
Return to Castle Mario Bros

A Return to Castle Wolfenstein: Enemy Territory Multiplayer Map, 
Adapted for Single Play

By Jesse "Hummer" Snyder
hummer@hummerdesign.com

Version 1.0

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1. Installation, Play, and Warnings
2. Background
3. Features
4. Objectives
5. Technical
6. Known Bugs
7. Legal & Thanks

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1. Installation, Play, and Warnings
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Place rtcmb1-1.pk3 and RtCMB.bat in your "etmain" folder. Double click RtCMB.bat
to play.

Once the warmup is over, press ENTER to begin!

This map looks best when played in 800 x 600 or higher.

Important Controls:

Return / Enter: Start Game
A: Back
S: Crouch
D: Forward
Mouse 1: Fire
Space: Jump

Some things to be careful of:

- The concept is experimental. This map uses a specialized config (1-1.cfg) in /
devmap mode to get the desired 2-d effect.

- You previous config will be written to pre_mario.cfg. HOWEVER, this happens at 
each game start. So, if you load the game twice in a row, the pre_mario.cfg will
contain the 1-1.cfg data. DON'T SAY I DIDN'T WARN YOU!

- If you didn't read the above before playing, then hopefully, you have your old 
config somewhere else, and can simply /exec it. Otherwise, you'll have to
load default settings and go from there.

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2. Background
-------------------

This map is a replica of level 1-1 from Super Mario Bros. (SMB), done in RtCW. Most
interactive elements of SMB have been included in true Wolf fashion. Although 
not everything works exactly as it did in SMB, it's pretty darn close. Down to
collecting powerups and stomping on goombas.

This whole concept came when someone mentioned how cool it would be to do a side
Scroller in Wolf. Then we started talking about how cool it would be to do Super
Mario in Wolf. Next thing I know, I'm off scripting breaking bricks and coin
boxes.

This map is NOT meant to be played as a multiplayer level. Theres only enough
spawns for one person anyway. Also, I think will all the movers and scripting
going on, well, I don't know how a server would handle it anyway.

This map was made for fun, simply as a going away present for Wolf. Since I'm
focusing my mapping efforts on ET and other games now, I thought it'd be a good
way to pay tribute to two of my favorite games of all time.

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3. Features
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- Real SMB sounds, music and graphics!
- Breakable bricks
- Moving, animated, touchable mushrooms, flowers, coins and stars
- Squishable, moving Goombas... that can cause damage!
- A Squishable, moving Koopa... that can cause damage... and be kicked!
- Coin boxes galore...
- Secret Pipe / Warp Area
- Moving Flag pole
- Coin boxes
- Multi Coin Box
- Hidden one up
- Plus a whole lot more (how cliche)!
- Included source for others to carry on the project if they wish!

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4. Objectives
-------------------

Allied & Axis...

Get to the Castle!

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5. Technical
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This map was made with GTK Radiant 1.3.8. The Compiler used was q3map2 2.5.10. Release 
date is November 29, 2003. The compile was just a BSP -meta compile.

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6. Known Bugs (where to begin...)
-------------------

- The star goes one way, then the other, then stops... 

- If you shoot the koopa, it'll disappear.

- Don't fire any guns with recoil... unless you like staring at the sky.

- Try not to die. Especially if you've gone through the underworld part. 
You'll get stuck.

- Sometimes you'll come out of the side of the pipe rather than the top. 
It's a teleporter thing that's really touchy.

- The koopa was being a fiesty... as such, sometimes it doesn't show up. 
Sometimes it'll hurt you when you can't see it. Watch out for that one. (RTCW version)

- Once, I jumped on two goombas and somehow ended up in the underground area. 
Haven't been able to recreate that one, or even know why it happened... (RTCW version)

- Script movers are really a pain. If you're killed, best thing is to tap out
immediatley. You might be carried of to oblivion and have to restart the map. 
(RTCW version)

- If you restart the map, the music sometimes gets out of sync. (RTCW version)

- The box hiding the star sometimes doesn't show. Looks weird and gives away
where the star is somtimes. (RTCW version)

- Running this map in certain graphic modes will show artifacts around the edges 
of the tile based graphics. Jack up your settings to 800 x 600 at least... this 
map is far from an FPS hog.

- The 1 up has known to cause scripting errors every once and while. It's usually
because the 1 up is grabbed before it can move around... ah well.

- There were bugs where you could fall "off" the level, but I think they should 
be fixed. If it happens, just restart and pretended it didn't.

- You can see the edges of some powerups before they appear. As if you didn't 
know they were there.

- You can't actually kill goombas with the koopa shell. And for my sanity, it 
only goes one way.

- The goombas really dont have collision detection, they just follow a certian 
path. Actually, every mover does. So, if you break a brick under a goomba or a 
mushroom, don't be surprised if they float along for awhile before they fall.

- Bricks, boxes, etc. dont interact with movers, so no bouncing the mushrooms 
around, or killing goomas by jumping beneath them.

- Goombas die when you jump into them if they are falling onto you. You die too 
though.

- Bricks don't break in the underworld.

- There might be graphical glitches here an there.

- The sound doesn't loop like it does in the real SMB. Ah well.

- I'm sure there are more, and people will be more than happy to point them out

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7. Legal & Thanks
-------------------
The map is copyrighted, as usual, but feel free to use the material included for 
your own use. Just be sure to give credit where credit is due :)

Logos, trademarks, names, images, etc. are property of their respective companies.

This package is not affiliated with Nintendo in any manner.

Thanks to olaer069 for the teleport and print entities :)