
================================================================
Title                   : Quantum Conundrum
Date Completed          : December 26th 2013 18:00
Filename                : Quantum_Conundrum.MAP
Author                  : Paul "High Treason" Monteray
Email Address           : PAU174u[-at-]aol.com

Misc. Author Info       : Commonly makes bad decisions, cuts a
			  lot of corners whilst mapping and has
			  lost most hair due to mapping.
			  I feel I am weak at the visial side
			  of mapping so instead I focus my
			  efforts on doing things that have not
			  been seen before.

Other Levels            : Verlassen Warehaus (NBCBP)
			  Preston Road
			  EDF Computer Base
			  Space Station 12939 (1.5 Hour CBP)
			  Loudmoor (Cancelled, for now...)
			  The Space Mission (How original)
			  CBP8 (Part of the sewers)
			  Riverside Town
			  Quantum Physics (Original Map)

Description             : After the events of Riverside Town
			  Duke takes the boat and docks with an
			  EDF Sub-oceanic Rail System.

			  Unfortunately, Duke hears word that
			  another alien invasion is taking
			  place in the neighbouring city,
			  Seaside City, where the aliens took
			  over a secret under-sea base.

			  Replay the map, save often.
			  Designed for Polymost.

Additional Credits      : Forge, tested the map.
			  UnderTaker, meant to test it.
			  Scent-88 and MSDN for hosting the
			  original version of the map...

================================================================

* Play Information *

Single Player           : Yes
Cooperative 2-8 Player	: No (Don't even try)
DukeMatch 2-8 Player    : No (Deffinitely not)
Difficulty Settings     : How do I answer this one?
Atomic Edition Required : Yes
New Sound               : No
New Music               : No
New Art                 : No
Modified CONs           : No
Demos Replaced          : None

* Construction *

Base                    : Quantum Physics
			  uses some leftovers from elsewhere.
			  City originally constructed for CBP9.
			  You can always check out the original
			  EDuke32 Enhanced version at;

	http://www.scent-88.com/reviews/Q/quant/quantum.php

	http://msdn.duke4.net/hotquantum.php


Build Time              : Quite a while...
Editor(s) used          : Mapster32
Known Bugs              : Nothing major
			  Due to differences between ports some
			  mechanisms operate slowly and doors
			  may fail to open, save often!

May Not Run With...     : DukePlus, it doesn't like the effects
			  Also some revisions of EDuke32 <r3713
			  so that should be the earliest one 
			  that you use.

Important Notes         : Can't think of any.

Things I like		: Bridges, Randomness, reactor room.

Things I don't like	: Detailing and shading are my weakness!
			  Texturing could have been better...
			  I had to remove a working 24-Hour
			  clock mechanism!

* Copyright / Permissions *

Authors MAY NOT use this level as a base to build additional
levels. If you liked something, by all means draw inspiration
and open the level in Mapster to see how I did it, just remember
where you got the idea when you fill in your own Additional
Credits section.

You MAY distribute this MAP file through any electronic medium,
Provided you include this text file intact with no modifications


================================================================
GUIDE AND GENERAL HINTS!
================================================================

================================================================
Title                   : Quantum Conundrum
Date Completed          : December 26th 2013
Filename                : Quantum_Conundrum.MAP
Author                  : Paul "High Treason" Monteray
Email Address           : PAU174u[-at-]aol.com
================================================================

This is a brief guide to most things in the map in case you get
stuck in there (not too unlikely).

First off if you use EDuke32 get r3713 or LATER. If you don't
you will know quickly as the train will not go anywhere at
the start of the level.



If the train does work, it will move a little way.
Your train will stop, you basically have to turn on three
switches in no particular order which re-enables power and will
open the door on the track, allowing the train to proceed.
You have to go back in the train and press the switch inside
once you have dealt with everything else. If you have donw what
you are meant to, the train will work.

The train does not use locators or any actual "trains" :D



Next you must go through the Hotel. This is easy, there is an
elevator, go to the second floor. Only one door will open, go
in and kill everything. There should be a gift on the doorstep
so you should run back down the corridor to the next room and
kill everything there and go to the third floor. You don't
really need to be here, but the room gives you a code.
Go to floor 4 and locate the blue key in the hot tub.

Go in the elevator which will now take you to floor 1.
There is a door you can open with the key. The code for the
switches is 2314.

oOoo ooOo Oooo oooO

Now it gets tricky. In the IMF building ride the elevators up
and cross the bridge (No TROR here) and get the red key.

Go back and take the elevator to where the red key switch is.

Go down the stairs, go into the bathroom and in the vent.



Now it gets worse! You go through a sewer and enter the base.

The first door that closes determines what happens later.
This is dependent on how long you took to get here.

You could save before climbing out of the sewer through the
vent, crossing the doorway at different times changes the map.


There are a few different ways from a 5-Way hub.

HUB A


LEFT:
Officers Quarters. You need to go into the mens room and pick
the shrinker up, go into the vent and aim and the black box on
one of the walls to bounce the shrinker off the tiles and blow
the door open. Do this from the left edge for best results.

Go into the ladies room and get the yellow key, on to HUB B



RIGHT:
There is a coded door, a viewscreen will show you the first
couple of digits, but you have to figure the last two out.

The code is random but it will NEVER use 4 on any digit.



CENTER:
Storage, if you have an RPG shoot the last box. If not you'll
have to rely on the shooters to hit the box. Once you get the
correct one, the shooters will stop and the key will move to
you on the belt.



LEFT ELEVATOR:
No puzzle. Was meant to have a crane puzzle.

RIGHT ELEVATOR:
Nothing, just go through. Was meant to be a bridge.



HUB B

LEFT:
Power control, use switch 3 56, this will cause an overload.
You are supposed to listen for the sounds of machinery as
those should get quicker or slower depending on the switch.

RIGHT:
You must stand right up to the vents and lob a pipebomb down
each one... Don't blow one at a time, you must detonate both
pipebombs at the SAME TIME! Crouch up against the busted
vent and aim slightly upwards for best results. LEAVE ROOM
before detonating the pipebombs!

CENTER:
Reactor, blow the four fuel cells. Stand back - in a corner.





EXIT:
You can leave the level now.

Originally you would have to face a boss if you took more than
ten minutes, but this was removed due to technical problems.

That clock can control almost anything... Or it could before I
had to remove it, remember to check out the EDuke version if
you are interested in seeing that!



If you saved BEFORE leaving the sewer, loading again will 
present you with a different route or different enemies.


