========== Mapedit Editing and Effects ===========

========= Part 1 - Getting Started, Basic Editing ===========

BLOOD and MAPEDIT by Monolith. BUILD by Ken Silverman.

This Help File was written by Michael Shire, Aug. 1997. (Version.1)

If you have anything you wish to contribute or correct please

email me at: . No unnecessary email please.

Thanks to the Excellent team at Monolith for the best 3D game to date!

Also to the writers of previous FAQ's...

John Chapman, Arjan Van Rossen, Mark Dickneite, Craig Duckett, Jonathan Johnson, Ben Allaire.

Within this document I try to document some of the Special Effects and Traps used in Blood. Included are previously overlooked effects and detailed listings to make actual objects. This is an ongoing effort......

Previous to using this document you should read the "MAPEDIT README File" released with Blood, Copyright (c) 1994-97 Monolith Productions - additional documentation by Kenneth Silverman. This is the first source for info and I'll frequently use shortcuts to commands you would have read from there.

There should also be a 2 page doc. included with this called Mapedit Quick Reference. It outlines all the keys you can use in both 2D and 3D mode. I recommend you print this on one sheet of paper and keep it handy until you have they keys memorized. ** Throughout this document, I'll use round brackets() to denote a keyboard press like (space bar) or (Ctrl-g). Now let's start with a basic tutorial........

 

================= Getting Started ===================

Installation -

You need the registered version of Blood (CD) to get these programs. They can be installed directly from the CD. The programs are: Mapedit.exe the BEST 3D game editor to date, Barf.exe which is a Blood Extractor utility, and Artedit.exe which will edit your own Textures file. Make a Tools directory and place these untouched files here. Copy Mapedit and Barf to the \Blood\ dir.

Extract the games levels -

To learn all the tricks of level editing from Monolith, you should extract the game levels from the file Blood.rff. All the sounds are in the Sounds.rff file. Simply type: barf blood.rff -x . All the [.maps] will appear in your blood directory. I recommend you make a Levels directory as well, and move all these maps into that dir. These will remain unchanged, and if you want to experiment, you can copy a level to your Blood dir and edit it without worry of messing up the original.

E1M1.MAP for example is - Episode 1 Mission ; BB3.MAP is - Bloodbath (Ep.5) Level 3.

Run Mapedit -

You can specify to edit a map file directly on the command line with 'mapedit file.map'.

If you want to run Blood with a file type : 'blood .\file' or 'blood levels\file'.

To load a file press (Esc) , then (L)oad , and move to the levels dir, select E1M1.map (return).

This is the first map you play when you run Blood and has almost all the features in it. You start in 2D mode and see lots of lines on a grid. White walls are outside loops (nothing past it), red walls are 2-sided (player can walk across), blue and green walls are marked for motion (sliding or vertical). The large yellow and brown circles are for where you can hear ambient sounds, and lots of them overlap. Your cursor is the red cross (white if the Grid (L)ocking is off), and player position is the white arrow.

 

================= Basic Editing ===================

2D Mode: Outer loops, Vertices, Movement, Inner loops, Circles, Splitting, Deleting, Joining,

Copying, Dragging, Properties.

3D Mode: Movement, Textures, Orienting, Flipping, Elevations, Tilting, Shading, Panning,

Parallaxing.

Sprites: Types, Attributes, Properties. Sectors: Types

 

= 2D MODE = Construction and Foundations

Outer loop -

First thing you need to create is an area to go into in 3D mode.

After starting Mapedit you'll see a grid of grey squares on black. This is 2D mode , the overview, the way to create sectors and edit their properties. Checking Mapedit Quick Reference, start making a sector by pointing the red cross (cursor) and pressing the (space bar). You will notice that a small point has appeared where you pressed the (space bar). Attached to the point is a line. Move the curser to the next spot, press the (space bar). To undo the last point you placed, press (backspace). Make your first sector fairly large, eventually ending on your first point. You must close this polygon to continue. It has white walls and is called an 'outer loop' because there is nothing behind the wall. Zoom in and out with (A) and (Z), change the grid size with (G), Grid locking on/off with (L). It cycles through from all black - no grid, to 64,32,16,8,4 sizes.

Vertices -

The (left mouse button - LMB) is used to select the vertexes (points) on the grid, and by pressing (LMB) and holding, you can drag the vertices to other points. Press (insert) to insert more vertices along the lines. You will notice that the lines will flash where the cursor is closest to, and this is to indicate which line is to be affected if you were to add more points. You can remove vertices by dragging 2 points together. This is fine although you must remember to NEVER close a sector by reducing it to less than 3 points, as there is a preffered way to delete sectors (and lines).

Movement -

You can move your position around the large grid by using the (right mouse button - RMB). A white arrow will now have appeared where you clicked. This will always be at the center of the screen and is your position where you'll move to 3D mode. To save this position press (Scroll Lock) to make a brown arrow at the white arrows position. This is where you will appear when playing the map, the 'player start position'. You can also slide the screen around by pressing and holding the (RMB). Before we go there, let's try making a 2-sided sector.

Inner loops -

Within your large white-walled sector (1-sided walls and solid) which is also called an 'outer loop', create two other smaller sectors using the (spacebar); these are called 'inner loops'. Now move your cursor close to one of these sectors, and you should see one of its walls flashing. This wall (and sector) will be changed by now pressing (Alt-S). This should have changed the sector walls from white to red. Red walls are 2-sided and are like drawing a carpet on the floor of your room. You can walk over the edges of the carpet, so it's a 2-sided wall (seen from both sides). The other white sector is like a floor to ceiling column. It's solid and 1-sided only.

Circles -

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.

Splitting -

You can place lines with (spacebar) to divide a sector. The computer is smart enough to know when you are done. If it won't finish where you want it, then re-examine how your line will split the sector exactly. You may have to spit it again to turn solitary white walls to red.

Deleting -

You can DELETE the sectors although this is a bit risky, sometimes unpredictable, and can NOT be undone! This is done by moving the cursor in 2D mode in the sector and pressing (RCtrl-Delete). SAVE OFTEN, and to know your progress I recommend saving them with numerical increments... ex. Room01.map , Room02.map, Room03.map. If you make a fatal mistake you always can go back !!

To turn a 2-sided sector back to a 1-sided use (RCtrl-Delete) where the crosshairs indicate the sector.

Joining -

To remove unwanted sectors the recommended way is to make it 2-sided first, then we will JOIN a good sector to the unwanted sector. This will merge them to have the properties of the first one. Press (J)oin on the keeper sector - must be adjacent and then (J)oin on the one to be removed. This is a vital process and used often. If you find a two-sided wall while editing, and see a texture on one side and not another, and can't get rid of it with the (M)asking flag, then you've moved two sectors together without (J)oining them properly. You might have to revert to a previously saved map and retry...

Copying -

You can do some useful things when you select an entire sector, or sectors. In 2D mode you can Copy it, and in 3D mode you can raise and lower or make brighter or darker the entire selected sector, or sectors. To Select one or more sectors from 2D mode press (Right-Alt) and hold it. You can then drag out a green rectangle, then release (Right-Alt) when it's large enough. The sector, or sectors, are filled with flashing green lines. Zoom in or out so that you can see where you want to place your copied sector, then put your cursor on the flashing green and press and hold (LMB). Now press (Insert), and on the bottom it will read 'Sector duplicated and stamped'. You just have to move your mouse to place your copied sector. Release (LMB) to place it, and press (Right-Alt) again to de-select.

 

Dragging -

Like Copying, you can select a bunch of sectors for dragging around with (Right-Alt), then drag them to a new position using (LMB). You can also drag only certain selected points. Press (Right-Shift) and hold it. You can then drag out a purple rectangle, then release (Right-Shift). The just use (LMB) on one point and all the selected points will also move. Make sure to press (R.Shift) again to de-select points before using (Insert).

Properties -

You can edit properties of sectors with (Alt-F5) and walls properties with (Alt-F6). To select a sector just position the cursor inside the sector. For a wall, it will flash when selected, and all red walls will have 2-sides so position the cursor on the side that you want to edit.

 

= 3D MODE = Set decorating and lighting

Place your cursor within the sector and press (RMB). This is your 3D mode location, and you can go to 3D mode , and back to 2D mode, by pressing (Enter) on the KEYPAD or (Right Enter).

You can lock your selection in 3D mode by holding down the (LMB). This works for ceilings, floors, sprites, and walls. This is a neccessary feature as sometimes you can not keep the sector in view, such as when you are raising a ceiling past your sight for example.

Movement -

There are 3 different movement modes for 3D in MAPEDIT changed with (CapsLock).

Gravity: Game mode (default).

Step mode: Use A and Z to move up and down in steps.

Free mode: A and Z to move up and down freely.

Textures -

3D mode is where you will select the graphics (or textures) for the walls, floors, ceilings. You will also edit the heights of all sectors, will be able to make sloped surfaces, and do all the lighting effects.

The current selection to be edited is the surface where the cursor is. Move it to any surface and press (V). The first (V) press shows all the currently used textures, and also in the case of sprites. Press (V) again to show ALL tiles or textures (including sprites). Press (Return or L.Enter) to accept this texture, or you can go to (G) a certain number. You can align textures after you've made different sector heights, etc by using keybaord (.) and (/) to reset to original. Copy a texture by (TAB) once then move cursor to another wall and press (Return). This will paste the copied texture. This works for sprites too.

You can change (O)rientation of a surface to 'peg a moving wall at the bottom' or to draw from the bottom. A texture can be (F)lipped in many ways, can be (R)elative like a wall sprite or a floor sprite, can be (M)asked or viewed from both sides, can be made (T)ranslucent, (B)locking, and (H)itscan sensitive.

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 keyboard (2) on that wall. (2) simply makes the bottom wall's attributes separately editable. Press (2) on either the top or bottom wall.

Elevations -

Change the height of the ceiling or floor by moving the cursor to the ceiling or floor and using (PageUp) to raise or (PageDn) to lower. Use (LMB) and hold to maintain selection of a surface like a floor. You can raise a floor to the ceiling, and move through it (only in the editor). If this happens and you want to move the floor and ceiling apart just move into the sector and you'll see a different color on the top half of your monitor and the bottom. Put cursor on lower half and press (PgDn) to lower floor, or in upper half pressing (PgUp) to raise ceiling. 2-sided sectors can be moved quickly to an adjacent sectors height with (Shift - PgUp/PgDn). (Alt-PgUp/PgDn) will allow you to specify the exact elevations. A one-story room = 128 units high, a two-story room = 256, doors 96, 112, or 128 units.

Tilting -

Tilting a floor or ceiling is done by pointing the cursor at the surface and pressing the [ or ] keys. You will notice that the floor/ceiling tilts. To make it go by smaller increments, hold (Shift). Alt+[ or ] will align slope to adjacent floor or ceiling elevation. If it is tilting the wrong way, press (Alt-F) on the floor/ceiling to make it tilt the other direction. (Alt-F) is for First wall, where the tilting is relative to. If repeatedly pressed, it will cycle through the first walls of the sector. Press (\) to reset to 0.

Other effects -

Shading is done with Keypad (-) or (+) to shade any surface. You can shade an entire sector or many sectors at once if they have been (Right-Alt) selected in 2D mode first. Keypad (0) returns the sectors to 0 shading. If used with (Right Shift) the (-),(+) keys will select min. or max. shading.

Panning a texture is either moving its position on the wall, or stretching it so that it fits a wall and still looks good. Panning is done by pointing the cursor at a wall (in 3D mode) holding (Right Ctrl) and pressing the (2, 4, 6, or 8) key's on the KEYPAD. To pan by smaller increments, use with (Shift). To Stretch a sector, point the cursor at a wall (in 3D mode) and press the (2, 4, 6, or 8) keys only. To stretch in smaller increments, use with (Shift). Reset panning or stretching to 0 with keyboard (/) .

Panning (cont). The ceilings and floors can only be panned, but have the addition of (E)xpanding. There are 2 types of expansions that cycle through with (E).

Parallaxing can only select certain textures to be parallaxed. These include numbers 2500, 3678, 3491, and 3500 and some others. Once you have selected a texture (for ceiling or floor) press (Return). You only need to press (P) on the surface to see it as a parallaxed sky.

 

= SPRITES = The furniture, props, and the actors

Sprites can be placed in the map in 2D or 3D mode. These are the decorations, enemies, weapons, etc. that enliven and decorate the map.

Press (S) to place a sprite. You will be presented with a display of all sprites currently in the level. Pressing (V) will display the entire art file. If you point the cursor at a wall and press (S), you will place a wall sprite. Pointing at a floor or ceiling will place a face sprite. Note that display of sprites in use will only show sprites of the same type (i.e. face, wall, or flat).

(Alt+S) = Insert a sprite from a menu: Enemy, Weapon, Ammo, Item, Hazard, Misc. Choose cancel or hit Esc to abort. Special items, such as weapons, enemies, ammunition, and hazards are available in the pop-up menu. Press (Alt-S) and choose the class you want by mouse-clicking on the box or pressing the underlined letter (i.e. 'E' for enemies).

Sprites can be stretched (2,4,6,8), reset (/), moved up and down (PgUp) and (PgDn), moved to the ceiling or floor with (Shift-PgUp) or (Shift-PgDn), Copied and pasted with (Tab) and (Return).

Types -

'Face' sprites always face the player. Examples: trees, torches, rocks, vases, etc.

'Wall' or 'Flat' sprites are fixed in orientation. Examples : signs, paintings, etc.

'Floor' sprites lie flat, usually on a floor or ceiling.

There are also many animated sprites like the enemies, the torches, fires, flags, water, smoke, etc.

Attributes -

The first thing to manipulate is usually its (R)elativity. This will make sprites Face, Wall, or Floor sprites. Change its attributes when the mouse cursor is on the sprite, and you may have to use (LMB). A sprite can be (B)lockable or not, as this makes a sprite act solid and block you from walking through it. Toggle (H)itscan on a sprite to make it able to react with a hit (like bullets which are vectors). Toggle its (T)ranslucency and it can be 50%, 10%, or not Translucent (my estimates). Toggle between 1 and 2-sided for flat and floor sprites with keyboard (1). (K) toggles sprites for motion, which can be set by the sectors attributes. Once (K)ed it can be either blue (forward, upward) or green (back, down).

Sprites in the 2D mode map have various shapes and colors depending on their attributes:

* Face sprites are cyan circles with a line extending from the center to indicate their angle.

This facing angle can be changed with (<) and (>). Rotate axis must use [ and ].

* Thick sprites have the blocking attribute set. (ref. 'B')

* Purple sprites have the hitscan attribute set. (ref. 'H')

* Sprites with three or four lines extending from the circle are wall sprites. The shorter lines

indicate which sides are visible. (ref. 'R' and '1' in 3D mode keys.)

* Sprites with square centers are floor sprites, and can be manipulated with all the above keys.

* Sprites marked for motion orientation are either blue (not cyan) or green.

Properties -

To edit properties you go to 2D mode, move the cursor so that the sprite is flashing, and press (Alt-F6). This brings up the Properties Dialog Box. The properties of sprites can be edited so that they can be turned ON or OFF, appear after being triggered to appear, and react to the player. These include anything from all the sounds, earthquake effects, armies of zombies, to just a box of ammo.

= SECTORS = Properties

You can bring up the Sector Dialog Box at the bottom of the screen with (Alt-F5).

Types - Z-Motion, Z-Motion Sprite, Warp, Teleporter, Path Sector, Step Rotate,

Slide Marked, Rotate Marked, Slide, Rotate, Damage Sector, Counter Sector.

600: Z Motion -

Z Motion is vertical movement. Fundamental 3D modelling has x,y,z co-ordinates; the 2D mode shows x,y or 2 dimensions, the vertical height is 'z', the 3rd dimension (easy, right?) Things that move in the Z motion include: lifts, elevators, 'Doom' doors, earthquakes that make landslides, etc. Also used to set jagged wall openings that happen when a wall section is exploded - sometimes creating a hole!

Special keys used for this type of sector:

F2 = Toggle state of sprite or sector (ON or OFF)

F3 = Show sector OFF (closed) position. Alt+F3 = Set OFF (closed) position.

F4 = Show sector ON (open) position. Alt+F4 = Set ON (open) position.

602: Z Motion Sprite -

Any Sprite marked (K) for motion within this type of sector will move up or down. This is used for hanging bodies that are lowered, a castle portcullis, and the rising crate in E2M1.

603: Warp -

This sector will warp you to another level?

604: Teleporter -

This sector will teleport you to any location on the map. When used it makes a target sprite that you can place anywhere on the map (a valid player space), and you will be teleported there. Easy!

612: Path Sector -

Sector follows a path. Like slide but many points?

613: Step Rotate -

Rotate in steps of marker angle. Used in BB6 for the cannon that can be aimed. Triggering this sector. Degrees for this cannon was set to 30. It makes the cannon move about 5 degrees and stop. One switch makes it go ON, resulting in clockwise movement, the other makes it go off, and opposite. The unique thing about this is the sector can stop and start but continue going in the same direction !

614: Slide Marked -

Slide all marked walls and sprites within sector. Used for sliding doors like 'Star Trek' doors. These are doors not made of an actual sector but protruding walls into a sector. Also crack that open up in ice or earth use this because it can slide two or more wall sections apart from each other. Like Z-Motion sprite sectors, any wall or sprite must be marked with (K) for movement or it will be stationary. To move forward or from the anchor to the arrow, it should be blue; opposite is green.

615: Rotate Marked -

This works similar to 614. It will rotate marked walls and sprites within sector. An axis marker will appear that can be placed for the pivot point. The axis marker is a yellow circle with an 'X' in it and will initially be pointing to the right (like 3 o'clock). This is zero degrees rotation. Zoom in close, put your cursor directly on it, press [ or ] for rotation; use with (Shift) for fine adjustment. Negative numbers will rotate it counter-clockwise, positive will be clockwise. Like Slide Marked, the walls and sprites must be (K) marked.

 

616: Slide -

This will slide an entire sector within a sector and all walls and sprites within. Used for things like subway cars, and the boat in E2M1 that slides along the water. A unique thing I've discovered about this is that sometimes the sector rotates as it slides. This effect can be created by moving the slide arrow point to various positions within the sector. If it is in the exact center or on the front point there is no rotation, if it is on the front-facing wall it will rotate 180 degrees. Experiment. :-)

617: Rotate -

Rotates the whole sector using the axis marker for pivot point. It will also rotate all walls and sprites within the sector. Used for regular hinged-type doors, cupboards, etc. and for rotating columns, huge gears, and hidden bookcases. You should avoid the sector rotating into another sector though - it looks weird. It is best to make the rotating sectors like doors in the ON position, as it's easier to view them open. If you keep the State in OFF, they will all be closed (rendered in ON) when the game starts. Keep in mind the angle of the axis sprite should reflect where the door is currently - ie. 90 degrees clockwise should press ] twice, to make angle:512.

618: Damage Sector -

Does damage to players and dudes while in sector. Can be specified. [see Mapedit.txt]

619: Counter Sector -

Count objects of data1 type and trigger if >= data2. You give this sector the sprite number of a sprite and it will count how many of them are in the sector during the game. If it is equal or over

a certain number (which you also tell it) it will activate somthing. An example of this is on level E1M4, at the "kick the heads" game. If you kick all three heads in it will give you invinciblity. The sector counts the number of heads. If it reaches 3 it opens the prize box. It can be any heads as long as there are 3 or more.

Set Data1: value to the sprite number of the sprite to count. Set Data2: to the number required before it will activate. [Set "waittime" under Off>On: to set a pause.] Check Off>On: [x] Send at on , and be sure to put a number in the transmit channel. You could use this to activate something when, for example, too many enemies follow you to a room even.

 

= EDITING TIPS =

Save Often - To know your progress I recommend saving them with numerical increments... ex. Room01.map , Room02.map, Room03.map. If you make a fatal mistake you always can go back !!

Left Mouse Button - Used in 2D and 3D you press and hold to lock your selection. It is used to select the vertexes in 2D, and for any surface or sprite in 3D. This makes editing way easier.

 

========== Mapedit Editing and Effects ===========

======= Part 2 - Triggers, Motion Effects, Other Features ========

 

BLOOD and MAPEDIT by Monolith. BUILD by Ken Silverman.

This Help File was written by Michael Shire, Aug. 1997. (Version.1)

If you have anything you wish to contribute or correct please

email me at: . No unnecessary email please.

 

Thanks to the Excellent team at Monolith for the best 3D game to date!

Also to the writers of previous FAQ's...

John Chapman, Arjan Van Rossen, Mark Dickneite, Craig Duckett, Jonathan Johnson, Ben Allaire.

 

Previous to using this document you should read the "MAPEDIT README File" released with Blood, Copyright (c) 1994-97 Monolith Productions - additional documentation by Kenneth Silverman. This is the first source for info and I'll frequently use shortcuts to commands you would have read from there.

There should also be a 2 page doc. included with this called Mapedit Quick Reference. ** Throughout this document, I'll use round brackets() to denote a keyboard press like (space bar) or(Ctrl-g).

 

============ Triggers ============

Triggers -

Triggers are needed so that the player can interact with the Blood world. You can pickup all items automatically, you press [space] to open up a door or start an elevator, and you must sometimes throw a switch to unlock a door, etc. Triggers can simply switch a lock to 'unlocked', or make a series of events happen. Triggers are send by transitting commands with Tx. to a receiving Rx. object.

A switch -

The simplest is the switch. Let's make a door that will be 'locked'. This is different from the keys that can open doors. In the door sector press (Alt-F5). Find an unused number for receiving / trans-mitting with (F10), set the RX:# , check Trigger Flags: [x] Locked. This is currently locked. Next go to 3D mode, press (Alt-S) on a wall , [Misc] , and select any of the first 7 switches. These will be already set to Type: 21: Toggle Switch.

Go to 2D, (Alt-F6) , Type:21 , Cmd: 3: Toggle , Send when: [x] Going on , [x] Going off , the unique TX:#. Then we only have to set how it will be triggered. For a switch - usually Trigger on: [x] Push, for the (spacebar action). Cmd 1:On.

An event -

Let's make something trigger on an event, such as when Entering a room. Create the sector that is going to be the room. Set it (Alt-F5) with ..

Type: 0:Normal , find a unique number TX:# , Cmd: 1: On , Send On + Off , Trigger on [Enter].

In this example this special number that corresponds to a sector will be TX to the RX object. It will send when [Going On and Off] the sector, but send the [Cmd: On] only when when player [Enters] it. This can do any of the following (and more): trigger an elevator to the current level, open a door, send the 'On' command to an Explode object or hidden exploder activating it, turn the lights on or off or even to start flashing, spawn enemies to appear where they were not seen yet, spawn any items, start an earthquake, notify you of a found secret, and lock or unlock a sector.

A sprite or wall can be set to trigger the command to transmit by a few methods:

Push (spacebar, like even when standing in the middle of an elevator) ,

Vector (shot at like with bullets), Enter (enter the sector) , Exit (ditto) ,

WallPush (where you must touch the wall and press spacebar).

Commands -

The Commands that a trigger can transmit are:

ON: Turn the object (sector, exploder, etc.) to ON.

OFF: Turn the Object to OFF

Toggle: go from OFF->ON or ON->OFF

Link: to link Objects together

Lock: To lock the Object

Unlock: Unlock the Object

Toggle Lock: go from Locked->Unlocked or Unlocked->Locked.

 

 

============ Motion Effects ============

 

Doors: Swinging doors, Double swing doors, Swinging Gates, 'Doom' doors, Portcullis, 'Star Trek'

Doors, Locking Doors

Motion: Elevators, Rotating Sectors, Sliding Sectors, Bookcase, Conveyors, Panning and Wind,

Earthquake, Exploding walls.

 

= DOORS =

Swinging Doors -

This is a standard Rotate Sector that pivots like normal house doors on hinges. It moves when you push on it. Make a nice door opening and include the door jamb above if needed. It is easiest to make all doors in the map in the OPEN position. This is so that you can walk through the level as you edit. The moving sectors we will set to be in OFF mode and will be automatically set to OFF (closed) when the game (not Mapedit) starts. For our example we'll draw a door at a right angle, or open 90 degrees. Make your door sector a red 2-sided sector. Raise the door exactly to the height of the jamb. Its good to ensure that the door pivots and swings on only one sector. If it swings over other sectors it is rendered very strangely. Press (Alt-F5) and edit the dialog box........

Type: 617: Rotate. State: Off , Cmd: On , Trigger on: Wall push

Off>On: busy=10 , wait=30. On>Off: busy=10 , wait=0

A sprite should have appeared now. Move the 'axis sprite' to where you want it to pivot. Use [ or ] keys to change the angle. DO NOT USE THE < OR > KEYS! Rotate it +512 for the door to open clockwise (imagine where you want it closed), and -512 for 90 degrees counter.... Now we'll place a Sector SFX that will activate when it goes ON and when it goes OFF. This sound will automatically be triggered if you put it anywhere INSIDE the active sector. There is no need to turn it ON, etc.... just set the sounds.

Place a Sector Sfx (Type:709). Data1:117, 2:0 , 3:117 , 4:156

 

Double Swinging Doors -

This uses the same methods as the above, but with 2 doors that open like mirrors to each other. If you want the doors to act independantly, then you can follow the rules above; this will make each door only open when you 'Wall Push' on each door. The trick to interactive swinging doors is to make them open together. To do this you will have to use a wall trigger. In a single swinging door the sector itself (and any wall that is part of it) is the trigger and can be set to 'Trigger on: Wall push'. Here we will edit directly the walls facing the player. The TX: or Transmit number of the walls will be RX: or Received by both door sectors using the same number. Select user # >99 (F-10 to get next unused #). In 2D mode... Place your cursor to just in front of a wall, and it should flash. Press (Alt-F6) and edit ......

Wall: Type:Normal , TX: # , Cmd:3:Toggle , [x] Going on, [x] Going off , Trigger on: Push.

Do the same for the two sides of both doors. They should all get the same unique TX# . Now let's edit inside the two sectors. Put your cursor in one, (Alt-F5), and edit......

Type: 617, Rotate , RX: # (same number) , Cmd 3:Toggle , [x] Send at ON ,

Set busytimes and waittimes , Wave1:Linear (move at constant speed) , [x] Send at OFF.

When the axis sprite appears, just edit like the single door example, and put Sector sound sprite in one sector (you really only need one for both), and you're done. Save and try it... :)

Swinging Gates -

In Blood there are several examples of gates that swing open. These are done exactly like the Swinging doors except: 1) Keep the sectors at floor level so you don't see them. 2) Place Gate sprites (ex. #1044) in the sectors, and (R)elative them to FLAT sprites. 3) If neccessary, angle them, stretch them, and use (PgDn) to set onto the floor. 4) Press (K) on them to mark the sprites for movement. 5) Instead of editing the walls of the sector for the trigger, use the same values on the Sprites (Alt-F6).

'Doom' Doors

These doors are the simple vertically lowering doors or the doors that split at waist height. Their movement is Z-Motion. Make your sector in 2D mode, press (Alt-F6) in the sector ......

Type: 600: Z-Motion , State:Off , Trigger flags: dudelockout? , Off>On: busytime=10,

wave=linear, waitime=10 , On>Off: busytime=10, wave=linear , Trigger:Wallpush , [x] crush.

Go to 3D mode, and move the door height. The textures at the sides of the door will also move. You don't want this to happen whenever you open/close a door, so point at the sides and press (O). You will see a text saying "Texture pegged at bottom". Now realign the textures. When you move the door ceiling again you'll notice that the side textures will not move.

Set the door to the height you want it for OPEN. We will set this with (Alt-F4) the ON position. Put your cursor on the bottom of the door sector again, press and hold (LMB), lower the door to the floor (Ctrl+PgDn) and press (Alt-F3), the OFF height. You can check the heights of Z-motion sectors with (F3) OFF (closed) and (F4) ON (open). You can leave it open and save the map with (F4) and can easily view and edit with convenience, but the door will automatically be set OFF (of course if the State:Off) and be rendered closed when you actually play.

Place a Sector Sfx (Type:709). Data1:106 , 2:157 , 3:106 , 4:157

** If you need to go in between a closed sector you can go there but you may only see two different colors on the screen; one lower and one upper. Hold (LMB) on one and press (PgUp) or (PgDn) to open the sector.

Portcullis -

This is a Z-motion (vertical) sprite move. It's seen in E2M4. It's for a gate sprite that goes up like a portcullis from castles. The sprite needs nothing edited. It's just Type: 0 :Decoration, #1044.

Any sprite in the controlled sector that has been (K)ed for Z-Motion will move. The sprite is also Blocked and Hitscan (automatically?) Place this sprite where you want it, then press (K). In 2D mode it should be a thick blue (not cyan). Blue for up/down, depending on State: On/Off. I've tried a green (K)ed sprite and it will NOT move opposite, if fact it won't move at all. Now edit the sector (Alt-F5)...

Sector Type: 602: Z-Motion sprite. RX# , Needs to be triggered with a switch.

[You could make the decoration sprite itself be the switch (Type:20) and transmit to the sector.]

Off>On: busy=10 , Wave: linear. On>Off: busy=10 , wave: linear.

(tip: busy=50 and Sine wave makes it slower and with a smooth start and stop.)

Now go back to 3D mode and with cursor on floor sector press (Alt-F3). This sets the sector where you want it OFF. With cursor on floor sector, and hold (LMB) to lock selection if needed, press (PgUp) or (PgDn) to the state where you want the bottom of the sprite to move to. Then press (Alt-F4) on the sector to set where you want it ON. That's it. Now you only have to set how it will trigger ....

The Trigger switch..........

Type: 20: Toggle , TX: # , Cmd: 3: Toggle , Send when: going on+off ,

Trigger on: Push , Data1: 200 , Data2: 200 . If locked use Key: ........

Sector Sfx (Type:709). Data1:119, 2:168 , 3:119 , 4:168

'Star Trek' Doors -

These type of doors are far easier to explain with a picture. In this pic there are four stages : A,B,C,D. If you are interested in a single sliding door like for a cupboard door, or train compartment door, then all the following is still used, just only one side.

Start with creating the sector where the door will be. Like pic [A], divide the two walls which will be the sliding walls, and (K) one side blue, the other wall green. On each of these walls now marked for motion, press (Alt-F6) and edit the dialog box....... (select a unique TX:# to activate with F10)...

Type:Normal , TX:# , Cmd3:Toggle , Trigger on:Push.

Now when you further divide these walls into 3 sections each, all these walls have the same TX#. Grab these points and pull the walls out to the final length and shape as in pic [B]. You can now see why the sector shape had slight alcoves, because the wall shapes can be created in their final shape here, AND without touching at the center. The next step is to go to 3Dmode and you can move around both doors and door edges and select and position the textures (V).

Return to 2D mode and, viewing pic [C], pull a select rectangle with (Right Shift) around the four door points. Drag the entire door to its final "OPEN" position. This is usually just short of flush with the side door jambs. De-select with (Rshift). Now you can (Insert) one more point in each "door jamb" white line, and pull the point to the door wall ... like pic [D]. Don't worry that one color line is not visible; it IS still there, it's only displayed that way.

If you want the door to have a narrower top jamb above the door than what is shown you can divide the door sectors further now by connecting the points that divide the white lines in pic [C] to the opposite one across the corridor. This narrow section can now be lowered individually.

We will use Slide Marked for this effect. Put the cursor in the sector and press (Alt-F5).

Type: 614: Slide Marked , RX:# (same as the door walls) , State:On , [x] Going on + off ,

Off>On: Busytime (10) , Wave1: linear , Waittime (10) , On>Off:Busytime (10)

A directional arrow will appear. Drag the arrow to the center of the door edge blue line. You may have to (G) for finer grid, (A) to zoom in, and perhaps move the door edge further back, place the arrow tip, then move the point back again. The tail end will be in the exact center of the sector, where both doors will meet.

Locking Doors -

To lock a door with a key edit the sector (or wall) and press (Alt-F5) and set [Key = ] to :

1 = skull key 2 = eye key 3 = fire key

4 = dagger key 5 = spider key 6 = moon key

Make sure you make the matching key sprite. The easiest way is in 3D, with mouse cursor on floor, press (Alt-S) , (Items) , then the key. The Type: numbers are listed here if you like:

100 for skull key 101 for eye key 102 for fire key

103 for dagger key 104 for spider key 105 for moon key

Don't confuse these keys with others like: mon, don, mic, lac, or fun.

-To lock with a switch [see: Triggers]

 

= MOTION =

Elevators -

This is a Z-Motion sector that is simple to make. See the 'DOOM DOORS' above for tips.

First make your three sectors, one lower, the elevator shaft, and one higher. Set the Type in 2D mode first by placing your cursor in the elevator sector, (Alt-F5), ........

Type: 600: Z-Motion , State:off , busytimes / waittimes , Trigger Flags: Push , Wallpush.

Go to 3D mode. We'll make the elevator 'car' at the bottom for this example; you can change this later with (F3) or (F4). Set the door floor and ceiling with (Pgup, Pgdn). When they are the correct heights place cursor on floor sector, press (Alt-F3) to set its OFF position. Now position the elevator car at the upper room. Ceiling first (Ctrl-PgUp) and then Floor. Press (Alt-F4) to set its ON position.

You can check the heights of Z-motion sectors with (F3) OFF (closed) and (F4) ON (open). You can leave it the sector in either mode and save the map but the door will automatically be set OFF (of course if the State:Off) when you actually play.

Place a Sector Sfx (Type:709). Data1:113 , 2:163 , 3:113 , 4:163.

You can also try [105,155,105,155] or [113,202,113,202]

Rotating Sectors -

As seen in E3M2 (underwater). Can be used for things like giant gears, rotating platforms, etc. The 'revolving' sectors in E3M6 all only use panning textures! The sector in E3M2 is made with State:Off (seems like State:On won't make it turn). To make it permanent it can be easily turned on at startup with RX:7 (Special game code). Just create your sector within sector and make it 2-sided (redlines). Press (Alt-F5) to edit sector values, and set the following:

Type: 617: Rotate , Off>On: busy=80 , wave=linear , wait=0 , On>Off: wave=linear, wait=0.

In FX..... Check the box for DRAG. Any others here have no other effect.

The busytime is the speed... 80 is slow, 40 is med, 10 is fast. Set the busytime in the second set (ON>OFF) if you want it to run backwards to reset. Linear waves make it rotate at constant speeds. Sine wave makes it slow to a stop, then start again, etc....

The rotate sprite that appears will have to be edited using [ + ] ONLY. I used < + > first and was wondering for quite a while why I couldn't get it to go negative. You'll have to turn it 360 degrees (2048) to ensure the reset at 0. +2048 for clockwise, -2048 for rotating counter-clockwise.

You can experiment and set it at, for example, 45 degrees, and you'll see it turn one quarter, jump back and turn again, over and over. Could be used for some useful effect :)

Sliding Sectors -

The ice chunks and boat in E2M1 are good examples of Sliding Sectors. It can be also used for a moving train, or cars, etc. This will also slide all walls and sprites in the Slide sector. First you must create a smaller sector within a sector .To avoid bad drawing (or a possible game crash) plan to make the sliding sector NOT pass through or touch other sectors.

We will draw these sectors in their ending postion - that is after it has slid. If you set State:On, then when you start Blood, the game resets this sector and moves it to the starting position. Make your sector and press (Alt-F5) ....

Type:616 :Slide , RX:# , State:On , Cmd: On , Triggers (RX: for on?) , busytimes , 1-shot?

A directional arrow will appear. Drag the blue arrow point to the center of the Sliding sector, and the stub to where you want it to start. You may have to (G) for finer grid, (A) to zoom in, and perhaps move a vector point, place the arrow tip, then move the point back again. The tail end will be where the sector starts its slide.

Although I don't think you can set 'way-points' to a path (that may be Path Sector), you can make the sector rotate as it slides! This effect can be created by moving the slide arrow point to various positions within the sector. If it is in the exact center or on the front point there is no rotation, if it is on the front-facing wall, for example, it will rotate 180 degrees. Experiment. :-)

Sliding Bookcase -

This is a standard Sliding Sector bookcase that moves when you push on it. Make your sector a red

2-sided sector, make it touch the ceiling if you want, and set all tiles around it. In the sector set ...

Type: 616: Slide , State: Off , Cmd: On , Dudelockout , Trigger on: Wallpush.

Off>On: busy=10 , wait=40. On>Off: busy=10 , wait=0.

When the arrow appears, there is a target at both ends. Place the arrow point in the center of the sector, and the other end where the center of the sector will be when off. Like doors, we'll make this sector open (State:Off) for the editor, so that we can walk into the closet. You MAY have to push the sector to the floor(Ctrl-PgDn) to move the pointer onto the sector, like you might have to to place a sound sprite. You can raise the sector again after they're in place.

Place a Sector Sfx (Type:709). Data1:118, 2:159 , 3:118 , 4:159

Conveyors -

This trick of moving textures is done with the MotionFX: Panning. Go to your sector, (Alt-F5) ....

Goto FX... (return) , Motion FX: Speed = 50 (average), Angle = 0,

[x] Pan floor, [x] Pan always, [x] Drag.

To figure the exact angle you want: Use the arrow keys and view the white arrow in 2D mode or in 3D mode. At the bottom left corner of Mapedit is x,y,ang. This is the player position and angle. 0 is directly facing to the right... type this number in directly for what you want. That's it!

To do this for a wall or vertical texture, press (Alt-F6)......

Pan x = (minus numbers = left to right) (positive = right to left) 10 is average speed

Pan y = (minus numbers = downwards panning) (positive = upwards) 10 is average speed

Pan always [x] for always on, else will go on when RX: is triggered.

Panning and Wind -

You can pan any surface just like the conveyors. This is used for moving water like a river or even a slow moving lake or for slow lava (tip: If you use the lava texture it will automatically harm you when you walk on it). To set wind that will move the player go to:

FX... , Motion FX: Wind Velocity =5 , Wind angle = 0 (see:Conveyors/angles) , [x] Wind always.

 

Earthquake -

[See E2M7 - earth , E2M9 - ice.] This effect only shakes the world. You'll have to add sounds and moving sectors to complete the effect. Triggered usually by walking onto a sector. Trigger on = Enter. To complete the effect make a Z-motion sector using F3 + F4. Set the busytime of that sector for how slow to move the sector. Try to match up with the sprite shaker time (data1). The trigger can TX a number to activate the 3 combined effects. 1) the Earthquake sprite that shakes the screen, 2) the Z-motion sprite that moves the ground or ceiling or the Slide-Marked area to make a crack in the ground appear, and 3) the rumbling sound effect sprite.

Sector to trigger effect -

Type: 0: Normal , TX: Unique #. Cmd: 1=ON State: OFF

1-shot, DudeLockout, Send at ON, Trigger on: Enter (or exit?)

Switching Sector -

In special unused sector have the controlling switches.....

Type: 20: Toggle , RX:(from trigger) , TX: (to Z-motion) , Cmd: 1=ON , State: OFF

Send when: Going off , Waittime=5 (or 100 for long) , then can send to another switch, etc...

Earthquake Sprite -

Type: 19 RX: Unique#. State: OFF

Data1: How long for this effect. 400 is about 1 sec. 1000 is about 3 secs.

 

Sound Effects -

Sector SFX: Type 709 , RX: , State:off , Cmd:off , [can have 2 sounds= data1, data2]

358 (earth cracking) , 265 (earth rising, rumble) , Z-motion SFX=busy:20 , wait:125

SFX Gen : Type 708 , RX: , State:off , Cmd:off , Data2: 265 (rumble)

Exploding Walls -

The secret here is Z-Motion sectors that move from closed to open instantly.

Begin in 2D mode by making a single sector that will be blown out. Divide this section and make it jagged. If you want you can make it appear like a large chunk of wall has exploded or make an actual hole through to another sector.

Go to 3D mode and angle the ceiling and floor wedge(s) with [ + ], and change the heights with PgUp + PgDn. This will be the way it looks when it's blown out. You'll probably want extra explosions (oh, yes!), so put the cursor on the floor and press (Alt-S) for Sprite Menu. Select [Hazard], and the flame. This is already set to Hidden Exploder. (Tab) to copy if you want, then move around a bit to set (Return) as many Hidden Exploders as you want.

Go to 2D mode again . Set the sector(s) (Alt-F5) with .......

Type: 600: Z Motion , Give it a unique RX:# (the trigger will TX:#). [F10]

Position the Hidden Exploders where you want, and change the RX:# to the unique number. You can also set them with different "waittime=" to delay the explosions. If you want the sector to flash you can set the FX.... Lighting Effects. You could also set a burning fire sprite or smoke that would be visible when the sector opens, or an Ambient Sound (State:Off) of the fire with the unique RX:#.

Back to 3D mode. In each sector that will 'open up', press (Alt-F4) to set its 'ON' position. Move them in Z-motion only with (Pgup) + (Pgdn) to close the sectors. Start with the hard-to-reach ones, and on each set the 'OFF' or closed position with (Alt-F3). View it closed or opened with (F3) + (F4).

All you need now is a 'Crack Sprite', #1127, that you can get with (Alt-S) for Sprite Menu, and [Misc]. You'll have to [R] it, angle the sprite, adjust the height, and (O)rientate it on the wall in the middle if the exploded hole. Edit this with (Alt-F6) in 2D ........

TX:# (to match RX:#) , State:Off, Cmd:1:On , Send when: [x] Going on , [x] Going off .

Make sure to put some dynamite (to explode the crack) somewhere in the level, or position a TNT barrel in front of the crack, or the Fire Extinguisher set as an 'Explode Object'.

 

=============== Other Features ==============

Room over Room, Sector Stacking, Water, Bobbing water, Underwater, Teleporters, Mirrors, Lighting, Respawning, Single & Multiplayer, Secret areas, End Level.

Room over Room -

New features over old 'Doom' engines is the ability to have rooms over rooms. This works great , so long as you can not see the room above or below each other. This is one of the main features of BUILD. This has been further improved in Blood with ... sector stacking!

Sector Stacking -

New improvement to BUILD! You can set a ceiling sector to look up through the floor of another sector. This is limited to one stack over another, but is still a great enhancement to the 3D feel. This is similar to mirrors that automatically draw a mirrored room when the mirror texture is selected and placed on a wall. This same texture (#504), when used on a floor or ceiling will allow you to 'look through' it. If you go to jump through it on the floor to a sector below, these sectors must be EXACTLY the same shape and size.

In your map, make a simple rectangle in the floor, (PgDn) on the sector, and select (V) #504. This texture will be gone when you actually play the game. Press (S) on the floor, then Goto #131.

Go to 2D mode, move cursor inside the sector, press (S), and edit the sprite with (Alt-F6) ...

Type: 11: Upper Stack , Data1: (matching number - 0,1,2, etc. )

Find the sprite in 3D. You may only see it barely out of the floor.

Press (Ctrl-PgDn) to place it touching the floor.

Now back in 2D mode, make another sector in a room where you want the ceiling to have the matching hole. Remember: EXACTLY alike. It may be easier, or neccessary for complex shapes (like E2M1, the water), to COPY the sector(s). Do this with (Right Alt), and drag a green box to highlight,

press and hold (LMB), press (Insert), move your mouse to place your copied sector, release (LMB) to place it, and finally press (Right-Alt) again to de-select. [See: Basic Editing - Copy]

In the ceiling sector, select (V) #504.

Go to 2D mode, place the cursor in the IDENTICAL spot for the matching sector, press (S) ,

and edit the sprite with (Alt-F6) ...

Type: 12: Lower Stack , Data1: (matching number - 0,1,2, etc. )

Find the sprite in 3D, press (Ctrl-PgUp) to place it touching the ceiling. That's it!

In E1M1, the large courtyard uses a Stack Sector, and places them *almost* over top each other. This is to view the sectors easier, and you won't be confused as to which vector point belongs to which stack. Also cool because they share the same Ambient sounds, etc.

Some limitations are: you can't have more stacks that one pair (upper + lower) visible, and the sectors surfaces can't be tilted. Some bonuses: divided or multiple Stack sectors can all work together if each sector pair has its own matching pair of Stack arrow sprites.

Water -

Set water with tile # 2915. This will make a 'splash' sound when you jump, and you can set the 'Goo' depth. This is how much you will sink into it, and it ranges from 0 to 7. Set this with "Depth =" in sector dialog box. For water that you can dive into you need to Stack Sectors. [see:Underwater]

Ambient Running water sounds are: 12, 13. 41 (waterfall) , 56 (underwater)

Bobbing water -

Bobbing water is like the water in E2M1. This water was set in FX.... Motion FX: Speed = 10 , [x] Pan floor , [x] Pan always , Wind Velocity: 5 , Wind ang: 0 , [x] Wind always , Continuous Motion: Z-Range = 5 , Speed = 25 , [x] Always , [x] Bob floor.

Underwater -

This is identical to Sector Stacking except: [Type: 9: Upper Water], and [Type: 10: Lower water].

These will also create arrow sprites pointing at the surface. If you change the arrow types to "Type 13: Upper Goo" and "Type 14: Lower Goo" the water will be yellowish instead of blue.

The Overwater sector should have one of the 'watery' sprites, and the Underwater sector will have checked the [x] Underwater. This automatically makes you float in the water, and echo the sounds.

Some water seems transparent and you can look into the water and see the sector. This is done by using the 'mirror' texture for 'see-through' in both the top and bottom sectors. Then the 'water' tile is placed as a separate sprite or sprites (2-sided), that has been made (T)ransparent, and moved (Pg+) to touch the floor or ceiling. You are looking throught the translucent watery tile from above and below!

Teleporters -

To make a teleporter, first make the sector look the way you want and press (Alt-F5)

Type: 604: Teleporter , Trigger On: [x] Enter.

A teleporter landing sprite will appear in your sector. Move it to the place you want it to teleport you to. You can change the angle of the teleport landing sprite to change the direction you face after you teleport to the new location.

Mirrors -

All you need is to place tile #504 on a wall. Easy, right? There are a few rules though:

1) You CAN have more than one mirror in a map but you must only be able to see one at a time.

2) You must not be able to see a mirror in the reflection of another.

3) Only walls may be a mirror. You cannot give a floor or a ceiling the mirror texture.

4) You CAN have sectors behind the mirror, but you just shouldn't be able to see them and the mirror at the same time (this works the same for rooms over rooms).

5) You CAN have a mirror move around, as long as it doesn't break any of the above rules.

 

Lighting -

In the bottom right corner of the sector edit box is "FX...". Press (return) on it it to bring up another set of variables. These other values are responable for blinking\flickering lights, conveyor belts, wind, and bobbing sectors and damage. The first thing on the list is:

 

Lighting:

Wave n: name ["wave" is how you want the lights to "behave" (blink, flicker, phase, etc.)]

Amplitude: n ["amplitude" is how "strong" you want it to blink]

Freq: n ["frequency" is how often you want it to blink]

Phase: n ["phase" can be set so that many sectors are pulsing but they all start their 'cycle' at

different or sequential times. Perfect for a 'wave' of pulsing light moving down a corridor.]

[x] floor , [x] ceiling , [x] walls [these are set for which surfaces to flicker]

[x] shade always [If you don't check this you can make it set when the sector is triggered "ON".]

You can also have a sector 'colorized' that affects all sprites (enemies) as well. This uses the alternate palette for everything much like how everything is slightly 'bluer' under water. To see how it will affect the texture you can try (Alt-P) on a surface, and change it from 0 to 15+. This is the values you would type into the 'ceil pal2' and 'floor pal2'. If you want it to blink normal and colored lights then set the Lighting above to flicker, or you can set it always 'On', and eliminate the need to (Alt-P) all textures.

More Lighting:

[x] color lights , ceil pal2 = n , floor pal2 = n

 

ReSpawning Dudes -

Make (S)prite. (Alt-F6) Type:18, Respawn. This will generate enemies from a trigger. Example 202=Cultist w/shotgun.

RX: Unique# triggered by sector entry, etc. Data1: Sprite # of enemy to spawn. ex. 202

Single Player, Multiplayer -

Single player starts. If your map is only for Single play you don't even need the Player Start[1] sprite. If you want to have Team play or Co-op play then you must make the other player start points. You can make these from 3D mode with cursor to the floor, (Alt-S) , (Items) , then the sprites. Or from 2D mode press (S) , (Alt-F6) , Type 1:Player starts, where Data1: is the player number (-1) specifically Data1:0 = player 1 , Data1:8 = player 7.

Bloodbath requires that you make another set of markers with Type 2: Bloodbath starts. The player numbers are created like the Multiplayer starts above.

Secret Areas -

Set the sector values with (Alt-F5) and set it - Type: 0: Normal , TX ID: 2 (reserved for secrets), Cmd: #: 64 (sends nothing) , Send when: [x] Going on , [x] 1-shot (only get credit for finding it once) , Trigger on: [x] Enter , [x]Dudelockout (so enemies can't trigger it).

End Level -

First, place a wall sprite and set it to #318. Point at the sprite in 2d mode and press (Alt-F6):

Type = 20: toggle switch , TX ID: 4 (this is a special number to 'end the level') , Cmd: 1:On , Send when: [x] Going on, [x] Going off , Trigger on:[x] Push , [x] DudeLockout.

Sets the sounds of the switch with Data1: 200 , Data2: 200. Thats it .

 

 

========== Mapedit Editing and Effects ===========

======= Part 3 - Special Effects, Traps, Sounds ========

 

BLOOD and MAPEDIT by Monolith. BUILD by Ken Silverman.

This Help File was written by Michael Shire, Aug. 1997. (Version.1)

If you have anything you wish to contribute or correct please

email me at: . No unnecessary email please.

 

Thanks to the Excellent team at Monolith for the best 3D game to date!

Also to the writers of previous FAQ's...

John Chapman, Arjan Van Rossen, Mark Dickneite, Craig Duckett, Jonathan Johnson, Ben Allaire.

** In this document, I'll use round brackets() to denote a keyboard press like (space bar) or (Ctrl-T).

Note: I've found that an easy way to make and set certain sprites is: go to 2D mode, press (S), then (Alt-F6), (Pageup) and arrow keys, then directly edit the Datas in the Dialog boxes at the bottom of the editor screen to enable these effects.

================= Special Effects ===================

 

Gib Objects, Shattering Glass, Explode Objects, Hidden Exploders, Gib Walls, Light switches, Water Drip, Blood Drip, Bubble Generators

 

- Gib Object : Type 416

Wine bottles, glasses, hanging meat, vases etc. Used for objects you want to burst. The shattering

will do no damage, unlike explode objects. Windows are treated with a (M)asked Gib wall Type 511.

You can place (S)prites in 3D mode, and use Enter to paste Tabbed (copied) sprites. Press (H) on

them to make objects (H)itscan sensitive. [Hitscan will allow vectors, like bullets, to affect them.

Without it they will be indestructable decorations]. Then go to 2D mode. Press (Alt-F6) on sprite.

Gib Object Sprite - Type: 416

Data1,2,3: selects the type of gibbage (glass, wood, bloody chunks)

Data4: select the Sound you want to hear. Glass=300, Bang=303, Metal=500

 

 

1 Glass (Large) 9 Bubbles S 17 MedicCombo 25 ShockGibs3
2 Glass (Shards) 10 Bubbles M 18 FlareSpark 26 Reserved6
3 BurnShard 11 Bubbles L 19 BloodBits 27 Reserved7
4 WoodShard 12 Icicles 20 RockShards 28 kGibZombieHead
5 MetalShard 13 GlassCombo1 21 PaperCombo1 29 kGibMime
6 FireSpark 14 GlassCombo2 22 PlantCombo1 30 kGibHound
7 ShockSpark 15 WoodCombo 23 ShockGibs 31 kGibFleshGargyle
8 BloodChunks 16 kGibHuman 24 ShockGibs2  

 

 

White glass= 1:1 , 4:300 (or 301). Colored bottles (759), stain glass, etc= 1:14 , 2:2 , 4:300

Wine glasses (574, 521)= 1:0 , 2:1 , 3,13 , 4:301. Lantern 1:1 , 4:301. Icicles 1:1 , 4:312

Overhead Lights= 1: 1 , 2: 13 , 4: 300 (glass). Wooden Barrels (925 ,3490) 1:4 , 4:171

Potted Plants (1013, 1009 , 1010) 1:1 , 2:22 , 4:301. Body in barrel (tile 563)= 1:17 , 4: 314.

Hanging body= 1: 8 , 2: 16 , 4: 2205. Bloody waste barrel (tile 505)= 1:1 , 2:5 , 3:8 , 4:314. Wall pieces (concrete)= 1:6 , 4: 511. Stone(s) (804 - 806)= 1:20 , 2:20 , 4: 313

Tools (tiles # 1708 - 1716)= 1: 5 , 2: 3 , 4: 314.

 

- Explode Object : Type 417

Used like a Gibbable object, but will explode (and do damage) like a Hidden Exploder. I've used it on

flat sprites like bridges.

 

- Hidden Exploder : Type 459

Just a fireball type explosion that will explode (and do damage). This needs no gibbage or debris set for

the explosion.

 

- Gib Wall : Type 511

Windows that shatter! Press (M) on wall to make (M)askable. Select tile (V) like #266. Make it (T)ransparent once or twice. Make it (H)itscan sensitive, and (B)lockable. Now go to 2D and

press (Alt-F6) when cursor is just in front of wall. Type= 511, Trigger on= vector, Data= 12.

 

- Light Switches : Type 20

Place a wall (S)prite #1078. Make TX: a unique # to send.

Type: 20: Toggle switch , State: Off , CMD: 3 :Toggle , Send when: Going on + off ,

Trigger on: Push. Data1: 207 , 2: 207. You could also TX: and have lights go on by walking

(Enter) into a sector, (Pickup) an object , etc. Just set State: Off , CMD: 3: Toggle.

-------

The Sector (or sectors) you want to affect will be just Type: 0: Normal

Just set the RX: # of the trigger , State: Off , CMD: Off.

[ For Slow on set... OFF>ON: busy=7, wave=3: SlowOn ]

Go to FX.... Lighting= Amplitude: +30 (lighter), -30 (darker) , check= floor, ceiling, walls.

-------

Hanging light bulb.

A light bulb that goes on. Place (S)prite # 468, the hooded lightbulb. Go to 2D, (Alt-F6) ,

change to Type: 20: Toggle , and the RX: # .. That's it!

-------

Ceiling lights can be a smaller sector within the larger sector. This sector can, however, have a

different brightness, and perhaps a Flicker? Check FX.... ceiling, floor.

--------

 

Shattering Lights.

See E1M1 for ceiling Tiles as lights. Here the sector has Flicker4 set, but could be set for on/off.

The Trigger or Toggle switch TX: to the sector will make this flat sprite (like the enemies, etc)

lit according to the switch while in this sector.

Select tile #2290. This tile will change to #2291, the broken graphic, when toggled.

Set it (R)elative until it's a flat sprite. (Ctrl-PgUp) to the ceiling. Then set as .....

Type: 21: 1-way switch , RX and TX set with 2 unused numbers, ex. RX:200, TX: 201.

State: Off , Cmd: 3 , Send when: going on + off , Trigger on: Vector, Impact, 1-shot.

Place another (S)prite, then (Alt-F6). As above transpose RX/TX, ex. RX: 201, TX: 200.

This is so that both sprites are joined and will activate in unison.

Type: 416: Gib Object . State: Off , Cmd: 3 , Send when: on + off, Datas 1:7 , 2:13 , 4:300.

Also this sprite should automatically be (I)nvisible, as all Gib Object sprites are.

 

 

Shattering Mirrors.

Same as shattering lights, but on a wall. (Tile # 710). RX and TX (interposed).

Type: 21: 1-way switch , RX and TX , State: Off , Cmd: 3 , Send: on + off ,

Trigger on: Vector, Impact, 1-shot.

Type: 416: Gib Object . RX and TX , State: Off , Cmd: 3 , Send : on + off, Datas 1:1 , 4:300.

 

 

 

- Water Drip : Type 701

This effect needs no tile (default #1) which will be invisible. Just 2D mode, press (S)prite, edit with (Alt-F6). You can turn a tile (like the waterpuddle # 955, or the Showerhead #753 ) into a Waterdrip Gen as well. This way you don't need two sprites. The advantage of the Waterdrip Gen sprite (Type: 701) is that the sound effect is automatically generated.

State: ON , Busytime = 60 (10 is fast, 60 is slow) , Data1: 5 or 30 ?

 

- Blood Drip : Type 702

This is identical to Type 701, but uses red. You can turn a tile (like the bloodpuddle # 956, or the Spike #791 ) into a Blooddrip Gen as well. Busytime = 30 , Data1:12.

 

- Bubble Generators : Type 706 , 707

Bubbles coming out of waving water plants! Tiles #660,664,668. Set the sprites (Alt-F6) with...

Type:706 , State:on , Busytime:60 , Data1:25 (slow). Busytime:10 , Data1:5 (fast) .

Type:707 ,State:on , Busytime:100 , Data1:50 (slow). Busytime:40 , Data1:20 (fast) .

 

================= Traps ===================

 

Sprite #s - 400: TNT Barrel, 401: Armed Prox. bomb, 413: Machine gun, 450: Spike / Rock trap,

454: Sawblade, 457: Pendulum, 458: Guillotine, Rotating Spike Pole , Serrated Blades ,

455: Electric Zap / Switched Zap, 452: Flame trap, 703: Fireball Generator, Crushing Sectors,

Damage Sectors.

 

The best way I've found to place common hazards is (Alt-S) then directly edit it with (Alt-F6).

Some sprites do auto damage... the saw blade itself will do minor (1 point) damage every time you touch it, but only if you (B)lock it.. The Pendulum and Guillotine sprites do nothing else. These should not be Blocked though....

 

 

- TNT Barrel :Type 400

No need to do anything. Player can blow this up if he wants.

 

- Armed Proximity Bomb :Type 401

No need to do anything. It is set to explode by proximity.

 

- Machine Gun :Type 413

Check map BB6. Tile 2178. WaitTime 255, Data1: 250 (bullets?)

Trigger= Send when: Going on, WaitTime 255.

 

- Spike Trap , Rock Trap :Type 451 - 452

I need to find examples by Monolith.

 

- Saw Blade :Type 454

The blade can be turned on and off. It only does small damage (1 point) if not on!

To make heavy damage, you could put them in a Damage Sector (Damage type:1)

Ambient SFX: State:on , Data1: 250 , 2:400 , 3:377 , 4:50. (also sound 376)

 

- Pendulum :Type 457

see map E3M4. The Pendulums in Blood maps have them over a damage sector, with SFX Generator for whoosh.

Set Sector Type: 618: Damage , State:off , Cmd:off , Data:50 , FX... Damage type:2 .

Sprite 708: SFX Gen = State:on , busy:8 , Data2: 1101.

- Guillotine :Type 458

see map E3M4. The Guillotine here uses a Z-Motion Sprite sector. The tile (#835) is set in place, and made to move according to z-motion. Motion drops it immediately (busy=1), waits (wait=10), goes up slowly (busy=10) waits (wait=10) then does it over again.

Sector SFX: State:off , Cmd:off , Data1: 118 , 2:160 , 3:102 , 4:0 .

- Rotating Spike Pole

see map E3M4. The sprite is animated (# 916). It is set inside a round Damage sector. Set here...

Type: 618: Damage sector , State:off , Cmd:off , Data:50 , Fx... Damage Type:3 .

Ambient SFX: State:on , Data1: 100 , 2:300 , 3:112 , 4:50.

- Serrated Blades

see map E3M4. This effect is done with the Slide Marked Sector. In 3D, place sprite (#1090) and/or (#1091). Put them in their open position. In 2D mode, press (K) to mark sprites for movement, One gets blue to follow arrow, the other green for opposite movement. Set the distance of movement with the blue arrow, etc... Either side of this uses Damage sector with FX.... Damage Type: 3.

Sector SFX: State:off , Cmd:off , Data1: 210 , 2:0 , 3:210 , 4:0 .

 

- Electric Zap, Switched Zap :Type 455, 456

Electric Zap from E4M1 is constantly on and is on a narrow sector of Type: 618: Damage Sector.

Trigger on: Enter , Data : 35 (amount of damage?) , Fx... DamageType: 4, Flicker lighting, etc...

Sector Sfx.... Data 1: 481 , 2: 518 , 3: 481 , 4: 518

The Switched Zap can be turned on and off with a trigger or switch.

 

- Flametrap :Type 452

Check map E1M6 or E3M5, E3M7. Tile 2183. WaitTime 15, Data1: 12 . Data1 sets the distance the flame shoots out ... approx value in game feet. ex. 10 is about 10 feet, 40 is about 40 feet.

Trigger= Send when: Going on, WaitTime 255. E3M5= WaitTime: 60, Data1: 10

 

- Fireball Generator :Type 703

Check map E1M6 or BB6. Tile 249, 634, or 218 (black, round). Busy: 30, Data1: 1 (repeats?)

Switch (Type:20?) for Trigger Gen= Cmd: ON , Send when: Going on +off , Trigger 1-shot.

Trigger Switch= Cmd: 2 State, Send when: Going on + off , Send on: Push.

Then on the sprite 703 = Busytime 30, Waittime 130.

Waittime is overall time, Busytime specifies to wait between next fireball.

Examples ..... busy:30 ,wait:150 = 5 fireballs, 30 counts apart.

..... busy:60 ,wait:200 = 4 fireballs, 60 counts apart.

..... busy:10 ,wait:15 = 1-2 fireballs, 10 counts apart.

---------

 

Trigger Generator: Type 700

Max. value for single trigger is 255. This can be overcome by the Trigger Generator.

 

- Crushing Sectors

In Sector edit (Alt-F5), [x] Crush . This will crush (kill) player. This is used for 'Doom' doors, pounding pistons, collapsing ceilings, and stone traps. Thes are set for the ceiling to come down ....

 

- Damage Sector :Type 18

This is used to specify a sector to do certain damage. This is mainly selected through the FX... box.

The Damage Types are (from E3M4 , the assisted suicide room):

0) Pummel, 1) Burning , 2) Body, 3) Explode, 5) Spirit, 6) Electric

The lava tile will automatically burn the player. Monolith's stovetop grilles have the following set: Damage Type: 1 (Burning) , Off>On: WaitTime=1, On>Off: WaitTime=1. This is so that it takes

a moment to start to burn and a moment after to stop burning. Data:30. The amount of damage.

 

================= Sounds ===================

Sprite #s - 708: Sfx Generator, 709: Sector Sfx, 710: Ambient Sfx, 711: Player Sfx

The best way I've found to place a sound sprite is from 2D mode. Just press (S) on the spot, then directly edit it with (Alt-F6). On sprite# hold (PageUp). It'll stop on 710:Ambient sound. Arrow key up/down for slower selection. This usually makes a sprite already (Invisible), and not (B)locking.

 

- Sfx Generator :Sprite 708

I've seen this used by Monolith to generate a sound like a phrase. You can use it to make your

character talk, or announcements, etc. You can place exactly where the sound comes from, too.

RX: Unique#. Can also TX another effect, transmit will be delayed with Waittime=.

State: OFF (Usually triggered by a 1-shot trigger, or recieved from a sector (Trigger on: enter).

Data2: Sound. I could only use this data for the sound.

 

- Sector Sounds :Sprite 709

This sprite must go inside the sector you will activate. This is so that you don't need to TX or RX.

The volumes for Sector FX are preset, and can't be changed.

State: OFF

Send when: going on (data1), going off (data2)

Data1: Sound when opens (going on) [squeak, hydraulic door, rumbling stone]

Data2: Sound when it stops opening [click, thunk, bang] Maybe stops data1 from continuing?

Data3: Sound when it closes (going off)

Data4: Sound when it stops closing [click, thunk, bang]

Some popular Sector Sfx #709 combinations:

Doom Doors: (106,157,106,157) (103,158,103,158) (32,312,32,312)

Metal Gate: (104,159,104,159) Secret Door: (100,159,100,159) 2 Doors: (101,0,101,160)

Sliding Door: (111,159,111,159) (114,151,114,151) (111,163,111,163)

Hinged Door: (119,0,119,159) (101,0,100,150 (117,0,117,156) echo close (117,0,117,162)

Why the 0 for data#2 on the hinged door?

A door may squeak when you open it but it makes no noise when it stops squeaking.

 

- Ambient Sounds :Sprite 710

State: ON (Optionally you could make a switch that would activate this effect).

Data1: full volume diameter. Yellow circle. Anywhere inside will hear this at Data4 volume.

Data2: volume cut-off. Outside of the Brown circle the sound can't be heard. Volume is softened

gradually from the yellow to the brown radiuses, until it's not heard.

Data3: The Sound you will hear. Use the Sfx list to select what you want.

Data4: The full volume. Average volume is about 50. Experiment.

Best outdoor sound = 35.

=====================================

The following list is reprinted here to be all in one FAQ. Thanks to:

Sector and Ambient Sfx List Updated 6/25/97

Ambient Sfx List by Ronald Allen @ rallen@netcarrier.com

 

Sector and Ambient Sfx List (new)

1 The Haunted Wind 720 Falling into Water
2 Humming, violin sound 721 Getting up out of Water
3 Underwater Music 722 Gasping for Air
4 Ominous Cello Note 723 Large Exhale
5 Pinging Sound, EKG 724 Choking
6 A Couple of Crickets 725 Ahhhh
7 Underwater 726 Ehhh, Ehhh
8 Throb of distant machinery 728 Ahhhh - Short
9 Pulsing Machinery 729 Ahh!
10 Flock of chirping birds + jungle? 730 Waaaa
11 Persistent cricket 731 Unh
12 Running water - pipe 732 Oohh
13 Running Water - stream 733 Ahhhh
14 Running Water - something plopping 734 He, he, he ,he
15 Underwater motor 736 Ha, ha, ha, ha
16 Wind of approaching storm 737 Cultist Laugh #1
17 Low volume wind rush 742 Cultist Laugh #5
18 Louder wind rush 742 It Burns! It Burns!
19 Squeaky wheel or honking geese. 743 Wah, Wah
20 Distant Hum - Conveyor belt 744 Cultist Laugh #6
21 Hum, something swinging in a tree 745 Sliding Stone, intermittant
22 21 with a ringing bell in the distance 746 Someone Stabbed
24 Pounding on metal 747 Someone Gagging
25 Fluorescent hum 775 Blip
26 Electric Hum 776 Gong
27 Quiet Fire 777 Shotgun Shell Being Chambered
28 Electric Arc 778 1 Cricket
29 Eerie alien ambiance, lower than 33 779 Closing of Heavy Steel Lock
30 Water drip 780 Heart Beat
31 Heavy machinery hum 781 Crossed Swords
32 Torch or Fire 782 Pick Up Ammo
33 Slight wind 802 Soft Click
34 Steady howling wind 804 Soft Close
35 Crickets at Night 805 Tick
36 More Crickets 806 Tick
37 Scuba Diving sound 807 Tick
38 Rumbling Wind 808 Slurp
39 Quiet Howling Wind 809 Stomping Through Guts #1
40 Splashing 812 Stomping Through Guts #4
41 Running Water 813 Hard Crunch
42 Deep Sea Diving 814 Thick Crunch
43 Quiet Chain Rattle 815 Crunch
44 Louder Chain Rattle 816 Soft Crunch
46 Faint Rattling Chain 817 Soft Un-Sticking
47 Chain Rattle 818 Soft Un-Sticking
48 Deep Hum 819 Un-Stick
49 Very Loud crickets 820 Re-Stick
50 Intermittent Steam 821 Striking a Match
52 Muffled Underwater 822 Sandy Foot Step
54 Howling Wind 823 Foot Step Up
56 Swimming Underwater 824 Soft Sandy Foot Step
57 Timborous Alien Ambience 825 Step-Up
58 Something dragged across the floor 826 Slurp
59 Low voice speaking a foreign language 827 Slurp
60 Heart Beat 828 Deep Slurp
61 Choo Choo Train 829 Unstuck Underwater
62 Hammering 1000 Swing and a Miss
63 Low voice speaking a foreign language 1001 Gun Shot
64 Tesla Arcing 1002 Gun Shot
65 Happy Alarm Clock Song 1003 Cultist's Criticism #1
66 Low pitch hum with heart beat 1012 Cultist's Criticism #10
100 Single Squeak 1013 Cultist's Yell #1
101 Turning Door Knob 1017 Cultist's Yell #5
102 Pulley Turning 1018 Cultist's Scream #1
103 Rumble of Heavy Door 1031 Cultist's Scream #14
104 Door Lifted by Pulley 1032 It Burns! It Burns!
105 Door Lifted by Chain 1033 Wah! Wah!
106 Heavy Sliding Stone 1100 Slurp
107 Rumble with low pitched steam hiss 1101 Swoosh
108 Rumble with high pitched steam hiss 1102 Thud
111 Opening of Emergency Door 1103 Brains
113 Hydraulic Door 1104 More Brains
114 Stone Slate Sliding 1105 Rumble
116 Draw Bridge Chain - Elevator Activated 1106 Roaring Scream #1
118 Sliding Rock 1109 Roaring Scream #4
120 Sliding Drawer 1200 Join Us
122 Crackling 1201 Zombie Speak #1
124 Heavy Sliding Rock 1202 Zombie Speak #2
150 Closing of a metal door 1203 Fat Zombie Hurl
151 Impact with Echo 1204 Hurl
152 File Cabinet Closing 1205 Bound & Gagged #1
153 Steam Valve Opening 1206 Bound & Gagged #2
155 Opening of machine Door 1207 Whip
156 Closing of a Closet Door 1300 Growl
157 Deep and Heavy Impact 1302 Dog Cry #1
158 Heavy Lock Bolt Being Thrown 1303 DC #2
159 Closing Click 1304 DC #3
160 Double Door Lock 1305 Dog Howl
162 Mechanical Click 1306 Sipping Through a Straw
163 Hydraulic Lock 1307 Whoosh
164 Hydraulic Disengage 1308 Whoosh
165 Pressure Switch 1309 Heavy Sliding Stone or Fire
166 Single Chirp 1400 Gargoyle Roar #1
167 Electric Door Lock 1405 Gargoyle Roar #6
168 Window Opening 1406 Crunch
169 Window Closing 1407 Opening a Vacuum Seal
170 Gurgling 1408 Jump Down
171 Thump 1450 Gargoyle Roar #7
172 Breaking Wind Part I Musical Fruit 1455 Gargoyle Roar #12
173 Breaking Wind Part II ....... 1456 Crunch
174 Short Rock Slide with Echo 1457 Pneumatic Engage
200 Pneumatic Shoosh 1458 Boots on Pavement
201 Double Click 1500 Squeak
202 Metallic Thud 1501 Flock of Birds
203 Door Handle Click 1502 Whistling Sound #1
206 Steel Trash Dumpster Thud 1505 Whistling Sound #4
207 Pop, Click 1600 Train Whistle & Shriek
209 Pneumatic Click 1601 He, he, he
211 Heavy Thud with Echo 1602 He, he, he
212 Click Echo 1603 Moan #1
213 Click Echo 1604 Moan #2
214 Switch Engage 1605 Moan #3
218 Twisting and breaking of wood 1700 Gargoyle Roar #13
219 Undead backward prayer 1701 Inhale - Exhale
220 The Undead Praying 1702 Gargoyle Roar #14
221 Cha,cha,cha,cha 1703 Gargoyle Roar #15
222 Che,che,che,che 1704 The Sound of Something Impaled
223 Tah,tah,tah,tah 1705 Gargoyle Roar #16
224 Kill,kill,kill,kill 1800 Bird Whistle
225 Electric Motor Hum 1801 Bird Cackle
226 Fire Siren 1802 Bird Whistle #2
227 Airplane Flyby 1803 Howl
228 Airplane Flyby low and slow 1804 Stuck Pig #1
229 Intermittent Machine Gun Fire 1805 Stuck Pig #2
230 Intermittent Machine Gun Fire 1850 Stuck Pig #3
231 Jeep or Truck drive by 1851 Death Yell #1
232 Car drives by 1852 Death Yell #2
233 Car on dirt road drives by 1853 Lowering the Boom
234 Incoming Artillery 1854 Boom is Lowered
235 Incoming Artillery 1900 "I'll swallow your soul"
236 Balls running down ramp 1901 "Give me your soul."
237 Balls running down a longer ramp 1902 The sound of your soul being eaten.
238 Machine Engaging 1903 Chewy Soul
239 Assembly line sound 1904 Chewy Soul #2
240 Doors creaking 1905 Chewy Soul #3
241 Small machine sound 2000 Bird Chirp #1
242 Prying of wood 2100 Bird Chirp #8
243 Rattling 2101 Rats ......
244 Rattling 2105 Rats
245 Rifle blot being thrown 2200 Splat
246 Gregorian Chant, high pitch 2201 Squishy Guts #1
247 Gregorian Chant 2205 Squishy Guts #5
248 Gregorian Chant, continious 2206 Swish
249 Fast Electric Arc 2300 Group of Wild Animals
250 Fast Tesla Arc 2301 Roar #1 .....
251 Long Tesla Arc 2306 Roar #6
252 Fuzzy Arc 2350 " Bow down to me"
253 Walking in deep mud 2351 " Bow Down to me"
254 Distant Thunder 2352 " Kneel"
255 Distant Lightening Strike 2353 " Kneel"
256 Lightening Strike 2354 " Kneel Before me."
257 Tick, tick, tick 2355 " Kneel Before me."
258 Transient Wind Rush 2356 " I Have awaited you."
259 Transient Wind, high pitch 2357 " I Have awaited you.
260 Transient Wind, deep pitch 2360 Laughter
261 Rushing wind, high pitch 2361 Laughter
262 Fast Squeaks 2362 Laughter
263 Underwater 2363 Laughter
267 A few people whispering 2364 Laughter
268 Hundreds of Screamers & Moaners 2365 "Suffer"
272 Owl Hooting 2366 "Sacrifice"
274 Explosion with Cans Flying 2367 " Give me a sacrifice."
275 Train Wheels Squeaking 2368 " Worship Me!"
276 Train Whistle in the Distance 2369 " Worship Me!"
277 Train Wheels, clickety clack 2370 Aargh
278 Fluorescent Hum 2371 Ugh
279 Phantom of the Opera Organ 2372 Ugh
280 Phantom Organ 2 2373 Ahh!
281 Phantom Organ 3 2374 Oww
282 Tickets Please! 2375 Aww
283 Hey! Stop Him! He didn't pay! 2377 Aww
284 Small Bell 2380 Thud with Whistle
285 Beep, Beep, (EKG) 2381 Large Stone Moving
286 Continuos Beep (EKG) 3000 " Ooh, fresh victums for the ever growing army of the undead"
287 aahhhh, moan 3001 "This is my boom stick"
288 aahhhh, scream 3002 "Good, bad, I'm the guy with the gun."
289 Help Me!, yell 3003 " I love the smell of napalm in the morning."
290 whimpering 3004 "All I want's a friend."
291 Heavy Motor Drone with Stattic 3005 "No one wants to play with me"
292 Heavy Motor Rev 3006 "Hmm, Is that gasoline I smell."
293 Sawing 3007 "Whoa"
294 Dog Whimpering 3008 " Ta Daa"
295 Chirping Siren 3009 "I live again."
296 Chirping Siren 3010 "Who wants some huh? Who's next?"
297 Hum 3011 "I want Cybil"
298 Fast Drumming or Knocking 3012 " Victims, aren't we all?"
299 Slower Drumming or Knocking 3013 " They're all dead. They just don't know it yet."
300 Glass Being Broken 3014 " I have something for you."
301 Broken Glass Being Kicked 3015 " Are you just gonna stand there and bleed."
302 Door closing repeatedly 3016 " I got a present for you."
303 Explosion 3017 " I've got 2 guns. That should be enough for all of you."
304 Explosion 3018 " Hey! Chebeetch, Let's go."
305 Explosion 3019 "That'll teach you."
306 Cannon Fire 3020 "Get off my train."
307 Cannon Fire 3021 "Oh, shake it baby."
308 Cannon Fire 3022 " You have to have faith for that to work."
309 Stomping Sound 3023 " Open for business."
310 Incoming Fire 3024 " We'll need a lot more of these."
311 Incoming Fire 3025 " They'll need a lot more of these."
312 Scratched Record 3026 "Lambs to the slaughter."
313 Walking on Leaves 3027 " Nevermore"
314 Opening Steel Door 3028 "Grave robbers."
315 Walking Fast on Leaves 3029 " Take it Bleen."
316 Walking on leaves and breaking twigs 3030 " Yes! Single white female."
317 Walking on leaves and breaking twigs 3031 " Looks like my train's coming."
318 Bashing body parts against a headstone 3032 "Whoa, that's me."
319 Bashing body parts against a lamp post. 3033 " I sure could use a drink."
320 Distant Explosions 3034 " End of the line."
350 Cam Wheel 3035 " I must stop this train."
351 Distant Explosion 3036 " I got time to play with you."
352 Small Fire 3037 " Come out! Come out! Where ever you are."
353 Water from a hose 3038 " Sunovabetch must pay!"
354 Water Drip 3039 "It's all in the reflex."
355 Water Drip Echo 3040 " I smell balm and poontang."
356 Water Drip Double Echo 3041 "When does the hurting stop?"
357 Punching - Hammering 3042 "Boo Hoo! When does the hurting stop?"
358 Eccentric Grinding 3043 "When does the hurting stop?"
359 Hammering 3044 "Umph! This looks extraordinarily bad."
360 Rattling Chain 3045 "Pay attention son. This is for your own good."
361 Stomping Feet 3046 "Owww, that wasn't a but nice."
362 Gnawing 3047 "Wow! This promises to be fun."
363 Phone Ringing 3048 "Slurp, um, this is better than Kool Aid"
364 Fluttering Leaves 3049 "Da, da da, that's all folks."
365 Cicadas and Grasshoppers 3050 "Help! Help! I'm being repressed."
366 Cash Register 3051 " I'm not dead yet."
367 Dial Tone 3052 " I'm gonna have to put you down."
368 Busy Signal 3053 " What are you gonna do? Bleed on me?"
369 Toilet Flushing 3054 " Hum extraordinist car. The competition is a bit lacking."
370 Broken Record 3055 " Don't waste my time."
371 Fast Drip 3056 " Rest in pieces."
372 Double Drip 3058 "Slurp, better than Kool Aid."
373 Very Fast Drip 3059 " Slurp, ahhh!"
374 Metal Object bouncing on metal surface 3060 "Out, Out damn spot!"
375 Machine Driven by a Leather Belt 3061 " I like my hand bloody"
376 Hairdryer 3062 "Locked!"
377 Electric Razor 3063 "I need a key"
378 Fast Clipping 3064 "Ahh! It's stuck!"
379 Broken Record 2 3065 "Umph, no power!"
380 Thumping 3066 " Amateurs"
381 Noisy Machinery 3067 "ehhh! I'm not that hungry!"
382 Banging Pipes 3068 " Leftovers"
383 Shoveling 3069 " OH! I won it. I won, I won.
384 Squash 3070 "Do these blow up into a funny shape?"
385 Fast Squashing 3071 "Aww! Ratburgers!"
400 Click 3072 "I want Jo-Jo. Jo-Jo. Jo-Jo."
401 Click 3073 " Down the hatch."
402 Click 3074 "Over the lips, through the gums, look out tummy, here I come."
410 Double Click 3075 "Wrong Car! Whoa!"
411 Gun Shot 3076 "Ohhhh! Opheilia."
412 Big Gunshot 3077 "Sleep, Opheilia"
413 Booming Gunshot 3078 " Kill yourself"
420 Gunshot with Echo 3079 " Show yourself."
421 Gunshot 3080 " I hate mimes."
422 Wind 3081 " Pathetic insect."
423 Wind 3082 " Run! Run!"
430 Gun Being Cocked 3083 "In pace requiesce fortunato"
431 Pop 3084 "Fool! You are already dead."
440 Rain 3100 " Strangers in the night exchanging glances."
441 Thunderstorm 3101 " Theres no business like show business."
450 Water Fall 3102 "I did it my way."
451 Small EKG Chirp 3103 "If you're blue and you don't know where to."
452 Click 3104 "The sun will come out tomorrow."
453 Click 3105 "Row, row, row your boat."
454 Click 3106 "It's a long way to Tipperary."
455 Something Being Picked Up 3107 " Somewhere over the rainbow."
460 Click 3108 " Sailing, Sailing, over the bounting maine."
461 Rolling Wheels 3109 " On the good ship lollipop."
462 Fire 3110 " I get no kick from champagne."
463 Eh,Eh,Eh 3111 "I've got you under my skin."
470 Gunshot Breaks Glass 3200 "Hello, may I speak to Mr. Jass, first name's Hugh"
471 Thunder 3201 " Step right up! Step right up!"
472 Locking Door 3202 " You will know what to do when the time comes."
473 Wind 3203 " Choose wisely. Two portals lead to certain death."
474 Wind 3204 " Why are you in such a hurry?"
475 Thunder 3205 " Next Stop Greentown."
476 Electric Arc 3206 " You rang?"
480 Bang 3207 " Garbled announcement."
481 Electric Arc 3208 " All aboard!"
489 Motor Whir 3209 Garbled
490 Mechanical Echo 3210 " Secure screens at the lama cage"
491 Big Door Opening 3211 " I'm suffering."
492 Inhale 3212 " I do that rather well don't you think?"
493 Train Whistle and Screaming 3213 "Help me! Help me!" (The Fly)
494 Big Bang 3214 Train Station Annoucement
499 Squish 3216 Prayer
500 Metal Clang 3300 " Let the Blood Bath begin!"
501 Metal Clang 3301 " The Festival of Blood Continues!"
502 Door Close 3302 " You'll know what to do when the time comes."
503 Pitch Fork Stab 3303 " Choose wisely. Two portals lead to certain death."
504 Plunk #1 (Echo Effect) 3304 "Kevorkian Rules!"
505 Plunk #2 3305 "Asshole"
506 Plunk #3 3306 "Excrement"
507 Door Opening 3307 "Hamburger"
510 Pitch Fork Hits Home 3308 "Scrotum Separation"
511 Twist 3309 " Body bagged."
512 Scraping 3310 "Population control."
513 Stab 3311 "Unassisted death"
514 Stab 3312 "Shadapong"
515 Ricochet 3313 " Finish Him!"
516 Ricochet 3314 " Darling award."
517 Tesla Shot 3317 " Don't play Mario"
518 Arcing 3318 " Need a tricycle?"
519 Explosion 3319 " Talented."
520 Arcing 3320 " Good one"
521 Foot Step in Guts 3321 " Lunch meat."
522 Gargoyle Scream 3322 " Fine work."
530 Whoop (short) 3323 " Well done."
600 Feet Hit the Ground 3324 " Destroyed."
601 Land on a Metal Surface 3325 " Hosed."
602 Feet Hit the Ground 3326 " Humiliated."
603 Jump in Water 3327 " Toasted."
604 Jump in Water 3328 " Fit to hell."
605 Landing 3329 " Pass the chili."
607 Hitting the Floor after Falling. 3330 " Punishment delivered."
608 Little Bells that Tinkle 3331 " Bobbetttized!"
609 Little Bells that Tinkle 3332 " Stiffed"
610 Shot Gun Shells hit the Floor 3333 " He shoots! He scores!"
611 Machine Gun Shell hits the Floor 3334 " Spillage"
612 Shell hit the Floor 3335 " Sprayed."
700 Swoosh 3336 " Dog meat."
701 Unh 3337 " Bye, bye, now."
702 Ah, It's Stuck 3338 " Ripped 'em loose."
703 No Power 3339 " Beaten like a kirk."
704 Locked 3340 " Whipped and creamed."
705 I Need A Key 3341 " Snuffed."
706 Heavy Breathing 3342 " Spleen bit it."
708 Walking in Water 3343 " Vaporized!"
709 Underwater 3344 " Excellent!"
710 Scream - Short 3345 " Excellent!" (very fast)
711 Scream - Long 4000 One Step
712 Scream - Short 4001 Hammering
713 Scream 4002 Faster Hammering
714 Choked 4003 Cultist Criticism #1
715 Can't Breath 4004 CC #2
716 Ahhhh! 4005 CC #3
717 Cultist Dying
718 Scream
719 Scream of Someone Falling
720 Falling into Water