[Full Disclaimer]
This is a fan made art project meant for comedy. All intellectual properties mentioned in the credits belongs to their original owners. All royalties to these intellectual properties, also belong to their original owners. This mod is not an original title to any these intellectual properties. Please remember this is just a free to the public fan made art project meant for comedy. Anyone can use and edit my mod as they see fit. I'm asking for no money to create this, not even by donations. This is why the mod is in a Zip file and not locked up in any other formant. It's an open-source project. Thank you for reading this.

[MIDI Installation]
This mod uses a custom MIDI sound font, or the music will not sound right. If you want to hear the game music as intended. Please remember to active the midi synth wave file that is meant for this mod. It's the download related to this tutorial. If you don't know how to active the SF2 file. Then please read up on the MIDI Music Tutorial link, to learn how. For NetDuke32 it's as simple as selecting the SF2 Midi file format. But remember it must be the only SF2 file in the mod's folder.

[MIDI Music Tutorial]
https://www.moddb.com/games/duke-nukem-3d/tutorials/better-midi-music

[Important Notes]
To play this mod. You'll need to buy a copy of Duke Nukem 3D and pick up the Free software, NetDuke32. Simply extract the zip file into its own folder and place that folder into your game's directory. Use NetDuke32 as you start the game, look for the option to use that folder as a mod. If you wish to edit or create your own mods too this mod. Please download eDuke32 as it has a program called Mapster32 where you can create your own maps.

[Game Installation]
1: Unzip then paste the Retro Deathmatch folder into your NetDuke32 or EDuke32 folder.
2: Well, starting NetDuke32 or EDuke32 look for the custom content directory option list.
3: Select Retro Deathmatch in the custom content directory then start the game engine.

[NetDuke32 Webpage]
https://voidpoint.io/StrikerTheHedgefox/eduke32-csrefactor/-/releases/

[Eduke32 Webpage]
https://www.eduke32.com/

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[File Includes]
Read Me.txt
duke3d.def
Palette.dat
(game related).CON files
(game related).ART files
(game related).mid files
(game related).map files

game textures (Folder)
"Texture files that work with the duke3d.def file."

game palettes (Folder)
"Palette files that work with the duke3d.def file."

unfinished maps (Folder)
"Every unfinished map mention in my posts online."

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[Update Notes v0.077]
I've fixed some bugs and did some more work on some maps.  The game should no longer look for textures that are not there or ready, on the startup.  I've added a title screen song.  A bug related to the Pigcop player skin has been fixed, it no longer replaces a standard player color.  This also means, you can't use that player skin unless you're playing on NetDuke32.

[Update Notes v0.076]
I added everything I was working on and more. So, this should be fun for mappers to check out the maps that are not done yet. I've also thrown in the pixel patch into this download. I will be making a separate download for that later. But if you want to activate the pixel patch, just change the name of the texture folder to match the game. It's that easy.

[Update Notes v0.070]
This update is where I add multiplayer skins. Currently with only two options.

[Update Notes v0.064]
I fixed the textures in many of the maps, made skyboxes, edited the music, updated some maps and more. It's still incomplete work. But this time it's much more playable. Also, please note; some maps can only be accessed through the menu. Like Wet Dry World. I'm fixing that soon.

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[Contributor Credits]
TolietDuck64 = Map Designer (Wet Dry World)
Danukem = Game Coder (Currently Unused)

[Special Thanks]
MObreck = They inspired me to learn 8bit palettes.
The Gangster (AKA King6) = Your Dust map port is legend.
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[Original Credits]
Just encase I forget to give credit. All royalties to these or even uncredited intellectual properties, belong to their original owners. This mod is not an original title of any these intellectual properties.

[Retro Death Maps]
SquareSoft = Coneria from Final Fantasy.
Capcom = Etruria from Gargoyle's Quest II.
Ko-nami = Little New York from Teenage Mutant Ninja Turtles.
SquareSoft = Pravoka from Final Fantasy.
SquareSoft = Melmond from Final Fantasy.
Ko-nami = The Big Apple from Teenage Mutant Ninja Turtles.
Sunsoft = Happydale Heights from Fester's Quest.
SquareSoft = The Black Bird from Chrono Trigger.
SquareSoft = The Dragon Cave from Secret of Mana.
SquareSoft = Figero Castle from Final Fantasy III.
Capcom = Town Ship from Breath of Fire II.
Nintendo = Kakeriko Village from The Legend of Zelda Link to the Past.
3DRealms = Every edited thing in my mod of Duke Nukem 3D.
FromSoftware = East Verditel Island from King's Field.
Rareware = Temple from 007 Goldeneye/Perfect Dark.
Nintendo = Wet Dry World from Mario 64.
Steam = Dust from Counter Strike

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[Midi & Music Composers]
It's hard to keep track of all the credits here. Because a lot of it goes to the original authors. Lucky for me, I got every midi file from the same website, and they give credit where it's due.
VGMusic - 31806 Game Music MIDI files

[Sprites/Textures Credits]
Most of the sprites or textures I got where from this website. Everything else, I compiled myself. I also had to port the sprites and textures, editing them for what's needed by the mod.
The Spriters Resource (spriters-resource.com)

[Maps and Level Designs]
Since I found these websites, I've got an endless supply of maps to work on. These websites pretty much cover any game you can ask for, mapped out. Making my work so much easier. Thank you.
VGMaps.com: The Video Game Atlas
Hall Of Light - The database of Amiga games (abime.net)
Maps - SMS Power!

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[Personal Statements]
In the Duke3d.def file. At first, copied a line of code from the HRP mod. It's the small part related to the tints in the color palettes. Personally, this saved me a lot of time. So thank you and credit to what I learned off them. Because since learning that and reading up on that aspect of code. I've edited it, into my own creation. The upcoming multi-player skins at over 500.