home *** CD-ROM | disk | FTP | other *** search
Text File | 1996-06-21 | 91.2 KB | 1,698 lines |
- =============================================================================
- MAP EDITING FAQ v0.3 BY BRETT GMOSER
- =============================================================================
-
- CONTENTS:
-
- 0: About this FAQ
- 0.1 Who made ALL This?
- 0.1.1 How do I contact the author?
- 0.2 What you should have gotten
- 0.3 Revision History
- 0.4 Thank-you's and Credits
- 0.5 Where to get this FAQ
- 1: Information & Other Stuff
- 1.1 What are maps?
- 1.1.1 What else can I do with MAP files?
- 1.1.2 Can I extract the original .MAP files from the game?
- 1.2 What do I use to make maps?
- 1.2.1 Can I make maps other games?
- 2: Making Levels, basic
- 2.1 Ok, I have the editor, how do I use this thing?
- 2.2 First levels suck
- 2.3 Your basic, one-sector, horrible level
- 2.4 Your basic, two-sector, horrible level
- 2.5 Your basic, two-sector, not-so-horrible level
- 2.5.1 Floor/ceiling heights
- 2.5.2 Changing textures
- 2.5.2.1 Panning and stuff
- 2.5.3 Skies
- 2.5.4 Shading
- 2.5.5 Slopes
- 3: Onto the cool stuff
- 3.1 Intro
- 3.2 Hitags and Lotags
- 3.3 Sector Effectors
- 3.4 Locators
- 3.5 Music & SFX
- 3.6 Respawns
- 3.7 Acticatorlocked
- 3.8 Activators
- 3.9 Checklist
- 4: Your not-so basic, awesome level
- 4.1 Intro
- 4.2 Regular, DOOM-Type Doors
- 4.3 Swinging Doors
- 4.4 Sliding Star Trek Doors
- 4.5 Splitting Star Trek Doors
- 4.6 Teeth Doors
- 4.7 Sliding Doors
- 4.8 Down Doors
- 4.9 Up/Down Doors
- 4.10 Rotating Subway Doors
- 4.11 Auto-Closing Doors
- 4.12 Locked Doors
- 4.13 Doors With Switches
- 4.14 Combination Door Switches
- 4.15 Teleporters
- 4.16 Water
- 4.17 Sewer Holes/Silent Teleporters
- 4.18 Lifts
- 4.19 Glass
- 4.20 Vents
- 4.21 Security Cameras
- 4.22 Collapsible Bridges/Bridges
- 4.23 Dukematch/Co-op ONLY Stuff
- 4.24 Fun With C-9
- 4.24.1 C-9 Activated by Switches
- 4.24.2 C-9 Activated by Touchplates
- 4.25 Rooms Over Rooms
- 4.26 Nuke Buttons
- 4.27 Secret Areas
- 4.28 Mirrors
- 4.29 Conveyor Belts/Water Current
- 4.30 Gears/Rotation
- 4.31 Subways
- 4.32 Colored Lights
- 4.33 Demo Cameras
- 4.34 Co-op/Dukematch Starting Points
- 4.35 Spawning Stuff
- 4.36 Active Tripbombs
- 4.37 Earthquakes
- 4.38 Light Switches
- 4.39 Open Door, Room Lights Up
- 4.40 Shooters
- 4.41 Switches For Forcefields
- 4.42 Difficulty Settings
- 4.43 Echo
- 4.44 Pulsating Lights
- 4.45 Elevator Transports
- 4.46 Blastable Walls
- 4.47 Destructable Buildings/Floor Lowering
- 4.48 Crushers
- 4.49 Shots Fired In Sector, Cieling Comes Down
- 4.50 Rotate/Rise Sector
- 4.51 Stretch Sector
- 4.52 Cielings And Floors (Dropping)
- 4.53 2-Way Trains
- 5: Info And Other Stuff
- 5.1 Palette List
- 5.2 Facts On Dimensions
- 5.3 Sound List
- 5.4 Quick SE Number List
- 5.5 Quick Sector Tag Guide
- 6: Questions And Answers
- 7: Finishing Up
- 7.1 Map Authoring Template
- 7.2 Uploading your level
- ==============
- ABOUT THIS FAQ
- ==============
- 0.1 Who made ALL this?
- My name is Brett Gmoser (silent G). I have a lot of free time on
- my hands. I am a hard core Duke 3D fan, and I've played it non-stop
- since the day it came out. I made levels for Wolf 3d, DOOM, DOOM ][,
- HeXen and ROTT, so I figured, hey, why not make Duke 3D levels? Well,
- I got my CD 2 days after it started shipping, and as soon as I fired
- up the editor, I, just like you, figured out just how complicated Duke
- levels can be. I spent day and night (really) figuring stuff out. As
- it ended up, after just three days I found that I had a knack for
- making Duke levels. I have 2 ISPs, and as I surfed through to Duke 3D
- Editing folders on AOL, compuserve and the Apogee BBS, I saw people
- were having trouble. So I decided to make this FAQ!
- 0.1.1 Ho do I contact the author?
- Well, I prefer to get email through my internet account,
- and the address there is "gmoser@gramercy.ios.com". I'm also
- on AOL, my screen name there is "GutenTag11". You can find me
- on the 3D Realms BBS as "gmozmer".
- Here is a list of my current web sites:
- http://gramercy.ios.com/~gmoser/duke3d/
- My Duke 3D Site. Pretty good, if you ask me. :)
- http://users.aol.com/gutentag11/cheats.htm
- A page with lots of cheat codes, offers my program which is
- called CHEATS!.
- I wouldn't DARE give out the rest of the addresses because they
- all suck....:)
- 0.2 What you should have gotten
- In addition to this file (MAPFAQ03.FAQ), you should have gotten the
- following things in the ZIP file (MAPFAQ03.ZIP):
- TELEPORT.MAP
- HOLE.MAP
- WATER.MAP
- SWLITES.MAP
- CONVEYOR.MAP
- LIFTS.MAP
- TDOOR.MAP
- GLASS.MAP
- CAMERA.MAP
- BRIDGE.MAP
- SWDOOR.MAP
- SOS.MAP
- SLSTDOOR.MAP
- SPSTDOOR.MAP
- MIRROR.MAP
- SUBWAY.MAP
- CLITES.MAP
- ACCESS.MAP
- QUAKE.MAP
- DRLITES.MAP
- SHOOTERS.MAP
- GEARS.MAP
- RDOOR.MAP
- ADOOR.MAP
- COMBODR.MAP
- SWFORCE.MAP
- PIGFLY.MAP
- ECHO.MAP
- PULSATE.MAP
- 2WAYCAR.MAP
- UPDNDR.MAP
- MANHOLE.MAP
- STRETCH.MAP
- ELETRANS.MAP
- C-9.MAP
- BUILDBLO.MAP
- CRUSHERS.MAP
- SHOTLOW.MAP
- DOOMDOOR.MAP
- SLDOOR.MAP
- ROTRISE.MAP
- DNDOOR.MAP
- DRFLRCLN.MAP
- CBBG.ZIP**
- 2SSUBWAY.MAP*
- TANK.MAP*
- FAN.MAP*
- TEMPLATE.TXT
- * MAPs marked with a * are either not explained in the FAQ, or
- explained briefly in Section 6. They were usually just put there
- because of one of a couple reasons. I didn't have time to explain it,
- it was taught is a section, just not in the way presented in the MAP,
- or to give you ideas.
- ** CBBG.ZIP is my level. Check it out! Lemme know what you think!
- Please note that the MAP files were designed to make whatever it
- was supposed to make, not to look good. :)
- 0.3 Revision history
- v0.1 FAQ Created. Everything is new.
- v0.2 LOTSA stuff added, some errors corrected. Thanks to all the
- kind people that pointed them out! Added about 7 new things, many
- other updates. Added section 5: Finishing Up.
- v0.3 Again, LOTSA stuff added. Now over 50 (53 to be exact) how-
- to's, not including some of the things that were put into a different
- category. Did some reorganizing. Added a Questions and Answers
- section and a Info and Other Stuff section. Remade some of the
- maps to be step-by-step maps.
- 0.4 Thank-you's and Credits
- First, I would like to thank 3D Realms for such a great game. Thank
- you also to all the people that gave me support, and the people that
- have this FAQ posted on their web page. I would like to give credit
- to Per-Erik Nilsson for the dimensions facts, and Tempest for making
- great tutorials on how to make Star Trek Doors. Also, PBoev led
- me on my way back when I was starting out to making colored lights,
- and made 2SSUBWAY.MAP.
-
- In addition, ALL the kind people that told me how great I was,
- how much they liked this FAQ, pointed out errors, and gave me
- support. If I didn't email you back, sorry, I had a LOT of mail
- concerning this FAQ.
-
- Thanks Guys!
- 0.5 Where to get this FAQ
- Well, you already have it, but in case you lose it, or would like
- another version, here are some of the most reliable places to get
- it:
- http://www.erols.com/yeagers
- GREAT HTML version here, ZIP can be downloaded, along with all the
- MAPs separately.
- http://www.3drealms.com/duke3d.html
- Check the FAQs portion of this page.
- http://www.newreach.net/~avenger
- Among the best of the Duke 3D pages, they've got LOTSa levels
- and FAQs, including this one. Has text version to look at.
- http://www.bayserve.net/~mike
- Go to the Duke 3d page from here.
- http://gramercy.ios.com/~gmoser/duke3d
- My site, I'll post it here first if I make v0.4.
- If you know of a great site that has this FAQ, please tell me so
- I can add it.
- PLEASE NOTE THAT I WILL NOT BE SENDING IT THROUGH EMAIL ANYMORE
- BECAUSE I SPENT ABOUT 1/2 HOUR A DAY SENDING FAQS. DO NOT ASK.
- Thank You.
- =========================
- 1: Information About Maps
- =========================
-
- 1.1 What are maps?
- Maps are user levels for Duke Nukem 3D. They are in the same format
- as the actual levels, and are fully customizable as far as levels go.
- Map files are not only for Duke 3D, but the same format is used for all
- of the games that use the Build engine. Build allows for many new things
- like moving sectors, rotating sectors, parallaxing skies, slopes, and
- lots of other stuff. The possibilities are endless!
- 0.1.1 What else can I do with MAP files?
- Well, not much else. MAP files are not like DOOM's system where
- you had WADs and PWADs. MAP files can only take in levels.
- 0.1.2 Can I extract the original .MAP files from the game?
- Yes, you can. In the \goodies\build directory of your Duke 3D CD,
- there is a program called KEXTRACT. Copy it to your Duke 3D
- directory and use the following command:
- KEXTRACT DUKE3D.GRP *.MAP
- This will extract all the original levels.
- Also, when you go into build, you can use the command line
- BUILD E?L?.MAP
- The first ? is the episode #, the second ? is the level. For
- the bonus levels of episodes 2 and 3, use ?? for level 10
- and 11.
- Look at them and see how much work was put into them...boy! :)
- 1.2 What do I use to make maps?
- Currently, the only editor for build is BUILD by 3D Realms. It is the
- official editor and was used to make all the real levels. How does one
- obtain this editor you ask? That's simple. BUILD is on the CD that
- registered Duke 3D comes on in the directory \goodies\build.
- 0.2.1 Can I make maps for other games?
- No, not really. BUILD is made specially for Duke Nukem 3D.
- You could probably make a simple one-roomer with no objects
- or sprites, but nothing that good.
-
- =======================
- 2: MAKING LEVELS, BASIC
- =======================
-
- 2.1 Ok, I have the editor, how do I use this thing?
- Yes, at first, BUILD looks VERY complicated. It is used by with the
- keyboard. Since you have the actual editor, and not a pirated editor,
- you should have BUILDHLP.EXE in the \goodies\build directory of your
- CD. It's the official BUILD handbook, please read this ENTIRE thing
- to learn the basic keyboard commands.
- 2.2 First levels suck!
- Lets face it, your first level IS going to suck. This happens to
- everybody. I HIGHLY reccomend you make you first level suck on purpose.
- This will get you used to the format and the way of doing things in
- BUILD. So lets get started on our first horrible level!
- 2.3 Your basic, one-sector, horrible level
- Now that you've read everything above this, it's time to make your
- first level. We'll start off very basic, and move on to the cool
- stuff. First, we'll make a one-sector room. Here's how:
- First, make sure you are in 2D mode. (Since you've read BUILDHLP,
- you know how to get there) Position the cursor somewhere on the
- grid. BUILD automatically starts you out in the lower-right corner.
- You shouldn't worry about this.....yet. Press the space bar to enter
- line-draw mode. Move the mouse around, see what happens. Nothing
- special, except that when you press the space bar again, this is where
- the next line will start. For now, we'll just make a square room.
- If you want, when you're done, you can position the cursor on one of
- the vertexes, hold the left mouse button and drag the vertex around
- to change how the room looks. Next, place the arrow somewhere in
- the room, and press scroll lock. This puts the starting point in.
- Pardon my artwork, but it should look something like this:
-
- _____________________________ The -'s and :'s represent the lines,
- : : and the --> is your starting point.
- : :
- : --> :
- : :
- :____________________________:
-
- At this point, you can save and run your level. Pretty cool, huh?
- 2.4 Your basic, two sector, horrible level
- After you've tried your new one-sector level, fire up BUILD and go
- to it. If we wanted to make and elevated surface in the middle of
- the room for absolutely no reason other than to learn how, we would
- place the cursor somewhere inside our sector, and draw a new box.
- We'll call the box you just made "BOX B" and the other will be "BOX A"
- It should look something like this:
- ________________________________
- : ________________________ :
- : : : :
- : : BOX B : :
- : : : :
- : :______________________: :
- : BOX A :
- :_______________________________:
-
- Now, click on the outer portion, and enter 3D mode. Notice what it
- did. You now have the new box as walls facing outward, and you can't
- go in the box that you made. It's just walls. We could leave it like
- that, but we want an elevated platform, right? So, go back into 2D
- mode. Place the cursor inside BOX B. Now, hit ALT+S. Notice that
- the lines that make up BOX B have turned red. This means that those
- walls are "Two sided walls", and the box inside has now turned into
- what is called "Valid player space". Go into 3D Mode, and watch what
- happened. The room should look exactly like our one-sector room did.
- Utterly useless, but read on....
- 2.5 Your basic, two-sector, not-so-horrible level
- Ok, as I said, we are going to make an elevated surface. But we just
- GOTTA do some other things, right? :)
- 2.5.1 Floor/ceiling heights
- Go into 3D mode now, and point the mouse at BOX B. To make BOX B
- elevate, use the PAGE UP and PAGE DOWN keys. Try it with BOX B's
- floor and ceiling, along with BOX A's floor and ceiling. Our surface
- is now elevated.
- 2.5.2 Changing textures
- Well, we have our cool floor and ceiling heights, but we have
- to do something with that ugly grey texture. Well, here's how:
- Point the mouse to the texture you want to change. Hit the 'V'
- key. You will now have a screen with that ugly texture, and
- you can go down and see the names of everything else. It's
- like this because that's the only texture we've used. Later,
- when we use more, the ones we use will show up automatically.
- Anyway, for now, we want pictures. So go ahead and hit the 'V'
- key again to get all of the items. Scroll down till you find
- a cool texture, and hit enter. The wall has now changed textures.
- 2.5.2.1 Panning and stuff
- Texture panning is a great feature. You can scroll a
- wall up and down, possibly to meet other textures on
- either side. To do this, go into 3D mode. Point to
- the texture you want to pan. Next, hold down the shift
- key and use the arrows on the number pad to pan. Cool?
- You can also shrink and enlarge the texture (this also
- works for sprites) by using just the arrow keys. If you
- ever totally mess up a wall, you can get it back by
- pressing /. If you like the way you panned or shrunk a
- wall, you can hit the > key to do it all around.
- 2.5.3 Skies
- If you tried to change the ceiling to a sky, and it looked
- all wrong, you can fix that very easily. In 3D mode, point
- to the sky, and press the 'P' key. This is called parallaxing.
- It makes the ceiling (or floor for a neat effect) look like it
- arches and goes forever. Very cool stuff....
- 2.5.4 Shading
- Well, to make it darker, all you have to do is point at a
- texture and hit the + and - keys on your numeric pad. To make
- the whole room dark, just shade all the walls.
- 2.5.5 Slopes
- Slopes are quite easy, actually. All you do is go into
- 3D mode and point at the wall/ceiling you want sloped. Then,
- use the [ and ] keys to slope. That's it!
-
- ==============================
- 3: ONTO THE COOL STUFF, BUT...
- ==============================
- 3.1 Intro
- First off, please do not proceed unless you have read and
- done all of the above, or you will not understand anything
- below this. Deal? Ok. Second, PLEASE read the following
- part... because if you understand it, you will be able to
- do this stuff ALL on your own. :)
- 3.2 Hitags and Lotags
- These are some of the hardest things to explain. I'm going
- to explain it like this: Lotags are usually defined by the
- game, and they describe how something is going to act. Lotags
- can be changed by placing the cursor on what you want to change
- and pressing 'T' for sectors, and 'ALT+T' for sprites. Hitags
- are usually defined by the user. They explain where something
- is going to go to, or what's going to activate it. For example,
- it could be where a teleporter is going to teleport to, or what
- switch a conveyor belt is going to stop for. Hitags are defined
- by using 'H' key for sectors, and 'ALT+H' for sprites.
- 3.3 Sector Effectors
- Sprite #1
- Sector effectors are just what the name says. They say what
- will happen to a sector when you blow that crack, flip that
- switch, open that door, or activate that touchplate. They
- need Hitags and Lotags to go with them. The Lotag is the pre-set
- number that designates what happens to the sector. Now, if you
- just had a normal thing, like flickering lights, (Lotag 4) the
- sector effector does not need a Hitag. But, if you had something
- that is activated by a switch or touchplate (other than light switches,
- they're special) you would set the Hitag of the sector effector to
- the master switchs' Lotag.
- 3.4 Locators
- Sprite #6
- Locators can determine where a Recon Control Vehicle goes
- or where a subway turns or goes. You get the idea.
- 3.5 Music & SFX
- Sprite #5
- One really good thing about Duke 3D is that YOU define the
- sounds that a door, lift, or just about anything for that
- matter makes. Use this to say what sound these things make
- when used. Stuff like teleporters and other things
- do NOT need this.
- 3.6 Respawn
- Sprite #9
- This is used to make something appear when something happens. The
- event can be the killing of a dancer, or stepping on a touchplate
- sector.
- 3.7 Activatorlocked
- Sprite #4
- These are used in locked doors. Read section 4.32. Also in combo doors,
- read 4.37. Basicaly, after hitting a switch, you have to open the door
- yourself.
- 3.8 Activator
- Sprite #2
- These are used to activate Sector Effectors through a switch or a
- touchplate. They are also used in switches for doors. (see section 4.36)
- Basicaly, after hitting the switch, the door opens automaticly.
- 3.10 Masterswitch
- Sprite #8
- These activate sector effectors. Set the Lotag to the switch or
- touchplates Lotag.
- 3.9 Checklist
- There are a bunch of things you must do before you make/upload
- a level. Here's a checklist:
- Before starting on your level:
- [ ] I am comfortable with the editor I am using
- [ ] I have made my first level, and it sucks
- [ ] I have a good theme for my level
- [ ] I have planned it all out
- [ ] I have read this ENTIRE FAQ through, and understand how to do
- everything.
- [ ] I understand everything talked about in section 3
- Before Uploading your level:
- [ ] I have filled out a MAP authoring template
- [ ] I have a story line
- [ ] I have gone through EVERY part of my level so many times that
- I think I'm going to kill myself.
- [ ] I have had other people use my level
- [ ] I have tested my level using multiplayer
-
- ===================================
- 4: YOUR NOT-SO BASIC, AWESOME LEVEL
- ===================================
-
- 4.1 Intro
- Again, as before, PLEASE do not advance to this part of level making
- unless you have read and understood everything above it. :) This is
- because this section will be the part where you really make your two-
- sector level AWESOME. It is the stuff that was used in the real levels,
- and I'm going to explain to you exactly how to do everything. If in
- doubt, I have provided separate .MAP files for each technique, and near
- each set of directions, I have put what .MAP file to look in.
- 4.2 Regular, DOOM-Type Doors
- Map Name: DOOMDOOR.MAP
- This is easy. First, make your door sector. Make it look like this:
- __ __ __
- : : : : This is how most doors are made. Sector A will be the
- : : : : door. Sectors C and B are called the recessed portion
- : : : : of the door. This is so that if you have a cieling that
- : C: A: B: is really high, the door will otherwise flush with the
- : : : : wall above it, and look, well, retarted. So, lower the
- :__:__:__: cieling of sectors C and B to your liking. See the sectors
- that face the starting position DOOMDOOR.MAP. Now, since sector A is
- the door, we'll work with that. Go into sector A in 3D mode. Point
- to the walls on either side of the sector and press 'O'. This makes it
- so that the door track texture doesn't move with the door. Now, lower
- the cieling of sector A (Use PGDN in 3D mode) to meet the floor. Now,
- go into 2D mode. Give sector A a Lotag of 20. That's it!
- 4.3 Swinging Doors
- Map Name: SWDOOR.MAP
- These are EXTREMELY hard at first, but when you know how, you can
- do it with the snap of a finger. I recommend you follow these
- directions and make your own before you look at the example, because
- the example is very confusing.
- STEP 1: Make the following sectors:
- _____________________
- : :
- : :
- : :__________
- : : :
- : A : B :
- : : :
- : :_________:
- : :
- : :
- :___________________:
- They should be both valid player space, and the line separating them
- should be red.
- STEP 2: Now, we make the doors. This is the hard part. Go into
- sector A and make the following:
- ___
- : :
- : :
- : :
- :__:
- It is important that you realize that you must make the doors in a
- valid sector. Doesn't matter which one, but a valid sector.
- STEP 3: You should now have something like this:
- _____________________
- : :
- : :
- : :__________
- : : :
- : A : B :
- : ___ : :
- : : : :_________:
- : : C: :
- : : : :
- : :__: :
- :___________________:
- First, make sector C valid player space by moving the cursor in it
- and pressing ALT+S. Give it a Lotag of '23'. Move the vertexes
- over to where the door will be. The upper right vertex of sector
- C should overlap the upper left corner of sector B. Sector C's right
- line should overlap sector B's left one. Get it? I hope so. :)
- STEP 4: Make another sector C, and place it below the old sector C.
- The new sector C's bottom vertexes should overlap the new sector C's
- top vertexes.
- You should have this:
- _____________________
- : :
- : :
- : _:__________
- : : : :
- : A :_: B :
- : : : :
- : :_:_________:
- : :
- : :
- :___________________:
- I hope you understand this part. If not, please look at SWDOOR.MAP.
- If you still can't get it, send email to gmoser@gramercy.ios.com.
- I'll try to help you.
- STEP 5: Now, the tricky part. You have to put a sector effector at
- the pivot points of the two doors. Sound easy? Well, kinda, but
- you have to get it just right. Turn grid locking off, and move the
- sprite to the corner, but not ON the corner vertex. Just enough so
- that it doesn't touch anything. Next, give the sector effectors a
- unique Hitag, and a Lotag of 11.
- STEP 6: For the next step, the docs appear to be wrong. They say
- change the palette number of the sector-effector to change the
- direction that the doors go, but actually, you have to point the
- SE's the way you want. If I'm not mistaken, point the SE up for
- it to spin clockwise, and down to spin counter-clockwise.
- STEP 7: Raise the floor of the door up to the ceiling, add nice
- textures, and you're done!
- NOTE: A door will not appear to work right when:
- The floor/ceiling is sloped
- The floor/ceiling is a different height than that of the
- doors, from the beginning of the door to the end. (i.e. A
- door will not work if swinging off a curb)
- 4.4 Sliding Star Trek Doors
- Map Name: SLSTDOOR.MAP
- Sliding Star Trek doors, despite what you might think, are very easy.
- But, they can be very hard to teach by way of directions. If in
- doubt, look at SLSTDOOR.MAP. Pull it all apart.
- These doors are just 2 sides that pull apart. An example from the
- real game is the door leading out of the arcade in E1L1.
- STEP 1: Make the following sectors:
- _______________ ________________
- : : : :
- : : : :
- : :___"___: :
- : : : : : :
- : : : : : :
- : D : C:A:B : E :
- : :__:_:__: :
- : : " : :
- : : : :
- :______________: :_______________:
- Ok, now. Sector A is what we will be working with. Insert 3 vertexes
- on the bottom and top lines of sector A. If you're not sure what I
- mean, the lines to insert the vertexes are marked with a ". They
- should be side by side, parallel to each other.
- STEP 2: Slide the two middle vertexes into the exact middle. They
- should overlap. Next, take the top and bottom vertexes and slide
- them on the line that separates setctor A from B, and A from C.
- Again, if you don't know what I mean, look at SLSTDOOR.MAP.
- STEP 3: You are now done constructing the door. Add some nice
- textures. Now, go into 2D mode. Point the cursor to one of the
- triangles that you made by sliding vertexes. Doesn't matter which
- one, top of bottom. Hit the 'T' key and give it a Lotag of 9.
- At this point, you can use your new door. To make the door nice,
- put a MUSIC&SFX sprite and a GSPEED sprite in one of the triangles.
- Give the GSPEED sprite a Lotag of 64, and the MUSIC&SFX sprite
- a lotag of 259.
- NOTES: 1.) The texture of the door will "squish" when it is opened.
- No way around it.
- 2.) For some odd reason, the door's sound will play twice
- when the door is opened. No way around this. :(
- 4.5 Splitting Star Trek Doors
- Map Name: SPSTDOOR.MAP
- These have got to be the COOLEST doors in the game, and they're
- quite easy to make. Here's how:
- STEP 1: Make a regular Star Trek Door. (See 4.14)
- STEP 2: Go into 3D mode. Choose nice textures. Point the cursor
- at the triangle part, and make the floor and ceiling meet in the
- middle. Keep in mind that the floor and ceiling of the triangles
- will be the floor and ceiling of the door sector when the door is
- open, so choose a texture like 1156. You are now done constructing
- the door. Just a few little things to go...
- STEP 3: Go back into 2D mode. Point at one of the middle triangles.
- Give the sector a Lotag of 26. At this point, your door is done.
- To make it nice, add a GSPEED and MUSIC&SFX sprite. Give the GSPEED
- sprite a Lotag of 128, and the MUSIC&SFX sprite a Lotag of 527. You're
- done!
- 4.6 Teeth Doors
- MAP NAME: TDOOR.MAP
- Another cool door, and it's real easy to make.
- STEP 1: Make the following sectors:
- ________________________ ______________________
- : : : :
- : : : :
- : :_____________: :
- : : _____ : :
- : : :__B__: : :
- : D : _____ A : E :
- : : :__C__: : :
- : :_____________: :
- : : : :
- : : : :
- :______________________: :_____________________:
- They should all be valid player space.
- STEP 2: Raise sector A, B, and C's ceiling to match D and E's.
- Leave sector A's floor alone, but make B and C's floor low enough
- so that you can't see it, even looking down. Add nice textures.
- STEP 3: Give sector A a unique Hitag, and a Lotag of 29. Place
- one sector effector in sector B and C. Give the effectors the unique
- Hitag you gave sector A, and a Lotag of 22. You're done! You might
- want a MUSICANDSFX sprite with a Lotag of 166 in sector A, up to you.
- 4.7 Sliding Doors
- Map Name: SLDOOR.MAP
- This is EXTREMELY difficult to explain. So, I'm not really going
- to. BUT, I have provided SLDOOR.MAP. It is a step-by-step map.
- You SHOULD be able to do this through that map. If not, send email
- to gmoser@gramercy.ios.com. I am VERY sorry that I cannot provide
- an explanation here, but it is WAY too difficult. [to explain]
- People got confused on a lot of my "tuff-stuff" explanations
- (swinging doors, etc.) anyway. :)
- BUT...the thing with the directions of the SE tags:
- Point the SE to the starting point of the door.
- 4.8 Down Doors
- Map Name: DNDOOR.MAP
- These are the doors that start from the cieling and come down to the
- floor when activated. To make these, construct a regular DOOM-door,
- except instead of lowering the cieling to the floor, raise the floor
- to the cieling. Give the door a Lotag of 21.
- 4.9 Up/Down Doors
- Map Name: UPDNDR.MAP
- These are the doors that the cieling of the door sector goes up, and
- the floor goes down. Very cool. They are constructed the same way
- as regular DOOM-doors, only the floor and cieling of the door sector
- should meet at the middle. Give the sector a Lotag of 22 instead
- of 20.
- 4.10 Rotating Subway Doors
- Map Name: RDOOR.MAP
- These are doors that you can find in E3L6, when you first start out.
- To do this, first, follow the directions in section 4.23 (gears), only
- don't raise the gear sector, and make it a plus. (In other words, make
- it like RDOOR.MAP) Next, block walls as shown in RDOOR.MAP. The
- blocked lines are the PINK lines, and can be made by pressing 'B' on
- the line you want to block. Next, mask all of the blocked walls.
- (point at cieling of sector, press 'M' in 3D mode). Change the
- textures of the masked textures to your liking. That's it! If you're
- still unsure on how to do this, consult RDOOR.MAP before emailing me.
- 4.11 Auto-Closing Doors
- Map Name: NONE
- To make a door auto-close, put a sector effector in the door sector.
- Give it a Lotag of 10. The Hitag is how long the game should wait
- before closing the door. 128 equals 4 seconds, this is usually the
- best.
- 4.12 Locked Doors
- Map Name: ACCESS.MAP
- To have a door locked, do the following:
- STEP 1: Put an access pad somewhere. Give it a Hitag of 212. Make
- up a Lotag (I like to use 3, 4, and 5) and give it to the access pad.
- STEP 2: Put an ACTIVATORLOCKED sprite (#4) in the door sector. Give
- it the Lotag that you gave the access pad. That's it!
- Now, that will make a blue access pad. To make a red and yellow
- one, you have to change the palette number of the access pad. You
- might want to change the key, also, if you you want the player
- to be able to use the pad...:) Change them to one of the following:
- (Use ALT+P in 3D mode)
- 21 = Red Access pad
- 23 = Yellow Access Pad
- 4.13 Doors With Switches
- Map Name: ADOOR.MAP
- To make a door open with a switch, first make a door. Put an
- ACTIVATOR sprite in the door sector. Next, put a switch somewhere
- that will activate the door. Give the switch and activator the same
- Lotag. Mine is 50. Now, give the ACTIVATOR sprite a Hitag. The
- Hitag number is how many times the switch will work. Mine is
- 10000. Now, if someone sat there and hit the switch 10000 times, the
- door would not work anymore, but usually use this for infinite
- switches.
- 4.14 Combination Door Switches
- Map Name: COMBODR.MAP
- This is to make doors that unlock when you press a certain
- combination of switches. First, make a door. Put an ACTIVATORLOCKED
- sprite in the door sector. Give it a unique Lotag. Next, place
- as many DIPSWITCH sprites as you want somewhere. These will be the
- switches. Give them ALL the SAME Lotag that you gave the ACITVATORLOCKED
- sprite. At this point, if you went into the game, you would have to
- puch all of the switches to open the door. To set which ones have
- to be pressed in order to open the door, give the switches that have
- to be ON a Hitag of 1. That's it!
- 4.15 Teleporters
- Map Name: TELEPORT.MAP
- Teleporters are some of the easiest hard things to make in Duke 3D,
- so we'll start with them first. First, make the following room:
- ____________________________________
- : : We'll call this fig. a. The
- : : outside box is just your normal,
- : : basic room. Make the two inner
- : : Sectors (marked with a "T") valid
- : ___ ___ : Player space. If you want to make
- : : T : : T : : it look good, put the grid size on
- : :___: :___: : the biggest one, and line up the
- : : "T" sectors with the grid. Use the
- :__________________________________: teleporter tile for the floor, and
- raise the floor. The next step is the hard part. Place a sector-
- effector sprite in the middle of each of the "T" sectors. Since this
- is your first teleporter, make the Hitag for this sprite 1, and the
- Lotag 7. 1 is because this is your first teleporter, and if you made
- another, you would change it to 2. 7 is because that is that is the
- Lotag for teleporting. That's it!
-
- Notes:
- Note that whatever angle the sector-effector sprite is facing is
- the way that the player is facing when he/she comes out of the
- teleporter. You could have the player come out facing a wall with
- 10 aliens to his back...but you didn't get that idea from me! :)
- 4.16 Water
- Map name: WATER.MAP
- Like teleporters, water is very easy. First, make a square sector.
- Put another sector in the middle of it, this will be the top of the
- water. Next, make a sector anywhere (except in the outer part of
- the first one). One thing you must make sure of is that both of the
- inner sectors are the same EXACT size, and that they are valid player
- space. When you're done, it should look like this:
- Now comes the hard part. We're working
- ____________ now with the inner sector, since that is
- :______B_____: the water. Sector A is going to the top
- of the water, so change that SECTOR's
- Lotag to 1. This signifies that this sector
- __________________________ will be "on top" of the water. Do the
- : : same thing to sector B, but make the Lotag
- : ______________ : 2. This tells the game that this sector will
- : :______A_____: : be underwater. Next, put sector-effectors
- : : in the same place of sector A and sector B.
- :_________________________: Just like teleporters, this is your first
- piece of water, so make the Hitag for both sector-effectors 1, and the
- Lotag 7. That's it!
- 4.17 Sewer Holes/Silent Teleporters
- Map Name: MANHOLE.MAP
- Now...basically...if you don't want animation/sounds/etc. when you
- teleport somewhere, raise the sector effector off the ground. Here's
- the step-by-step:
- STEP 1: Make 2 sectors. Big ones. Draw circles inside of these
- sectors. They must be the exact same size. Actually, since this
- is just a test, you could make squares, if you want. Now, on the
- first circle sector that you will jump down into to teleport to the
- underground sector, lower the floor so that you cannot see it looking
- down. You can test this by using CTRL+A and then CTRL+Z to go back.
- STEP 2: On the second circle, do the same as you did with the circle
- that you will jump into, only the oppisite. (Raise cieling so you
- can't see it)
- STEP 3: Put two sector effectors in each sector. In the first sector,
- lower it [the sector effector] onto the floor (we're working with the
- circle sectors) Then raise it about 3 or 4 above the floor. Do the
- exact oppisite with the circle you will come out of (raise the sector
- effector to the cieling and then drop it 3 or 4).
- STEP 4: Give both the sector effectors the same unique Hitag, and a
- Lotag of 7. Add nice textures. The textures and shade of both of
- the circle sectors should be EXACTLY equal, or it will not look
- totally right. That's it!
-
- 4.18 Lifts
- Map Name: LIFTS.MAP
- There are four different kinds of lifts:
- 1. Starts at top, comes down. Ceiling stays put.
- 2. Starts at bottom, comes up. Ceiling stays put.
- 3. Starts on top, floor and ceiling come down together.
- 4. Starts on bottom, floor and ceiling come down together.
- These are pretty easy to make. I would guess you know how to arrange
- the sectors (if not, look at LIFTS.MAP). Here's how you make the
- sector tags: (DO NOT MAKE SECTOR EFFECTORS, JUST USE H FOR FIRST #,
- T FOR SECOND #.)
- All Hitags are zero, so put the following #'s for Lotags:
- 1. 16
- 2. 17
- 3. 18
- 4. 19
- For best effect, put a MUSIC&SFX sprite in the lift sector, make
- the Hitag and Lotag (For MUSIC&SFX sprite) 73 for Hitag, 71 for Lotag.
- 4.19 Glass
- Map Name: GLASS.MAP
- Glass, believe it or not, is fairly easy. The procedure is as
- follows:
- Make the following rooms:
- __________ _________
- : : : : The sector in the middle should be valid
- : :_: : player space. Next, go into 3D Mode.
- : : : : Point the cursor to the ceiling of the middle
- : : : : sector, and press 'M'. An ugly brown texture
- : :_: : will appear. Press 'V' on this texture and
- : : : : select the glass texture. Next, go into 2D
- :_________: :________: mode. Point to the line with the glass
- texture. Press 'B' to make it so you can't walk through the glass,
- and CTRL+H to make the glass breakable. You've got yourself a new
- window!
- 4.20 Vents
- Map Name: NONE
- Now, there's been some wrong info here in the past, but this is
- the REAL way. :)
- Make your two sectors. One will be the vent itself, one will be
- the outside room that you will enter the vent from. Make the
- entrance to the vent look like an entrance. Next, glue the vent
- texture to the wall above the opening. What I mean by "glue" it
- is that it should be on the wall, and not turn with you. To do
- this, go into 3D mode, point to the wall, and press 'S'. Change
- the sprite to a vent texture. Next, size down the vent (4, 5, 8
- and 2 keys on the numberpad in 3D mode). Point to the vent sptite
- in 3D mode and press the '1' key. Go into 2D mode. Point to the
- vent sprite. Press the 'B' key to make it block you from entering,
- and press CTRL+H to make it breakable. That's it!
- 4.21 Security Cameras
- Map Name: CAMERA.MAP
- Major improvments here:
- Ok, place a camera and a viewscreen. Give your first camera a
- Lotag. Give the same number as the viewscreens Hitag. For
- multiple cameras linked to one view screen, just give all the
- cameras the same Lotag. (ex: Cameras A and B are linked to viewscreen
- A, so the cameras get a Lotag of 1, the view screen gets a Hitag of 1.)
- Notes on cameras:
- 1.) The angle of the camera sprite is the angle it will point.
- 2.) To make cameras pan, give them a Hitag. 220 is recommended.
- If the camera seems to be swinging way too far one way, try changing
- the angle.
- 4.22 Collapsible Bridges/Bridges
- Map Name: BRIDGE.MAP
- Bridges, despite what you might think, are extremely easy. A
- bridge is actually a sprite. (Check BRIDGE.MAP for sprite #)
- To make the bridge collapsible, like in E1L1, give the bridge
- sprite a Hitag. It doesn't matter what number, as long as it
- is unique to that bridge.
- NOTE: You may have to use the 'R' key on the bridge sprite to
- get it the way you want it.
- 4.23 Dukematch/Co-op ONLY Stuff
- Map Name: NONE
- To make an object appear only in Dukematch or Co-op play, go into
- 3D Mode. Point to the sprite with the cursor and hit the RALT+P
- keys. (This is to change the palette) Type in '1' to make the
- object "Dukematch-only". That's it!
- 4.24 Fun With C-9
- Map Name: C-9.MAP
- C-9 is the source of most of the explosions in Duke 3D. Here are some
- facts:
- A.) If you shrink C-9 (Use > and < keys on numberpad in 3D Mode) all
- the way (widthwise), when you play the game you do not see it. It
- can still be operated, but only by an OOZCAN, another C-9, or a crack.
- B.) A C-9 sprite can be activated by an OOZCAN, crack, or another C-9.
- But more commonly, it's activated by shooting it, with a switch, and
- with a touchplate.
- C.) You can have a Dukematch-Only hole by making the crack Dukematch-
- only. (See 4.10)
- Well, that's it for the mile-long fact list...:)
- Here's how to do some stuff:
- 4.24.1 C-9 Activated by Switches
- You may have been wondering how to do this. Actually, it's
- easy. Put a switch somewhere. Give it a Lotag. Put a
- MASTERSWITCH sprite in EVERY sector that you will have C-9
- explode in. Give all the masterswitch sprites the same
- Lotag as the switch. Next, place C-9. Put them all over
- (I was kinda cheap in C-9.MAP) in every sector you placed
- a masterswitch sprite. Next, shrink the C-9 widthwise all
- the way so you won't be able to see it in the game. Now,
- give the C-9 a Hitag equal to the switchs' Lotag. The Lotags
- for the C-9 are the delay before the explosion will occur.
- Note that if you set it to zero, it won't explode. Well,
- that's it. Try it! Do like I did and make the player lose
- lotsa health when they hit the switch! Great fun!
- 4.24.2 C-9 Activated by Touchplates
- Do the EXACT same as with switches, only replace the switch
- with a touchplate sprite. Very easy.
- 4.25 Rooms Over Rooms
- Map Name: SOS.MAP
- This is quite easy to do. First, make a big sector. Make the ceiling
- high, choose some nice textures. Make a place leading from that, and
- up a staircase or slope. Go around until you get to one of the sides
- of the first sector. You should something like have this:
- ______________________________________
- : ________________________ :
- : : : :
- : : :______:
- : : 0 0
- : : __________________________________________
- : : : :
- : : : :
- : : : :
- : :__: :
- : :
- : :
- :________ :
- : :
- : :
- : :
- : :
- :__________________________________________:
- Now, the two 0's are the ending vertexes for the sloped hallway. I
- know they look nothing like it, but bear with me. :) Now, start
- making a new sector, starting from the 0's. Make it inside the
- first sector. DO NOT put vertexes on the lines for the first sector.
- just let the lines overlap. Now, travel up your slope, and go
- into the sector you just made. Right now, it's at regular floor height.
- Just raise the floor, and you've got a sector over a sector! If you
- need help, look at SOS.MAP.
- Now, the general rule for rooms over rooms, is make it the way it
- is above. You don't have to make it EXACTLY like it, just make sure
- the stacked sector is made of all white lines. Get it? Good.
- 4.26 Nuke Buttons
- MAP NAME: NONE
- All you have to do for a Nukebutton is put the sprite (#142) on a
- wall, and give it a Lotag of '32767'. Also, to end a level, put
- a sectoreffector in a sector and give it a Lotag of '65535'. This
- will end the level when the player walks on the sector.
- 4.27 Secret Areas
- Map Name: NONE
- To make a secret area, Give the sector a Lotag of '32767'.
- 4.28 Mirrors
- Map Name: MIRROR.MAP
- This is pretty easy to do. Before you do this, go into MIRROR.MAP.
- Turn on no clipping (DNCLIP). Walk through the mirror. Weird?
- This is a hall of mirrors effect, and you are actually in the
- room behind the mirror. To make a mirror, make the following sectors:
- _____________________________________
- : :
- : : ________
- : : : :
- : :___: :
- : : : :
- : : : :
- : : : :
- : C : B : A :
- : : : :
- : :___: :
- : : : :
- : : :________:
- : :
- :____________________________________:
- Sector C is the room behind the mirror. As a rule of thumb, it should
- usually be twice as big as sector A, if not bigger. The mirror will
- usually work if sector C is the same size as sector A, but sometimes
- if you look in the mirror at different angles, it gets messed up.
- Now, go into sector A, in 3D mode. Point to the ceiling of sector
- B, and press the 'M' key. Change that ugly texture to the mirror
- texture, which is number 560. Next, point to the new texture and
- press the '1' key. This makes the wall 1-sided, and there will now
- be a pink backround and you can't see into the other room. Next,
- go into 2D mode. Point to the wall that the mirror will be and
- press the 'B' key and 'CTRL+H' keys. This makes the wall block you
- and hittable. If you want Duke to say "Damn, I'm lookin' good!"
- when you use the mirror, give the wall (use ALT+T on the wall for
- Lotags, ALT+H for Hitags) a Lotag of 252. You're done!
- 4.29 Conveyor Belts/Water Current
- Map Name: CONVEYOR.MAP
- This is pretty easy. Note that to make water current, it's the same
- deal, just put water on the floor and give the sector a Hitag of 1.
- First, make your conveyor belt. Just a flat sector, maybe the
- conveyor belt texture for the floor. Add a sector effector. Give
- it a Hitag of 24, and point it the way you want the conveyor belt
- to go. That's it! To make it go faster, put a GSPEED sprite in
- the conveyor sector. Give it a Lotag of your choice. The higher
- the Lotag, the faster it will go. Look at CONVEYOR.MAP to learn how
- to make a switch turn it on and off. Pretty self-explanatory.
- 4.30 Gears/Rotation
- Map Name: GEARS.MAP
- To make gears, make a gear sector. You know, make it look like a
- gear. I didn't have the time nor the energy to make a whole lot
- of prongs on my gear, so I just made a cross. Just the same. Anyway,
- decide on a pivot point for the gear. Insert 3 sprites on the pivot
- point. Go into 3D mode. Make 2 of them sector effectors, and one
- sprite #418. Use relative alignment (R key) on sprite #418 to make
- it lay flat. Go back into 2D mode. Give both of the sector effectors
- a unique Hitag, not the same as all the other gears. I used 56. Then,
- give one of the sector effectors a Lotag of 1. That's it! To make the
- gear sound good, put a MUSIC&SFX sprite somewhere. Give it a Hitag of
- 8000, and a Lotag of 89. For multiple gears, do the same thing only
- leave out the sector effector with no Lotag.
-
- Now, you don't nescecarily have to make a gear. Just keep in mind
- a few things:
- The SE1 sprite is the rotation point. Put it wherever you want.
- Point the sprite down to have it rotate counter-clockwise and
- up to have it rotate clockwise. The SE1 doesn't HAVE to be in the
- sector that is rotating.
- 4.31 Subways
- Map Name: SUBWAY.MAP
- To make subway cars, first make a subway track. Doesn't have to be
- too elaborate, something like a race car track. First, we'll make
- the engine. Make a simple square sector, for our first subway.
- Later, we can make bigger and better cars, but for now just use a
- square. Make the square valid player space. Go into 3D mode. Go
- into 3D mode and do anything you want to the car... i.e. make the
- floor higher, put nice textures, etc. Next, put a sector effector
- in the subway car. For the Hitag of that sector effector, we'll
- use the number 1. 1 is because the subway is going to start at
- locator number 1. For the Hitag of the sector effector, put a
- 6. 6 means that this is the engine of the train, and all cars will
- follow it. Now, the locators. Put locators (sprite #6) around the track.
- Each locator tells the car where to go next. Look at SUBWAY.MAP if
- you need an example. Now, put Lotags on the Locators. It is
- important that you DON'T give the first locator a Lotag, or the
- game will crash. Give all the other locators Lotags going in
- number order, from second to last. (Leave the first alone) You have
- your self a subway! If you need more help, look at SUBWAY.MAP.
- Now, if you wanted to make 2 cars, make another subway sector.
- Give the sector effector (you do not have to make new locators)
- a Lotag of 14 instead of 6. If you want to have multiple trains
- on one track, give the first train SECTORs a Hitag of 1, the second
- a 2, and so-on and so-forth. Also, to make it so the floor doesn't
- move with the car, go into 3D mode and point to the floor of the car.
- Press 'R'.
- 4.32 Colored Lights
- Map Name: CLITES.MAP
- To make colored lights, make a sector. Choose textures. Change the
- palette number (use ALT+P) of the walls, ceiling, and floor to
- a number from a list below.
-
- The only palette numbers for lights that seem to work are:
- 1 = Blue
- 2 = Red
- 7 = Yellow
- 8 = Green
- 4.33 Demo Cameras
- To make a camera in your level that will play back demos after
- they are recorded, put a sector effector somewhere (preferably
- where you want the camera :) ). Give it a Lotag of 27. The
- Hitag is how far the camera can see. Experiment a bit.
- 4.34 Co-op/Dukematch Starting Points
- To make co-op and Dukematch starting points, put a Duke sprite (his
- initial frame) in your level. That would be a Dukematch start. To
- make a co-op start, give Duke's sprite a Lotag of 1. Co-op starts
- should all be at the beginning, with the player 1 start. Dukematch
- starts should be where no player is at an advantage, i.e. near a
- good weapon, etc.
- 4.35 Spawning Stuff
- Map Name: NONE
- This section will cover three things: CANWITHSOMETHING's, killing
- stuff and something else comes up (i.e. kill a dancer and a monster
- comes) and touchplates to make monsters come up. (i.e. in E3L1, when
- you step on the shaded sector on the top of the building, a monster
- pops up out of nowhere)
- 1: CANWITHSOMETHING's are the garbage cans that when you "kill" them
- something pops out of it. To make something come out, get the sprite
- number of what you want to pop out. Give the can a Lotag of the
- sprite you want to come out. Done!
- 2: Kill something, something comes up. This is used for stuff
- like when you kill a dancer, a monster gets up and tries to kill you.
- What you have to do is this:
- STEP 1: Put a dancer somewhere.
- STEP 2: Put a RESPAWN sprite where you want the monster to appear
- after you've killed the dancer.
- STEP 3: Give the dancer a Hitag. Doesn't matter what, as long as
- it's the not the same as other dancers.
- STEP 4: Give the respawn sprite a Lotag. This # should be the same
- as the Hitag you gave the dancer.
- STEP 5: Give the respawn sprite a Hitag. Make it the # of the sprite
- you want to appear when you kill the dancer. That's it!
- 3: Touchplate/switch Respawns
- First, put a switch or a touchpate somewhere. Give it a Lotag. The
- Hitag of the switch or touchplate is how many times it will work.
- Next, put a respawn somewhere. Give it the same Lotag as the switch/
- touchplate. Give the respawn a Hitag equal to the sprite number you
- want to spawn up.
- 4.36 Active Tripbombs
- Map Name: NONE
- If you don't already know how to do this, active tripbombs are
- sprite #2566. You might have to size it down a bit.
- 4.37 Earthquakes
- Map Name: QUAKE.MAP
- To make earthquakes, follow these steps:
- STEP 1: Make the sector that will be altered during the earthquake.
- Make it look like the finished product of the quake, i.e. make
- slopes, altered floor/cieling heights, whatever.
- STEP 2: Make the sector that will activate the quake. If you don't
- know what I mean, it's the darkened sector in QUAKE.MAP.
- STEP 3: Now, to add sprites. For each sector that will be altered
- in the quake, put a Sector Effector sprite and a Master Switch (#8)
- sprite, both in the same sector. Raise the two sprites to where
- you want the height of the floor to be before the quake. It's really
- hard to get it perfect. Sometimes you'll get raised floors that just
- won't go down. In that case, I presume you have a slope. Put the 2
- sptires (Sector Effector and MASTERSWITCH on the AXIS of the slope.
- The last sprite to add is a TOUCHPLATE sprite (#3) in the sector that
- will activate the quake. (The darkened sector in QUAKE.MAP)
- STEP 4: Give ALL the Sector Effectors a Lotag of '2'. Give the
- TOUCHPLATE sprite a unique Lotag. Give the same lotag as you gave
- the touchplate to the MASTERSWITCH sprites. That's it!
-
- NOTES:
- A.) To make the earthquake make scraps of rock and metal fly around,
- put a sector effector sprite where you want the scraps to start.
- Give it a lotag of '33'. Now, if you want stuff to just roll around
- on the ground, keep it on the ground. To make it come from the air,
- raise the SE 33 sprite to the cieling.
- B.) To make Duke say "Holy Shit!" when he steps on the touchplate
- sector, give the touchplate SECTOR a Lotag of 10225.
- 4.38 Light Switches
- Map Name: SWLITES.MAP
- This is easy. Here's the step-by-step:
- STEP 1: Make a sector.
- STEP 2: Set the sector brightness (Use ALT + +/- in 3D Mode) to
- how bright it should be when the lights are on. Then, set
- the shade of everything that you want dark when the lights are out.
- (Use '+S while pointing at the desired wall/floor/ceiling/sprite)
- Mine is 50, which is totally dark.
- STEP 3: Put a light switch on the wall. Give it a unique Lotag.
- Put Sector Effector sprites in ALL the sectors that will be lit up
- when the switch is turned on.
- STEP 4: Give the Sector Effector(s) a Hitag that is equal to the
- switches Lotag.
- STEP 5: Give the Sector Effector(s) a Lotag of 12. That's it!
- 4.39 Open Door, Room Lights Up
- Map Name: DRLITES.MAP
- I'll use the step-by-step method for this one:
- STEP 1: Make 3 sectors, you know, a room (to be lit up), a lit
- room, maybe with ligihts in the back, and the door sector. To
- make it look cool when the room lights up, make 2 extra sectors
- on either side. You know, make it look a bit like my map. That's
- the way I like it, your choice.
- STEP 2: Do the same thing you did in step 2 of section 4.33.
- STEP 3: Put a Sector Effector sprite in the door sector, and in
- all the sectors that will be lit up when the door is opened.
- STEP 4: Give all the Sector Effector sprite a unique Hitag, and
- a Lotag of 8. You're done!
- 4.40 Shooters
- Map Name: SHOOTERS.MAP
- I couldn't think of a better name for it, so this section is called
- shooters. You know, things that shoot shrinkers, mortars, lasers,
- etc. Here's how to do it:
- STEP 1: Make your sector that the shot will come from. Make it
- look nice.
- STEP 2: In that sector, put a Sector Effector sprite, a GSPEED sprite,
- and a MASTERSWITCH sprite.
- STEP 3: You MUST have a switch turn the shooter on, so put a switch
- somewhere.
- STEP 4: Give the switch and the MASTERSWITCH sprite a unique Lotag.
- Give the MASTERSWITCH sprite a Hitag of 50.
- STEP 5: Place the sector effector where you want the shot to come
- from, and angle it to where it will shoot. (The rockets and lasers
- ait themselves, but do it anyway, or they just crash into a wall).
- Give the sector effector a Lotag of 36.
- STEP 5: Now, to decide what to shoot. Do this by giving the GSPEED
- sprite one of the following Lotags:
- 1636 = Lizard Goobs
- 1625 = Alien Lasers
- 1650 = Mortars (Like the first boss throws)
- 2605 = Rockets
- 2556 = Shrinkers
- You've made a shooter! If you don't understand, look at SHOOTERS.MAP.
- 3.41 Switches For Forcefields
- Map Name: SWFORCE.MAP
- I havn't tested this on an actual level yet, so forgive me if it's
- wrong. :)
- First, make the wall that will be your forcefield. Next, make
- the switch. Now, mask the wall. Make it the forcefield texture
- (Texture #663) Unmask the wall. Give the WALL (forcefield wall)
- a unique Lotag. Give the switch the same Lotag. You're done!
- 4.42 Difficulty Settings
- Map Name: NONE
- This is easy. Just give monsters Lotags:
- 2: Skill level 2
- 3: Skill level 3&4 (Skill 4 just makes them respawn)
- 4.43 Echo
- Map Name: ECHO.MAP
- To make an echo in a sector, simply place a MUSICANDSFX sprite (#5)
- in the sector. Give it a Hitag of how far away the shot has to be
- to be echoed, and a Lotag of how much it will echo.
- 4.44 Pulsating Lights
- Map Name: PULSATE.MAP
- This is yet ANOTHER thing that the BUILDHLP file has wrong info on.
- To do this, put a CYLCER sprite (#7) in the sector. Make the shade
- (use ALT+S) on the walls and cieling of the sector how dark the room
- will get when the lights are out, and set the shade of the cycler
- sprite to how bright the room will get. At this point, it will work.
- It will be really fast pulsating, though. To change the speed, give
- the cycler sprite a Hitag. Any Hitag, make it unique. Then, add
- a GSPEED sprite (#10). Give it the same Hitag as you gave the cycler.
- Then, give the GSPEED a Lotag. This is how fast the lights will
- pulsate.
- 4.45 Elevator Transports
- Map Name: ELETRANS.MAP
- First, sorry I kinda copied 3D Realms' design for my map, put that
- was just simply the best way to make it. :) Now, elevator transports
- transport you from one elevator to another, simulating rooms over
- rooms. They're not perfect, as sometimes they jump a little when
- going down. They're also hard to get perfect...but read on cuz here's
- the step-by-step:
- STEP 1: Make your elevators. They must be the same EXACT size, shape,
- and the cieling should be the EXACT distance from the floor. Make
- your textures all EXACTLY the same (this is the hard part, takes
- awhile to get perfect). You then should raise the cieling of both
- elevator sectors and change the "shaft" texture, as well as lowering
- the floors of both to change the "shaft" textures. This is important
- because if everything is not panned exactly as the other elevator,
- it will not look right at all.
- STEP 2: Add a sector effector sprite in both of the elevator sectors
- in the EXACT same spot. Use grid to be sure. (notice all of the
- exacts in this). Give them a Lotag of 17, and give them both the
- same Hitag (doesn't matter, as long as it's the same). Now, decide
- which elevator sector you will start on. Change the shade of that
- elevator's sector effector (use ALT+S in 3D mode) to something darker
- than the other one. I used 32.
- STEP 3: Give both the elevator sectors a SECTOR Lotag of 15. Next,
- figure out the TOP floor that the elevator will transport to. Give
- that floors elevator sector a Hitag of 1. Try it! If you still have
- trouble, look at ELETRANS.MAP for help before emailing me.
- 4.46 Blastable Walls
- Map Name: HOLE.MAP
- Step 1: Make the following sectors:
- ____________________
- : :
- : :____
- : :_A__:
- : :_B__:
- : :_C__:
- : :
- : :
- :____________________:
- Sectors A, B, and C should be all valid player space. We could have
- sectors A, B, and C as all one sector, but we want our hole to look
- cool. So make it 3, and arrange the slopes of the floor and ceiling
- and the heights of the floor and ceiling until you've got a nice hole.
- Add nice textures, the stuff inside the hole will be what it looks like
- when blown out.
- Step 2: Put a crack sprite somewhere. It really doesn't matter where,
- it'll work just the same. I prefer in front of the hole. :) Make sure
- that it's directly on a wall, though. Give the crack a Hitag.
- Something unique, not the same as any other cracks. I used 213 in
- my map.
- Step 3: Place a Sector Effector *Sprite* in sectors A, B, and C.
- Give them your unique Hitag, and a Lotag of '13'.
- Step 4: Place a C-9 sprite in sectors A, B, and C. Now, go into 3D
- mode. Use the '4' and '6' keys on your NUMBERPAD to shrink the C-9
- WIDTHWISE as much as possible. If you don't know what I mean, look
- at my map.
- Step 5: Go back into 2D mode. Give each of the C-9's your special
- Hitag. Now, the Lotag for the C-9's is up to you. That determines
- how long it will be before the C-9 blows up. You can have it happen
- right away, a long way away so the player walks up to the hole and has
- C-9 blown up in his face, or all three go at different times. For now,
- just put 20 for the middle one, 40 for the left one, and 60 for the
- right one. This makes a nice explosion, and is not bad for a
- beginners hole.
- Step 6: You're done! Play the level! In future hole designing, you
- might want to know this:
- 1. You can have the crack shatter as many sectors as you want, just
- make sure they are of all equal Hitags.
- 2. If you want a HUGE explosion that'll last about 10 seconds, fill
- the ENTIRE room with C-9, shrink them all, and give them your
- Hitag. Set them all for different times, and watch it blow! Set
- records for how long you can stay alive with C-9 blowing up in your
- face!
- 3. Have JUST C-9 blow a hole by replacing the crack with a C-9
- sprite. Make sure it's not on the wall, and KABOOM!
- 4. Use KEXTRACT to extract the original levels, get ideas from them.
- 4.47 Destructable Buildings/Floor Lowering
- Map Name: BUILDBLO.MAP
- First, you must understand the following:
- To lower floors, use SE 13. Apparantly, SE 13, which is used
- to make blastable walls, is actually a floor lowerer. But, without
- a GSPEED sprite applied to it, you don't see it lower the floor.
- Now, here's the step-by-step:
- STEP 1: Create the result of the building blowing up. Put a
- SECTOR EFFECTOR, MASTERSWITCH, and GSPEED sprite in every sector
- that will be affected.
- STEP 2: Give the GSPEED sprite a Lotag of 64 (this is just how fast
- the building will blow, and seems to be standard speed. Anything
- faster causes a VERY slow frame rate). Give the SECTOR EFFECTOR
- a Lotag of 13, and a unique Hitag (make it up). Give the MASTER
- SWITCH sprites a Lotag equal to the SECTOR EFFECTORs Hitag.
- STEP 3: Put a switch or touchplate somewhere. Give it a Lotag that
- is equal to the MASTERSWITCH sprite Lotags.
-
- Now, if you just wanted to have the floor lower, this would not
- work. For some odd reason, you MUST have a C-9 sprite somewhere.
- What I do is make a room somewhere in the corner of my map. I put
- 2 sprites, a C-9 sprite and a MASTERSWITCH sprite. The MASTERSWITCH
- sprites Lotag should be equal to the switches Lotag, and the C-9
- should have the same number as it's Hitag, but no Lotag.
-
- STEP 4: Now, the C-9. Place C-9 wherever you want. Keep in mind
- that wherever you place the C-9, at whatever hieght, that's where
- it will blow up. Be creative with this fact along with timing!
- STEP 5: Give the C-9 a Hitag that is equal...to...guess...the...
- could it be...the switches Lotag. The Lotag for the C-9 is the time
- delay before it explodes.
- STEP 6: Put a MASTERSWITCH sprite in EVERY sector that you put C-9 in.
- Give it the same Lotag as the switches Lotag. You're done!
- 4.48 Crushers
- Map Name: CRUSHERS.MAP
- These are like an engine piston. The cieling of these sectors come
- up and down and crush you. To do this, set the sector's cieling to
- how high it will go, and the floor to how low it will go (duh). Put
- a SECTOR EFFECTOR in there and give it a Lotag of 25. That's it!
- Now, my sector effectors are at different hieghts. This signifies
- the start point.
- 4.49 Shots Fired In Sector, Cieling Comes Down
- Map Name: SHOTLOW.MAP
- This is a VERY simple procedure, and it's pretty cool. What it does
- is when an explosion is heard in the sector, it comes crashing on your
- head. To do this, just put a sector effector in the sector you want.
- Give it a Lotag of 19. That's it!
- 4.50 Rotate/Rise Sector
- Map Name: ROTRISE.MAP
- This is easy. Make the sector that will rotate and rise. Put an
- activator, and a sector effector in that sector. Now, put a
- switch or touchplate somewhere. Give it a Lotag. Give the
- activator the same Lotag as the switch. Give the sector
- effector a Hitag that is equal to the switchs' Lotag. (Leave
- the Hitag alone) Give the rotate-rise sector a Lotag of 30.
- Now, decide on a rotation point for the sector. Put a sector
- effector there. Give the sector effector a Lotag of 1, and a
- Hitag that is equal to the switchs' Lotag. Done!
- 4.51 Stretch Sector
- Map Name: STRETCH.MAP
- This is used to stretch a sector whatever way you want. Real cool
- stuff.
- STEP 1: Make the sector that will be stretched.
- STEP 2: Give that sector a Lotag of 27.
- STEP 3: Place 3 sprites in the sector.
- STEP 4: Put a switch somewhere.
- STEP 5: Change the three sprites to a sector effector, activator and
- GSPEED sprites.
- STEP 6: Give the switch a Lotag. Give the activator the same Hitag.
- Give the sector effector a Hitag that is equal to the switch's Lotag
- and a Lotag of 20. Point the sector effector the way you want the
- sector to stretch. Give the GSPEED sprite a Lotag of how far you
- want the sector to stretch.
- 4.52 Cielings And Floors (Dropping)
- Map Name: DRFLRCLN.MAP
- The title says it all. Drop floors and cielings, all with one sector
- effector. Here's how:
- STEP 1: Make the sector to be affected. Give THAT sector a Lotag of
- 28.
- STEP 2: Place 3 sprites in the sector: a sector effector, an activator,
- and a GSPEED.
- STEP 3: Decide what you want to drop. If it is the floor, go to
- step 4F. If the cieling, go to 4C.
- STEP 4F: Change the angle of the sector effector sprite so that it
- points toward the bottom of the map.
- STEP 5F: Give the sector effector a Lotag of 21. Make up a number
- and give it to the activator as a Lotag. Give the GSPEED sprite
- a Lotag. This sets the rate at which the floor drops. I used 10.
- STEP 6F: Lower the floor to where you want it to end up. Raise the
- sector effector sprite to the start position of the floor.
- STEP 7F: Put a switch somewhere. Give it the same Lotag as the
- activator.
- STEP 4C: Change the angle of the sector effector sprite so that it
- points toward the top of the map.
- STEP 5C: Give the sector effector a Lotag of 21. Make up a number
- and give it to the activator as a Lotag. Give the GSPEED sprite
- a Lotag. This sets the rate at which the cieling drops. I used 10.
- STEP 6C: Raise the cieling to where you want it to start. Lower the
- sector effector sprite to the end position of the cieling.
- STEP 7C: Put a switch somewhere. Give it the same Lotag as the
- activator.
- 4.53 2-Way Trains
- Map Name: 2WAYCAR.MAP
- First, make your car sector. Give the sector a Lotag of 31, do
- whatever you want with it. If you make more than one sector, you
- will have to give that sector a Lotag of 31 also. Put 2 sprites
- in the car, an activator and a Sector Effector. Now, put a
- switch somewhere. It can be in the car if you want. Give the
- switch a Lotag. Give the activator the same Lotag. Give the
- sector effector sprite a Lotag of 30. Now, to define the track.
- Put two locators somewhere. The first locator for the train to go
- to should be behind the train and have a Lotag of 1. The other one,
- leave it alone. That's it!
- =======================
- 5: INFO AND OTHER STUFF
- =======================
- 5.1 Palette List
- This is a list of all of the palette numbers and thier uses. Palettes
- affect 3 different things (I'll use the stripper for an example
- because that's the most used for palette change): The backround (skin)
- the foreground (suit) and fore-foreground (just a name I made up)
- affects stuff like money, accessories, etc.
- 0 Normal
- 1 This can make a sprite multi-player only, also a light color.
- 2 Everything is red. Most often used as a light color.
- 3 Normal on sprites, but if applied to a SE 7 that will transport
- underwater, you will swin in muck instead of water. Also, set this
- to the floor and cieling of a BIGORBIT parallax cieling and/or
- floor, and you won't die when you enter the sector.
- 4 Everything is solid black
- 5 Normal
- 6 Night vision look (you wouldn't normally use this, it's for the game
- to designate night vision. You could use it, though.)
- 7 Everything has a greenish-yellow tint. Can be used for yellow lights.
- 8 Everything is light green.
- 9 Normal.
- 10 Foreground is red.
- 11 Foreground is light green.
- 12 Foreground is light grey.
- 13 Foreground is dark grey.
- 14 Foreground is dark green.
- 15 Foreground is brown.
- 16 Foreground is dark blue.
- 17 Backround blue, foreground green.
- 18 Same as 11.
- 19 Backround red, foreground grey.
- 20 Backround blue, foreground grey.
- 21 This does a bunch of things. On most, turns foreground red. BUT,
- use this palette to change a regular boss to a mini-boss (doesn't end
- game if killed) or to make a (lemme get my manual out, here...oh yeah...)
- an assault trooper an assault captain.
- 22 Foreground is light grey
- 23 Foreground is yellow.
- 24 Normal.
- 25 Fore-foreground is red.
- 5.2 Facts On Dimensions
- This was taken from the Apogee message base, and was written by
- Per-Erik Nilsson (perni@lysator.liu.se). Everything is measured
- in units up how many times you press the PGUP/PGDOWN keys. For the
- shooting ones, aim up/down was not used.
- Measure Duke Standing Duke Ducking
- Min. height for Duke to enter a sector 11* 6
- Max. height that Duke can walk onto 3 0
- Max. height of floor Duke can shoot above 8(9)** 3(4)**
- Min. height of ceiling Duke can shoot below 10(9)** 5(4)**
- As above but using RPG 11 6
- Max height of floor Duke can jump on to 20 0
- Min. height of wall to place tripbomb on 10 4
-
- * Duke can also enter sectors with a height of 10, but he will
- automaticly duck.
- ** Second number is when only some of the shots will get past
- 5.3 Sound List
- I'm not going to list all of the sounds and what they do here, at
- least for now. You have a list of them in your Duke 3D directory,
- though. Open up DEFS.CON. There is a list of all the sounds starting
- at line number 646.
- 5.4 Quick SE Number List
- 0: Rotate sector
- 1: Rotate point for SE 0
- 2: Earthquake
- 3: Random lights after shot out
- 4: Random lights
- 5: Reserved
- 6: Subway engine
- 7: Transport
- 8: Up open door lights
- 9: Down open door lights
- 10: Door auto close (set Hitag to delay)
- 11: Swinging Door
- 12: Light switch
- 13: Hole maker, floor lowerer
- 14: Subway car
- 15: Sliding door (ST 25)
- 16: Reserved
- 17: Elevator transport (ST 15)
- 18: Reserved
- 19: Lower cieling when explosion hits sector
- 20: Stretch sector (ST 27)
- 21: Drop floor (ST 28)
- 22: Prong for teeth doors
- 23: Reserved
- 24: Conveyor belt of water current
- 25: Crusher
- 26: Reserved
- 27: Camera for playback
- 28: Reserved
- 29: Float sector
- 30: 2 way train (ST 31)
- 31: Floor rise
- 32: Cieling lower
- 33: Jibs for earthquakes
- 34: Shooter
- 5.5 Quick Sector Tag Guide
- 1: On top of water
- 2: Underwater
- 9: Sliding Star Trek door
- 15: Elevator transport (SE 17)
- 16: Elevator platform down
- 17: Elevator platform up
- 18: Elevator down
- 19: Elevator up
- 20: DOOM-door
- 21: Down door
- 22: Split from middle door
- 23: Swing door
- 25: Sliding door
- 26: Splitting Star Trek door
- 27: Stretch sector (SE 21)
- 28: Drop floor (SE 21)
- 29: Teeth door prong (SE 22)
- 30: Rotate-rise sector
- 31: 2-way train
- 10+: Play sound when player walks on sector (+ is sound #)
- 32767: Secret room
- 65535: End level
- 5.6 Hints And Tips
- 1. Use lots of sprites. Sprites are what levels revolve around.
- You can't make a cool looking level without them.
- 2. Use shading. Lots of it. It makes for some cool effects.
- 3. Don't let two mirrors "see" each other. It causes problems.
- 4. " " " demo cameras "see" each other. It causes
- problems.
- 5. SAVE _>VERY<_ often. BUILD crashes, especially when running it
- through Win 95. Save every 2-3 minutes. You'll get into the habit.
- 6. DON'T run BUILD through Win 95. It makes it crash more often.
- 7. Make surprises. For example, have a player walk on a touchplate
- sector. Have an alien spawn up in front of him. Or, time explosions
- just right so that when a player blows something up, and walks over
- to get an item of something, a C-9 blows up in their face.
- 8. Unless you REALLY want to, don't waste time setting difficulty
- settings. People don't really use them anyway.
- 9. Look at the original levels and other levels for ideas.
- 10. Think like you want to kill the player!
- ========================
- 6: QUESTIONS AND ANSWERS
- ========================
- I get a lot of email now about this FAQ, and on how to do stuff
- that's not in it. Now that this is here...PLEASE do NOT email me with
- ANY questions that are in here. I will not respond. (sorry!) Well,
- here's the question and answer portion of this FAQ:
-
- Q: My subway is going crazy! It shoots rockets at me! Help!
- A: The only way to get a subway to stop firing rockets is to
- take the parallaxing off of the cieling of the subway.
- Q: When I go into 3D mode, my screen gets all screwed up!
- A: Ok, people on #dukeedit, #duke3d, and others on the Apogee
- message base are tired of people asking this question. It has
- been asked SO many times, and we're getting tired of it. The
- answer has been posted SOOOOO many times, so PLEASE don't ask this
- on IRC, message bases, or email. The answer to this question is
- that YOU HAVE TO MOVE ALL OF THE BUILD FILES TO YOUR DUKE3D DIRECTORY.
- Q: I tried making a fish tank. When I look into the glass, I don't
- see water. Am I doing something wrong?
- A: Yes, you are doing something wrong. :) I have included TANK.MAP
- in the ZIP file. If you cannot figure it out from there, basically,
- it is the brown glass texture (check example map for #) masked onto
- the wall as the glass. The glass has a Palette # of 1. Press the
- 'T' key once in 3D mode to make it transparent.
- Q: How do I change the direction of a sprite?
- A: Go into 2D mode. Point at the sprite and use the < and > keys
- to move the little tail.
- Q: BUILD keeps locking up! Help!
- A: Well, it really is a shame that Apogee made an editor and won't
- support it. But, the cause of this problem depends on where it
- is happening. If you are scrolling textures when it locks up,
- it's usually caused by your hard disk. You probably have a low-end
- piece of crap like Maxtor or Packard Bell. Get a new hard drive is
- the only solution. If it's anything else (like deleting sectors, etc)
- all I can suggest is save once a minute. This sounds rediculous, but
- you, like me, will get used to it. (I have a maxtor hard drive :()
- Q: BUILD sucks. Is there another editor available?
- A: No, not currently. Sorry.
- Q: When I'm in editart, I can't see any or all of the graphics. What
- should I do?
- A: You have to use KEXTRACT to extract the .ART files. Use the
- following command line:
- KEXTRACT DUKE3D.GRP *.ART
- Q: How do I import graphics into Editart?
- A: I am not really familiar with editart. Sorry, I can't help you.
- Q: I'm sick of hearing the same old song in my level. How do I
- change it?
- A: You don't, really. It's not like DOOM where you could put different
- music into WADs. You'll have to create your own .GRP file.
- Q: I've noticed an error in your FAQ. <error goes here>
- A: Thanks a bunch, I'll give you credit! (this is one you SHOULD email
- me)
- Q: I'm having lots of trouble with something. Where else can I go for
- help?
- A: Well, go to me. Email the level to gmoser@gramercy.ios.com. If
- you are using AOL, be sure to say what the name of the level is in the
- note, or I can't get it properly. Only problem with asking me is that
- it's guaranteed fixed, BUT, it's not guaranteed that I'll remember to
- send you the fixed product. After you send it, wait 2-3 days, and
- email me with the name of the MAP I sent you. I'll send it back.
- Q: <thing that's not in here> is not in your FAQ. I need help!
- A: Sure. Just email. I can do a lot more than what's in here. :)
- Q: How do I set difficulty levels?
- A: See section 4.39.
- Q: How do I make that cool lighting effect that looks like rippling
- water?
- A: You don't, at least not as a lighting effect anyway. You put
- a certain texture on the wall. The number is #853.
- Q: How do I place a sector effector?
- A: A sector effector is a sprite. Go into 2D mode. Place a sprite
- somewhere (press the 'S' key). Go into 3D mode. Point to the sprite
- you created, and press 'V'. Change it to sprite #1, the sector
- effector. Add appropriate tags.
- Q: How do I make a forcefield like in the space levels?
- A: It happens automaticly, if you look out into a sector with the
- BIGORBIT texture palallaxed as the floor and cieling.
- Q: What's the difference between pink and blue sprites?
- A: Pink sprites block you from going through, blue ones do not. You
- can toggle this in 2D mode by pressing 'B' while pointing at the sprite.
- Q: How can I make it so that my door frame doesn't go up and down
- with my door?
- A: Press the 'O' key in 3D mode while pointing at the door frame.
- ===============
- 7: FINISHING UP
- ===============
-
- 7.1 MAP Authoring Template
- The is also in the ZIP file. Fill this out and include it with
- your level.
- ======================================================================
- Title : Name of your level
- Author : Your name
- E-mail : Your email adress
- Web Page : Your URL, if you have one
-
- Description : Set the mood here
-
-
- Additional Credits to : Anybody that you would like to thank for helping
- you, etc.
-
- ======================================================================
-
- * Play Information *
-
- Episode and Level # :
- Single Player : Yes/No
- DukeMatch Level : Yes/No
- Difficulty Settings : Yes/Not implemented
-
- * Construction *
-
- Base : New level from scratch/Modified (Map name)
- Editor(s) used :
- Known Bugs :
-
- * Where to get this MAP file *
-
- FTP sites:
-
- BBS numbers:
-
- Other:
-
-
- ===========================================================================
- 7.2 Uploading Your Level
- The final step is to upload your level. Here are some good places
- to upload them:
-
- Send them to:
- mike@bayserve.net
- yeagers@www.erols.com
- gmoser@gramercy.ios.com*
- Upload them to:
- ftp.cdrom.com
- head2head.com
- (If you have it) AOL: Keyword: 3D Realms
- Post them to:
- alt.games.apogee
- alt.games.duke3d
-
- If you run a Duke 3D site and would like to be put on the list, please
- tell me and I'll add you.
- * This is me. Please send your level here. Not only will I post it
- on my page, but I like to see how this FAQ helped people.
-
-