                                   SPAWN

	by Charles Lawrence           e-mail    chanzg@sonic.net

	You may use these files to run Duke Nukem 3D, but if you use them
	or any of the ideas in them in your own work please give me credit
	in a byline that is included with the finished product.

	To use these CON files first make backup copies and/or change
	the names of the original GAME.CON, USER.CON, and DEFS.CON files
	in the Duke Nukem 3D game directory.  Then copy the "Spawn" CON
	files into that directory.  If you have the "Duke does D.C." addon
	from Wizard Works, I've included the USER.CON file for that too.
	"Duke does D.C." uses the same GAME.CON and DEFS.CON from the Spawn
	series, only the USER.CON gets changed. Just copy it into the Duke
	Nukem 3D directory after you activate the "Duke does D.C." add-on.
	Happy blasting!


	These CON files are for the Duke Nukem 3D Atomic Edition

	SECTION 1         INTRODUCTION

        SECTION 2         DISCRIPTIONS OF THE ENHANCEMENTS



                        SECTION 1  INTRODUCTION


	Like many other people out there I was swept away by Duke
	Nukem 3D when it appeared on the scene in 1996.  I had just
	built my first computer, a 133Mhz Pentium.

	I discovered that the GAME.CON, USER.CON, and the DEFS.CON files
	could be altered to add new effects, enhance existing effects,
	and correct some anomolies that existed in the game. I decided
	to develope a set of CON files that would improve the game play.

	I added more effects, cleaned up some bugs, made the enemies
	faster and deadlier, and streamlined the program with subroutines
	in order to save memory space and increase program efficiency.
	I have rewritten most of the GAME.CON file.  If you compare it
	side by side with the original you'll see what I mean.  I have
	also altered the USER.CON and DEFS.CON files.  These files must
	all be used together because they will not work with the original
	CON files.  I have tested the changes I have made and I believe
	there are no serious bugs ( but the best laid plans of mice, men,
	and hackers... ).

	I recommend a 133 Mhz Pentium or faster to play these files.
	I tested them on a friend's 50 MHz 486 and got a frame rate of
	only 5 fps at a resolution of 320 x 200.  Another friend had a
	100 Mhz 586 ( not Intel ) that delivered 11 fps at a resolution
	of 320 x 200.  My aging but venerable 133 Mhz Pentium consistently
	delivers frame rates over 20 fps at a resolution of 640 x 480,
	and often pushes closer to 30 fps.

	I would appreciate comments and suggestions. Please alert me
	if you find any bugs.  My e-mail address is chanzg@sonic.net

	Thanks to 3DRealms for this great game and thanks to Matt
	Tagliaferri and Sybex Publications for producing "The Duke
	Nukem 3d Level Design Handbook" where I learned the basics
	for hacking the CON file code.  It became my most trusted
	reference.


                  SECTION 2  DISCRIPTIONS OF THE ENHANCEMENTS


                        Miscellaneous Changes

	More explosions and fires.

	More guts, blood, and gore, but not rediculous or excessive.

	The enemies move faster and are more aggressive.

        Enemy weapons fire faster and many are deadlier.

	When a fire is spawned the burning sound lasts longer.

	There are a some booby traps.  You'll see.

        Some of the sound effects have been changed, but the changes
	use sound effects indigenous to Duke Nukem 3D, not add ons.

	Enemies open doors more quickly.  Some are more apt to
	jump or fly through windows and other openings in pursuit
	of DUKE.

	When a BOSSPAL or a COMMANDER dies they may drop some ROCKETS,
	some DEVASTATORAMMO, a DEVASTATOR, or an RPG.


                      Conservation of Power ups

	You must hit the space bar to pick up several of the power ups
	( jetpacks, boots, armor, scuba tanks, portable first aid,
	atomic health etc. ).  This prevents the waste of a large amount
	of a power up's potential benefit when you are only slightly
	depleated in it's resource.  This does not apply to weapons and
	ammunition, steroids, holoduke, keys, and other less frequently
	encountered items.  They are still picked up when DUKE runs over
	them.  The +30 and +10 health packs can be picked up just by
	running DUKE over them provided DUKE's health has been drained
	by an amount greater than or equal to the value of the health
	pack.  Otherwise they can be picked up by hitting the space bar
	provided DUKE's health is less than 100 %.


                     Making dead bodies interactive

	Dead bodies can be made solid to weapons fire. Just walk
	up close to a dead body and hit the space bar. This will change
	the character status ( cstat ) making it "solid" to weapons fire.
	You can now freeze, shoot, kick, etc. the dead bodies.  When a
	dead body is hit, it's cstat reverts back to "not solid" ( except
	when hit by the FREEZER ) so if you wish to make it solid to
	weapons fire again you must walk up close to the dead body and
	hit the space bar again.  Why would you even want to do this you
	might ask. Well, its a great way to finish off an enemy who might
	be pretending to be dead ( aka the LIZTROOP in the original CON
	files; more on this next ), and it's also the first step toward
	invoking the "Spawn" effect using dead corpses.  For fun try
	shooting a "solid" dead body with the EXPANDER, but stand back!


                       Actors pretending to be dead

	All of the major actors with the exception of the end of episode
	bosses will now occasionally go into PLAYDEAD mode when killed
	( ie. they pretend to be dead ), so watch your back. If you aren't
	hard pressed by other enemies you can change the cstat of a dead
	enemy as described in the previous paragraph and then kick or shoot
	him.  If the enemy was pretending to be dead he will sound his death
	scream and die.  The FREEZER will freeze a pretender, but not kill
	it.  The SHRINKER will incinerate the pretending fiend who will
	scream as he burns up.


                           The "Spawn" effect

	If you freeze an enemy, dead or alive, and then shoot the frozen
	body with the SHRINKER you will spawn one of the three BOSSPALS
	( weaker versions of the end of episode bosses, but just as deadly
	in the fire power department ) on the spot.  This is a fun thing
	to do if you're in a co-op game, death match with monsters game,
	or just plain hacking around in one of your favorite MAPs.  If you
	shoot a live frozen BOSS ( remember, shoot low and off to one side )
	the BOSS will die and go into PLAYDEAD mode.  Wait about eight to
	ten seconds and the BOSS will get up and come after DUKE.  If you
	shoot a frozen dead BOSS sometimes there is no effect, and other
	times a full strength BOSS is spawned.  There is one strange bug
	in this last case that I couldn't fix: If a Cycloid Emperor
	( BOSS2 ) is spawned from a frozen dead BOSS he runs in place and
	will not move from the spot where he was spawned.


                          Creating a mini - BOSS

	1) Shrink a BOSS. Shoot the SHRINKER low at his feet and a little
	   off to one side.

	2) Wait for him to start growing up again. When he gets to be about
	   two thirds of DUKE's size shoot him with the PISTOL, SHOTGUN, or
	   CHAINGUN. The BOSS will stop growing, crumple, and die.

	3) Walk up close to the mini dead BOSS and hit the space bar ( this
	   will make him solid to weapons fire ).

	4) Shoot the dead BOSS with the freezer, then walk up close ( but
	   not too close or DUKE will kick it ) to the frozen corpse and
	   press the space bar.  This will put the dead BOSS in PLAYDEAD
	   mode. In about eight to ten seconds a pint sized BOSS with one
	   tenth the hit points of an end of episode BOSS will RISE and
	   start chasing DUKE.


                            Flight Algorithm

	The flight mode has been changed.  With the original flight
	algorithm a LIZTROOP in jetpack mode would slowly spiral upward
	until he reached the ceiling of the sector ( check this out in
	the first two levels of the LA episode ) where he would remain
	until you shot him down.  I have changed the flight algorithm to
	make it more interactive.  With this new algorithm the enemy will
	fly up or down following DUKE when DUKE is flying in jetpack mode.
	If DUKE is not flying and DUKE is higher up than the enemy and
	the enemy can see DUKE, the enemy will fly up to get DUKE.  If
	DUKE is on the ground and the enemy is higher than DUKE and the
	enemy is in flight mode, the enemy will fly around for awhile
	taking potshots at DUKE, but eventually he will descend, land,
	and re-enter the ground war.


                         ACTOR  ENHANCEMENTS


                        Freezing a Water fountain

	Water fountains can be frozen ( they're hard to hit though ).
	Bust a toilet, fire hydrant, drinking fountain etc. and shoot
	the water fountain that erupts from the broken item with the
	FREEZER. You may have to try shooting it from different angles
	or target different parts of the water column to get it to work.


                           Frozen States

	There are more frozen states for DUKE and the Enemies.  They
	can now be frozen while crouching, shooting, etc.  Shrunken
        enemies can now be frozen ( though they're very hard to hit
        when they're at their smallest size ).  Shrunken women can
        also be frozen.

                        Pistol shooting LIZTROOP

	The LIZTROOP now shoots a pistol instead of those little round
	laser pellets.  I felt that this is a little more realistic
	seeing as he occasionally drops a clip of pistol ammunition.
	He also shoots faster and more often.  This enemy is no longer
	a doorstop waiting for a place to fall.


                           LIZTROOP on toilet

	If you shoot a LIZTROOP while it is sitting on the toilet there
	is no longer a half second or so delay accompanied by the toilet
	flushing sound before the fiend reacts to being shot.  His
	reaction is immediate.


                            Exploding Actors

        The LIZTROOP, the ENFORCER, the COMMANDER, and DUKE may explode
	at random ( a rare occurance for DUKE and the COMMANDER ) when
	hit with some weapons.  If they are killed while in flight and
	fall a significant distance they may explode on impact.  Crash
	and burn.  I love it.


                           Actors who can fly

	The ENFORCER ( chaingun lizard ) and the BOSS2PAL ( Cycloid Emperor
	clone produced by the spawn effect ) now have the ability to fly
	like the LIZTROOP.  They use the same flight algorithm described
	in the Flight Algorithm paragraph.  When a LIZTROOP or an ENFORCER
	dies there is a slight chance that they may drop an undamaged JETPACK.


                      Actors who can turn invisible

	The ENFORCER and the BOSS2PAL can both become invisible like the
	red vested LIZTROOP Captain does, but with some interesting changes.
	These two can shoot at DUKE while they are invisible and DUKE can
	shoot and hit them ( spray the area with the chaingun, you'll find
	them ).  These two enemies move much more quickly in this mode than
	the LIZTROOP does.  The ENFORCER moves twice as fast when invisible
	and in this mode he is the only enemy that DUKE can't out run.


                           WEAPON  ENHANCEMENTS


	The SHRINKER can be used as an incinerator on dead bodies
	( as long as they're not frozen ), and some of the other objects
	and actors you encounter.  Also, shrunken enemies can be killed
	with other weapons ( ie explosions and guns ) in addition to
	stepping on them.  To shrink a BOSSPAL I have found that you
	have to shoot the ground by his feet slightly off to one side.

	The FREEZER can freeze objects and actors that are not enemies.

	Most of the weapons ( both DUKE's and the enemies' ) have
	increased in strength, but not rediculously so.  The PISTOL got
	the biggest boost proportionally; it now takes three shots or so
	to kill a LIZTROOP instead of five.

	The MOON ASSAULT LEADER ( BOSS3; Lunar Apocalyspe Episode finale
	BOSS ) and the BOSS3PAL that bears his form have machine gun
	weapon capability like the BATTLELORD from Episode 1.

	Both the SENTRY DRONE and the LASER TURRET can be destroyed by the
	SHRINKER and frozen by the FREEZER.

	The TANK can be shrunk by the SHRINKER, frozen by the FREEZER, and
	destroyed by the EXPANDER ( the alternate identity of the SHRINKER
	in the Atomic Edition of Duke Nukem 3D ).  The TANK now has twice
	the hit point value but the RPG has been given an advantage to help
	defeat it.

	The NUKE BARREL and other objects in the Duke Nukem 3D environment
	react a little differently to weapons now.  Go to Episode 4 ( The
	Birth ), Level 7 ( XXX Stacy ).  There are a bunch of NUKE BARRELs
	at the beginning.  Try kicking them ( three states of demise ).
	Then shoot some with the SHRINKER and the EXPANDER.  Try the other
	weapons too.  Check out the behavior of some of the other non-enemy
	objects when they are shot with the FREEZER, SHRINKER, or EXPANDER.

