                                   SPAWN 2

	by Charles Lawrence           e-mail address: 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 is different. 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 Duke Nukem 3D Atomic Edition

	SECTION 1         INTRODUCTION

        SECTION 2         DISCRIPTIONS OF THE ENHANCEMENTS



                        SECTION 1  INTRODUCTION


	Welcome to version 2 of the Spawn CON files. I have added
        new effects and cleaned up a few minor bugs (oops!) since the
        original Spawn files were released.  Many of the effects from
        the first set of Spawn CON files remain about the same with
	some improvements and corrections applied.  Other effects have
	been changed to a greater extent.  Like wise,  parts of this
	text file remain relatively unchanged from the previous version,
	but there are other parts that are new or contain significant
	changes.

	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 venerable 133 Mhz Pentium with a Matrox
	Millenium video card ( 4MB of WRAM ) consistently delivered
	frame rates of around 30 fps at a resolution of 640 x 480 and
	often pushed well over 30 fps.  I now have a Pentium 233MHz with
	an AGP Voodoo Banshee video card.  This system is capable of
	consistently delivering frame rates of around 40 fps at a
	resolution of 600 x 800.

	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


                            General Changes

	More explosions and fires.

        Smaller enemies are thrown backwards when killed ( like the
	Shotgun in DOOM and DOOM2 does to the imps ).

	More guts blood and gore, but not rediculous or excessive.
	Some enemies have multi-color guts.

	The enemies move faster and are more aggressive.

        Enemy weapons fire faster and many are deadlier.

        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 faster and 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 ROCKETS,
	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,
	ammunition, steroids, holoduke, keys, and other less frequently
	encountered items.  These 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 %.


                Power ups and other items can be destroyed

        Most of the items that DUKE picks up can now be destroyed by
        weapons. Watch out where you blindly hurl those rockets and bombs!
	Atomic Health and keys are not effected by weapons.


                      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 kicked or 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!  Solid dead bodies can also be moved around by kicking them.

        If you walk up close to a dead body and hold the space bar down,
        then shoot or kick the corpse while continuing to hold the space
	bar down, the corpse will go sliding away from DUKE like a shuffle
        board puck. As soon as you let up on the space bar the hurtling
        corpse will detonate damaging anything close by.  I call this
        effect "DABOMB".  This works with dead DUKEs as well.


                      Actors pretending to be dead

	All of the major actors with the exception of the end of episode
	bosses now occasionally go into PLAYDEAD mode when killed ( 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 four 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 frozen dead BOSS sometimes there is no effect and other
	times a full strength end of episode 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 BOSS he
	runs in place, not moving from the spot where he was spawned.

	If you hold the space bar down and shoot a non-frozen dead enemy
	with the SHRINKER it will have the same effect as in the above
	paragraph; a BOSS will be spawned.


                    Creating a mini BOSS or a mini enemy

	1) Shrink an enemy or a BOSSPAL (This won't work on the end of
	   episode BOSSes).  To shrink a BOSSPAL shoot the SHRINKER low
	   near the 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 FREEZER ( make sure
	   DUKE isn't close enough to KICK the frozen midget ).  The BOSS
	   ( or other enemy ) will freeze and stop growing.

	3) Walk up close to the frozen mini BOSS ( but not too close or
	   DUKE will KICK it ) and hit the space bar.  The ice covering
	   will shatter and the fiend will crumple and die, going into
	   PLAYDEAD mode in the process. In about eight to ten seconds
	   a pint sized BOSS with one sixth the hit points of an end of
	   episode BOSS will get up and start chasing DUKE.

	If an enemy corpse is frozen with the FREEZER ( see the "Making
	dead bodies Interactive" paragraph above ) and you walk Duke up
	close to the frozen body ( not too close or DUKE will KICK it )
	and then hit the space bar, the ice will shatter and the corpse
	will go into PLAYDEAD mode.


                          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

                         The "Invisible" DUKE

        If the space bar is held down when DUKE is hit with the shrinker,
        DUKE will sound one of his death sounds and he will seem to
        incinerate just like the enemies do.  In actuality DUKE's cstat
        changes to invisible.  He can be changed back to visible by
        holding down the space bar and being hit with the FREEZER at the
        same time, or by being shrunk, frozen, or killed.


                          The Fire enhancement

	When a fire is spawned it will last longer than before and have
	more states of decay.  The burning sound that accompanies the
	fire now lasts until the fire is small instead of just 3 seconds.


                        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.


                 Turning a Water Fountain into a Steam Jet

        Did this for fun. Shoot a Water Fountain with the SHRINKER.


                         CLOCK hit with a weapon

	The often present wall clock in some levels will frequently fall
	off the wall when hit with a PISTOL or CHAINGUN bullet now ( The
 	SHOTGUN blows it to hell ).  If it falls far enough it will
	shatter on impact.


                           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
	since he occasionally drops a clip of pistol ammunition ( and
	sometimes a pistol now ).  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.


                            Deadlier DRONE

        The SENTRY DRONE now locks onto DUKE and will pursue him until
        he is out of range, out of sight, or hit.  If DUKE is hiding
        close by they will seek him.  The DRONE is faster, packs a
        meaner punch than before, and it has a larger blast radius.


	                 Deadlier LASER TURRET

	The LASER TURRET fires faster and more frequently now.  Watch
	your back!


                           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 chance that they may drop an undamaged JETPACK.


                           Exploding Actors

        The LIZTROOP and the ENFORCER may explode when hit with some
	weapons ( due to that volitile jetpack fuel ), but this doesn't
	happen too often.

	The LIZTROOP, ENFORCER, COMMANDER, BOSS2PAL and DUKE may explode
	on impact if they were airborne when killed.  DUKE must be dead or
	killed by the fall for this to happen.  Crash and burn.  I love it.

	Often, when a COMMANDER or any of the BOSSPALS ( with the exception
	of the alien QUEEN ) die they will begin to burn.  Sometimes they
	just burnout and leave a hulking corpse behind, but other times the
	corpse detonates ( must be all that ordinance they're carrying ).
	Don't stay too close to a burning ( or even a burned out ) BOSSPAL
	for long because the explosion does a lot of damage and the blast
	radius is large.  The time delay is variable; anywhere from a second
	or two to over a minute.  It is unpredictable.  If you don't want
	the corpse to explode, and DUKE is feeling brave, walk up close to
	the corpse ( almost inside it ), hit the space bar ( making it solid
	to weapons ), then kick the corpse.  This will change it's status
	so that it won't explode.


                      Actors who can turn invisible

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


                           WEAPON  ENHANCEMENTS


	The SHRINKER has two modes of operation now.  If the space bar is
	held down when the SHRINKSPARK hits an enemy the SHRINKER acts like
	an incinerator.  Enemies will scream their death scream and burn up.
	If the space bar is not held down the SHRINKER functions like it
	normally does.  The SHRINKER incinerates dead bodies ( as long as
	they're not frozen ) and some of the other objects that may be
	encountered.  Some objects ( hardware things ) will normally be
	incinerated by the SHRINKER, but if the space bar is held down they
	will exhibit the "Nova" effect; that is they will shrink then
	explode ( power ups, trash cans, etc. ).

	Shrunken enemies can now be killed with 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 SHRINKER is ineffective
	against the end of episode BOSSes and it will not incinerate the
	BOSSPALs.

	The FREEZER can now 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.

	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 ).  Type "dnscotty407" while in the
	game and you will be transported to the XXX Stacy level.  There
	are a bunch of NUKE BARRELs at the beginning.  Try kicking them
	( there are 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.

