The Redrum Text File

Redrum: The Shining II

A sequel to the greatest horror movie of all time, presented 
as a conversion level for Duke Nukem 3D Atomic Edition.

Created by Bryant Arnett

Original Release: October 18, 1997 (ver. 1.01)
This Update Released: January 10, 2001 (ver1.01a) 
This update contains revisions to this text file 
and contact information only.

This package was created as a tribute to Stanley Kubrick and 
his great film "The Shining" and it is being offered as a 
free work of art to the fans, all over the world, of 
Kubrick and his movies.


I. Introduction
II. Installation and Usage
III. Playing the game
IV. Credits 
V. Technical and design notes
VI. Legal stuff

I. Introduction

This is it! The sequel to the greatest horror movie of all time, and 
YOU get to play the lead character! REDRUM: The Shining II is a 
user designed Duke Nukem 3D add-on level that picks up where Stanley 
Kubrick's The Shining left off. It's time for Duke to infiltrate the 
Overlook Hotel and "take care" of the Caretaker. New textures, new 
sounds, new monsters, and a meticulous attention to detail make this 
a level unlike any you have seen before. A powerful computer is 
recommended, and the Atomic Edition of Duke3D is REQUIRED.

II. Installation and Usage:


Windows and DOS:

You must have Duke Nukem 3D version 1.4 or higher. This means that
you must have the Atomic Edition, or the original Duke Nukem 3D 
game (1.3D) with the Plutonium Pak upgrade. You must have the FULL
REGISTERED VERSION. The demo version will not work. Duke Nukem 3D can be 
obtained from 3D Realms Software (
"Redrum: The Shining II" was not created nor is it supported by 3D 


The only version of Duke Nukem 3D released for the Mac is already
the Atomic Version, so if you have it, you are all set.


This package should contain the following files:


For DOS or Windows installation, simply copy these files into your 
DUKE3D directory. If you have ART files in your Duke directory
(files that end with the .ART extension), you must rename them
or move them to another location. The Shining II will not function
properly if these files are present. 

For Macintosh installation, you must drag the files REDRUM.GRP 
and REDRUM.CON into your Duke Files folder. 


To run The Shining II from DOS, type REDRUM at the DOS prompt and hit enter.
From Windows, double click the file REDRUM.BAT. Follow the onscreen prompts.
That's all there is to it. For multiplayer, you must start the level 
in the same way, but select the multiplayer option when prompted, 
then setup your multiplayer game in the usual way and select REDRUM: 
The Shining II after Duke begins.

For Macintosh, select both of the files REDRUM.GRP and REDRUM.CON and drag 
them both onto the Duke Nukem application icon. The Duke game will begin 
like normal. After you have made it through all the usual start-up screens, 
select "New Game" and then select the first episode: L.A. MELTDOWN. 
You should see a screen that says: "Loading REDRUM: THE SHINING II" and 
then you will be standing in the Overlook Hotel.

III. Playing the Game

This is not a normal Duke Nukem level. There is NOT a ton of 
ammo and health and monsters strewn all about. You must try and
survive with a minimum of resources and you will need to really 
search to find health, weapons or ammo. 

The object of the game is to find REDRUM. When you do, press it 
like a switch. Eventually you will gain access to Room 237 and 
the caretaker's apartment. Room 237 is the only "Guestroom" (rooms 
with numbers) that can be entered. Other doors may or may not open. 

* Play Information *
Episode and Level # : E1L1
Single Player : Yes
DukeMatch Level : Yes (8 player)
Co-Op Level : Yes (8 Player)
Difficulty Settings : Not implemented

* Construction *
Build Time : 9 months
Editors used : Build 1.4, Editart 1.4, Deluxe Paint II,
Photoshop 4.0, TrueSpace 2, LView Pro,
Sound Forge 4, Avid AudioVision
Known Bugs : There is a serious bug in the lobby restrooms.
From inside, when you open the door 
WATCH OUT! It will crush you to death 
against the wall. You must stand to the
side. If anyone can solve this, please 
let me know.

IV. Credits

Level construction, artwork, sound, and CON hacking by me, Bryant 
Arnett. I also played the part of Jack Torrance.

Special thanks to:

Ko Maruyama for creating many wonderful textures and the logo.
Jeroan van Aichen for the awesome story.
Jess "Wakko" Harnell for providing the voice of Jack.
Carl Bartoles for modelling the palm tree and providing an endless
outpouring of nicotine and good humor to feed my addictions.
Scott "Scooter" McClain for technical assistance and the endless use
of his computer.
Jeroan van Aichen, Brian Huston, Keith Wheeler, and Brian Siano for
beta testing.
Mark Oates for ideas and inspiration.
Jim Brain for digital photographic assistance.
Alex M. for showing me how to import LARGE textures.
Rooster Duck for discovering the answer to a sound riddle.
Jonah Bishop for creating the Map Editing FAQ.
The publishers of for an outstanding Duke site.
The members of the Alt.Movies.Kubrick newsgroup who gave me 
encouragment and some enlightening discussion about the movie.
My wife for having the patience to stick with me through my
insanity. "All work and no play makes Bryant a dull boy."
The people at 3D Realms for making Duke and giving us Build.
Stephen King for inventing the Overlook Hotel and it's inhabitants.
And especially Stanley Kubrick for making the film.

V. Technical and Design Notes

Work on this level began in February of 1997. When I started working 
on it, I figured it might take me two or three months. Well, now it 
is nine months later and I have been to hell and back. In the 
beginning I formed an idea in my head of what I wanted the level to 
do and be, but I had no idea what would really be involved in getting 
it there. I worked on it a couple of hours a night, but also had 
periods of several weeks at a time where I would not work at all, or 
some days where I worked for 10-15 hours straight. I really hate to 
think of how many hours I must have spent, so I refuse to do any such 
calculation. I really am going to take a serious break when this 
thing is done. 

I made an error several months ago by announcing on some Internet 
newsgroups and forums that I was nearing completion and the release 
was imminent. Well, I think I may have kept a lot of people waiting 
for a long time, and for that I sincerely apologize. I think I made 
the announcement as a means of *forcing* myself to really finish. 
Many people sent e-mails of encouragement, and this really gave me 
the incentive to go on and finish, so to those people: Thank you! To 
everyone else, thanks also to you for waiting so patiently.

* * *

I have loved Stanley Kubrick's "The Shining" since I first saw it 
when I was 17 years old. It made in indelible impression on me in 
many ways. From the soaring camera work and technical excellence, to 
the horrifying and disturbing imagery, and especially for the 
priceless and inventive dialogue, this film has been on my list of 
Great Films ever since. 

When I began work on this project, I assumed the film was all shot at 
some hotel someplace, so my very first plan was to get a map of the 
real location. I already knew it wasn't the Timberline Lodge in Mt. 
Hood, Oregon (the Timberline was used for the exterior establishing 
shots only and NOT for the interiors, which I discovered when some 
friends of mine went there and reported back), but I did figure it 
was some hotel *somewhere*. Despite my interest in the technical end 
of making movies, somehow I missed the news that the film was done 
entirely on a sound stage. Wow! That sure says a lot for the 
lighting and set design! I was astonished at this discovery. It 
meant that everything would have to be extracted directly from the 

The process of mapping out the Overlook took about a million viewings 
of the videotape in slow motion as I meticulously sketched every 
square inch of the hotel as it is seen in the movie. Incredibly, the 
way it is photographed, you end up seeing many of the areas in their 
entirety. There are only a very few walls in the Lobby or in the 
Colorado Lounge that are not visible at some point during the film. 
This meant that it was possible to do these areas with a very high 
level of accuracy. There are areas I did not do quite as accurately 
because I was doing them from memory (there is not a TV and VCR near 
my computer!). There are a few places in the hotel that I decided not 
to create, like the boiler room or the SnowKat garage, because they 
were not terribly important. I added other parts of the hotel which 
were NOT seen in the film as a means of connecting the various 
sections together, and to give the hotel a more complete feel. 
Deciding how to connect some of the major parts was extremely 
difficult, and the film, I believe, makes a deliberate attempt to 
confuse and disorient the viewer, so I quickly gave up and connected 
things the way it seemed best.

There were other parts of the hotel that I wanted to add but couldn't 
because of limitations of the Duke engine. A few months ago I 
suddenly ran into the brick wall limit of sectors that are allowed, 
and I was still quite a ways from being done. This meant that I had 
to remove some stuff in order to just barely finish adding the stuff 
that *needed* to be there. This hurt a lot because I had a staircase 
leading to a third floor (near the caretaker's quarters) already 
built and I had started adding a coffee shop, (the "Lookin' Over 
Inn") just for fun. I ended up removing lots of details, and one 
major thing that I unfortunately "saved for last" - namely the Maze, 
ended up being far less spectacular than I had envisioned. In some 
ways I sort of gave up on the maze in hopes that someday they will 
release something to convert Duke 3D levels into Duke Nukem Forever 
levels, and I can continue this work (please, 3D Realms, please, 
please, PLEASE!!).

The artwork and sounds in this level are a combination of stuff 
lifted directly from the film, stuff I created myself or with the 
help of friends, and some images I got from the Timberline Lodge web 
page ( Most of the sounds were taken 
straight from the film (even the typing and storage locker door 
sounds), but many of them I also created from scratch. For the 
graphics, I had the help of Ko Maruyama who is an excellent artist 
and did all the things that I couldn't do in a million years. 
You will see some pots and pans hanging in the Overlook's kitchen.
These are a photo of some real pots and pans hanging in the huge
and cavernous kitchens of the Pasadena Ritz-Carlton Hotel. I snuck
into the hotel hoping to steal some good textures, but the cook
kicked me out. This was too bad because this kitchen was almost
exactly like the Overlook kitchen and I could have got some great
stuff. I'll just have to be more careful next time!

* * *

If you would like to add on or make modifications to this level,
please contact me so that we can work together. I am planning to 
keep upgrading the package (there is plenty of room for more 
sprites!), so please let me know if you want to be a part of future 
versions. If you make modifications, please contact me rather than 
distributing them so that there will be only one "official" version. 
To extract the MAP and ART files use the following command: 


This will extract the files:


so be sure not to overwrite any existing .ART files you may have. 
Also, as long as these ART files are present in your DUKE directory, 
the rest of your Duke game will be messed up.

The batch file used to launch the level makes extensive use of the 
CHOICE command. If you don't see a multiple choice menu when you 
start up REDRUM, then you don't have the CHOICE.COM file in your DOS 
path. This file is usually found in the WINDOWS\COMMAND directory, 
or in a DOS directory, but I have seen some computers that don't have 
it. If you don't have it, you can still run the demos by using the 
proper command line options:

Demo #1 recreates a few choice camera angles from the film.
Use the command line: duke3d /xredrum.con /gredrum.grp /m /dredrum1

Demo #2 shows the solution to the level complete with secret areas. 
If you get stuck, take a look at this demo.
Use the command line: duke3d /xredrum.con /gredrum.grp /dredrum2

Macintosh users will be unable to use the demos, I think.

If you want to play without monsters, use the command line:
duke3d /xredrum.con /gredrum.grp /l1 /nm /m

If you don't have the CHOICE command, you should rename or back up 
any ART files you have before using the above command line options.

* * *

Well, that's all. I hope you enjoy REDRUM: The Shining II. Please 
send me E-Mail with your comments or suggestions. 

VI. Legal Stuff

This package - REDRUM: The Shining II - was created by Bryant Arnett
copyright 1997, All Rights Reserved

This package was not made nor is it supported by 3D Realms, the 
creators of Duke Nukem.

Images and sounds from the motion picture "The Shining" are copyright 
1980 Stanley Kubrick, Warner Bros. Hawk Films - All Rights Reserved

Images from the Timberline Lodge web site 
( are copyright their respective
authors and creators - All rights reserved

This package (REDRUM.ZIP and all included files) are offered as 
"freeware". This means that you are free to distribute it an its 
original unaltered form as long as you do not charge any fee other 
than to cover reasonable duplication and distribution expenses. In 
other words, it cannot be duplicated and sold for purposes of profit 
without express written permission from the author.

If you extract any part of this package and claim it to be your own 
creation, I will hunt you down and torture you without mercy. It has 
happened to me before, and I won't stand for it again.

This package was created as a tribute to Stanley Kubrick's great film 
"The Shining" and it is being offered as a free work of art to the 
fans, all over the world, of Kubrick and his movies.