit. 11.2.6 Parallax (sky) textures Note that parallaxed space textures will make the relevant sector lethal to the player. 80,82,83 Moon surface. Can also be used as plain wall texture. 81 Moon surface with earth. Can also be used as plain wall texture. 84 Stars. Can also be used as plain wall texture. 85..87 Earth from space. Can also be used as plain wall texture. 88 Bright star with moon. Can also be used as plain wall texture. 89 Dark city scape. 90 Dark city scape, red windows. 91 City scape, lots of lit windows. 92 City scape with advertising (?) sign. 93 Just like 90. (Anybody know why? ##) 94 Solid red color. 95 Stars, like those over a desert. 96 City scape with many many lit windows. This texture seems messed up - some pink stripes are seen. 11.2.7 *Lights* 120 Vertical oval technical light, shootable. 121 Broken version of 120. 122 Horizontal oval technical light, shootable. 123 Broken version of 122. 124 Horizontal rectangular light (two neo tubes), shootable. 125 Shot version of 124. 126 Square technical light in four sectors. 127 Wavy technical light. 128 Rectangual technical light, consisting of 3 lamps. 225 Long narrow blue light (up/down), used in windows of space station. 229 Like 225, but left/right. 256 Thin horizontal light on gray metal wall. 260...262 Three small, blue, wildly flickering lights. 276 Small blue rectangular light in dark background. 310 Large circular blue light on dark background. 326 Large circular yellow light, fits 325. 11.2.8 Switches 130 Locked access switch (requiring card). 131 Open access switch. 132,133 Horizontal slot switch. 134,135 Vertical slot switch. 136,137 Rotating switch. 138,129 90 degree switch. 140,141 Massive power switch. 142..145 Endlevel switch with animation. 146..149 Multiswitch. 161,163 Red button switch. 164,165 Flat square switch. 166,167 Rotating lit switch. 168,169 Circular lit switch. 170,171 Access switch 11.2.9 Doors Doors consisting of two tiles are usually splitting doors. 11.2.9.1 Technical doors 150 Rising door with red panel. 151 Door side wall, fits 150. 152,153 Dark door, light row at top and bottom. 154,155 Door with circular pattern. 156 Modern dark blue door. Nice multipurpose tile. 157 Sliding door with nuke pattern on it. 158 Solid metal door with cross on it. 159 Narrow steel door with blue grip. 226 Locker door with space logo on it. 227 Locker door like 226, but plain. 242 Standard rising door with yellow/black tracks and cross-pattern. 243 Garage door in poor condition, good wall texture as well. 11.2.9.2 Normal 245 Light hotel door with small label. 11.2.10 *Floors* Most of these tiles can be used for walls as well, of course. 181 Smooth modern stone with circle pattern on it. 182 Dark gray tile. Useful for kitchen walls. 183 Dark gray tile with grid pattern. 184 Gray modern lined, looks like columns behind bars. 191 Scruffy rectangular tiles. 200..202 Animated green slime. 210 Many light ovals on dark background. Can probably be usefully resized. 211 Patterned square stone tiles (gray). 216 Square gray stone tile. 220 Square gray stone tile with rounded edges. 228 Square metal tiles with thin dark border. 315 Dark stone with propeller-pattern grate in it. Fits 312. 324 Dark dirty stone with lighter square pattern on it. 328 Fancy light/dark patterned stone. 336..338 Animated water. 11.2.11 Walls While these textures can be creatively used for anything, they sure look like walls to me. 11.2.11.1 *Machines* 185 Four gray machines with an indirect light above them. 186..190 Green pipes on tiles. Use 191 for same background without the pipes. 192 Like the tiles from 186, but lit by a single lamp. 222 Technical panel in green machine. 247 Fuse panel (?) set in gray wall. Fits 251. 293 Large monitor. 294...296 Computer side with blinking lights. 297 Computer front with CRT and disk drive. 301 Small monitor. 305 Computer front with red IR camera (?). 309 Black/Yellow striped acces panel, 'DANGER' underneath. 327 The movie projector. 345 Metal cut-out with three pipes. Usable as door as well. 346 Metal cut-out, fits 345. 347 Metal cut-out with several pipes, fits 345. 11.2.11.2 Space ship hull 233 Light tech wall with green stripe. 234 Manoeuvre thrusters. 235 Solar panels. 236 Triangular pattern. 237 Thick stripe. 248 More hull. 11.2.11.3 *Organics* 329 Empty white holder in green evil-looking wall. 330 Filled version of 329 (corpse in space suit). 333 Green goo growing on gray stone wall (fits 344). 334 Edge of 333. 11.2.11.4 *Air ducts* 341 Hole in air duct wall. 342 Air duct wall. 343 Like 342, with lichens. 11.2.11.5 Modern 204 Dark rounded edge on light gray, use with 205. 205 Two parallel dark stripes on light gray, use with 204 to create a special wall/door/sign. 207 Gray technical-looking wall with patterned stripe. 209 Similar to 207, but without the stripe. 212..215 Similar to 209. 217 Gray technical wall with two baby-blue (!) stripes on it. 223 Dark blue wall with metal rivets and light pipes lenghtwise. 224 Barred panel (?) for wall 223. 246 Light wall with embossed arrow pattern. 249,250 Like 246, but overgrown with slime. 251 Light wall with blue strip, lit from small lamps. Fits 247. 252 Like 251, but without the lamps. 11.2.11.6 *Metal* 193 Black metal, lit from the upper right. 194 Narrow metal strips, belonging to 193. 244 Dark corrugated metal, lit from lamp above. 255 Light gray wall edge, with a light strip. 257 Gray wall with light strips, fits 255. 286 Dark corrugated metal with x-shaped grid (like 285). 317 Dark corrugated metal held by horizontal bars. 318 Like 317, but tilted 90 degrees. 322 Horizontal slabs held by fat vertical bars. 323 Outside of trash container. 324 Inside of trash container. 11.2.11.7 *Concrete* 195 Heavy concrete, like inside of factory. 196 Reinforced concrete, fits to 195. 197 Reinforced concrete with lights, fits to 195. 254 Long thin heavy-looking concrete with lichens. 283 Heavily textured concrete with high blue stripe. 284 Heavily textured concrete with low blue stripe. 288 Concrete with vertical iron bars all the way down. 289 Like 288, but with the bars in the lower half only. 290 Joins 289 and 291. 291 Like 288, but with blue strip lower. 331 Unstructured red. 335 Rough I-shaped light gray. 340 Horizontal slabs held by vertical stripes. 11.2.11.8 *Stone* 231 Heavy tiled dark stone, with lichen on it. 232 Similar to 232, but patterned. 241 Smooth white stone (marble?). 258 Dark heavy wall with blue light strip on the bottom. 259 Plain gray wall in need of cleaning. 278 Heavy gray stone wall, rectangularily textured. 279 Small gray stone texture, fits 278. 280 Small green stone texture, fits 278. 281 Gray stone with A-frame patterns. 282 Gray stone with 279 patterns near the top. 287 Gray stone with column texture, suitable for low walls. 292 Dark gray rock held by vertical dark stone stripes. 311 Striped gray stone, heavy lichens on it. 312 Like 311, with metal X-grate on it. 313 Like 312, with light in middle of X. 314 Like 312, with light at the top. 319 Gray stone with tulip pattern. 320 Dark wall with fancy pattern in light stone. 321 Similar to 320, looks slightly damaged. 332 Red tiles. 344 Plain gray stone, fits 333. 11.2.11.9 Rock 238 Light rock with vertical dark fissures. 239 Light rock with stones in it, fits 238. 240 Irregular gray rock, could be used as blasted stone. 11.2.11.10 *Decoration* 277 Earth Defense Forces logo on gray stone wall. 11.2.12 *Grids* 285 X-shaped modern metal, like 286. 11.2.13 Technical-looking items 11,12 The floating demo recording camera. 203 Computer module with chips on it. 160 Steel pistons with green slime. 11.2.14 *Monitors* As far as I know, all monitors flicker somewhat and are breakable. 263 Cityscape with skyscrapers. 264 White map, showing labelled building. 265 Radio dish. 266 The earth. 267 The moon. 268..270 White noise. 271 Computer subway map. 272 Computer floorplan showing 4 circles. 273 Computer floorplan - zoomed version of 274. 274 Computer floorplan. 275 Computer map with target points. 11.2.15 Often-used special textures 70 Broken mirror. This texture is set automatically when a mirror is broken. 161 Dark door tracks. 198 Milk glass. 230 Invisible forcefield. Doesn't hurt you if touched, can be dimmed to invisibility. 852 Broken concrete Typically used inside blasted holes or damaged walls. 11.2.16 Diverse 20 A hollow frame, used in the status bar of the game. 30 The health box from the status bar. 31 The ammo box from the status bar. 33 The inventory box from the status bar. 218 Long thin gray metal plate with a rivet in the top. 219 Tree trunk. 221 Metal cover with space logo embossed on it. 11.2.17 Unclassified (please assist!) 62 Small red sphere. 63 Small yellow sphere. 64 Small green sphere. 199 Solid light blue. 206 Wall edge? 208 Wall edge? (similar to 206). 253 Long thin texture, door track? 11.3 List of Palettes Textures and sprites can be set to their own palette via [Alt]-[P]. The palette info (together with distance shading and translucence effects) is stored in PALETTE.DAT. Here's a list of all useful palettes found so far: 0 Default The standard palette. Used on a key, it defines a blue keycard. 1 Blue A sprite with this palette will only appear in multi-player mode. 2 Red 3 Normal Use this on the floor or ceiling to create non- attacking vehicles under parallaxed skies. 4 Special Makes sprites solid black - usful for turning forcefields invisible, for example. 6 Night-vision 7 Yellow 8 Green Changes water to green slime. 10 Red clothing 11 Light green clothing 12 Light gray clothing 13 Dark grey clothing 14 Dark green clothing. Set the nukebutton palette to 14 to have it show up in the proper 'secret level button' color. 15 Brown clothing. 16 Dark blue clothing. 17 Blue skin, green clothes. Nice trooper palette - gives them a blue, alien skin. 18 Light gray clothing. 19 Red skin, grey clothes. 20 Blue skin, grey clothes. 21 Red card Defines a red keycard. Causes red clothes, too. A miniboss is created by setting a BOSS1 to this palette. 22 LIght gray clothes. 23 Yellow card Defines a yellow keycard. 24 Nice trooper palette - gives them a red and blue uniform. 25 Turns accessories red (like money from a stripper). 26+ Seems to cause trouble, sometimes the sprite can't be changed back. 11.4 List of sounds Except for some typos and formatting, I took this section straight from Shane King aka Scatt Man (scattman@bssc.edu.au). Thanks loads! 11.4.1 Format of this list Sound Number Used in build. Sound Name This is the name that Duke Nukem uses internally to reference the sound. .VOC file name The .voc files are stored in the duke3d.grp file. Min/Max frequency adjustment A random value between these two limits is chosen each time the sound is played. Priority If there are too many sounds to be played at once the higher (I think) priority sounds get played. Attributes * Bit 0 (%) Repeat This sound will be played over and over. * Bit 1 ($) Ambient Sound This sound can be used as an ambient sound. * Bit 2 (#) Duke Talk This sound will follow the player. * Bit 3 (@) Adult Mode This sound will only be played if adult mode is on. * Bit 4 (!) Random Ambient Sound This sound can be used as a random ambient sound. Volume adjustment Used to make the sound louder or softer. Sample rate (Khz) Multi means the .voc file has multiple blocks. Description of sound A + in any section denotes that the section is not defined, hence following sections are also not defined 11.4.2 The sounds themselves + SLIM_PAIN slimpn 0 0 3 ----- 0 + 0 KICK_HIT kickhit 0 0 4 ----- 0 5.988 Duke's Mighty foot hits 1 PISTOL_RICOCHET ricochet 0 0 0 ----- 4096 5.988 Pistol ricochet of solid object 2 PISTOL_BODYHIT bulithit 0 0 0 ----- 0 5.988 A bullet hits somebody 3 PISTOL_FIRE pistol -64 0 254 ----- 0 5.988 Pistol firing 4 EJECT_CLIP clipout 0 0 3 ----- 0 5.988 Duke ejects a used clip 5 INSERT_CLIP clipin 512 512 3 ----- 0 5.988 Duke inserts a new clip 6 CHAINGUN_FIRE chaingun -204 -204 254 ----- 512 10.989 Chaingun firing 7 RPG_SHOOT rpgfire -32 0 4 ----- 0 5.988 RPG Firing 8 POOLBALLHIT poolbal1 0 0 0 ----- 0 8 A poolball is hit 9 RPG_EXPLODE bombexpl -1024 1024 254 ----- 0 multi A RPG rocket explodes 10 CAT_FIRE catfire 512 768 4 ----- 0 5.988 Freeze Ray Firing 11 SHRINKER_FIRE shrinker -512 0 4 ----- 0 8 Shrinker Ray Firing 12 ACTOR_SHRINKING shrink 0 0 2 ----- 0 8 Somebody being shrunk 13 PIPEBOMB_BOUNCE pbombbnc 0 0 2 ----- 6144 5.988 Tink of a pipe bomb bouncing 14 PIPEBOMB_EXPLODE bombexpl -512 0 128 ----- 0 multi A pipe bomb being detonated 15 LASERTRIP_ONWALL lsrbmbpt 0 0 3 ----- 0 5.988 A laser trip bomb being placed on a wall 16 LASERTRIP_ARMING lsrbmbwn 0 0 3 ----- 0 5.988 Beeping of a laser trip bomb about to explode 17 LASERTRIP_EXPLODE bombexpl -512 0 4 ----- 0 multi A laser trip bomb exploding 18 VENT_BUST ventbust -32 32 2 ----- 0 5.988 Breaking a vent or fan 19 GLASS_BREAKING glass -412 0 3 ----- 8192 8 Glass window being smashed 20 GLASS_HEAVYBREAK glashevy -412 0 3 ----- 8192 11.025 Glass items being broken 21 SHORT_CIRCUIT shorted 0 0 0 ----- 6500 8 Duke gets an electric shock 22 ITEM_SPLASH splash 0 0 2 ----- 0 multi Item dropped into water 23 DUKE_BREATHING hlminhal 0 0 255 --#-- 0 + 24 DUKE_EXHALING hlmexhal 0 0 255 --#-- 0 + 25 DUKE_GASP gasp 0 0 255 --#-- 0 8 Duke catching breath after being under water 26 SLIM_RECOG slirec06 0 0 3 ----- 0 11.025 Green slime sights Duke 27 ENDSEQVOL3SND1 KICKHEAD 0 0 254 ----- 0 11.025 Duke kicks bosses head at goal 28 DUKE_URINATE pissing 0 0 4 ----- 0 5.988 Duke going to the toilet 29 ENDSEQVOL3SND2 GMEOVR05 0 0 254 ----- 0 8 Duke "Game over" 30 ENDSEQVOL3SND3 CHEER 0 0 254 ----- 0 11.025 The crowd cheering Duke 31 + 32 DUKE_PASSWIND + 33 DUKE_CRACK WAITIN03 0 0 255 --#-- 0 8 Duke "What are you waiting for, Christmas?" 34 SLIM_ATTACK slimat 0 0 3 ----- 0 11.025 Green Slime Attacking 35 SOMETHINGHITFORCE teleport 0 0 2 ----- 8192 5.988 Something hitting a force field 36 DUKE_DRINKING drink18 -128 128 2 --#-- 0 11.025 Duke drinking water 37 DUKE_KILLED1 damn03 0 0 255 -@#-- 0 8 Duke "Damn" 38 DUKE_GRUNT exert 0 0 2 --#-- 0 11.025 Duke - Uuugh 39 DUKE_HARTBEAT hartbeat 0 0 0 ----- 0 5.988 Duke's heart beating 40 DUKE_ONWATER wetfeet 0 0 4 ----- 0 11.025 Duke splashing through water 41 DUKE_DEAD DMDEATH -64 64 255 --#-- 0 8 Duke's death scream 42 DUKE_LAND land02 0 0 2 ----- 0 8 Duke Landing on the ground (Not hurt) 43 DUKE_WALKINDUCTS ductwlk -64 128 2 ----- 0 multi Duke walking in air ducts 44 DUKE_GLAD + 45 DUKE_YES yes 0 0 255 --#-- 0 + 46 DUKE_HEHE + 47 DUKE_SHUCKS + 48 DUKE_UNDERWATER scuba 0 0 2 ----- 0 multi Duke underwater with scuba 49 DUKE_JETPACK_ON jetpakon 0 0 4 ----- 0 8 Duke turning jet pack on 50 DUKE_JETPACK_IDLE jetpaki 0 0 1 ----- 0 8 Duke with jet pack on 51 DUKE_JETPACK_OFF jetpakof 0 0 2 ----- 0 8 Duke turning jet pack off 52 LIZTROOP_GROWL + 53 LIZTROOP_TALK1 + 54 LIZTROOP_TALK2 + 55 LIZTROOP_TALK3 + 56 DUKETALKTOBOSS duknuk14 0 0 255 -@#-- 0 8 Duke "I'm Duke Nukem and I'm coming to get the rest of you alien bastards" 57 LIZCAPT_GROWL + 58 LIZCAPT_TALK1 + 59 LIZCAPT_TALK2 + 60 LIZCAPT_TALK3 + 61 LIZARD_BEG chokn12 0 0 3 ----- 0 multi Alien shaking head when not quite dead 62 LIZARD_PAIN + 63 LIZARD_DEATH + 64 LIZARD_SPIT lizspit 0 0 0 ----- 0 8 Lizard spitting at Duke 65 DRONE1_HISSRATTLE + 66 DRONE1_HISSSCREECH + 67 DUKE_TIP2 shake2a 0 0 255 --#-- 0 8 Duke "Shake it baby" 68 FLESH_BURNING fire09 -256 0 0 ----- 6100 multi Fire crackling 69 SQUISHED squish 0 0 3 ----- 0 8 Someone is squished 70 TELEPORTER teleport 0 0 0 ----- 0 5.988 A teleporter is used 71 ELEVATOR_ON gbelev01 0 0 0 ----- 0 8 Elevator is used 72 DUKE_KILLED3 thsuk13a 0 0 255 -@#-- 0 8 Duke "Uugh, this sucks" 73 ELEVATOR_OFF gbelev02 0 0 0 ----- 0 8 Elevator stopping 74 DOOR_OPERATE1 slidoor -256 0 0 ----- 0 11.025 Metalic Sliding Door 75 SUBWAY subway 0 0 0 ----- 0 multi A subway train 76 SWITCH_ON switch 0 0 0 ----- 0 multi Click of a switch being used 77 FAN fan 0 0 0 ----- 0 + 78 DUKE_GETWEAPON3 groovy02 0 0 255 --#-- 0 8 Duke "Groovy" 79 FLUSH_TOILET flush 0 0 3 ---$- 0 multi Toilet being flushed 80 HOVER_CRAFT hover 0 0 0 ----- 0 + 81 EARTHQUAKE quake 0 0 0 ----- 0 multi Earthquake rumble 82 INTRUDER_ALERT alert 0 0 0 ----- 0 5.988 Warning alarm 83 END_OF_LEVEL_WARN monitor 0 0 0 ----- 0 8 End of level warning 84 ENGINE_OPERATING onboard 0 0 0 ---$- 0 multi Low pitched grind of engine operation 85 REACTOR_ON reactor 0 0 0 ---$- 0 multi High pitched hum of reactor 86 COMPUTER_AMBIENCE compamb 0 0 0 ---$- 0 11.025 Computer operation sound 87 GEARS_GRINDING geargrnd 0 0 0 ---$- 0 5.988 Turning gears grinding together 88 BUBBLE_AMBIENCE bubblamb -256 0 0 ---$- 0 multi Water bubbling 89 MACHINE_AMBIENCE machamb 0 0 0 ---$- 0 11.025 Thumping of machine operating 90 SEWER_AMBIENCE drip3 0 0 0 ----- 0 11.025 Drip into water 91 WIND_AMBIENCE wind54 0 0 0 ---$- 0 multi Gust of wind 92 SOMETHING_DRIPPING drip3 0 0 0 ----- 9000 11.025 Loud drip 93 STEAM_HISSING steamhis 0 0 0 ----% 8192 8 Steam hissing from pipe or pot 94 THEATER_BREATH + 95 BAR_MUSIC barmusic 0 0 254 ---$% 0 11.025 Dance music in bar (as in bar in e1l2) 96 BOS1_ROAM bos1rm 0 0 3 ----- 0 11.025 Boss 1 screaming 97 BOS1_RECOG bos1rg 0 0 5 ----- 0 8 Boss 1 sees Duke 98 BOS1_ATTACK1 chaingun 0 0 3 ----- 0 10.989 Boss 1 using chaingun 99 BOS1_PAIN bos1pn 0 0 3 ----- 0 8 Boss 1 in pain 100 BOS1_DYING bos1dy 0 0 3 ----- 0 8 Boss 1 biting the dust 101 BOS2_ROAM b2atk01 0 0 3 ----- 0 11.025 Boss 2 screaming 102 BOS2_RECOG b2rec03 0 0 3 ----- 0 11.025 Boss 2 sees Duke 103 BOS2_ATTACK b2atk02 0 0 3 ----- 0 11.025 High pitched scream as boss 2 attacks 104 BOS2_PAIN b2pain03 0 0 3 ----- 0 11.025 Boss 2 in pain 105 BOS2_DYING b2die03 0 0 3 ----- 0 11.025 Boss 2 dying 106 GETATOMICHEALTH teleport 2048 2048 255 ----- 0 5.988 Sound when Duke picks up a health atom 107 DUKE_GETWEAPON2 getsom1a 0 0 255 --#-- 0 8 Duke "Come get some" 108 BOS3_DYING b3die03g 0 0 3 ----- 0 11.025 Boss 3 Dying 109 SHOTGUN_FIRE shotgun7 0 512 254 ----- 0 11.025 16bit Shotgun blast 110 PRED_ROAM roam06 0 0 3 ----- 0 multi Trooper sees Duke 111 PRED_RECOG predrg 0 0 3 ----- 0 multi Trooper sees Duke 112 PRED_ATTACK gblasr01 256 256 3 ----- 7680 8 Trooper fires at Duke 113 PRED_PAIN predpn 200 500 3 ----- 0 8 Trooper screaming in pain 114 PRED_DYING preddy 0 400 3 ----- 0 multi Trooper dying 115 CAPT_ROAM predrm 0 200 3 ----- 0 multi Lizard Captian roaming 116 CAPT_ATTACK chaingun 0 0 3 ----- -200 10.989 Lizard Captain attacking with chaingun 117 CAPT_RECOG predrg -400 0 3 ----- 0 multi Lizard Captain sees player 118 CAPT_PAIN predpn -200 100 3 ----- 0 8 Lizard Captain in pain 119 CAPT_DYING preddy -200 100 3 ----- 0 multi Lizard Captain dies 120 PIG_ROAM roam29 -200 400 3 ----- 0 multi Pig Cop roaming 121 PIG_RECOG pigrg -200 400 3 ----- 0 8 Pig Cop sees Duke 122 PIG_ATTACK shotgun7 -256 256 4 ----- 0 11.025 16bit Pig Cop fires shotgun 123 PIG_PAIN pigpn 100 800 3 ----- 0 8 Pig Cop grunts in pain 124 PIG_DYING pigdy -800 100 3 ----- 0 8 Pig Cop death squeal 125 RECO_ROAM jetpaki 0 0 3 ----- 0 8 Recon Car Moving 126 RECO_RECOG pigrg 0 0 3 ----- 0 8 Recon Car sees Duke 127 RECO_ATTACK gblasr01 256 256 3 ----- 7680 8 Recon Car firing at Duke 128 RECO_PAIN pigpn 0 0 3 ----- 0 8 Recon car grunts in pain 129 RECO_DYING pigdy 0 0 3 ----- 0 8 Recon Car Dies 130 DRON_ROAM snakrm 0 0 3 ----- 0 multi Drone roaming 131 DRON_RECOG snakrg 0 0 3 ----- 0 11.025 Drone sees Duke 132 DRON_ATTACK1 snakatA 0 0 3 ----- 0 11.025 High pitches zzzzz when drone attacks Duke 133 DRON_PAIN snakpn 0 0 3 ----- 0 11.025 Drone in Pain 134 DRON_DYING snakdy 0 0 3 ----- 0 11.025 Growl when Drone dies 135 COMM_ROAM commrm 0 0 3 ----- 0 11.025 Fat commander roaming 136 COMM_RECOG commrg 0 0 3 ----- 0 11.025 Fat Commander sees Duke and says "Die Human" 137 COMM_ATTACK commat 0 0 3 ----- 0 11.025 Fat Commander attacking and says "Suck it down" 138 COMM_PAIN commpn 0 0 3 ----- 0 11.025 Fat Commander in pain 139 COMM_DYING commdy 0 0 3 ----- 0 11.025 Extended scream of commander dying 140 OCTA_ROAM octarm -200 0 3 ----- 0 8 Octobrain roaming 141 OCTA_RECOG octarg 0 0 3 ----- 0 8 Octobrain sees Duke 142 OCTA_ATTACK1 octaat1 0 0 3 ----- 0 8 Octobrain firing at Duke 143 OCTA_PAIN octapn -400 0 3 ----- 0 8 Octobrain screaming in pain 144 OCTA_DYING octady -400 -100 3 ----- 0 8 Octobrain dying 145 TURR_ROAM turrrm 0 0 3 ----- 0 + 146 TURR_RECOG turrrg 0 0 3 ----- 0 + 147 TURR_ATTACK turrat 0 0 3 ----- 0 + 148 DUMPSTER_MOVE grind 0 0 0 ----- 0 11.025 Grinding wheels of dumpster 149 SLIM_DYING slidie03 0 0 3 ----- 0 11.025 Green Slime dying 150 BOS3_ROAM b3roam01 0 0 3 ----- 0 11.025 Boss 3 roaming 151 BOS3_RECOG b3pain04 0 0 3 ----- 0 11.025 Boss 3 sees Duke 152 BOS3_ATTACK1 b3atk01 0 0 3 ----- 0 + 153 BOS3_PAIN b3rec03g 0 0 3 ----- 0 11.025 Boss 3 in pain 154 BOS1_ATTACK2 rpgfire 0 0 3 ----- 0 + 155 COMM_SPIN commsp 0 0 3 ----- 0 11.025 Fat Commander spinning 156 BOS1_WALK thud 0 0 3 ----- 0 multi Thump as Boss 1 walks 157 DRON_ATTACK2 snakatB 0 0 3 ----- 0 11.025 Drone attacking 158 THUD thud 0 0 0 ----- 0 multi THUD! 159 OCTA_ATTACK2 octaat2 0 600 3 ----- 0 multi Octobrain attacking with teeth 160 WIERDSHOT_FLY octaat1 0 0 3 ----- 0 8 Octobrain firing 161 TURR_PAIN turrpn 0 0 3 ----- 0 + 162 TURR_DYING turrdy 0 0 3 ----- 0 + 163 SLIM_ROAM sliroa02 0 0 3 ----- 0 11.025 Green Slime roaming 164 LADY_SCREAM FSCRM10 -256 0 254 -@--- 0 8 Woman screaming when hit 165 DOOR_OPERATE2 opendoor -256 0 0 ----- 0 11.025 Swinging door 166 DOOR_OPERATE3 edoor10 -256 0 0 ----- 0 11.025 Sliding door 167 DOOR_OPERATE4 edoor11 -256 0 0 ----- 0 11.025 Sliding door 168 BORNTOBEWILDSND 2bwild 0 0 254 ---$- 0 11.025 Born to be wild music 169 SHOTGUN_COCK shotgnck 96 192 3 ----- 0 11.025 Shot gun being cocked 170 GENERIC_AMBIENCE1 grind 0 0 0 ----% 0 11.025 Grinding Sound 171 GENERIC_AMBIENCE2 enghum 0 0 0 ---$- 0 multi Engine humming 172 GENERIC_AMBIENCE3 lava06 0 0 0 ---$- 0 8 Lava 173 GENERIC_AMBIENCE4 bubblamb -256 0 0 ---$- 0 multi Water bubbling 174 GENERIC_AMBIENCE5 phonbusy 0 0 0 ----- 0 11.025 Phone Engaged 175 GENERIC_AMBIENCE6 roam22 0 0 0 ---$- 0 multi Octobrain like sound 176 BOS3_ATTACK2 + 177 GENERIC_AMBIENCE17 myself3a 0 0 255 --#-- 0 8 Duke "Hmmm, don't have time to play with myself" 178 GENERIC_AMBIENCE18 monolith 0 0 0 ---$- 0 11.025 Wierd alien ambience 179 GENERIC_AMBIENCE19 hydro50 0 0 0 ---$- 0 11.025 Water ambience 180 GENERIC_AMBIENCE20 con03 0 0 0 --#-- 0 11.025 Duke "Hmmm, looks like I have the con" 181 GENERIC_AMBIENCE21 !prison 0 0 255 --#-- 0 multi "Ha Ha Ha, too late Nukem, we're in control now" 182 GENERIC_AMBIENCE22 vpiss2 0 0 255 --#-- 0 + 183 SECRETLEVELSND secret 0 0 255 ----- 0 11.025 Secret Level 184 GENERIC_AMBIENCE8 amb81b 0 0 0 ---$- 0 8 Far off alien ambience 185 GENERIC_AMBIENCE9 roam98b 0 0 0 ---$- 0 multi Muffled voice 186 GENERIC_AMBIENCE10 h2orush2 0 0 0 ---$% 0 8 Water flowing 187 GENERIC_AMBIENCE11 projrun 0 0 0 ---$% 0 8 Movie Projector 188 GENERIC_AMBIENCE12 blank 0 0 0 ----- 0 5.988 A blank .voc file 189 GENERIC_AMBIENCE13 pay02 0 0 255 -@#-- 0 8 Duke "Damn, those alien bastards are going to pay for shooting up my ride" 190 GENERIC_AMBIENCE14 onlyon03 0 0 255 --#-- 0 8 Duke "What, there's only one of you?" 191 + 192 GENERIC_AMBIENCE15 rides09 0 0 255 --#-- 0 8 Duke "I think I'll climb aboard" 193 GENERIC_AMBIENCE16 doomed16 0 0 255 --#-- 0 multi Duke "That's one doomed space marine" 194 FIRE_CRACKLE fire09 0 0 254 ---$- 0 multi Fire crackling 195 BONUS_SPEECH1 letsrk03 0 0 255 --#-- 0 8 Duke "Let's rock" 196 BONUS_SPEECH2 ready2a 0 0 255 --#-- 0 8 Duke "Ready for action" 197 BONUS_SPEECH3 ripem08 0 0 255 --#-- 0 8 Duke "Rip 'em a new one" 198 PIG_CAPTURE_DUKE !pig 0 0 255 -@--- 0 multi "Got you now, you bastard, and we're gonna fry your arse" 199 BONUS_SPEECH4 rockin02 0 0 255 --#-- 0 8 Duke "Rockin'" 200 DUKE_LAND_HURT pain39 0 0 255 --#-- 0 8 Duke landing from a height and hurting himself 201 DUKE_HIT_STRIPPER1 damnit04 0 0 255 -@#-- 0 8 Duke "Damn it" 202 DUKE_TIP1 dance01 0 0 255 --#-- 0 8 Duke "You wanna dance?" 203 DUKE_KILLED2 damnit04 0 0 255 -@#-- 0 8 Duke "Damn it" 204 PRED_ROAM2 roam58 0 0 3 ----- 0 multi Trooper roaming 205 PIG_ROAM2 roam67 -200 400 3 ----- 0 8 Pig Cop roaming 206 DUKE_GETWEAPON1 cool01 0 0 255 --#-- 0 8 Duke "Cool" 207 DUKE_SEARCH2 whrsit05 0 0 255 --#-- 0 8 Duke "Whare is it?" 208 DUKE_CRACK2 COMEON02 0 0 255 --#-- 0 8 Duke "Come on" 209 DUKE_SEARCH pain87 0 0 2 --#-- 0 8 Umph, Duke pressing on walls 210 DUKE_GET getitm19 -64 64 255 ----- 0 8 Beep when Duke picks up an item 211 DUKE_LONGTERM_PAIN gasps07 -192 0 255 --#-- 0 8 Duke gasping 212 MONITOR_ACTIVE monitor 0 0 0 ----- 0 8 Monitor beeping when changing camera 213 NITEVISION_ONOFF goggle12 0 0 0 ----- 0 multi Turn on or turn off night vision googles 214 DUKE_HIT_STRIPPER2 damn03 0 0 255 -@#-- 0 8 Duke "Damn" 215 DUKE_CRACK_FIRST knuckle 0 0 3 ----- 0 multi Duke cracking his knuckles 216 DUKE_USEMEDKIT ahh04 0 0 255 --#-- 0 8 Ahhh 217 DUKE_TAKEPILLS gulp01 0 0 255 --#-- 0 8 Gulp when Duke uses steroids 218 DUKE_PISSRELIEF ahmuch03 0 0 255 --#-- 0 8 Duke "Ahhh, much better" 219 SELECT_WEAPON WPNSEL21 128 128 3 ----- 0 8 Changing weapon sound 220 WATER_GURGLE h2ogrgl2 0 0 1 ---$- 9000 multi Water trickling 221 DUKE_GETWEAPON4 wansom4a 0 0 255 --#-- 0 8 Duke "Who wants some?" 222 JIBBED_ACTOR1 AMESS06 0 0 255 --#-- 0 8 Duke "What a mess" 223 JIBBED_ACTOR2 BITCHN04 0 0 255 -@#-- 0 8 Duke "Bitchin'" 224 JIBBED_ACTOR3 HOLYCW01 0 0 255 --#-- 0 8 Duke "Holy Cow" 225 JIBBED_ACTOR4 HOLYSH02 0 0 255 -@#-- 0 8 Duke "Holy Shit" 226 JIBBED_ACTOR5 IMGOOD12 0 0 255 -@#-- 0 8 Duke "Damn I'm good" 227 JIBBED_ACTOR6 PIECE02 0 0 255 --#-- 0 8 Duke "Piece of cake" 228 JIBBED_ACTOR7 GOTHRT01 0 0 255 --#-- 0 8 Duke "Ooow, that's gotta hurt" 229 DUKE_GOTHEALTHATLOW needed03 0 0 255 --#-- 0 8 Duke "Oooh, I needed that" 230 BOSSTALKTODUKE !boss 0 0 255 ----- 0 multi "Who the hell are you?" 231 WAR_AMBIENCE1 WARAMB13 -512 0 255 !---- 0 5.988 Plane fly past 232 WAR_AMBIENCE2 WARAMB21 -512 0 254 !---- 0 5.988 Plane Crash 233 WAR_AMBIENCE3 WARAMB23 -512 0 254 !---- 0 5.988 Plane fly past 234 WAR_AMBIENCE4 WARAMB29 -512 0 254 !---- 0 5.988 Plane fly and alien scream 235 WAR_AMBIENCE5 FORCE01 0 0 0 --#-- 0 11.025 Duke "Now, this is a force to be reackoned with" 236 WAR_AMBIENCE6 QUAKE06 0 0 0 --#-- 0 11.025 Duke "I ain't afraid of no Quake" 237 WAR_AMBIENCE7 TERMIN01 0 0 0 --#-- 0 11.025 Duke "Hmhm, terminated" 238 WAR_AMBIENCE8 BORN01 0 0 254 !--$- 0 11.025 Duke "Born to be wild" 239 WAR_AMBIENCE9 NOBODY01 0 0 0 --#-- 0 11.025 Duke "Nobody steals our chicks - and lives" 240 WAR_AMBIENCE10 CHEW05 0 0 0 -@#-- 0 11.025 Duke "Its time to kick arse and chew bubble gum, and I'm all out of gum" 241 ALIEN_TALK1 MUSTDIE 0 0 255 -@#-- 0 11.025 "Duke Nukem must die" 242 ALIEN_TALK2 DEFEATED 0 0 255 -@#-- 0 11.025 "Earth attack force defeated" 243 EXITMENUSOUND item15 0 0 0 ----- 0 8 Exit menus 244 FLY_BY flyby -256 256 3 ----- 0 multi Startup sound (at nuke symbol) 245 DUKE_SCREAM DSCREM04 0 0 255 ----- 0 8 Duke scream when he falls from a great height 246 SHRINKER_HIT thud 0 0 3 ----- 0 multi Shrinker ray hit wall 247 RATTY mice3 0 0 0 ----- 0 11.025 Mice squeeking 248 INTO_MENU bulithit 1024 1024 0 ----- 0 5.988 Enter menus 249 BONUSMUSIC bonus 0 0 255 ----% 0 22.050 Music at end of level screen 250 DUKE_BOOBY BOOBY04 0 0 255 --#-- 0 8 Duke "I should have known that those alien maggots booby trapped the sub" 251 DUKE_TALKTOBOSSFALL DIESOB03 0 0 255 -@#-- 0 multi Duke "Die you son of a bitch" 252 DUKE_LOOKINTOMIRROR lookin01 0 0 255 -@#-- 0 8 Duke "Damn, I'm lookin' good" 253 PIG_ROAM3 pigrm -200 400 3 ----- 0 8 Pig Cop roaming 254 KILLME killme -128 0 0 ----- 0 11.025 Pod-female saying "Kill me" 255 DRON_JETSND ENGHUM 1300 1300 0 ----- 0 multi Engine humming 256 SPACE_DOOR1 hydro22 0 0 0 ----- 8192 11.025 Space door/elevator open/up 257 SPACE_DOOR2 hydro24 0 0 0 ----- 0 11.025 Space door/elevator close/down 258 SPACE_DOOR3 hydro27 0 0 0 ----- 8192 11.025 Space door/elevator open/up with stop 259 SPACE_DOOR4 hydro34 0 0 0 ----- 0 11.025 Space door open/close 260 SPACE_DOOR5 hydro40 0 0 0 ----- 0 11.025 Pressure release 261 ALIEN_ELEVATOR1 hydro43 0 0 0 ----- 0 11.025 Noisy elevator 262 VAULT_DOOR vault04 0 0 0 ----- 0 11.025 Slow moving door 263 JIBBED_ACTOR13 LETGOD01 0 0 255 --#-- 0 11.025 Duke "Let God sort 'em out" 264 DUKE_GETWEAPON6 HAIL01 0 0 255 --#-- 0 11.025 Duke "Hail to the King baby" 265 JIBBED_ACTOR8 BLOWIT01 0 0 255 -@#-- 0 11.025 Duke "Blow it out your arse" 266 JIBBED_ACTOR9 EATSHT01 0 0 255 -@#-- 0 11.025 Duke "Eat shit and die" 267 JIBBED_ACTOR10 FACE01 0 0 255 -@#-- 0 11.025 Duke "Your face, your arse, what's the difference?" 268 JIBBED_ACTOR11 INHELL01 0 0 255 -@#-- 0 11.025 Duke "See you in hell" 269 JIBBED_ACTOR12 SUKIT01 0 0 255 --#-- 0 11.025 Duke "Suck it down" 270 DUKE_KILLED4 dscrem18 0 0 255 --#-- 0 8 Duke strained scream 271 DUKE_KILLED5 pisses01 0 0 255 -@#-- 0 11.025 Duke "This really pisses me off" 272 ALIEN_SWITCH1 aswtch23 0 0 0 ----- 0 11.025 Splat switch 273 DUKE_STEPONFECES happen01 0 0 0 -@#-- 0 11.025 Duke "Shit happens" 274 DUKE_LONGTERM_PAIN2 dscrem15 0 0 255 --#-- 0 8 Medium length scream 275 DUKE_LONGTERM_PAIN3 dscrem16 0 0 255 --#-- 0 11.025 Short scream 276 DUKE_LONGTERM_PAIN4 dscrem17 0 0 255 --#-- 0 11.025 Even shorter scream 277 COMPANB2 CTRLRM25 0 0 0 ---$- 0 11.025 Oscillating alien sound 278 KTIT ktitx 0 0 254 ---$- 0 8 Duke "This is KTIT, K tit. Bringing you the breast, er, the best tunes in town" 279 HELICOP_IDLE hlidle03 0 0 255 ---$% 0 5.988 Helicopter blades spinning 280 STEPNIT LIZSHIT3 0 0 254 -@#-- 0 11.025 Splat as Duke steps in it 281 SPACE_AMBIENCE1 monolith 0 0 0 !---- 0 11.025 Wierd alien ambience 282 SPACE_AMBIENCE2 hydro50 0 0 0 !---- 0 11.025 Grinding moving sound 283 SLIM_HATCH slhtch01 0 0 3 ----- 0 11.025 Green slime hatching 284 RIPHEADNECK rip01 0 0 254 -@#-- 0 11.025 Duke "I'll rip your head off and shit down your neck" 285 FOUNDJONES jones04 0 0 0 --#-- 0 11.025 Duke "We meet again, Dr Jones" 286 ALIEN_DOOR1 adoor1 0 0 0 ----- 0 11.025 Very noisy door 287 ALIEN_DOOR2 adoor2 0 0 0 ----- 0 11.025 Splatty door 288 ENDSEQVOL3SND4 GRABBAG 0 0 254 ----% 0 11.025 Duke Nukem Title music 289 ENDSEQVOL3SND5 name01 0 0 250 ----- 0 8 Duke "My name's Duke Nukem" 290 ENDSEQVOL3SND6 r&r01 0 0 251 ----- 0 8 Duke "After a few days of R & R, I'll be ready for more action" 291 ENDSEQVOL3SND7 lani05 0 0 252 ----- 0 8 Lani "Ohh, come back to bed Duke" 292 ENDSEQVOL3SND8 lani08 0 0 253 ----- 0 8 Lani "I'm ready for some action now" 293 ENDSEQVOL3SND9 laniduk2 0 0 254 ----- 0 8 Lani & Duke make love 294 WHIPYOURASS WHIPYU01 0 0 255 --#-- 0 8 Duke "It's down to you and me, you one eyed freak" 295 ENDSEQVOL2SND1 gunhit2 0 0 249 ----- 0 22.050 Gun hit 296 ENDSEQVOL2SND2 headrip3 0 0 250 ----- 0 11.025 16bit Head ripped off 297 ENDSEQVOL2SND3 buckle 0 0 251 ----- 0 22.050 Unbuckle jeans 298 ENDSEQVOL2SND4 jetp2 0 0 252 ----- 0 11.050 Throw off jetpack 299 ENDSEQVOL2SND5 zipper2 0 0 253 ----- 0 11.050 Undo zipper 300 ENDSEQVOL2SND6 news 0 0 254 ----- 0 11.050 Open newspaper 301 ENDSEQVOL2SND7 whistle 0 0 255 ----- 0 11.050 16bit Whistle Duke Nukem theme 302 GENERIC_AMBIENCE23 2ride06 0 0 255 --#-- 0 8 Freeze ray hit somebody 303 SOMETHINGFROZE freeze 0 0 3 ----- 0 22.050 Duke "Damn, that's the second time those alien bastards shot up my ride" 304 DUKE_LONGTERM_PAIN5 pain54 0 0 255 --#-- 0 8 Uww 305 DUKE_LONGTERM_PAIN6 pain75 0 0 255 --#-- 0 8 Ugh 306 DUKE_LONGTERM_PAIN7 pain93 0 0 255 --#-- 0 8 Oww 307 DUKE_LONGTERM_PAIN8 pain68 0 0 255 --#-- 0 8 Uuughh 308 WIND_REPEAT wind54 0 0 0 ---$% 0 multi Repeating gust of wind 11.5 Dimensions Here are some facts on the dimensions of Dukes world. Keep in mind, though, that you'll want to scale down real-world places to make them faster and better-looking in Duke. 11.5.1 Units All (x,y,z) coordinates are in units; irritatingly, it seems that the (x,y) units are different to the (z) units. At a rough estimate, I would say that 16 (z) units = 1 (x,y) unit. 2 (x,y) units = 1 pixel (normal texture) 8 (x,y) units = 1 pixel (shrunk using [E]) 128 (z) units = 1 pixel (normal texture) Floors are raised by 1024 units every time [PgUp] or [PgDn] is pressed. Viewing Duke via [F7] in a narrow corridor, I would estimate 1024 units to be about 2.6m in the real world (meaning 1m is roughly 400 units). If I remember the weirdo US units correctly, 1 foot would be about 128 units. 11.5.2 The map Maximum grid width is 1024 units. In the following paragraphs, height values are shown as z- coordinate difference, with the number of [PgUp]-keypresses in square brackets behind it: 11.5.2.1 Walking about 3072 [3] Max. height difference for stairs. 6144 [6] Min. sector height to enter while ducked. 10240 [10] Min. sector height to enter (will duck automatically for 10). 16384 [16] Height of standard sector created. 20480 [20] Max. jumpable height. 11.5.2.2 Weapons Numbers in brackets mean that only some of the shots will make it. 3072 [4096] (3 [4]) Max. height of floor to shoot over while ducked. 4096 (4) Min. height to place tripbomb on when ducked. 5192 [4096] (5 [4]) Max. height of ceiling to shoot under while ducked. 6144 (6) Max. height of ceiling to shoot RPG under while ducked. 8192 [9216] (8 [9]) Max. height of floor to shoot over while standing. 10240 [9216] (10 [9]) Max. height of ceiling to shoot under while standing. 1024 (10) Min. height to place tripbomb on when standing. 11264 (11) Max. height of ceiling to shoot RPG under while standing.