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- | _ \| | | | | |/ _` | | | | |/ _ \ / __/ __|
- | |_) | |_| | | | (_| | | |_| | (_) | (__\__ \
- |____/ \__,_|_|_|\__,_| |____/ \___/ \___|___/
-
- for Duke Nukem 3D by Allen H Blum III & Richard "Levelord" Gray.
- Additional documentation by Kenneth Silverman.
-
- ┌──────────────────────────────────────────────────────────────────────┐
- │ This information is provided as is. It is very possible to corrupt │
- │ your copy of Duke Nukem 3D, so make backups!!! 3D Realms & Apogee │
- │ cannot and will not support the use of this program. If you choose │
- │ to use it, you do so on your own. We cannot help with questions │
- │ about this program or its use. │
- └──────────────────────────────────────────────────────────────────────┘
-
- IN ORDER TO USE BUILD, YOU MUST COPY THE ENTIRE CONTENTS OF YOUR \GOODIES\BUILD
- DIRECTORY FROM THE CD-ROM TO THE DIRECTORY YOU HAVE DUKE NUKEM 3D INSTALLED TO
- ON YOUR HARD DRIVE. BUILD WILL NOT WORK CORRECTLY UNLESS YOU DO THIS!
-
- This document is intended to give simple instructions on how to get started
- with Build. If you wish more detailed information, please look at some of
- the user created Build help files in the \goodies\build\userfaq directory.
-
- Or, you can purchase the "Official Duke Nukem 3D Level Design Handbook", which
- is available from Sybex books at a bookstore or computer store near you. The
- book's ISBN number is 0-7821-1869-0, and it is authored by Matt Tagliaferri.
-
- ───────────────────────────────────────────────────────────────────────────────
-
- ┌──────────────────────────────┐
- │INDEX AND HOW TO USE THIS FILE│
- └──────────────────────────────┘
-
-
- This document is set up with a quick search capability. If you press F7 at
- any time, you will get a listing of all the categories to look at in this
- file. Press F7 now to look at it. In this menu, you can scroll up and down
- the listing of items to read, and then select one by pressing ENTER. You will
- be taken directly to that item. If you wish to search for a specific piece of
- text, you can hit F3 to enter any text to search for. If you just wish to
- scroll up and down, you can use the arrow keys to move through the text. You
- can also use the Home and End keys to quickly get to the top or the bottom of
- this file. Press F7 now to see a listing of the categories in this document.
- Here is an Index of all the sections in this file:
-
- 1 The BUILD EDITOR AND BASIC LEVEL EDITING
- 1.1 Two Editing Modes: 2D and 3D
- 1.2 Level Basics: Sectors, Walls, Vertices, and Sprites
- 1.2.1 Sector, Wall, and Sprites Attributes
- 1.3 2D Editor Mode
- 1.3.1 2D Grid and Resizing the Grid
- 1.3.2 2D Grid Locking Feature
- 1.3.3 2D Zooming In and Out
- 1.4 3D Editing
-
- 2 BUILDING A BASIC LEVEL
- 2.1 Sectors and Walls
- 2.2 Build a Simple Sector
- 2.2.1 Start up BUILD
- 2.2.2 Make Your First Sector
- 2.2.3 Backtracking in Line Draw Mode
- 2.3 Single-sided and Double-sided Walls
- 2.4 Placing the Player's Start Position (IMPORTANT)
- 2.5 Quitting BUILD and Saving, Loading, Renaming Levels
-
- 3 BUILDING A BETTER LEVEL
- 3.1 Modifying Wall, Floor, and Ceiling Textures
- 3.1.1 Selecting Textures
- 3.1.2 Shading Textures
- 3.1.3 Resizing Textures
- 3.1.4 Panning Textures
- 3.1.5 Relative Textures (Floors/Ceilings)
- 3.1.6 Parallax Floors and Ceilings
- 3.2 Splitting and Removing Walls
- 3.3 Resizing and Moving Sectors
- 3.4 Altering Floor and Ceiling Heights ...and Textures again
- 3.5 Splitting, Joining, Adding, and Deleting Sectors
- 3.5.1 Splitting Sectors
- 3.5.2 Joining Sectors
- 3.5.3 Adding a Sector
- 3.5.3.1 Adding an Independent Sector
- 3.5.3.2 Adding an Extension Sector
- 3.5.3.3 Adding a Sector within a Sector (island)
- 3.5.3.4 Adding a Sector within a Sector (peninsula)
- 3.5.4 Deleting a Sector
- 3.6 Incremental Backups of Your Level
-
- 4 SPRITES
- 4.1 Adding Sprites
- 4.1.1 Adding Weapons and Goodies
- 4.1.2 Adding Bad Guys
- 4.1.2.1 Bad Guy Poses
- 4.2 Modifying Sprites
- 4.2.1 Resizing and Shading Sprites
- 4.3 Making Copies of Sprites
- 4.4 Moving Sprites
- 4.5 Deleting Sprites
- 4.6 Flipping Sprites and Sprite Angles
-
- 5 ADVANCED SECTOR STUFF
- 5.1 Cut-and-Pasting Sectors
- 5.1.1 Within the Same Level
- 5.1.2 Between Different Levels
- 5.2 Overlapping Sectors
-
- 6 MISCELLEANOUS
- 6.1 Sector's "First" Wall and Relative Floors/Ceilings.
- 6.2 Slopes.
- 6.3 Multi-Player/Co-Op Start Points.
- 6.4 Multi-Play Weapons.
-
- 7 SECTOR EFFECTOR REFERENCE GUIDE
-
- 8 SPECIAL SPRITE REFERENCE GUIDE
-
- 9 SECTOR TAGS REFERENCE GUIDE
-
- 10 BUILD KEYBOARD COMMANDS
-
- 11 BUILD MAP FORMAT
-
- 12 MAP AUTHORING TEMPLATE
-
- 13 A FEW FINAL WORDS FROM THE LEVELORD
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌─────────────────────────────────────────┐
- │1. THE BUILD EDITOR & BASIC LEVEL EDITING│
- └─────────────────────────────────────────┘
-
- This section gives detailed info on several ways to edit levels in Build.
- If you would like to see an index of everything you can do in Build, please
- see Section 10: Build Keys.
-
- 1.1 Two Editing Modes: 2D and 3D
-
- There are two modes with which to make your cool Duke levels: 2D and 3D.
- 2D mode is a 2 dimensional view of your level and making a level in this mode
- is like drawing on grid paper. 3D mode is 3 dimensional and is similar to
- the game itself (switches, doors, some light effects, etc. don't work like in
- the game).
-
- Switching between the two modes is done with the Enter key on the numeric
- pad (*not* the Enter key near all the regular keys). When in 2D mode, you're
- current position within the level is indicated by the white arrow. The brown
- arrow, if you can see it, is the player's starting position when the game
- begins (this is explained later).
-
- NOTE: Your current location (white arrow) must be within a valid sector
- to enter 3D mode.
-
- 1.2 Level Basics: Sectors, Walls, Vertices, and Sprites
-
- Your level will be made of a few basic elements: sectors, walls, vertices,
- and sprites. Sectors are like rooms and hallways and outside areas. Sectors
- are made up of a floor, a ceiling, and walls. Walls are just that - wall
- space between the floor and the ceiling of a sector. The two points on
- either side of the wall, as seen in 2D mode (seen as corners in 3D mode), are
- its vertices.
-
- Sprites are used for bad guys, goodies, sector effectors, etc.. They can
- also be made to lay flat on walls, floors, and ceilings. These flatten
- sprites, called "rotated", can be used for switches, blood splats, and
- decorations.
-
- 1.2.1 Sector, Wall, and Sprites Attributes
-
- You can see the attributes (shade, tags, tile number, etc.) of sectors in
- 2D mode by pointing at them and hitting the TAB key. You can do the same for
- walls and sprites with the Alt-TAB keys. Since walls can be double-sided,
- make sure you point on the exact side of the wall before hitting Alt-TAB.
-
- 1.3 2D Editor Mode
-
- 2D mode editing is used to lay out the basic level. It provides you with
- a top view of your level and shows your level's walls and sprites on a grid.
- It is very similar to a blueprint and most of a level's preliminary work done
- in this mode.
-
- When editing in 2D mode, use the left mouse button to grab things (vertices,
- sprites) and move them around the map. Use the right mouse button to move your
- current position around the map.
-
- You'll notice, in 2D mode, that the closest sprite, the closest vertex,
- and the closest wall to the white arrow will blink. This indicates that
- these particular objects will be acted upon by you. This will be more
- important later when you start using high and low tags, and hit scan/
- blocking. For now, though, you need to know that the blinking vertex is
- the one you'll grab if the mouse's left button is used.
-
- 1.3.1 2D Grid and Resizing the Grid
-
- There are seven gradations to the 2D mode's grid. The first six will
- actually display a grid of six varying sizes and a seventh with no grid at
- all. The six grid sizes give you varying control and accuracy on sector wall
- and sprite placement. Detailed work on very small spaces or tight sprite
- locations can be done at the sixth, finest grid size, while more grand, room-
- sized leveling can be done with the larger grid sizes. The seventh, gridless
- display is usually only used to capture screen shots of levels for printing
- and planning.
-
- 1.3.2 2D Grid Locking Feature
-
- When drawing walls or placing sprites in 2D mode, you'll notice that the
- wall's vertices, and the sprites, are placed exactly on grid cross lines.
- This is very useful because almost everything you BUILD will be rectilinear
- (square-shaped). You will also want to keep areas symmetrical and
- proportioned with respect to sector sizes for rooms, doors, windows, etc..
-
- I don't recommend turning Grid Lock Mode off until you feel comfortable
- with BUILD and level designing. When you want to make crazy shapes with your
- sectors, or place sprites so precisely that they need to be off the grid
- system, then use the "G" key to enable and disable the Grid Lock feature.
-
- 1.3.3 2D Zooming In and Out
-
- You can zoom in and out within the 2D mode by using the "A" key to zoom
- in, and the "Z" key for zooming out. These two keys, along with grid
- resizing, can greatly help when trying to develop differently sized areas
- of your maps.
-
- 1.4 3D Editing
-
- The 3D mode of editing is used to do most of your level's designing.
- This mode resembles the actual game and therefore is more intuitive. You
- will do your tile selections, shading, floor/ceiling elevations, etc. in
- 3D mode.
-
- Holding the left mouse key after pointing at a sprite, wall, floor, or
- ceiling in 3D mode will hold it as selected, even if the sprite moves beyond
- the mouse's crosshair during an editing operation.
-
- There three ways to control your altitude in 3D mode: Game Mode, Height
- Lock Mode, and Float Mode. Game Mode is just like the game; you will be
- effected by gravity. Height Lock Mode will let you move around the level
- with no gravity and always at the same height above the current floor. Float
- Mode will let you hover without gravity and your height will not be effected
- by the floor's height below.
-
- You can switch between these modes by hitting the CapsLock key. You can
- change your altitude by hitting the "A" and "Z" keys.
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌─────────────────────────┐
- │2. BUILDING A BASIC LEVEL│
- └─────────────────────────┘
-
- 2.1 Sectors and Walls
-
- A sector is the simplest and most fundamental of structures in your level.
- It is made of walls, a floor, and a ceiling. You can control everything
- about each sector including its size and shape, the height of its floor and
- ceiling, the textures of its walls, and its shading and visibility.
-
-
- 2.2 Build a Simple Sector
-
-
- 2.2.1 Start up BUILD
-
- At the DOS prompt and within your Duke Nukem 3D directory, type the
- following: YOU MUST BE IN THE DIRECTORY BUILD IS IN TO DO THIS!
-
- BUILD <map name>
-
- If it's a new level, you'll start in 2D mode with an empty grid. If the
- level already exists, then you'll start in 3D mode at the player's start
- point.
-
-
- 2.2.2 Make Your First Sector
-
- If you're not already there, go to 2D mode (numeric pad "ENTER" key).
- Make a square sector by pointing the mouse at a starting point for the first
- wall of the sector and hit the SPACE bar. You are now in Line Drawing Mode
- and you will notice that a white line is now following your mouse movements.
-
- Drag the mouse to a second point where you want the first wall to end and
- hit the SPACE bar again. Continue in this fashion until a square is made
- with last point's position being exactly where the first point was put. Line
- Drawing Mode will automatically stop when the last point is connected to the
- first and your first sector is now complete! ...it's a milestone, so enjoy
- it ;)
-
- Go ahead and check out your new sector by placing the mouse's white arrow
- inside the new sector and hit the numeric ENTER key. That's it, you new
- sector. Check the size of the 3D view and compare it to the 2D view so you
- can get a feel for the grid size in 2D relative to the actual area it
- creates.
-
- The size of the sector can be changed (bigger, smaller) in 2D mode by
- grabbing the vertices with the left mouse button and dragging them. You can
- select more than one vertex by first positioning the mouse pointer and
- holding the ...
-
- The walls will be an ugly (on purpose) brown stone tile if the map is a
- new one. The walls will be the last defaulted wall if the map is not new.
- Okay, okay, we'll change the textures later, right now it's back to 2D mode
- (numeric ENTER key)...
-
-
- 2.2.3 Backtracking in Line Draw Mode
-
- If you make a mistake while in Line Draw Mode and want to backtrack a line
- or more, then simply hit the Backspace key. You'll see the last placed point
- erased and the line it made removed. You can complete undo all your lines
- and cancel Line Draw MOde by backspacing all the way back to the first point.
-
-
- 2.3 Single-sided and Double-sided Walls^B0
-
- You'll notice, upon returning to 2D mode, that your sector is made of
- white lines. These whites are single-sided walls. A single-sided wall only
- has player space on one side; the other side is "null" and can never be
- occupied by the player or anything else. Your new sector has player space on
- the inside, but not on the outside.
-
- Double-sided walls are red in 2D mode and they have player space on both
- sides. Double-sided lines always separate two sectors. We'll add more
- sectors to our one-sector level in a bit.
-
-
- 2.4 Placing the Player's Start Position (IMPORTANT)
-
- It is important to make sure that the player's start position, indicated
- by a brown arrow in 2D mode, is within a sector (user space). The game will
- behave very strangely if it tries to start the player in null space, and you
- will not think of this reason for the trouble at first and get all bummed
- that your level got corrupted and all that work is lost and oh, my...
- ...you've been warned.
-
- Place the player's start position by putting the mouse, and the white
- arrow, where you want and hit "Scroll Lock". The brown arrow will now be
- there (you'll have to move the mouse a bit to see it). The player's starting
- direction will be the same as the brown arrow's.
-
-
- 2.5 Quitting BUILD and Saving, Loading, Renaming Levels
-
- It's ALWAYS a good idea to test your level in stages as it grows. Don't
- try to take on too much in any one editing session. Let's stop here and load
- your new level into the game. Even this simple level will make you utter
- "Cooool, I built this!" when you see it in the game.
-
- Exit BUILD by hitting the "Esc" key in 2D mode. You can do a couple of
- things here. We want to quit with the "Q" key and save our level by hitting
- the "Y" key when it asks.
-
- You can also simply save your level to disk with the "S" key and return
- immediately to BUILD. I recommend that you do this often as you BUILD more
- complicated levels. You will often want to backtrack away from an idea and
- reloading a previous version of your level is much easier than undoing the
- idea.
-
- Although you don't need to now, in the future you will want to load in
- different levels during a single BUILD session. This can be done by hitting
- the "L" key and selecting the level from the list.
-
- Finally, you can rename your level by hitting the "A" key and providing
- the new name.
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌──────────────────────────┐
- │3. BUILDING A BETTER LEVEL│
- └──────────────────────────┘
-
- Let's make our single-sectored, ugly-textured level a little better. We
- can start adding rooms and splitting sectors but, first, let's fix those
- textures.
-
- 3.1 Modifying Wall, Floor, and Ceiling Textures
-
- 3.1.1 Selecting Textures
-
- Go to 3D mode and point at a wall in your sector. Hit the "V" key and a
- screen will appear with textures. If this is your first level, then only
- that ugly, brown stone texture will be showing. This first screen of
- textures are all the ones that have been used in the current level. Hit the
- "V" key again and the screen will fill with the complete texture set.
-
- Look for a texture that's cool and one that fits the level's motif. You
- can peruse the textures with the arrow keys and PgUp/PgDn keys. You can also
- go directly to a texture if you know its number. Hit the "G" key and enter
- the tile number. This will be more helpful later when you know where
- everything is.
-
- Do the same for the other walls; or, if the same texture is to used on all
- four walls (do this for now), simply point at the first wall (3D mode), hit
- the TAB key, point at other walls, and hit the ENTER key on each.
-
- Select a texture for the ceiling and floor by first pointing to each in 3D
- and then hitting the "V" key just as you did with the walls. Again, the
- first screen will be the ceiling/floor textures already used in this level
- and, by hitting the "V" key a second time, you can get to all the textures.
-
- Floor and ceiling texture sizes *most* be a factor of 8 pixels in size to
- look right. Most floor and ceiling textures are 64x64 or 128x128 pixels in
- size. You'll notice a weird effect after selecting a texture that's not
- proportioned correctly.
-
-
- 3.1.2 Shading Textures
-
- Walls, ceilings, and floors can be shaded individually by pointing at each
- and hitting the numeric pad's "-" and "+" keys in 3D mode. Shading a level
- can take tons of time and it is crucial to any good level to have good
- shading. Don't spend too much time with it right now; you can fine tune the
- level later ;)
-
-
- 3.1.3 Resizing Textures
-
- The size of a texture can be changed (X and Y repeats for walls,
- "expansion" and "compression" for floors and ceilings). Like shading, you
- shouldn't do much more than play with this feature for now.
-
- To change the size of wall textures, point at each in 3D mode and hit the
- numeric pad's 2, 4, 6, and 8. You can see the texture expand and shrink. If
- you want to go back to the default repeat value, point at the wall and hit
- the "/" key. This will reset most of the wall's attributes to their
- defaults.
-
- The effect of the numeric pad's "2", "4", "6", and "8" keys can be
- incremented by a factor of four by holding the numeric pad's "5" key down
- while hitting these keys.
-
- To change the size of floor and ceiling textures, point at each and hit
- the "E" key. Floors and ceilings only have two sizes: "expanded" and
- "compressed" (the numeric pad's keys will not function).
-
-
- 3.1.4 Panning Textures
-
- Textures can be panned by pointing at the them in 3D mode and hitting the
- Shift key and the numeric pad's "2", "4", "6", and "8". You'll see the
- texture shifting along in the direction of the numeric key. Similar to
- texture sizing, you can hold the numeric pad's "5" key down while hitting
- these keys to resize texture in increments of four.
-
- You shouldn't need to play with this feature too much for now and I really
- only mention it early in case you've accidentally hit the numeric pad without
- the "Shift" key (resizing texture) and wondered what the heck happened to the
- texture.
-
-
- 3.1.5 Relative Textures (Floors/Ceilings)
-
- A floor's/ceiling's texture can be oriented relative to a specific wall.
- This can get a little confusing and I suggest you put it off until later.
- When you've finished this section, go ahead and make a triangular sector and
- play with the floor's relative alignment by pointing at the floor near one of
- the walls (in 3D mode) and hitting the Alt-F keys. Go over to another wall
- and hit Alt-F again. ...cool, eh?
-
-
- 3.1.6 Parallax Floors and Ceilings
-
- To make a ceiling texture look like an arching sky, point at it in 3D mode
- and hit the "P" key. Parallax skies usually need more than one texture, so
- notice that most textures won't look good when set to parallaxing; it's best
- to use the textures intended for paralaxing. Floors can also be parallaxed
- for a weird effect.
-
- Things can get a little tricky once a ceiling or floor has been set to
- parallaxing. When you start adding more sectors to your level, especially
- ones that involve parallaxed ceilings/floors, some walls will disappear or
- look weird in 3D mode. It's hard to explain in text here, but you'll see
- what I mean and you'll see what to do to muscle your way through.
-
-
- 3.1.7 Orienting Walls to the Floor or Ceiling
-
- Walls will either be oriented to the sector's floor or its ceiling. You
- can change the wall's orientation by pointing at it and hit the "O" key.
- The orientation of the wall determines whether the wall's tile moves with
- the floor or the ceiling. To play with this, simply point at a floor in your
- map and watch the wall as you raise and lower the floor with the PgUp/PgDn
- keys. Now point at the wall and hit the "O" key. Change the floor's
- elevation again and watch the wall. Notice that the wall tile moved with the
- floor in one case and didn't in the other. This will be more important
- when you start using moving sectors.
-
-
- 3.2 Splitting and Removing Walls
-
- You can split a wall into two, smaller walls (for texture changes,
- shading, etc.) in 2D mode. To split an existing wall into two walls, point
- at the desired location along the wall and hit the Insert key. A new vertex
- will be added along the wall.
-
- A split in a wall can be removed by dragging the undesired vertex to one
- of its neighbor vertices with the mouse's left button. This will remove the
- vertex and thus make a single wall of the original two.
-
-
- 3.3 Resizing and Moving Sectors
-
- Remember, you can resize the sectors of your level in 2D mode and the left
- mouse button. Also, you can grab more than one vertex when doing this.
- Position the white arrow above and to the left of the desired group of
- vertices. Hold the Right-Shift key down and you'll see a white box grow and
- shrink as you move the mouse. Make a box big enough to surround all of the
- desired vertices and release the Right-Shift key. The selected vertices will
- all blink now and you can move them all by moving one. To un-select the
- vertices, simply hit the Right-Shift key again. Multiple sprites can be
- selected and moved like this, too.
-
- You can move entire sector groups by Right-Shifting them, but be careful
- to notice that this moves the sector(s) by the vertices. If not all vertices
- are selected, then some of the sectors can get deformed and twisted.
-
- If you want to move sectors without regard to their vertices, then you can
- can them with the Right-Alt key. A box similar to the Right-Shift selection
- one will appear. This box will be green.
-
- You will have to play with the two selection features, Right-Shift and
- Right-Alt, to get a feel for their differences. Save this for later.
-
-
- 3.4 Altering Floor and Ceiling Heights ...and Textures again
-
- You can raise and lower floors and ceilings by pointing at each, in 3D
- mode, and hitting the PgUp/PgDn keys. You can also, now, change the texture
- of the different floors and ceilings with the "V" key.
-
-
- 3.5 Splitting, Joining, Adding, and Deleting Sectors
-
- We're now ready to split, add, and delete sectors. From here you will be
- able to add rooms, windows, doors, whatever to your level. Most of this
- designing will be in 2D mode and keep Grid Locking "ON".
-
-
- 3.5.1 Splitting Sectors
- Let's split our single-sectored level into a two-sectored room. Add a
- vertex to two of the opposing walls in the sector; that is, split two of the
- walls. Point at either of these two, new vertices and hit the Space bar.
- You are in Line Drawing mode and should point the mouse at the other new
- vertex and hit Space bar. Your original sector is now split into two. Go
- ahead into 3D mode for a moment and play with the two different floors and
- ceilings.
-
-
- 3.5.2 Joining Sectors
-
- You can join the two, new sectors back into their original single sector
- by pointing at one of the sectors in 2D mode and hitting the "J" key. Then,
- point to the second sector and hit the "J" key again.
-
-
- 3.5.3 Adding a Sector
-
- In effect, we added a sector when we split the original sector just
- before. There are a few more ways that we can add sectors to our level. We
- can create a new, stand-alone sector independent of an existing one, we can
- add a new sector along the outside of an existing one, and we can make a
- sector inside an existing one.
-
-
- 3.5.3.1 Adding an Independent Sector
-
- To add a new, independent sector to your level, simply follow the stages
- that you did above. You can decide to connect independent sectors later, if
- you wish.
-
-
- 3.5.3.2 Adding an Extension Sector
-
- You can add a new extension to your level by starting Line Drawing at one
- of the vertices in 2D mode. Draw three lines, outside the original sector,
- with the third ending at the vertex on the original sector such that a square
- is made by the three new lines and one of the lines in the original sector.
- Notice the line between the two vertices of the first sector has turned red
- indicating that it now separates two sector. The original single-room sector
- is now bigger and made of two sectors.
-
-
- 3.5.3.3 Adding a Sector within a Sector (island)
-
- Draw a sector within an existing sector the same way you did with the
- original sector. When the four walls are connected and the inner sector is
- established, it will be made of single-sided (white) walls. This means that
- the space inside the new sector is null and the original sector is now
- doughnut-shaped.
-
- If you want to make an actual sector-in-a-sector, then position the mouse
- cursor inside the inner sector and hit Alt-Insert. This will change the
- inner sector into valid player space.
-
-
- 3.5.3.4 Adding a Sector within a Sector (peninsula)
-
- You will probably need to insert connection points for the new sector.
- Add the new sector by starting at one of the newly inserted vertices and
- drawing 3 lines inside the original sector, ending at the other newly added
- vertex. This new sector will automatically be made of double-sided lines and
- the new sector will be a valid sector.
-
-
- 3.5.4 Deleting a Sector
-
- You can delete a sector, in 2D mode, by placing the white arrow in it and
- hitting the Ctrl-Delete keys. Be careful! There is no "undo" feature in
- BUILD, so I usually do a quick Esc-and-Save before I delete sectors.
-
-
- 3.6 Incremental Backups of Your Level
-
- As your level gets bigger and more complicated, I highly recommend that
- you quit and save it in it's growing versions as you go. That is, quit BUILD
- with a save and then copy your level to a temporary file (LEVEL.001,
- LEVEL.002, ..., etc.). I usually make progressive, incremental backup copies
- of my level about once an hour. With these backup copies, not only can I
- backtrack to previous versions of a level if an idea goes bad, but I can also
- try different variations of the same level.
-
- You should play with sectors now and get a good feel for their basic
- layout. Try adding rooms and hallways. Change some floor and ceiling
- heights. Play with the textures. Next we'll start adding sprites (weapons,
- goodies, bad guys, etc.) and you can actually "play" your level.
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌──────────┐
- │4. SPRITES│
- └──────────┘
-
- Sprites are used for bad guys, weapons, ammo, goodies, switches, and
- decoration. You probably noticed while you were looking for wall textures
- before, that the art work for these things were there, too. When you start
- adding sprites, take a look around within the textures again; there are lots
- of sprites and they're often good for inspiring ideas for the level.
-
- In 2D mode, sprites will appear as little dots with a tail. If the sprite
- has a name assigned to it, such as "shotgun", this will be displayed if you
- are zoomed in enough. The tail of the sprite tells you its orientation. The
- sprite will point in the direction of the tail when it's initiated by the
- game.
-
-
- 4.1 Adding Sprites
-
- You will usually use 2D mode for sprite placement because it's more
- accurate and seems more convenient with a top view. Go to 2D mode, point at
- a place for the sprite and hit the "S" key. The "S" key will work in 3D mode
- in the same way - point at the spot on the floor or ceiling where you want
- the sprite and hit "S".
-
- Go to 3D mode and look at the sprite. If this is a new map, or at least
- one without any sprites, you'll see that ugly, brown texture. You can select
- the right texture for the sprite in the same way that you selected wall
- textures.
-
- Point at sprite hit the "V" key. The first screen are the sprites already
- used in current map and hitting the "V" key again will show all the textures.
- Use the arrow keys and PgUp/PgDn to move around the textures and hit Enter
- when you see the one you want.
-
- You can leave the sprite on the floor or move it up and down with the
- PgUp/PgDn keys in 3D mode. Ctrl-PgUp and Ctrl-PgDn, while pointing at the
- sprite, will put the sprite directly on the ceiling or floor, respectively.
-
-
- 4.1.1 Adding Weapons and Goodies
-
- You'll find all of the weapons, ammo, and goodies near the beginning of
- the texture set. Select one of these.
-
-
- 4.1.2 Adding Bad Guys
-
- All of the bad guys are near the end of the textures set. You'll notice,
- when you find them, that all of the poses of each character is there. When
- placing a bad guy, ALWAYS make sure that you've selected the specific texture
- with the bad guy's name ("pigcop"). You'll see texture names at the bottom,
- right of the screen while you're viewing them ("V" key from 3D mode).
-
-
- 4.1.2.1 Bad Guy Poses
-
- You will usually select the first sprite texture (called a "frame" because
- these frames are used to animate the bad guy within the game) for the bad
- guy. Again, this texture will always have the generic name of the bad guy.
- There are other textures for the bad guy that can be used, though, that give
- you control over its initial attack style and roaming capabilities.
-
- The second frame of most bad guys is called its "stayput". If you use
- this frame for the bad guy's sprite, then the actual bad guy in the game will
- stay in its sector and never leave it. This is great for setting up sniper
- bad guys or keeping them on roof tops.
-
- There are other poses for various bad guys and you should take the time to
- check them. For instance, the Troopers can be started in their crouching
- pose and Pig Cops in their prone pose (great for behind-the-counter
- encounters). Troopers can also be started in their jet pack mode (death from
- above) and Liz Troopers in their leaping pose (always good for a jolt to the
- player).
-
-
- 4.2 Modifying Sprites
-
-
- 4.2.1 Resizing and Shading Sprites
-
- The size of the sprite can be changed by pointing at it in 3D mode and
- hitting the "2", "4", "6", and "8" keys on the numeric pad just the way you
- did to resize wall textures. You will probably want to resize most of the
- sprites to what looks good to you, but beware, always be consistent and keep
- all similar sprites the same size throughout the level.
-
- You can also shade the sprite in 3D mode with the "-" and "+" keys on the
- numeric pad. It's usually a good idea to keep the shade setting at zero and
- let the sector's shade take control during the game. Then again, I do like
- to set the shade on goodies and weapons to their max (-127) so the player can
- see them from far away.
-
-
- 4.3 Making Copies of Sprites
-
- If you want to make exact copies of a sprite, you can point at it in 3D
- mode, hit the TAB key and now, each time you hit the "S" key to add a sprite,
- it will generate a copy (size, shading, and all).
-
-
- 4.4 Moving Sprites
-
- Sprites can be moved around the level in 2D mode by pointing at the sprite
- and holding the left mouse button down. Remember that more than one sprite
- can be selected with the Right-Shift keys.
-
-
- 4.5 Deleting Sprites
-
- Sprites can be deleted in either 2D or 3D mode by pointing at it and
- hitting the Delete key.
-
-
- 4.6 Flipping Sprites and Sprite Angles
-
- You can flip the sprite's texture in 3D mode by pointing at it and hitting
- the "F" key.
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌────────────────────────┐
- │5. ADVANCED SECTOR STUFF│
- └────────────────────────┘
-
- As you start trying more difficult level designing, keep in mind that many
- of the things you want to do are already done in other levels. You should
- load some of our levels into BUILD and see how we did things. There are tons
- of tricks and neat things in BUILD, and I can't mention most of them here.
-
-
- 5.1 Cut-and-Pasting Sectors
-
- You can cut-and-paste a sector or group of sectors. This can save you
- lots of time when making multiple copies of doors, elevators, and other
- sector gizmos. You can also grab sections of other levels and copy them into
- your current level.
-
-
- 5.1.1 Within the Same Level
-
- Sector-select (Right-Alt key in 2D mode) the group of sectors that you
- want to copy. While the desired sectors are blinking green, point the mouse
- within the group and hold the left button down. (Be careful not to move the
- group while holding the mouse button down.) Hit the Insert key and the group
- of sectors will be copied. Keep the left mouse button depressed and move the
- new group of sectors to their new location. When the new group is relocated,
- hit the Right-Alt key again to un-select the group.
-
- Notice that everything was copied: sprites, walls, tags, everything. You
- may have to re-assign switch tags and check weapons and goodies.
-
-
- 5.1.2 Between Different Levels
-
- You can also copy sectors from one level to another. Grab and copy the
- group of sectors the same way as described above (Right-Alt select group in
- 2D mode, hit Insert key while holding left mouse button down over sector
- group). While the new, copied sector group is still blinking green, hit the
- Escape key and load in the second level. When it is loaded into BUILD, the
- copied sector group will be overlaid and you can re-position it.
-
- It's always a good idea to do a quick Escape/Save after copying a group of
- sectors into another level. After copying and positioning the group, un-
- select it (Right-Alt) and save the level.
-
-
- 5.2 Overlapping Sectors
-
- BUILD will let you overlap sectors and you can do some really cool things
- by doing so. We didn't have time to finish this section of the document
- before release, but some of the restrictions are:
-
- 1) You can never see 2 overlapping floors/ceilings in 3d mode.
- The sectors can be cut to get around this
- 2) Overlapping sectors can never share a double-sided (red) wall
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌────────────────┐
- │6. MISCELLEANOUS│
- └────────────────┘
-
-
- 6.1 Sector's "First" Wall and Relative Floors/Ceilings.
-
- The wall between the first two points of a sector is the sector's first
- wall. You can select the sector's first wall by pointing at the floor or
- ceiling, in 3D mode, just in front of the desired wall and hitting the Alt-F
- keys. More times than not, you will not need to re-assign sector first
- walls.
-
- If you want to align the floor/ceiling textures along a specific wall,
- usually to make the pattern in the texture match the direction of the wall,
- you can make the floor/ceiling texture "relative". To toggle between
- relatively aligned textures and normally aligned textures, point at the floor
- or ceiling in 3D mode and hit the "R" key.
-
- You may also want to make floors/ceilings relative when you start playing
- with moving sectors.
-
-
- 6.2 Slopes.
-
- can slope with the "[" and "]" keys
-
- can make a perfect match with the next sector's floor or ceiling with the
- Alt-[ and Alt-] keys.
-
-
- 6.3 Multi-Player/Co-Op Start Points.
-
- Place Duke's first frame for each multi-player and co-op start position.
- There needs to be seven of each; the single-play start position will be used
- as one of the multi-play and one of the co-op start positions. That makes a
- total of eight start positions for each.
-
- To identify co-op start positions from multi-play ones, give the co-op
- Duke sprites a low tag of 1.
-
- For multiplay, spread the starting positions around the level in good
- places where none of the players will have an advantage over the others (near
- a good weapon, etc.). For co-op, place all the player starts right near the
- single-play start position (brown arrow in 2D mode) so that the co-op team
- will be together at the start of the game.
-
-
- 6.4 Multi-Play Weapons.
-
- palette shift to palette #1 (blue)
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌──────────────────────────────────┐
- │7. SECTOR EFFECTOR REFERENCE GUIDE│
- └──────────────────────────────────┘
-
- --------------------------------------------------------------------------------
- Sector Effect Reference Guide
- 1996 Allen H. Blum III
- --------------------------------------------------------------------------------
-
- -SECTOR EFFECTOR -
-
- 0 : ROTATED SECTOR
- 1 : PIVOT SPRITE FOR SE 0
- 2 : EARTHQUAKE
- 3 : RANDOM LIGHTS AFTER SHOT OUT
- 4 : RANDOM LIGHTS
- 6 : SUBWAY
- 7 : TRANSPORT (UNDERWATER ST 1 or 2)
- 8 : UP OPEN DOOR LIGHTS
- 9 : DOWN OPEN DOOR LIGHTS
- 10 : DOOR AUTO CLOSE (H=DELAY)
- 11 : ROTATE SECTOR DOOR
- 12 : LIGHT SWITCH
- 13 : C-9 EXPLOSIVE
- 14 : SUBWAY CAR
- 15 : SLIDE DOOR (ST 25)
- 16 : ROTATE REACTOR SECTOR
- 17 : ELEVATOR TRANSPORT (ST 15)
- 18 : INCREMENTAL SECTOR RAISE/FALL
- 19 : SHOT TOUCHPLATE CIELING DOWN
- 20 : BRIDGE (ST 27)
- 21 : DROP FLOOR (ST 28)
- 22 : PRONG (ST 29)
- 23 : ONE WAY TELEPORTER EXIT
- 24 : CONVAIRBELT
- 25 : ENGINE
- 27 : CAMERA FOR PLAYBACK
- 28 : LIGHTING BOLT ENGINE
- 29 : FLOAT
- 30 : 2 WAY TRAIN (ST=31)
- 31 : FLOOR RISE
- 32 : CEILING FALL
- 33 : SPAWN JIB W/QUAKE
- 36 : SKRINK RAY SHOOTER
-
- --------------------------------------------------------------------------------
- Definitions:
- --------------------------------------------------------------------------------
-
- SE 0 : Rotate Sector
-
- :Used to rotate a sector around a pivot point.
-
- Hitag : Set equal to Hitag of SE 1 as pivot point for sector.
- Sector Lotag : none
- Angle : up = Rotate all points around SE 1.
- down = Rotate sector around SE 1.
- Shade : none
- Palette : none
- Comment :
- :If Relative alignment is set on the floor,( the R key ), then all
- sprites and actors on the floor will rotate with the sector
-
- SE 1 : Pivot for Rotate SE 0
-
- :Used as a pivot point for Sector Effector 0 to rotate a sector around.
-
- Hitag : Set equal to Hitag of all SE 0 to rotate.
- Sector Lotag : none
- Angle : up = Rotate clockwise
- down = Rotate counter-clockwise
- Shade : none
- Palette : none
- Comment :
-
- SE 2 : Earthquake
-
- :Used to set off an earthquake. During the earthquake the screen will
- shake for about 4 seconds. The sector will move in the direction that
- the SE sprite is pointing. If there is a slope, then it will rise
- during the earthquake.
-
- Hitag : none
- Sector Lotag : none
- Angle : Direction to move sector during earthquake.
- Shade : none
- Palette : none
- Comment :
- :Must activate with Masterswitch.
- :If there is a slope, then it will be made flat at pre-map and
- raised during the earthquake to a maximum height of 4 clicks.
-
- SE 3 : Random lights after shot out
-
- :Used to create lighting effect when lights are shot out. It will
- also set the color of light when the light is on. Make the sector
- shade dark when the light is out and make the SE sprite shade bright
- when the light is on.
-
- Hitag : Set equal to Wall Lotag with graphic of Light or
- Set equal to Ceiling Hitag with graphic of Light.
- Sector Lotag : none
- Angle : none
- Shade : Set to brightness when light is on, set sector brightness to when light is off.
- Palette : Set to Palette Lookup number when light is on.
- Comment :
- :Can be used with SE 12 to be turned on and off with a light
- switch until the lights are shot out.
- :The lights color is taken from the SE sprites Palette when the
- light is on, and the sectors palette when the light is off.
- Default is no color. e.g. palette = 0.
- :Both the SE sprite and the sector can have different palettes.
-
- SE 4 : Random lights
-
- :Used to make sector randomly flash in brightness. It will also set
- the color of light when the light is on. Make the sector shade dark
- when the light is off and make the SE sprite shade bright when the
- light is on.
-
- Hitag : Set for Random Flash number.
- Sector Lotag : none
- Angle : none
- Shade : Set to brightness when light is on, set sector brightness to when light is off.
- Palette : Set to when light is on.
- Comment :
- :Can NOT be used with SE 12 to be turned on and off with a light
- switch.
- :The lights color is taken from the SE sprites Palette when the
- light is on, and the sectors palette when the light is off.
- Default is no color. e.g. palette = 0.
- :Both the SE sprite and the sector can have different palettes.
-
- SE 5 : Reserved
-
- SE 6 : Subway Engine
-
- :Used as the Engine for a Subway. Use with SE 14 for multiple subway
- cars. Must be used with Locator Sprite to set track.
-
- Hitag : Set equal to Locator Lotag for starting position.
- Sector Lotag : none
- Sector Hitag : All sectors within Car sector must be equal.
- Angle : Set for direction of Subway.
- Shade : none
- Palette : none
- Comment :
- :Set relative align on sector floor, (R key), to make sprites
- move.
- :If a Locator has a Hitag of 1, then the Subway will stop at that
- locator for 5 seconds then continue.
-
- SE 7 : Transport / Water
-
- :Used as Teleporter and Water Effect.
-
- Hitag : Set equal to one other SE 7 to Transport to.
- Sector Lotag : 0 = Teleporter.
- 1 = On top of water.
- 2 = Underwater
- Angle : none
- Shade : none
- Palette: 0 = Normal/Default
- > 0 = Teleporter won't play sfx or flash when used.
- Sector Palette : 0 = Water
- 8 = Green Slime
- Comment :
- :If the Sector Effector Sprite is off the ground, then you will only
- teleport when dukes waist is at the same height as the sprite and in
- the same sector.
- :When using with Sector Lotag 1 and 2 as water, the two sectors must be
- exactly the same size or you will teleport to death.
-
- SE 8 : Up Open Door Lights
-
- :Used to light up a room when a door is opened.
-
- Hitag : Set equal to all other SE 8 used together.
- Sector Lotag : Use with any that raises the ceiling. ex: Sector Lotag 20
- Angle : none
- Shade : Set to brightness when light is on, set sector brightness to when light is off.
- Palette : none
- Comment :
- :At least one SE 8 with equal Hitag must be in a sector in which the
- ceiling rises.
-
- SE 9 : Down Open Door Lights
-
- :Used to light up a room when a light comes down from the ceiling.
-
- Hitag : Set equal to all other SE 9 used together.
- Sector Lotag : Use with any that lowers to floor. ex: Sector Lotag 21
- Angle : none
- Shade : Set to brightness when light is on, set sector brightness to when light is off.
- Palette : none
- Comment :
- :At least one SE 8 with equal Hitag must be in a sector in witch the floor rises.
-
- SE 10 : Door Auto Close
-
- :Used to Automatically close a door after a set delay.
-
- Hitag : Delay until door closes. ex: 128 equals 4 seconds.
- Sector Lotag : Use with all door Sector Lotags
- Angle : none
- Shade : none
- Palette : none
- Comment :
-
- SE 11 : Rotate Sector Door
-
- :Used as a door that rotates 90 degrees when activated.
-
- Hitag : none
- Sector Lotag : 23
- Angle : none
- Shade : none
- Palette : 0 = clockwise
- 1 = Counter-clockwise
- Comment :
- :Will also activate other SE 11 with equal Hitag values.
-
- SE 12 : Light Switch
-
- :Used light up a sector when activated with a switch.
-
- Hitag : Set equal to all other SE 12 used together
- Sector Lotag : none
- Angle : none
- Shade : Set to brightness when light is on, set sector brightness to when light is off.
- Palette : Set to when lights are on.
- Comment :
- :The lights color is taken from the SE sprites Palette when the
- light is on, and the sectors palette when the light is off.
- Default is no color. e.g. palette = 0.
- :Both the SE sprite and the sector can have different palettes.
-
- SE 13 : C-9 Explosive
-
- :Used to blow apart the ceiling and floor of a sector to create holes
- in walls
-
- Hitag : Set equal to SEENINE, OOZCAN, or CRACK sprites to activate
- Sector Lotag : none
- Angle : up = both ceiling and floor come together at Pre-map.
- down = Only the ceiling or the floor matches height with the
- SE sprite depending on which one is closest.
- Shade : none
- Palette : none
- Comment :
- :Can be activated by a Masterswitch with equal Hitags.
- :If the ceiling has a Sky texture without Parallax set, then the
- tile will be replaced at Pre-map with the closest non-Sky
- texture. When it explodes, the sky will change to Parallax.
-
- SE 14 : Subway Car
-
- :Used as the Car for a Subway. Use with SE 6 for Subway engine.
- Must be used with Locator Sprite to set track.
-
- Hitag : Set equal to Locator Lotag for starting position.
- Sector Lotag : none
- Sector Hitag : All sectors within Car sector must be equal.
- Angle : Set for direction of Subway.
- Shade : none
- Palette : none
- Comment :
- :Set relative align on sector floor, (R key), to make sprites
- move.
- :If a Locator has a Hitag of 1, then the Subway will stop at that
- locator for 5 seconds then continue.
-
- SE 15 : Slide Door
-
- :Used as a door that slides when opened.
-
- Hitag : Set equal to other doors to be opened at same time.
- Sector Lotag : 25
- Angle : Set to direction when door is closed.
- Shade : none
- Palette : none
- Comment :
- :Speed Sprite sets distance to door to open.
- :Check !SE.map on how to build.
- :Use MusicSFX sprite for sound.
-
- SE 16 : Reserved
-
- SE 17 : Elevator Transport
-
- :Used as an Elevator that transports from one elevator shaft to
- another to simulate going straight up from one floor to another.
-
- Hitag : Equal to one other SE 17.
- Sector Lotag : 15
- Sector Hitag : 0 = Bottom Floor
- 1 = Top Floor
- Angle : none
- Shade : Darkest shade of the two SE 17 with equal Hitag is the
- starting floor for the elevator.
- Palette : none
- Comment :
- :Top and Bottom floors must be physically built at proper height
- difference to work properly.
- :Both Elevators must be Exactly the same size.
-
- SE 18 : Incremental Sector Raise/Fall
-
- : Used as sector floor or ceiling raise/fall that can be activated incrementally.
-
- Hitag : Set equal to units moved per activation.
- Unit = one page-up/page-down in build.
- Angle : Up = Floor will move incrementally (by Hitag #).
- Down = Ceiling will move incrementally.
- Palette : 0 = Start at build set height.
- >0 = height set to SE Sprite in premap.
- Comment:
- :Sector will move in opposite direction as it is at premap.
- i.e. if sector is set to SE Sprite floor/ceiling will move to set height.
-
- SE 19 : Shot Touchplate Ceiling Down
-
- :Used to close ceiling when a shot or explosion hits within the
- sector.
-
- Hitag : Equal to others to activate at same time.
- Sector Lotag : none
- Angle : none
- Shade : none
- Comment :
- :Does not check to when a shot or object passes through the
- sector.
- :Use MusicSFX sprite for sound.
-
- SE 20 : Bridge
-
- :Used to stretch a sector when activated.
- Hitag : none
- Sector Lotag : 27
- Angle : Set to direction to stretch sector.
- Shade : none
- Comment :
- :Set relative alignment, (R key), on sector to move floor.
- :Use Speed sprite for distance.
-
- SE 21 : Drop Floor
-
- :Used to make a floor or ceiling drop to the height of the
- SE sprite when activated by a Masterswitch.
-
- Hitag : Set equal to others that activate at same time.
- Sector Lotag : 28
- Angle : up = Drop Ceiling
- down = Drop Floor
- Shade : none
- Comment:
- :Floor or Ceiling matches height of SE sprite at Pre-map then
- drops to set position when activated.
- :To do opposite, the SE sprite height must be put into sector.
-
- SE 22 : Prong
-
- :Used as Door inside Teeth Prongs.
-
- Hitag : Set equal to Hitag of Sector Lotaged 29.
- Sector Lotag : 0, Outside Sector Lotag of 29
- Angle : none
- Shade : none
- Comment:
- :This Effector was not tested in the, game so use at your own risk.
- It may cause problems in multi-play.
- :See !SE.MAP for usage.
-
- SE 23 : One Way Teleporter Exit
-
- : Used as an exit indicator for a one way teleporter.
-
- Hitag: Set equal to teleporter entrance sprite Hitag (SE 7).
- Angle: Actor facing on exit.
- Palette: 0 = Normal/default
- >0 = No Teleporter sound or flash on use.
-
- SE 24 : Conveyor belt
-
- :Used to move sprites along the floor like a conveyor belt.
-
- Hitag : Set equal to a switch to turn on and off.
- Sector Lotag : none
- Angle : Set to direction to move sprites.
- Shade : none
- Comment:
- :Set relative alignment (R key) on sector floor to move sprites.
- :Set Speed sprite equal to rate of movement.
-
- SE 25 : Engine Piston
-
- :Used as a Piston that only goes up and down.
-
- Hitag : none
- Sector Lotag : none
- Angle : none
- Shade : none
- Comment:
- :Put SE sprite height to starting position of Piston.
- :Speed sprite equals rate of movement.
-
- SE 26 : Reserved
-
- SE 27 : Camera for Playback
-
- :Used as a camera position to view playback of game Demos.
-
- Hitag : Set to maximum distance for the camera to view the action of
- other players. e.g. 2048 equals largest grid in build.
- Sector Lotag : none
- Angle : none
- Shade : none
- Comment:
- :Camera does not always work well with extreme heights.
-
- SE 28 : Lighting Engine
-
- : Used to create lighting effect in an area of 10000. On random activation
- will flash linked Lighting Bolt sprites and start sfx.
-
- Hitag: Set equal to Lighting Bolt Sprite #4890 Hitag.
- Angle: none
- Shade: none.
-
- SE 29 : Floating Sector
-
- :Used to make sector float like water or waves.
-
- Hitag : Set to starting height of sector. 0-2047
- Sector Lotag : none
- Angle : none
- Shade : none
- Comment:
- :Use Speed sprite to set height of wave.
- :To use as a wave, the sector must only be made of 4 lines. Set
- one wall as first wall (alt-f) next to another sector with a
- SE 29 sprite in it to create a wave.
-
- SE 30 : 2 Way Train
-
- :Used as a Train car that only goes back and forth from point A to
- point B.
-
- Hitag : Set equal to a switch to activate.
- Sector Lotag : 31
- Angle : Set to direction of front of Car.
- Shade : none
- Comment:
- :Use with 2 Locator sprites to define track.
- :Activator with equal hitag+1 activates when car stops at point A.
- Activator with equal hitag+2 activates when car stops at point B.
- SE 31 : Floor Rise
-
- :Used to rise or lower sector floor when activated by an Activator or
- Masterswitch.
-
- Hitag : none
- Sector Lotag : none
- Angle : Up = Move sector to SE sprite height when activated.
- Down = Start sector height equal to SE sprite height at Pre-map.
- On activation, falls to pre set height.
-
- Shade : none
- Comment:
- :Use Speed to set rate of rise.
- :Use MusicSFX sprite for sound.
-
- SE 32 : Ceiling Fall
-
- :Used to rise or lower sector Ceiling when activated by an Activator or
- Masterswitch.
-
- Hitag : none
- Sector Lotag : none
- Angle : Up = Rise sector to SE sprite height when activated.
- Down = Start sector height equal to SE sprite height at Pre-map.
- On activation, raises to pre set height.
- Shade : none
- Comment:
- :Use Speed to set rate of rise.
- :Use MusicSFX sprite for sound.
-
- SE 33 : Spawn Earthquake Jibs
-
- :Used to spawn pieces of metal and rock from SE sprite during an
- Earthquake.
-
- Hitag : none
- Sector Lotag : none
- Angle : none
- Shade : none
- Comment:
- :Jibs will be spawned whenever a earthquake anywhere on the map.
-
- SE 34 : Reserved
-
- SE 35 : Reserved
-
- SE 36 : Spawn Shot
-
- :Used to Spawn a shot every 5 seconds when activated by a
- Masterswitch.
-
- Hitag : none
- Sector Lotag : none
- Angle : Set to direction to shoot.
- Shade : none
- Comment:
- :Once activated, it will never stop shooting.
- :Use Speed sprite to set object to shoot. e.g.
- 2556 : Shrink Ray
- 2605 : RPG
- 1650 : Mortar
- 1625 : Trooper Laser
- 1636 : Lizman Spit
-
-
-
-
-
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌─────────────────────────────────┐
- │8. SPECIAL SPRITE REFERENCE GUIDE│
- └─────────────────────────────────┘
-
- --------------------------------------------------------------------------------
- Special Sprite Reference Guide
- 1996 Allen H. Blum III
- --------------------------------------------------------------------------------
-
- SECTOREFFECTOR : Sprite #1
- ACTIVATOR : Sprite #2
- TOUCHPLATE : Sprite #3
- ACTIVATORLOCKED : Sprite #4
- MUSICANDSFX : Sprite #5
- LOCATORS : Sprite #6
- CYCLER : Sprite #7
- MASTERSWITCH : Sprite #8
- RESPAWN : Sprite #9
- GPSPEED : Sprite #10
- ACCESSSWITCH : Sprite #130
- SWITCH : Sprite #132 and all other SWITCHes
- NUKEBUTTON : Sprite #142
- MULTISWITCH : Sprite #146
- DOORTILE5 : Tile #150 and all other DOORTILEs
- DIPSWITCH : Sprite #162
- VIEWSCREEN : Sprite #502
- CRACK1 : Sprite #546 and all other CRACKs
- MIRROR : Tile #560
- CAMERA1 : Sprite #621
- CANWITHSOMETHING : Sprite #1232
- SEENINE : Sprite #1247
- FEMPIC1 : Sprite #1280
- APLAYER : Sprite #1405
-
- --------------------------------------------------------------------------------
- Definitions:
- --------------------------------------------------------------------------------
-
- SECTOREFFECTOR : Sprite #1
-
- :The Sector Effector Sprite is used to create game effects and
- manipulate Sector attributes. The SE is the main tool to create
- effects such as Earthquakes, Explosions, and Lighting Effects. Place
- a Sprite #1 in the sector to effect.
-
- Lotag : See !SE.TXT for details
- Hitag : Set equal to other SE Sprites with same Lotag to activate
- together. See Sector Effect Reference (!SE.TXT) for more details.
-
- Comments:
- :Multiple SE Sprites can be used in a Sector to create different
- effects.
-
- ACTIVATOR : Sprite #2
-
- :The Activator Sprite is used with Switchs or the TOUCHPLATE Sprite
- to activate the Sector Lotag function or any Sector Effectors within
- the Sector.
-
- Lotag : Set equal to a Switch Lotag or a TOUCHPLATE Lotag
- Hitag : 0 = normal/default.
- 1 = Open door only. Only works for Sector Tag 20 or 21 doors.
- 2 = Close door only. Only works for Sector Tag 20 or 21 doors.
-
- TOUCHPLATE : Sprite #3
-
- :The Touchplate will activate an ACTIVATOR or a MASTERSWITCH Sprite
- when the player walks on the sector floor.
-
- Lotag : Set equal to an ACTIVATOR or MASTERSWITCH Lotag.
- Hitag : 0 = Activate touchplate every time player walks on the sector.
- >0 = The touchplate will only activate this many times when
- the player walks on the sector then never again.
-
- ACTIVATORLOCKED : Sprite #4
-
- :The Activator locked Sprite will lock the sectors Lotag function so
- it can not be activated by the player until it is unlocked with a
- switch.
-
- Lotag : Set equal to a switch's Lotag to be toggled Locked and
- Unlocked.
- Hitag : none.
-
- MUSICANDSFX : Sprite #5
-
- :The Music and Sound Effects Sprite can be used 3 ways.
- 1. Activation Sound :
- When used in a sector with a Lotag, it will play a sound when
- the sectors Lotag function is activated.
- Lotag : Sound number.
- Hitag : none.
- 2. Ambient Sound :
- When used in a sector with no Lotag, it will play an ambient
- sound.
- Lotag : Ambient Sound.
- Hitag : Max distance the sound can be heard. e.g. 1024 equals
- the largest grid square in build.
- 3. Echo Effect :
- When used in a sector with no Lotag, if will cause all sounds
- to have a echo effect.
- Lotag : 1000 + the amount of echo from 0-255.
- Hitag : Max distance the sound can be heard. e.g. 1024 equals
- the largest grid square in build.
-
- LOCATORS : Sprite #6
-
- :The Locator Sprite can be used to define a track for a Subway (SE 6
- & SE 14) or to define a path for PigCop Recon Cars but not both in
- the same map. Plus you can only have one path defined in a map.
-
- Lotag : Set in an increasing order starting from 0 with no gaps in
- the count for all the LOCATOR Sprites in the map. When the
- Subway or PigCop Recon Car reaches the last LOCATOR Sprite,
- it will loop back to the LOCATOR Sprite with Lotag 0.
- Hitag : If set to 1, then the Subway will stop the LOCATOR Sprite
- location for 5 seconds, then continue to the next LOCATOR.
- The PigCop Recon Car is not effected.
-
- CYCLER : Sprite #7
-
- :The Cycler Sprite is used to make the Sector Floor, Walls, and
- Ceiling pulsate in brightness.
- Lotag : Set the offset of how bright it will start.
- Hitag : none
- Palette : Set to a color if needed.
- Shade : Set to how bright the sector will get. Set the sector
- brightness to how dark it will get.
-
- MASTERSWITCH : Sprite #8
-
- :The Master Switch Sprite is used to activate a Sector Lotag or an
- Sector Effector Sprite after a time delay. This can only be
- activated by a TOUCHPLATE Sprite.
- Lotag : Set equal to a TOUCHPLATE Sprite Lotag to be activated by.
- Hitag : Set for time delay until activation of Sector Tag or Sector
- Effector Sprite.
-
- RESPAWN : Sprite #9
-
- :The Respawn Sprite is used to Teleport in Actors and Items when
- activated by a TOUCHPLATE Sprite.
- Lotag : Set equal to TOUCHPLATE Sprite Lotag to be activated by.
- Hitag : Set equal to any Sprite Number that have a name with it in
- Build or Editart.
-
- GPSPEED : Sprite #10
-
- :The GPSpeed Sprite is used to define the rate of movement for such
- things as Sector Tag 20 (Ceiling Door) and Sector Effector 0(Rotate
- Sector). See !SE.TXT and !ST.txt for more details.
- Lotag : Set to rate.
- Hitag : None.
-
- ACCESSSWITCH : Sprite #130
-
- :The Access Switch is used to unlock or activate something when used
- with a Key Card. Use the Palette to define what card to use.
- Lotag : Set equal to ACTIVATOR or ACTIVATORLOCKED Sprite Lotag to use.
- Hitag : Set to play sound when activated.
- Palette : 0 = Blue card
- 21 = Red card
- 22 = Yellow card
-
- SWITCH : Sprite #132 and all other SWITCHes
-
- :The Switch is used to unlock or activate something when activated by
- space key.
- Lotag : Set equal to ACTIVATOR or ACTIVATORLOCKED Sprite Lotag to use.
- Hitag : Set to play sound when activated.
- Palette : 0 = Normal play
- 1 = Multi-play only
-
- NUKEBUTTON : Sprite #142
-
- :The Nuke Button is used to End a level and goto the stat screen. It
- can also be used to goto a bonus level.
- Lotag : Set to 65535 to end a level and go to stat screen
- Set to 1-11 to go to a bonus level in the same volume. Must have palette adjusted for this to work.
- Hitag : none.
- Palette : 0 = Default.
- 14 = Bonus Level.
-
- MULTISWITCH : Sprite #146
-
- :The Multi Switch can activate 4 multiple ACTIVATOR Sprites. It uses
- 4 consecutive Lotags to activate each ACTIVATOR. When first switched,
- it activates ACTIVATOR Sprites A and D. The next time it activates
- ACTIVATOR Sprites B and A. etc.. C and B.. D and C.. then A and D
- again.
- Lotag : Set equal to ACTIVATOR Sprites A,B+1,C+2,D+3
- Hitag : none.
-
- DOORTILE5 : Tile #150 and all other DOORTILEs
-
- :The Door Tiles can be used to activate ACTIVATOR Sprites when the
- player presses upon the wall.
- Wall Lotag : Set equal to ACTIVATOR Sprite Lotag to activate.
- Wall Hitag : none.
-
- DIPSWITCH : Sprite #162
-
- :The Dip Switch is used as a combination switch with a ACTIVATOR or
- ACTIVATORLOCKED Sprite. All DIPSWITCH Sprites with equal Lotags will
- be used for the combination.
- Lotag : Set equal to ACTIVATOR or ACTIVATORLOCKED Sprite Lotag.
- Hitag : 0 = set to off.
- 1 = set to on.
-
- VIEWSCREEN : Spirte #502
-
- :The View Screen is used to view through Cameras (Sprite # 621) placed
- around the map. It will view through all Cameras with equal Lotags.
- Lotag : none.
- Hitag : Set equal to CAMERA1 Sprites #621.
-
- CRACK1 : Sprite #546 and all other CRACKs
-
- :The Crack Sprite is used to activate explosions,(SE 13) and other
- effects.
- Lotag : none.
- Hitag : Set equal to SE 13 Hitag to activate. See !SE.TXT for more
- details.
-
- Palette : Set to 1 for Multi-play mode only.
-
- MIRROR : Tile #560
- :The Mirror tile is used to place a mirror in the map. To use it you
- must make a one-way wall (1 key in build). Put tile #560 on that
- wall. The sector behind the mirror must be the size of every space
- that can be seen in the mirror or problems will acure.
-
- CAMERA1 : Sprite #621
-
- :The Camera Sprite is used to be able to view through using the
- VIEWSCREEN Sprite.
- Lotag : Set equal to the VIEWSCREEN Sprite Lotag to be viewed
- through.
- Hitag : Set to amount of turning radius. 0 equals none.
- Shade : Set to angle of facing down.
- Angle : Set to direction to point.
-
- CANWITHSOMETHING : Sprite #1232,4580,4581,4582
-
- :The Can with something is used to spawn an object when it is shot.
- Lotag : Set to Sprite number with a name in build or editart to spawn
- when shot.
-
- SEENINE : Sprite #1247
- OOZCAN: Sprite #1879
-
- :The Seenine Sprite is used to activate explosions,(SE 13) and other
- effects. It can also be used to time delay explosions.
- Lotag : Set equal to time delay until explosion.
- Hitag : Set equal to SE 13 Hitag to activate. See !SE.TXT for more
- details.
- Size : If the Sprite is shrunk in the x direction, then the sprite will
- not be seen in the game, but the explosion will.
-
- FEMPIC1 : Sprite #1280
-
- :The Fem Pics are used to activate the RESPAWN Sprite to spawn in any
- Sprite with a name in Build or Editart.
- Lotag : none.
- Hitag : Set equal to RESPAWN Sprite to activate.
-
- APLAYER : Sprite #1405
-
- :The APlayer Sprite is used to define where all multi-players will
- start in the map. You must have a minimum of 7 Sprites in the map for
- an 8 player multi-play game and a minimum of 7 Sprites in the map for
- an 8 player Coop game.
- Lotag : 0 = Multi-player start position
- 1 = Coop-player start position
-
- PURPLE LAVA: Sprite #4240
-
- Works like green slime with three exceptions:
- 1) Hyper Destructive
- 2) Will cause damage to player anywhere in sector (Can't fly over).
- 3) Can be placed on ceiling for same sector damage effect
-
- LIGHTING BOLT : Sprite # 4890
-
- Lightning Bolt is used to spawn the flash position of lighting when used
- with Sector Effector #28.
- Lotag: 0
- HiTag: Set equal to Sector Effector #28 HiTag.
- Note: Any number of Lighting Bolts can be attached to any
- Sector Effector #28.
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌──────────────────────────────┐
- │9. SECTOR TAGS REFERENCE GUIDE│
- └──────────────────────────────┘
-
- --------------------------------------------------------------------------------
- Sector Tags Reference Guide
- 1996 Allen H. Blum III
- --------------------------------------------------------------------------------
-
- -SECTOR TAGS -
-
- 1 : WATER (SE 7)
- 2 : UNDERWATER (SE 7)
- 9 : STAR TREK DOORS
- 15 : ELEVATOR TRANSPORT (SE 17)
- 16 : ELEVATOR PLATFORM DOWN
- 17 : ELEVATOR PLATFORM UP
- 18 : ELEVATOR DOWN
- 19 : ELEVATOR UP
- 20 : CEILING DOOR
- 21 : FLOOR DOOR
- 22 : SPLIT DOOR
- 23 : SWING DOOR
- 25 : SLIDE DOOR (SE 15)
- 26 : SPLIT STAR TREK DOOR
- 27 : BRIDGE (SE 20)
- 28 : DROP FLOOR (SE 21)
- 29 : TEETH DOOR (SE 22)
- 30 : ROTATE RISE BRIDGE
- 31 : 2 WAY TRAIN (SE=30)
- 10000+ : 1TIME SOUND
- 32767 : SECRET ROOM
- 65535 : END OF LEVEL
-
- --------------------------------------------------------------------------------
- Definitions:
- --------------------------------------------------------------------------------
-
- ST 1 : Water
-
- :Used as Water Effect when the player walks on sector. If used with a
- SE 7 (Transport) sprite, then it will move the player to the
- underwater sector with ST 2.
-
- Definition : SE 7 : Transport Underwater
- Hitag : Set equal to one other SE 7 to Transport to.
- Sector Lotag : 0 = Teleporter.
- 1 = On top of water.
- 2 = Underwater
- Angle : none
- Shade : none
- Palette : 0 = Water
- 8 = Green Slime
- Comment :
- :When using with Sector Lotag 1 and 2 as water, the two sectors must
- be exactly the same size or you will teleport to death.
-
- ST 2 : Underwater
-
- :Used as Underwater Effect when the player moves in sector. If used with
- a SE 7 (Transport) sprite, then it will move the player to the
- underwater sector with ST 1.
-
- Definition : SE 7 : Transport Underwater
- Hitag : Set equal to one other SE 7 to Transport to.
- Sector Lotag : 0 = Teleporter.
- 1 = On top of water.
- 2 = Underwater
- Angle : none
- Shade : none
- Palette : 0 = Water
- 8 = Green Slime
- Comment :
- :When using with Sector Lotag 1 and 2 as water, the two sectors must
- be exactly the same size or you will teleport to death.
-
-
-
- ST 9 : Star Trek Doors
-
- :Doors that spread apart when opened like on Star Trek. Note that the
- wall tile on the doors will squish when opened.
-
- Comment:
- :Use MUSICANDSFX Sprite Lotag for door open sound.
- :Use SPEED Sprite Lotag for opening speed.
-
- ST 15 : Elevator Transport
-
- :Used as an Elevator that transports from one elevator shaft to
- another to simulate going straight up from one floor to another.
-
- Comment:
- :Maximum of 2 floors.
- :Sounds are set automatically
-
- Definition : SE 17 : Elevator Transport
- Hitag : Equal to one other SE 17.
- Sector Lotag : 15
- Sector Hitag : 0 = Bottom Floor
- 1 = Top Floor
- Angle : none
- Shade : Darkest shade of the two SE 17 with equal Hitag is the
- starting floor for the elevator.
- Palette : none
- Comment :
- :Top and Bottom floors must be physically built at proper height
- difference to work properly.
- :Both Elevators must be Exactly the same size.
-
- ST 16 : Elevator Platform Down
-
- :Used to Lower the Sector Floor from current Height Down to the next
- Sector of lower height. On next activation, the sector floor will rise
- up to the next Sector.
-
- Comment:
- :Use MUSICANDSFX Sprite Lotag for Sound.
- Lotag = Start sound.
- Hitag = Stop Sound.
- :Use SPEED Sprite Lotag for rate of movement.
-
- ST 17 : Elevator Platform Up
-
- :Used to Raise the Sector Floor from current Height Up to the next
- Sector of higher height. On next activation, the sector floor will
- drop down to the next Sector.
-
- Comment:
- :Use MUSICANDSFX Sprite Lotag for Sound.
- Lotag = Start sound.
- Hitag = Stop Sound.
- :Use SPEED Sprite Lotag for rate of movement.
-
- ST 18 : Elevator Down
-
- :Used to Lower the Sector Floor and Ceiling from current Height Down
- to the next Sector of lower height. On next activation, the sector
- floor and ceiling will rise up to the next Sector.
-
- Comment:
- :Use MUSICANDSFX Sprite Lotag sound.
- Lotag = Start sound.
- Hitag = Stop Sound.
- :Use SPEED Sprite Lotag for rate of movement.
-
- ST 19 : Elevator Up
-
- :Used to Raise the Sector Floor and Ceiling from current Height Up
- to the next Sector of higher height. On next activation, the sector
- floor and ceiling will drop down to the next Sector.
-
- Comment:
- :Use MUSICANDSFX Sprite Lotag for Sound.
- Lotag = Start sound.
- Hitag = Stop Sound.
- :Use SPEED Sprite Lotag for rate of movement.
-
- ST 20 : Ceiling Door
-
- :Used to Raise and Lower the Sector Ceiling from level with the
- sector floor up to the height of the next sector ceiling height.
-
- Comment:
- :Use MUSICANDSFX Sprite Lotag for Open and Close Sound.
- :Use SPEED Sprite Lotag for rate of movement.
- :Use SE 10 to make the door auto-close.
-
- ST 21 : Floor Door
-
- :Used to Raise and Lower the Sector Floor from level with the
- sector ceiling down to the height of the next sector floor height.
-
- Comment:
- :Use MUSICANDSFX Sprite Lotag for Open and Close Sound.
- :Use SPEED Sprite Lotag for rate of movement.
- :Use SE 10 to make the door auto-close.
-
- ST 22 : Split Door
-
- :Used to Raise and Lower the Sector Floor and Ceiling from level with
- the next sector floor and ceiling, then together until the floor and
- ceiling match height.
-
- Comment:
- :Use MUSICANDSFX Sprite Lotag for Open and Close Sound.
- :Use SPEED Sprite Lotag for rate of movement.
- :Use SE 10 to make the door auto-close.
-
- ST 23 : Swing Door
-
- :Used as doors that swing the sector 90 degrees when activated. Note
- that you can activate multiple ST 23 by giving the ST 11 Sprite
- Hitag equal values.
-
- Comment:
- :Use MUSICANDSFX Sprite Lo and Hitag to door open and close sound.
-
- Definition : SE 11 : Rotate Sector Door
- Hitag : none
- Angle : up = clockwise
- down = counter-clockwise
- Shade : none
- Palette : none
- Comment :
- Sector will also rise to height of Sector Effector Sprite if it
- is off the floor.
-
-
- ST 24 : Reserved
-
- ST 25 : Slide Door
-
- :Used as a door that slides when opened.
-
- Definition : SE 15 : Slide Door
- Hitag : Set equal to other doors to be opened at same time.
- Angle : Set to direction when door is closed.
- Shade : none
- Palette : none
- Comment :
- :Speed Sprite sets distance to door to open.
- :Check !SE.map on how to build.
- :Use MusicSFX sprite for sound.
-
- ST 26 : Split Star Trek Door
-
- :Used to do the effects of both ST 9 (Star Trek Door) and ST 22
- (Split Door). Doors will spread apart when opened like on Star
- Trek. Note that the wall tile on the doors will squish when opened.
- And will also Raise and Lower the Sector Floor and Ceiling from level
- with the next sector floor and ceiling, then together until the floor
- and ceiling match height.
- Comment:
- :Use MUSICANDSFX Sprite Lotag for Open and Close Sound.
- :Use SPEED Sprite Lotag for rate of movement.
- :Use SE 10 to make the door auto-close.
-
- ST 27 : Bridge
-
- :Used to stretch a sector when activated.
-
- Hitag : none
- Sector Lotag : 27
- Angle : Set to direction to stretch sector.
- Shade : none
- Comment :
- :Set relative alignment, (R key), on sector to move floor.
- :Use Speed sprite for distance.
-
- ST 28 : Drop Floor
-
- :Used to make a floor or ceiling drop to the height of the
- SE sprite when activated by a Masterswitch.
-
- Hitag : Set equal to others that activate at same time.
- Sector Lotag : 28
- Angle : up = Drop Ceiling
- down = Drop Floor
- Shade : none
- Comment:
- :Floor or Ceiling matches height of SE sprite at Pre-map then
- drops to set position when activated.
- :To do opposite, the SE sprite height must be put into sector.
-
- ST 29 : Teeth Door
-
- ST 30 : Rotate Rise Door
-
- :Used to rotate the sector floor 90 degrees and rise to the height of
- the SE 0 Sprite. Use SE 1 as the Pivot point for the sector.
-
- Comment:
- :Use MUSICANDSFX Sprite Lotag for sound.
- :Use SPEED for rate of turning.
- :Use SE 0 Sprite Palette for direction.
- Palette 0 = clockwise
- Palette 1 = counter-clockwise
-
- ST 31 : 2 Way Train
-
- :Used as a Train car that only goes back and forth from point A to
- point B.
-
- Hitag : Set equal to a switch to activate.
- Sector Lotag : 31
- Angle : Set to direction of front of Car.
- Shade : none
- Comment:
- :Use with 2 Locator sprites to define track.
- :Activator with equal hitag+1 activates when car stops at point A.
- Activator with equal hitag+2 activates when car stops at point B.
- ST 10000+ : 1 Time Sound
-
- :Used to play a sound one time when the player walks on the sector
- floor. Tag the sector Lotag with (10000 + sound number).
-
- ST 32767 : Secret Room
-
- :Use Sector Lotag of 32767 to tag as a secret place to be counted at
- the end of level stats.
-
- ST 65535 : End of Level
-
- :Used to end the level when the player walks on the sector floor.
-
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌───────────────────────────┐
- │10. BUILD KEYBOARD COMMANDS│
- └───────────────────────────┘
-
- ┌───────────────────────────────────────────────────────────────────────────┐
- │ BUILD EDITOR INTRODUCTION: │
- └───────────────────────────────────────────────────────────────────────────┘
-
- There are 2 modes in the BUILD editor:
- 3D EDIT MODE (Same as PLAY MODE but with a mouse cursor)
- 2D EDIT MODE (The overhead map of the board with an arrow showing your
- position and angle and a mouse cursor)
-
- It is essential that you use both editor modes:
-
- Use the 3D EDIT MODE to change the attributes of a sector, wall, or sprite
- such as:
-
- Tile number - Tells which picture in the artwork file goes on the
- object. Press V to change.
- Shade - The shade of the object. Press -/+ to change.
- Repeating - The "smooshiness" of a wall. Also for sprites. Press
- keypad 2,4,6,8 to change.
- Panning - The starting offset into the tile graphics. Press
- Shift + keypad 2,4,6,8 to change.
- Height - For ceilings, floors, and sprites. Press PGUP or PGDN
- to change.
- and there are a few other special attributes.
-
- Use the 2D EDIT MODE to add, delete, or change the shape of sectors.
-
- To switch between the two EDIT MODES, press the keypad enter key.
-
- ┌───────────────────────────────────────────────────────────────────────────┐
- │ 3D EDIT MODE KEYS: │
- └───────────────────────────────────────────────────────────────────────────┘
- ESC = Quit
- keypad ENTER = Flip to the 2D overhead editor
-
- Mouse = Move mouse cursor
- Arrows = Move you in the appropriate directions
- Caps Lock = There are 3 different Z coordinate modes in BUILD.
- Mode 0: Game mode (default)
- Mode 1: Height lock mode
- Mode 2: Float mode
- Press Caps Lock to switch between the 3 modes.
- A and Z move up and down for all 3 modes.
-
-
- Note: For the following keys, it is important to move the mouse cursor to
- the right position before using them. Also, if you hold down the first mouse
- button, then the item under the mouse cursor will be locked as the
- highlighted object while the button is held down. This is useful for the
- PGUP/DN keys, when different objects come into view even without moving your
- coordinates or the mouse cursor.
- There are 4 basic types of objects that can be worked with in this part
- of the editor: WALLS, CEILINGS, FLOORS, and SPRITES.
-
- PGUP/DN = Raise or Lower a ceiling or floor. (If a wall is selected,
- the ceiling of that sector will move) Also, if you did a
- sector highlight in 2D EDIT MODE, you can raise / lower
- multiple sectors at a time.
- Ctrl-PGUP/DN = For sprites only, puts sprites exactly on the floor or exactly
- on the ceiling.
-
- V = Tile selection - use arrow keys to move around. Press ENTER
- to change the object to the highlighted piece of artwork, or
- press ESC to cancel without changes made.
- ALT-V = Height selection - works just like V, but this selects the
- groudraw height map.
-
- 2,4,6,8 (keypad) = Repeat values (smooshiness of the sizes of pixels) -
- think of these keys as arrow keys controlling the bottom
- right corner of the bitmap. Normally, this is used for walls
- and sprites. If you select a floor or ceiling, all the walls
- in that sector will be affected. Perhaps this can be used
- to make sprites grow and shrink as they get healthy or hurt.
- Shift +
- 2,4,6,8 (keypad) = Panning values (offset into the tile) - These keys are
- useful when the you want a long wall to look continuous when
- they normally would not look continuous.
- / = Use this key to reset the panning values (if you're lost!)
- 5 (keypad) = If you hold down this key down in addition to the 2,4,6,8
- keys (keypad),the values will align at multiples of 8.
- .> = This key attempts to match up all the tiles along a wall. It
- scans along the walls towards the right as long as the picture
- number of the next wall is the same as the original picture
- number. Note that some walls may not work right, especially
- floor / ceiling steps.
-
- F = Flip an object. For sprites and walls, this flips the object
- x-wise. For ceilings and floors, the objects are flipped in
- 8 possible ways. Just keep pressing 'F' to go through
- the 8 ways.
- ALT-F = When you use relative alignment mode on ceiling and floor
- textures, you can press Alt-F on the ceiling or floor to
- choose a new wall to align to. It actually rotates the walls
- of a sector by 1.
- O = Wall orientation (whether it starts from the top or bottom)
- Normally, walls are oriented from the top. For example, if
- you hold down 2/8 on the keypad in 3D EDIT MODE, the wall
- always starts from the top. Orientation works differently
- for white lines and red lines, so if a wall doesn't look
- right, just press 'O' anyway to see if it get fixed.
-
- COPY & PASTE
- TAB = COPY. Copy the attibutes of the highlighted objects into a
- temporary place. The attributes it remembers are:
- tile, shade, x-repeat, y-repeat, and cstat values.
- Left ENTER = PASTE. Paste the stored attributes over the highlighted
- object. Whenever you press ENTER, the y-repeat values stay
- the same, and the x-repeat values are adjusted so the pixels
- of the bitmaps have a square-aspect ratio.
- Ctrl+L.ENTER = Left ENTER with the ctrl key will paste the attribtues to
- every wall in a loop (if a wall is highlighted).
- Shft+L.ENTER = Left ENTER with the shift key also pressed copies the shade
- only.
- Ctrl+Shft+L.ENTER = Auto-shade a sector. First make any wall of the loop
- as light as the lightest shade you want. Then make any other
- wall of the loop as dark as the darkest shade you want.
- Finally press Ctrl-Shift Enter on the wall that should be
- lightest. Now the loop should be smoothly shaded. If it
- is not smoothly shaded, you may need to insert more points
- on the walls.
-
- SECTOR FLAGS:
-
- P = Make the ceiling of the given sector have a Parallaxing sky
- or just a normal ceiling.
- G = Make the floor of the given sector have a Groudraw
- (floor with height mapping). I do not recommend using this
- attribute very extensively yet. (See the H key for selecting
- the height map)
- E = An option for ceilings and floors. If for some reason, you
- want a tile to be smooshed into the normal 64*64 area, press
- E to unExpand the tile. Press E again, and the tile will be
- expanded, so the pixel size is the same as the normal 64*64
- ceiling/floor.
- R = Relative alignment - switch between relative alignment mode
- and normal mode. Allows floor / ceiling textures to align
- to the first 2 points of a sector. Textures will rotate/pan
- with moving sectors properly. Notice that bit 6 of both
- sector[].ceilingstat and sector[].floorstat are relative
- alignment bits.
-
- WALL FLAGS:
-
- B = Make an invisible wall, such as a window, block you from
- going through. Since the wall is invisible, you can also
- highlight the ceiling right above the window or floor
- right below the window. You can block either the front or
- the back of the window. If you block the back only, you
- will be able to go onto the window sill.
- T = Press to make a maskable wall 50/50 transluscent. Press T
- again to put the masked wall back to normal mode.
- M = Make a maskable wall. Press in the same place you press 'B'.
- The masking wall takes all its attributes from the front of
- the wall, so it must have the same repeat, panning, and cstat
- values as the walls above or below it (if you have a step).
- The masking picture number is stored in overpicnum. Also,
- the masking walls is also automatically added the the other
- side of the wall, with the picture flipped. (see the 'F'
- key descripte above)
- Shift + M = Make a maskable wall just like 'M' described above, but only
- on the front side.
-
- 1 = Make a 1-way wall.
- 2 = Some walls have two different sections. One step on the
- ceiling and one step on the floor. Normally they always
- have the same attributes. It is possible though, to give
- both the top and bottom different attributes by pressing 2 on
- that wall. 2 simply makes the bottom wall's attributes
- separately editable. Press 2 on either the top or bottom
- wall.
- O = Wall orientation (whether it starts from the top or bottom)
- Normally, walls are oriented from the top. For example, if
- you hold down 2/8 on the keypad in 3D EDIT MODE, the wall
- always starts from the top. Orientation works differently
- for white lines and red lines, so if a wall doesn't look
- right, just press 'O' anyway to see if it get fixed.
- H = Toggle hitscan pass through bit. Default is pass through.
-
- SPRITE FLAGS:
-
- B = When the mouse cursor is on a sprite, this makes a sprite
- block you from walking through. Also makes the sprite
- sensitive to hitscan. Sprites with the 'B' attribute will
- appear pink in 2D EDIT MODE
- T = Press to make a sprite 50/50 transluscent. Press T again
- to put sprite back to normal mode.
-
- ┌───────────────────────────────────────────────────────────────────────────┐
- │ 2D EDIT MODE KEYS: │
- └───────────────────────────────────────────────────────────────────────────┘
- ESC = Show a menu that says, "(N)ew, (L)oad, (S)ave, (Q)uit"
- Press ESC again to cancel the menu.
- keypad ENTER = Flip back to the 3D edit mode
-
- Mouse = Move mouse cursor
- Left mouse button = If you hold down the left mouse button, you can drag
- existing points. To drag multiple points you can use
- the right shift key to first select a rectangular
- region of points to highlight, then just drag any of
- the highlighted points and the rest move with it.
- Right mouse button = Moves the player's positions to the mouse cursor.
- This is useful when you accidently get stuck somewhere
- in the board, or when you need to edit some part of
- a sector that is hard to access.
- Right Shift = Select a bunch of points for use with dragging around.
- Selects all points inside a box. (Use the left mouse
- button to drag)
- Ctrl+Right Shift = Select a bunch of points for use with dragging around.
- Selects all points on a loop. (Use the left mouse
- button to drag)
- Right Alt = Select a bunch of sectors for either duplication or
- dragging around. (see left mouse button for
- dragging and the insert key for duplication).
-
- Arrows = Move player position in the appropriate directions.
- The player will be clipped. To jump to a different part
- of the board, use the right mouse button.
- Space = Press the space bar when drawing new sectors. There
- are several ways of drawing new sectors. The following
- three ways of drawing sectors can all be done by only
- using the space bar. The computer is smart enough to
- decide which method you are using.
-
- 1. Drawing a FULL LOOP - that is, whenever the new
- sector meets the old sector, draw over that line
- again. In full loop mode the new sector must not
- already be in another sector. The loop is done
- when you press the space bar at the first point
- again.
- 2. SPLITTING a sector - press space bar to draw points
- at which you want to split a sector. The computer
- knows you are done splitting when you end at
- another point that's on the edge of the sector you
- are splitting.
- 3. Drawing a sector COMPLETELY INSIDE another sector.
- (for example, columns) To do this, just press space
- bar at every point in the loop. The loop is done
- when you press the space bar at the first point
- again.
- Backspace = When plotting points with the space bar, you can use
- backspace to get rid of the last point plotted. You
- can press the backspace to get rid of all the points
- if you didn't want to start a sector at all.
-
- Insert = Inserts a new point at the midpoint of the highlighted
- line. Then you can drag the point to wherever you like.
- (If you insert on a red line, the point will be inserted
- on both sides of the sector line.)
- If a bunch of sectors are selected (see right ALT) then
- instead of inserted points, the selected sector bunch
- will be duplicated (stamped). Don't forget to drag
- the selected sectors after stamping.
-
- Delete = Use this to delete sprites (blue circles). To delete
- points of a sector border, don't press delete. Instead,
- drag the point into one of its 2 neighbor points on the
- sector. This is easist done if grid locking is on
- (mouse cursor is pink). If 2 neighbor points are equal,
- one will automatically be deleted.
- Right Ctrl-Delete = This deletes the whole sector that the mouse cursor is
- in. Note the right ctrl for protection.
- (Note: to delete a point of a sector, just drag that point into the next
- point and it will automatically be deleted. You should do this with
- grid-locking on)
- J = Use to join two neighboring sectors. Press J when mouse
- cursor is over the first sector. Then press J again
- when the mouse cursor is over the neighboring sector.
- The attributes of the combined sector will be taken from
- the first sector selected.
- ALT-S = When you have a white loop inside a sector, you can
- press ALT-S on it (highlight any of its lines) to turn
- the whole loop red.
- S = Places a sprite at the location under the mouse cursor.
- A sprite looks like a blue circle in the overhead map.
-
- B = Blocks / unblocks you from going through a wall or
- sprites. A blocked wall or sprite will appear pink
- in 2D EDIT MODE. See the description for 'B' in
- the 3D EDIT MODE section for more details.
-
- C = Turn a line into a circle defined by short line
- segments. First press 'C' on a highlighted wall. Then
- move the mouse to the right place and press '+' or '-'
- if you want to change the number of points on the
- circle. Press 'C' again to cancel the circle drawing or
- press the Space bar to actually change the map.
- +/- = Increase / Decrease the number of points on the circle.
-
- T = Type in a LO-tag for a sector. Move the mouse cursor to
- the inside of a sector that you want to tag first.
- ALT-T = Just like 'T' but for walls and sprites.
- H = Type in a HI-tag for a sector. Move the mouse cursor to
- the inside of a sector that you want to tag first.
- ALT-H = Just like 'H' but for walls and sprites.
- E = Change a sprite's status list number.
- < and > = Changes angle of sprite. Move the mouse cursor to a
- sprite first. You can hold down shift with the < and >
- to get more precise angles. If you did a sector
- highlight, then the selected sector will be rotated
- instead.
- CTRL-T = Turn tag boxes on/off.
-
- TAB = Move the mouse cursor to the inside of a sector that you
- you want to see the attributes of. It will show them
- at the bottom of the status bar. To clear it, press
- TAB again at somewhere in the board that is not part
- of any sector. This is a useful key for debugging.
- ALT-TAB = Works just like TAB, but here, you can see the
- attributes of highlighted walls or sprites. For red
- lines, the side the mouse cursor is on the line affects
- which line is highlighted, since red lines are actually
- defined as 2 walls (1 wall for each sector).
-
- Scroll Lock = Set starting position (brown arrow) to your current
- position (white arrow).
-
- A,Z = Zoom in and out. This is useful for choosing whether
- you want to edit finely or not.
- G = Change grid resolution. The grid resolution cycles
- through this sequence:
- (off, 1x, 2x, 4x (default), 8x, 16x)
- L = Turns grid locking on or off. If the mouse cursor is
- pink then grid locking is on. If it is white then
- grid locking is off. There is no grid locking
- if the grid is turned off. Also, grid locking will
- lock to nearby points.
-
- ┌───────────────────────────────────────────────────────────────────────────┐
- │ EDITART KEYS: │
- └───────────────────────────────────────────────────────────────────────────┘
-
- ---- Keys you will need to know if you want to select from a section of
- a 320*200*256 picture file (.BMP and .PCX only) and put it into the BUILD
- engine.
-
- U - Use this to import a section of a 320*200*256 .BMP, .PCX, or .GIF.
- │ Enter - Convert the image that is inside the rectangular selection
- │ rectangle to the BUILD palette.
- │ Space - Convert the image that is inside the rectangular selection
- │ rectangle without remapping the palette.
- │ P - If in the picture selecting screen (after pressing U and loading
- │ the picture), you press P, then the palette of BUILD can be
- └── replaced by the palette of the displayed picture.
- PGUP/PGDN - Select tile to edit (4096 tile maximum right now).
- G - GOTO a tile by typing in the tile number.
- S - Re-size tile. The X and Y sizes can be any unsigned short integer.
- X ranges from 0 to 1024, and Y ranges from 0 to 240.
- Delete - short cut key to set both the X and Y sizes to 0.
- +,- Change the animation setting. (Default: NoAnm = 0.)
- To change the animation type, press - when the value is 0.
- Ex: If you want an object to have 4 tiles of animation, you can
- animate it in 4 different sequences: (0 is the current tile)
- NoAnm=4 sequence: 0,0,0,0,0,0,0,0,0,0,0,... (no animation)
- Oscis=4 sequence: 0,1,2,3,2,1,0,1,2,3,2,... (oscillate)
- AnmFD=4 sequence: 0,1,2,3,0,1,2,3,0,1,2,... (forwards)
- AnmBK=4 sequence: 0,-1,-2,-3,0,-1,-2,-3,... (backwards)
- A - Set the animation speed of the tile. Press + and - to change the
- animation speed. There are 16 different animation speeds. The
- animation speed set here set the speed for BUILD and your GAME also.
- (Speed is proportional to (totalclock>>animspeed))
- - This key (located just above the TAB key) allows you to center a
- sprite. Simply use the arrow keys to get to the desired position.
- N - Name a tile. Naming a tile simply changes the #define statement in
- NAMES.H. You should include NAMES.H when compiling so you can easily
- refer to sprites by name rather than by number.
- O - Optimize the size of an individual piece of artwork. Use this for
- tiles with invisible pixels on the sides.
- V - View and select a tile to edit.
- │ Space - To swap 2 tiles simply press space bar on the first tile,
- │ then space bar on the second.
- │ 1,2,3 - To swap a group of tiles, press 1 on the first tile,
- │ press 2 to remember the region between where you pressed
- │ 1 and 2. Press 3 at the place to where you want to swap
- └── all the tiles.
- ALT+U- Re-grab artwork from original pictures according to the CAPFIL.TXT
- file. If you press ALT-U in the main screen, everything will be
- re-grabbed. If you press ALT-U in 'V' mode, then you should first
- select the range by pressing '1' and '2' on the range boundaries.
- ALT+R- Generate a Tile frequency report by scanning all maps in directory.
- Use in 'V' mode only.
- F12 - Screen capture (saves image as a *.BMP file, starting as file
- name CAPTUR00.BMP and incrementing by 1 each time F12 is
- pressed.
-
- ESC - Quit.
-
-
-
- ---- Extra features: (if you actually want to do the artwork in EDITART
- or if you want to touch-up some imported art.)
-
- C - Change all pixels on the tile having the same color under the
- graphics cursor to to selected color.
- Arrows / Mouse - Move graphics cursor.
- Shift + Arrows - Select color. (on bottom right corner of screen)
- Space - Plot a pixel with the selected color.
- T - Turn drawing trail on / off.
- Tab - Select the color under the graphics cursor.
- BACKSPACE - Set the color to color 255 (transparent color).
- F - Floodfill a region with the current color and with the current
- color as a boundary.
- M,P - Use M to back up a tile into a temporary buffer in memory and P
- to restore it. It may be wise to press M before a floodfill (F)
- (because sometimes you miss encapsulating the region by 1 pixel,
- and the whole picture gets killed, etc...)
- J - Randomly plots dots of current color over any pixels having the
- same color as the color under the tile cursor.
- [ - Random antialias of colors in color band under graphics cursor.
- ] - Non-random antialias of colors in color band under graphics cursor.
- ; - 3-Dimentionalize an image. Makes colors in different rows of the
- color bar either appear to stick out or stick in to the wall.
- ' - 3-Dimentionalize the other way.
- R - Rotate the tile in a specified direction.
-
- 1 - Mark the first corner of a rectangle for a copy/paste operation.
- 2 - Mark the other corner of a rectangle for a copy/paste operation.
- 3 - Paste the selected rectangle (Note: You must press 1 and 2 in that
- order first before pressing 3. Pretty simple 1-2-3 for copy&paste)
-
- 4 - Flip the copied rectangular region x-wise.
- 5 - Flip the copied rectangular region y-wise.
- 6 - Swap the x and y coordinates of the copied rectangular region.
-
- ,.<> - Change the shade of the selected region.
- \ - Move the cursor to the center or the tile.
- | - Get the coordinates of the cursor.
-
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌────────────────────┐
- │11. BUILD MAP FORMAT│
- └────────────────────┘
-
- Here's how you should read a BUILD map file:
-
- {
- fil = open(???);
-
- //Load map version number (current version is 7L)
- read(fil,&mapversion,4);
-
- //Load starting position
- read(fil,posx,4);
- read(fil,posy,4);
- read(fil,posz,4); //Note: Z coordinates are all shifted up 4
- read(fil,ang,2); //All angles are from 0-2047, clockwise
- read(fil,cursectnum,2); //Sector of starting point
-
- //Load all sectors (see sector structure described below)
- read(fil,&numsectors,2);
- read(fil,§or[0],sizeof(sectortype)*numsectors);
-
- //Load all walls (see wall structure described below)
- read(fil,&numwalls,2);
- read(fil,&wall[0],sizeof(walltype)*numwalls);
-
- //Load all sprites (see sprite structure described below)
- read(fil,&numsprites,2);
- read(fil,&sprite[0],sizeof(spritetype)*numsprites);
-
- close(fil);
- }
-
- Sector Information:
-
- //sizeof(sectortype) = 40
- typedef struct
- {
- short wallptr, wallnum;
- long ceilingz, floorz;
- short ceilingstat, floorstat;
- short ceilingpicnum, ceilingheinum;
- signed char ceilingshade;
- char ceilingpal, ceilingxpanning, ceilingypanning;
- short floorpicnum, floorheinum;
- signed char floorshade;
- char floorpal, floorxpanning, floorypanning;
- char visibility, filler;
- short lotag, hitag, extra;
- } sectortype;
- sectortype sector[1024];
-
- wallptr - index to first wall of sector
- wallnum - number of walls in sector
- z's - z coordinate (height) of ceiling / floor at first point of sector
- stat's
- bit 0: 1 = parallaxing, 0 = not "P"
- bit 1: 1 = sloped, 0 = not
- bit 2: 1 = swap x&y, 0 = not "F"
- bit 3: 1 = double smooshiness "E"
- bit 4: 1 = x-flip "F"
- bit 5: 1 = y-flip "F"
- bit 6: 1 = Align texture to first wall of sector "R"
- bits 7-15: reserved
- picnum's - texture index into art file
- heinum's - slope value (rise/run) (0-parallel to floor, 4096-45 degrees)
- shade's - shade offset of ceiling/floor
- pal's - palette lookup table number (0 - use standard colors)
- panning's - used to align textures or to do texture panning
- visibility - determines how fast an area changes shade relative to distance
- filler - useless byte to make structure aligned
- lotag, hitag, extra - These variables used by the game programmer only
-
- Wall Information:
-
- //sizeof(walltype) = 32
- typedef struct
- {
- long x, y;
- short point2, nextwall, nextsector, cstat;
- short picnum, overpicnum;
- signed char shade;
- char pal, xrepeat, yrepeat, xpanning, ypanning;
- short lotag, hitag, extra;
- } walltype;
- walltype wall[8192];
-
- x, y: Coordinate of left side of wall, get right side from next wall's left side
- point2: Index to next wall on the right (always in the same sector)
- nextwall: Index to wall on other side of wall (-1 if there is no sector)
- nextsector: Index to sector on other side of wall (-1 if there is no sector)
- cstat:
- bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B"
- bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2"
- bit 2: 1 = align picture on bottom (for doors), 0 = top "O"
- bit 3: 1 = x-flipped, 0 = normal "F"
- bit 4: 1 = masking wall, 0 = not "M"
- bit 5: 1 = 1-way wall, 0 = not "1"
- bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H"
- bit 7: 1 = Transluscence, 0 = not "T"
- bit 8: 1 = y-flipped, 0 = normal "F"
- bit 9: 1 = Transluscence reversing, 0 = normal "T"
- bits 10-15: reserved
- picnum - texture index into art file
- overpicnum - texture index into art file for masked walls / 1-way walls
- shade - shade offset of wall
- pal - palette lookup table number (0 - use standard colors)
- repeat's - used to change the size of pixels (stretch textures)
- pannings - used to align textures or to do texture panning
- lotag, hitag, extra - These variables used by the game programmer only
-
- Sprite Information:
-
- //sizeof(spritetype) = 44
- typedef struct
- {
- long x, y, z;
- short cstat, picnum;
- signed char shade;
- char pal, clipdist, filler;
- unsigned char xrepeat, yrepeat;
- signed char xoffset, yoffset;
- short sectnum, statnum;
- short ang, owner, xvel, yvel, zvel;
- short lotag, hitag, extra;
- } spritetype;
- spritetype sprite[4096];
- x, y, z - position of sprite - can be defined at center bottom or center
- cstat:
- bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
- bit 1: 1 = transluscence, 0 = normal "T"
- bit 2: 1 = x-flipped, 0 = normal "F"
- bit 3: 1 = y-flipped, 0 = normal "F"
- bits 5-4: 00 = FACE sprite (default) "R"
- 01 = WALL sprite (like masked walls)
- 10 = FLOOR sprite (parallel to ceilings&floors)
- bit 6: 1 = 1-sided sprite, 0 = normal "1"
- bit 7: 1 = Real centered centering, 0 = foot center "C"
- bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H"
- bit 9: 1 = Transluscence reversing, 0 = normal "T"
- bits 10-14: reserved
- bit 15: 1 = Invisible sprite, 0 = not invisible
- picnum - texture index into art file
- shade - shade offset of sprite
- pal - palette lookup table number (0 - use standard colors)
- clipdist - the size of the movement clipping square (face sprites only)
- filler - useless byte to make structure aligned
- repeat's - used to change the size of pixels (stretch textures)
- offset's - used to center the animation of sprites
- sectnum - current sector of sprite
- statnum - current status of sprite (inactive/monster/bullet, etc.)
-
- ang - angle the sprite is facing
- owner, xvel, yvel, zvel, lotag, hitag, extra - These variables used by the
- game programmer only
-
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌──────────────────────────┐
- │12. MAP AUTHORING TEMPLATE│
- └──────────────────────────┘
-
- When you upload your .MAP file(s) to FTP sites, BBS's and the like, you
- are encouraged to include this file with the map, so that you can be
- recognized for your work! We can't wait to see what you can come up with!
-
- Duke Nukem 3D .MAP Authoring Template v1.0
- ================================================================
- Title :
- Filename : xxxx.MAP
- Author : Your name here
- Email Address :
- Misc. Author Info :
-
- Description :
-
- Additional Credits to :
- ================================================================
-
- * 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 ExMx/xxx.MAP
- Editor(s) used :
- Known Bugs :
-
- * Where to get this MAP file *
-
- FTP sites:
-
- BBS numbers:
-
- Other:
-
-
- ───────────────────────────────────────────────────────────────────────────────
- ┌──────────────────────────┐
- │12. TIPS FROM THE LEVELORD│
- └──────────────────────────┘
-
- Here are a few closing comments from the Levelord:
-
- » Don't let two mirrors "see" each other, this causes problems.
- » Don't put two demo cameras where they are within each other's
- field of vision; this causes problems.
- » Keep your maps simple, especially if they are for Dukematch.
- » Your frame rate is directly related to your computer, so if
- you have a Pentium, don't make a map that won't run on a good 486.
- » Use shadowing - Makes for more cool looking rooms/objects/whatever.
- » In the simplest case - a square room should have two opposing sides
- darker (or lighter) than the other two.
- » If your frame rate allows, subdivide sectors to look like shadows are
- being cast from buildings. etc.
- » Select a "tile set" that fits your map's motif.
- » Don't use too many tiles, especially in any one scene.
- » Frame Rate is God! Keep this in mind at all times.
- » Most of all, think deviously!
-