Author: Community
Released: 18th April 2001
Rating: 93
Review by Kim Robinson on 31st July 2007
In effect, this is the first Community Build Project to grace our screens - instead of creating each section anew, mappers have taken the best bits of their previous levels and joined them together. Difficulty varies considerably and the level doesn't 'flow' as such, but this is to be expected. Get it anyway!
Gameplay Type: SP
Requires:
Duke Nukem 3D v1.4+
Filesize: 111.46 KB
Level includes: multiple difficulty settings
Download:
BJ Shrine (CBP1) (517)
Other releases by Community:
2-Hour CBP,
Community Build Project 2,
Community Build Project 3,
Community Build Project 4,
Community Build Project 5,
Community Build Project 6,
Community Build Project 7,
Duke is ten,
Duke Plus Community Build Project - DPCBP,
JFCBP1,
JFCBP2,
Russian Community Build Project,
Russian Community Build Project 2,
Suburban Hive
Know of any other maps from this author? Let us know
Mapping template:
====================================================================== THIS DOCUMENT IS NEITHER MADE BY OR SUPPORTED BY 3D REALMS. ====================================================================== Blackjack`s Museum Map This map, (which was under the working title of BJShrine for it`s entire development length) is like no ordinary map. It`s a map comprising many different sections of other maps, cut and pasted together. But while you may think that`s just a cheesy way of quickly churning out a playable level, BJShrine is a little different. It all began back in the summer of 2000. JS`s CBP map was making slow progress (as usual) and I seem to remember Maarten coming up with the idea of a different type of CBP map, where one person makes a dozen sectors or so, then mails it on to a friend who adds another dozen, who mails it on and so forth. A nice idea, but that would take far too long, realistically. So I went away and thought about it, and it hit upon me that the idea of constructing a map out of bits of other maps was a much better and altogether more fun. The 1024 sector limit was a major problem though. The only practical way around it was give each portion a limit of 50 sectors - enough for a decent room or whatever. Sure there were complaints but hey, what`s the point of having a museum map with only two or three contributions, eh? The map started out promisingly. I began it with my Duke Themed Room from the Fantasy hotel, and Maarten followed up with the section from the Restless Resort. Then things seemed to slacken off a little. We encountered problem after problem, despite excellent support at JS Build. Months passed, and bit by bit we got contributions by the best mappers out there as was the intention. However, at the 700 sector mark we ran into problems - namely a lack of support from more good mappers. I tried to get into contact with the Bug Team, Stranger and Billy Boy but to no avail. Support was waning, and it was clear that we needed action now before the project died a quiet death (in fact I was worried that the CBP project would go the same way at times... but that`s another story). So I took it upon myself to paste up some more map portions before sending the map onto JS for the final section. I even found time to build an entrance hall, using part of a 3dRealms level. So here we are, in the Spring of 2001. The last tweaks have been made and I`m just about to mail it off to JS for hosting. The fact that you have downloaded this map and are reading this rather rambling history shows the project has been a success. Thank you, everyone! Blackjack Writing from Birmingham, UK. 18th April 2001 -------- ---/\--- --/\/\-- -/\/\/\- -------- ====================================================================== ====================================================================== Title : Blackjack`s Build Museum Filename : BJShrine Author : Blackjack E-mail : Blackjack666[at]hotmail.com Web Page : Misc. Author Info : Co-winner of the 2000 Dukeinc map contest, also team leader of M:Impossible who released Turfwarz a few weeks ago. I`ve done work for Crackdown TC and also the rather excellent AVD TC. Other Levels : Hotelvoy.map, Hotelfan.map, Turfwarz.map Tons of unreleased stuff. Description : Oh, just play the damn thing already! Additional Credits To : I think 3d Realms have been thanked enough, don`t you? Anyway, onto the REAL thankyou list... Thankyou : - First and Foremost: JS, thanks for your support, use of the forum at JS Build and also your excellent ending to the level. Cou - Maarten, I hope you like the level. I guess the layout must have been a mystery after added your section. Thanks for being patient! - Dukebert; like the Pirate Ship. Sorry I had to alter the sky though ;-) - C3P0, Nice to see that section from Fruit Loops in there. - Cyborg gets a special mention for adding his section within 24 hours. Now that`s dedication! - Girl_online, I hope I didn`t upset you too much for removing those illegal corridor sections. - Bob (or should that be Dopefish?!?!) Good choice from BOBSP2. I guess that 50 sector limit must have left you with quite a limited choice, eh? - Chris A, sorry about the parralax sky problem. Hey, it was inevitable. Great map, anyhow. - Ahh, Pascal, the man himself. How the hell do you find those prefect textures to model cars in your levels?!?!? - "Turpuli" - great job with S-A. Well worth the wait. - Mikko, another top name behind the level. Great bit of explosive action from MSSP6; action was always something lacking from the level. - Finally, thank you to Billy Boy, NutWrench, Robert Travis, Greg Hoyer, Stranger and Bliss. If you`re reading this, do get in touch. ====================================================================== * Play Information * Episode and Level # : User level Single Player : Yes DukeMatch 2-8 Player : Yes Cooperative 2-8 Player : No Difficulty Settings : Yes - a little random though! Plutonium Pak Required : Yes New Art : No New Music : No - but I`d recommend playing Grabbag.mid (the theme tune) while you play throught the level New Sound Effects : No New .CON Files : No Demos Replaced : No. I was tempted though! ===================================================================== * Construction * Base : Technically it`s a new level from scratch... Level Editor(s) Used : BUILD Art Editor(s) Used : None Construction Time : 8 months! A record perhaps? Known Bugs/Problems : Yeah, a few problems. 1 - You`ll notice that the cannon in Dukebert`s pirate ship can be heard throughout the level if you don`t kill it. So kill it, stupid. 2 - The Parrallax sky in Shine.map isn`t perfect, but it`s too late to fix it, so the world is stuck with it! 3 - The sheer size of the level means both Build and Duke sometimes have problems running it... 1024 sectors, 7000 walls and 2000 sprites. That`s big. There`s probably tons of problems with the level but to be honest I`ve been lumbered with this project for over half a year, and It`s time you all played it, so expect some imperfections. * Where to get this MAP file * File location : Blip! BJShrine has magically appeared on your computer. But you ought to be able to get it from www.dukeworld.com/jsbuild ===================================================================== *Important Information* Installation : Important Notes : Below is the text file which was sent around the world to other mappers, gradually being filled in as the map grew. It makes for some interesting reading. Enjoy! ====================================================================== WELCOME! YOU have been selected by a fellow Duke3d mapper to add your contribution to Blackjack`s Duke3d Shrine map. All you have to do is choose a portion from one of your released maps, and add it to the enclosed level. Soon, this map will contain the very best portions of maps from the very best mappers out there. I have no idea what the finished level will even remotely look like, but rest assured the end product will have a little of everyone`s style of mapping in there. However, there are some limitations: 1 - Your portion must contain less than 50 sectors, preferably less. The fewer sectors you use, the more mappers we can include, bearing in mind the upper limit of 1024 sectors. 2 - The portion should ideally include an entrance and an exit, such as a door or corridor so the next mapper can add his or her portion directly to the last. 3 - The different map portions should be seperated by a sector with flashing lights etc to indicate where one finishes and another begins. Make it as obvious as you can. 4 - If you find your portion of the map is at a different height to the previous one, don`t alter your contribution, just add a lift or ramp to compensate for it. 5 - There is a risk that your map portion will share some of the tag numbers with other parts of the map, so once you add your section to the map you must playtest the whole thing to make sure all the tags work before sending it on. 6 - When you finish your part of the map you must add your name and details to the list below, and e-mail me the current version of the map and text file so I can check on the progress. I will also open a topic on JS`s BUILD site so you can follow the map`s progress too. 7 - Once you recieve the map you have one week to modify it and post it on, or another mapper will be selected by the moderator. 8 - After you modify the map, you must add one to the number of the map, text file and the zip file, so there`s no confusion - so let`s say you were the third mapper, you`d have to rename the map "BJShrine3.map" - or if you were the fourth mapper it would be "BJshrine4.map" Map history: Fill this out using my initial entry as a template. You must include your name, date recieved, and the map from which you chose your portion. You can include your e-mail address and ICQ number if you wish. Also, you should write a short comment about why you chose the map portion, talk about yourself, anything really. --------------------------------------------------------------------------- Mapper 1 - Blackjack, started the map on 22/8/00. Map portion is room 13 of The Fantasy Hotel. E-mail is blackjack666[at]hotmail.com, ICQ is 76703200. I chose this room because it is the most famous of the rooms from the Fantasy Hotel, and as it has a Duke Nukem theme is perfect to start the level off. Mapper 2 - Maarten, started the map on 24/8/00. Map portion is the ending of The Restless Resort, but changed. Because of the 50 sector limit, I was forced to delete a few details and simplify the mission. E-mail is mfpinxten[at]hotmail.com, no ICQ. I chose this part, because many people think it is the best room I've ever made, with its special Half-Life feeling. The boss in it may seem a little early in the map, but you don't have to shoot it! There are better ways... Mapper 3 - Dukebert, started 16 Sept. 2000. e-mail: Dukebert3D[at]hotmail.com Added the pirate ship from my DM map: YoHoHo. (It's always been my favorite.) It's a huge area, but it's only 50 sectors. (More or less:) I had to make big cuts to get it down to size. In the original map, you can go inside the ship! I threw in a couple of weapons and a few aliens to keep it interesting! Mapper 4 - C3PO, started 24 Sept. 2000 E-mail : magnar_j[at]hotmail.com ICQ UIN : 18834212 Added the C4-detonation effect from Fruit Loops, since it seems that people enjoyed it. A thousand curses to the God of Unimplemented Features ! I had to cut _alot_ of sectors to make the sector limit. Mapper 5 - Cyborg, started 2nd Oct 2000 E-mail : cyborg_jim[at]yahoo.com ICQ UIN : 41413751 AOL IM: TheCyborgJim Took a bit of modifying but I've managed to fit my crashed craft from my first level of my episode 'Incubation' - but it's in slightly better nick because adding the insides of the ship would have pushed me over the 50 sector limit (45 sectors in all - 266 sectors now... someone else pushed the envelope a bit there). Christ this thing's been going for two months and only 5 people. Well my bit was started Oct 2nd and ended Oct 3rd just past midnight. Mapper 6 - Kat (aka:GirlOnline), started 21 October, 2000 E-Mail : Girl_Online[at]hotmail.com ICQ UIN : 30535008 I put in the beginning of Docking Doom (DD.map). Thought it best describes my map. How I thought of the name was a funny story, it all started when... I know you don't want to hear it. Easy to add in, added a little room with a jet pack to get back up. I added over the sector limit I think, but it doesn't matter much, lots of sectors left. Sorry it took so long for me to open it, had to find time. Im working on a map im calling for now Project: Metroid, will change it after im finished with the map. Going to retire this duke3d editing, it was fun, but this game isn't going to change from its 2.5d standards. Peace out! (make sure you rename the map and text file to your number!! ie-im mapper 6, the map and text file is BJShrine6) Mapper 7 - Bob Averill, Started October 19, 2000. E-mail: bobaverill[at]hotmail.com ICQ UIN : 57980658 I put in the radar room from Bobsp2. It's tons of sectors, but so is every other part of my maps. :) Mapper 8 - Chris Allcock, received & finished 18th December, 2000. E-mail: chris.allcock[at]btinternet.com Yahoo! ID: Mantrid47 I chose my plexiglass tunnel from ChrisDM6, because... well, frankly, because it took me bloody ages to make initially and I didn't have any lotags to worry about. ^_^ MAP CHANGES: * Not sure where the start point was originally, but when I got the map Duke was parked outside of Cyborg's ship. This meant you couldn't access Dukebert, Maarten, BlackJack or C3P0's areas, so I moved the start point back into C3P0s area and it's now a lot easier to get at everything. PORTION CHANGES: * Changed the starscape to the city sky to get rid of the annoying "Multiple parallaxed skies" bug. * Added signs and lights indicating the end of my tunnel. * Changed the tag on the lift, just to be on the safe side. * Added my tunnel onto the "hub" by the jetpack and left the other end open for a new mapper. Mapper 9 - Pascal Rouaud, Started January 8, 2001. E-mail: pascalrouaud[at]hotmail.com Added a portion of my own compilation "Roch_sc1", which includes the sportcar from Roch2, and the sliding ad (plus some lights) from Roch3. I used 54 sectors (oops, sorry, I swear it won't happen again!). Though, I've removed many things of this area, unparallaxed the sky, and changed minibosses to easier enemies... Hi-tags used in my part: 32766 & 32767. (Dukebert, your ship is noisy... Wanted to be heard in the whole map? :) Mapper 10 - Juha "Turpuli" Laaksonen, received 19/1/2001, started & finished 20/1/2001. E-mail: jss.laaksonen[at]pp.inet.fi ICQ UIN: 84618315 I chose this room from S-A, because it had 46 sectors :P. It's not even the best part of S-A... The best parts had over 100 sectors... No changes done to the structure, only added some enemies and weapons. Mapper 11 - Mikko Sandt, Received 20.1.2001 & finished 24.1.2001. E-mail: mikko.sandt[at]surfeu.fi ICQ: 74485464 (but I rarely use it) I picked the outside area from 'MSSP6' which leads to the sewer system. I filled it with dozens of enemies 'cause I think that this map has too less action (some parts hasn't got enemies at all). Consider it as carnage arena or something like that. Anyway both design and gameplay kick ass! Get more: www.planetduke.com/msdn/, www.dukeworld.com/duketournament/, www.dukeworld.com/mssp/. I used only 49 sectors!!! And here's a tip for future users: When you arrive in Dukebert's part shoot the cannon or else you'll get your head sick:) Anyway stay tuned to hear more about my future projects (at least one more map will come - I promise)!!! **** At this point it was clear that the map progress was going veeerryyy slowly. Blackjack stepped in to make some minor modifications and add some parts from "Cranium" by Billy Boy and "City of Screams" by Nutwrench. Despite attempting to mail the map out AGAIN to mappers like Stranger and The Bug Team, no reply was heard. As a result I finished the map on the behalf of the Duke Community. Maps include "Betatwo" by Robert Travis (a classic), "GJHoyer" by Greg Hoyer (another older map, way ahead of it`s time), "Pain" by Stranger and "Shine" by Bliss. With just over 100 sectors to go, the map needed a grand entrance hall. Allen H Blum`s street from Hollywood Holocaust, the true classic Duke level fitted the bill. Finally, the map was mailed to JS for the long awaited final section. ~~ JS ~~ Mapper 12 - JS of JS' Duke3D Build Site. Received March 31, 2001. I remember when Blackjack first suggested this project in my Build forum months ago. Finally, it is finished. There's a lot of great maps in this museum. Some of these map portions are fairly new and some are quite old. I do not know the dates these maps were released in their entirety but I do know that my portion is from the first map I made called "Blastm" that I released to Dukeworld back in Feb-March of 1998. That's right, three years ago. I have nothing more recent that has been released being that my most recent Duke3D work has been tied up in a couple of projects. However, ya never know. Perhaps these maps will be released some day. Anyway, without further delay, enjoy the trip through the BJ Shrine Build Museum. It took a while but it's finally completed. JS. http://www.dukeworld.com/jsbuild/ ====================================================================== ======================================================================