Author: Chris Coleman
Released: 26th April 2003
Rating: 91
Review by Kim Robinson on 31st July 2007
A high quality map with your basic, half-baked storyline and butt-kicking action - true Duke3D. Plenty of action, a couple of confusing puzzles and original level layout make this level both a little irritating and fun to play. Ammo is given as you need it, so don't waste too much - you'll need it later on. Gameplay is less than solid but it looks good and plays reasonably well as well - take a gander with it.
Gameplay Type: SP
Requires:
Duke Nukem 3D v1.4+
Filesize: 95.96 KB
Level includes: multiple difficulty settings
Download:
Dark Front 2: The Shipment (354)
Other releases by Chris Coleman:
Dark Front 1: IMF Base Vengence
Know of any other maps from this author? Let us know
Mapping template:
========================================================================== Series : Dark Front Title : "The Shipment" (DRKFRNT2) Date Finished : April 26th, 2003 Filename : DRKFRNT2.MAP Author : Chris Coleman Email Address : CRCGamer[at]hotmail.com Misc. Author Info : Creator of: CCSTRSHP.MAP Chris' Star Ship CC_RLMDM.MAP (In memory of Ross Lemon) DRKFRNT1.MAP (DF-PART I) IMF Base Vengeance Description : A facility out in the middle of no man's land with a shipment of weaponry critical to the war effort against the alien invaders... But is the shipment still there? Additional Credits to : Alejandro, Kuffi, and Dad for Beta testing Story : Walking down from the hangar facility in the top of the cliffside (the plane up there wasn't fueled up) Duke is mightily pissed off and isn't in the best mood. After a couple hours of walking Duke comes across a dead squad of EDF soldiers and suddenly knows that he didn't get all of those alien bastards... not even by a long shot. Duke finds his way to the parking garage of this facility through the employee's only entrance and nearly gets caught in a sealed room with a squad of pigs. Diving through the closing security door Duke loses the pistol when it falls out of its holster. "Damn it! I'm going to need to get another piece before those alien bastards get around to hitting the alarm... Only thing going for me is that it takes them a while to get around to anything..." ========================================================================== * Type of Duke Nukem 3D file(s) * New level MAP : Yes Graphic Add-On : No Required To Have In Dir : The map of course! * Play Information * Episode and Level # : N/A (Autoloading... who needs this BS?) Single Player : Yes Cooperative 2-8 Player : Nope... layout wouldn't let this work right. DukeMatch 2-8 Player : Oh yes! (Be forewarned, you have a 3/8 chance of starting in the DM hell room!) Difficulty Settings : Yes (Very apparent at the end of the level) :) New Sounds : No \ New Music : No \ New Graphics : No } This isn't a TC or Mod New/changed CONs : No / Demos Replaced : None (C'mon, do you really need these?) * Construction * Base : From scratch... (and a good imagination) Build Time : A few months of on and off building Editor(s) used : Mapster v0.4 Known Bugs : None to speak of at the moment. * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. You MAY distribute this MAP, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Where to get this MAP file * If you are reading this you already have the map... * Additional Information * Ouch! All the sectors and all the walls are used up! (Only thing left is about 950+ sprites!) * Spoilers * Pipebombs 1, 2, &3 have their specific purposes. #1 Clear out those cactuses in front of that vent you see up high. #2 (or 3 if 2 goes to far) Blow out the door. #1A An alternate method of getting rid of the cactuses in the way is to go up there and have the aliens shoot at you. Nothing else is important enough to warrant a hint.