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                     D3Export.Faq - v1
    A document on exporting user maps and files by Ben Smit
                  email: 
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  This documentation is only for those who use the Duke Nukem
  Atomic/Plutonium pack version 1.4 or 1.5 and design maps
  with more than just a .Map and .Txt file to zip and export.
  Question : In which way should I export my map files ?
  With the enormous popularity with the game "Duke Nukem 3d"
  and the huge number of user maps coming available on the
  net it is becoming impossible to identify which file
  belongs to which map, and one's Duke3d directory is becoming
  so cluttered as everybody exports his or her own User.con,
  Tiles014.art, Dethtoll.mid etc.. let alone the poor authors
  who are trying to make efficient map launchers ;-(
  So to those who need some idea's or tips on how to "export"
  your new favourite map plus all it's extra files, I decided
  to put together this document to try and save others from
  the hell they are finding themselves in.
  Lets say you have designed a map called Mynewmap.map
  And with it you have modified the User.con file.
  Now you have changed the Tiles0xx.art (xx = 00-19)
  Also you have added a few Sound.voc and Music.mid files.
  Incedently if you are only going to change the level name ie..
  definelevelname 0 0 MYNEWMAP.map 01:45 00:53 WITH MY TITLE
  don't bother as the chances are the user will launch your
  map from a Map Launcher then this Title becomes insignificant
  unless it's for Dukematch purposes.
  Now you have the following files to zip and export :-
  Mynewmap.map
  Mynewmap.txt - (never use "Read.me" or "Readme.1st" etc)
  User.con
  Sound1.voc
  Sound2.voc
  Dethtoll.mid
  Tiles014.art
  (and maybe a few more)
  Normally most map designers would just zip this lot up as
  Mynewmap.zip and send it to their favourite "Web Site".
  You can imagine if all the map designers exported their maps
  in this way, and think of those poor blighters downloading
  this lot. They would end up with a pile of files with a lot
  of them using the same file names - disaster strikes!!!!
  The Answer.
  -----------
  Rather group your files. 3dRealms have given us the means to
  do this, I think the problem is not many know how to.
  Create a directory call "Export" for example.
  Copy all the files you need for your map into this directory.
  In your  "goodies" directory you will find the file
  "KGROUP.EXE" - Copy this file into your "Export" directory.
  Also if you have modified a User.con file then copy your
  GAME.CON file to this directory also.
  Rename the Game.con file to say Mynewmap.gam
  Rename the User.con file to say Mynewmap.con
  Edit your Mynewmap.gam and where is says :-
  Include User.con - change this to - Include Mynewmap.con
  Now type this line at the command prompt :-
  Kgroup Mynewmap.grp *.map *.art *.voc *.mid *.con
  You can leave out the *.gam as this file needs to be seperate,
  but it can be included into the .grp file incase the user looses
  it,  but this makes the zip file bigger.
  Now you end up with a single file called "Mynewmap.grp"
  with all your files inside it.
  Now create a Batch file called "Mynewmap.Bat"
  In this batch file you have 2 lines as follows :-
  echo off
  Duke3d.exe /gMynewmap.grp /xMynewmap.gam -map Mynewmap.map %1 %2 %3 %4 %5 %6
  Thats it. Now all you have to zip and export is :-
  Mynewmap.Bat
  Mynewmap.Gam
  Mynewmap.Grp
  Mynewmap.Txt
  Now you don't interfere with any of the recipients
  .CON, .ART, .VOC, .MID ,.RTS etc.. etc..... files
  The recipient only needs to execute "Mynewmap.Bat"
  Thus when one wants to delete them - there is only 4 files
  and they will have the same name. (del Mynewmap.*)
  When Duke3d v1.5 executes it will now 1st look inside your ".grp"
  file for a file and if it cannot find it there, it will use it's
  own default file out of the "Duke3d.grp" file.
  The %1 %2 %3 %4 %5 %6 etc.. in the "Batch" file is needed so
  a user can add instructions to the batch file.
  ie.. Mynewmap.Bat /s3 etc....
  This will enable the user to execute your map with skill
  level 3 "Come get Some" or what ever else they may need.
  You must mention in your "Mynewmap.txt" that these files are for
  the Atomic/Plutonium pack only. Preferably make this the 1st line.
  If you have more than 1 map - you can place their names in the
  "User.con" which is now "Mynewmap.con" file together with
  "Episode and Level Titles"
  Lets say you have 3 maps "Mynew1.map" Mynew2.map" and "Mynew3.map"
  a) Find the section in the User.con file which reads as follows.
  // Volume titles cannot excede 32 characters.
  definevolumename 0 L.A. MELTDOWN
  definevolumename 1 LUNAR APOCALYPSE
  definevolumename 2 SHRAPNEL CITY
  definevolumename 3 THE BIRTH
  b) Now add your "Episode Title"
  // Volume titles cannot excede 32 characters.
  definevolumename 0 THIS IS MY EPISODE
  definevolumename 1 LUNAR APOCALYPSE
  definevolumename 2 SHRAPNEL CITY
  definevolumename 3 THE BIRTH
  c) Now find the level (0) names section
  // Level file names cannot excede 128 characters.
  // Level par cannot excede 5 characters (min:sec)
  // Level titles cannot excede 32 characters.
  definelevelname 0 0 E1L1.map 01:45 00:53 HOLLYWOOD HOLOCAUST
  definelevelname 0 1 E1L2.map 05:10 03:21 RED LIGHT DISTRICT
  definelevelname 0 2 E1L3.map 05:35 03:41 DEATH ROW
  definelevelname 0 3 E1L4.map 07:20 04:40 TOXIC DUMP
  definelevelname 0 4 E1L5.map 09:10 05:00 THE ABYSS
  definelevelname 0 5 E1L6.map 05:15 02:58 LAUNCH FACILITY
  definelevelname 0 6 E1L7.map 00:00 00:00 FACES OF DEATH
  definelevelname 0 7 E1L8.map 99:99 99:99 USER MAP
  definelevelname 0 8 E1L9.map 12:48 16:32 VOID ZONE
  definelevelname 0 9 E1L10.map 0T:HX 11:38 ROACH CONDO
  definelevelname 0 10 E1L11.map 08:67 53:09 ANTIPROFIT
  d) Add your "Map names" and "Level Titles"
  // Level file names cannot excede 128 characters.
  // Level par cannot excede 5 characters (min:sec)
  // Level titles cannot excede 32 characters.
  definelevelname 0 0 Mynew1.map 01:45 00:53 CALL IT WHAT YOU LIKE
  definelevelname 0 1 Mynew2.map 05:10 03:21 CALL IT WHAT YOU LIKE
  definelevelname 0 2 Mynew3.map 05:35 03:41 CALL IT WHAT YOU LIKE
  definelevelname 0 3 E1L4.map 07:20 04:40 TOXIC DUMP
  definelevelname 0 4 E1L5.map 09:10 05:00 THE ABYSS
  definelevelname 0 5 E1L6.map 05:15 02:58 LAUNCH FACILITY
  definelevelname 0 6 E1L7.map 00:00 00:00 FACES OF DEATH
  definelevelname 0 7 E1L8.map 99:99 99:99 USER MAP
  definelevelname 0 8 E1L9.map 12:48 16:32 VOID ZONE
  definelevelname 0 9 E1L10.map 0T:HX 11:38 ROACH CONDO
  definelevelname 0 10 E1L11.map 08:67 53:09 ANTIPROFIT
  e) Change your "Mynewmap.Bat" file line as follows :-
  echo off
  Duke3d.exe /gMynewmap.grp /xMynewmap.gam %1 %2 %3 %4 %5 %6
  Duke3d will now startup as normal and display your episode.
  Select it and away you go.
  Just remember, to end the episode after your third map, you
  must end the map with either BOSS1, BOSS2, BOSS3, or BOSS4
  with a palette No. of 0 - else the game will continue into
  E1L4.MAP which as we all know is TOXIC DUMP although this
  is not a problem as the user can just quit when they want to.
  In this way you can create what I call a "Mini Conversion" (MC)
  or if you have time and energy a "Total Conversion" (TC).
  The only problem with "Batch" files is when you want to launch
  them in Dukematch, it becomes very tricky as the "COMMIT.EXE"
  program cannot launch a "Batch" file. (unless you know a secret)
  If you are a "Dukematcher" I suggest you get "GoDuke vers 2.3"
  Goduke can launch most "Batch" files in anyway you want to.
  I hope this document helps you to understand more about
  grouping and exporting your maps and files.
  If you have any problems, need further info or you can add
  some interest value to this document - do not hesitate to
  contact me at the above email address.
  Ben Smit
  Author of : GoDuke - D3DPlay - D3DUser - BPatch - XarTech (MC)