====================================================================== MAP EDITING FAQ V3.0 FOR BLOOD BY ARJAN VAN ROSSEN ======================================================================
New subjects and update on subjects are marked with * The subject marked with ** was provided to me by: Marcus Malden
CONTENTS
1 The main stuff 1.0 About this FAQ 1.1 But...I got Duke Nukem 3d...so i can make maps? Kind of!?! 1.2 About the author of this FAQ 1.3 How to contact the author 1.4 Where to get this FAQ 1.5 Updates on this FAQ 1.6 Important things
2 Starting with the editor 2.0 What do i need to have 2.1 Making a simple room 2.2 Joining sectors 2.3 Deleting sectors 2.4 Moving a ceiling or floor up or down 2.5 What you should NEVER do 2.6 Panning 2.7 Skys * 2.8 Shading 2.9 Slopes 2.10 copy textures 2.11 Coop, bloodbath and single player start positions 2.12 flipping a object * 2.13 how to place a enemy, weapon or ammo 2.14 enimie's that only appear at certain difficutly levels * 2.15 Sprites * 2.16 RX ID value * 2.17 TX ID value *
3 On to the good stuff 3.1.1 Making a vertical door/doom-like door * 3.1.2 Locking a door with a key 3.1.3 Locking a door with a swich 3.1.4 What are DATA1 to DATA4 in doors for 3.2 Sliding doors 3.3 Splitting doors 3.4 Swinging doors ** 3.5 Making water 3.6 Making a teleport 3.7 Moving sectors 3.8 Rooms over rooms 3.9 Glass 3.10 Moving floors 3.11 Level ending 3.12 phone 3.13 Elevator transports 3.14 Color lights 3.15 Light switches 3.16 Blowing up walls 3.17 Secret Areas * 3.18 Dropping down holes/room over room effect * 3.19 How to make translucent water * 3.20 Earthquakes * 3.21 Mirrors * 3.22 Machine guns in the walls * 3.23 Fire shooters in the walls *
4. Thank you and misc. 4.1 Thanks to *
================= 1. THE MAIN STUFF =================
1.0 About this FAQ Why did I decide to make this Map FAQ. That's simple. I got a request from Gameleader to make this FAQ because loads of people would like to make maps but don't have a clue how to. In this first FAQ I just give you the basic stuff. If you need help on a thing that is not in this FAQ than feel free to mail me
1.1 But...I got Duke Nukem 3d...so i can make maps? Kind of!?! So, you got duke. So do I. But a lot of important things have changed in this version of the build editor. Just a example. All the sector effectors are removed as well as the music and FX sprites. The basic is still about the same but the advanced stuff is a lot harder.
1.2 About the author of the FAQ Who am I. I am Arjan van Rossen A.K.A. avr. I made a few really good maps for duke nukem 3d and now i am starting on blood. For the record, I am 19 years of age and I Live in Leiden in the Netherlands. (which is in Europe for all you who don't know that). That's why there might be spelling faults in this FAQ. You can download some of my duke nukem 3d maps and or blood maps at my homepage which is at: http://www.geocities.com/TimesSquare/Arcade/2290
1.3 How to contact the author You can contact me by e-mail. Just mail to this address: v.rossen@tip.nl (please include the subject "mapfaq" without the ""'s)
1.4 Where to get this FAQ Well, hopefully everywhere, but for now it is on my page and on http://www.gameleader.com (as long as they don't remove it).
1.5 Updates on this FAQ If there are any updates you can get it on my page. Updates will ONLY be made if people like you are asking things. I'll include those in a update.
1.6 Important keys The 2 most important keys are ALT and F5 and ALT and F6. With ALT F5 you can change almost everything that has to do with rooms like water etc. ALT F6 changes the sprites.
1.7 What are sprites? Spites are objects, you can change them into anything, from a chair to a soundeffect. If you normaly want to change a sprite to a object, you need to point at the sprite in 3d mode and press the V key, you will now see a list with all the things you used so far, if you press V again, you will get all availeble art in the game. Because the list is so long, you can also use the G key to go to a the one you are looking for, if you know the number that is. (ie. sky is number 2500)
=========================== 2. Starting with the editor ===========================
2.0 What do i need to have So, you got blood. One the ORIGINAL cd there is a editor included under the name Mapedit.exe, this is the official editor used for the original game. Copy all the files for the editor into your blood directory!!!!
2.1 Making a simple room The editor has a 2d and a 3d working area. You will start of on the grid in the 2d editor. First thing that you need to do is move the cursor around. Use the Z key to zoom out of the grid and the A key to zoom in. With the L key you can toggle between grid locking on or off. With the G key you can choice the size of the grid. Now, press the spacebar, by pressing on a spot it will put a line from one point to the other. (press the right mouse button to move the arrow around. This is where you are in 3d mode Now make a square. Make sure you connect the last point to the first. Use the Backspace key if you want to remove a point now go put the mouse in the square you just made. and press the enter on the right side of your keyboard. So the small enter key right bottom corner. Well at least that's where it is on my keyboard. This toggles between 2d and 3d mode. Now you are in the room that you just made. Use the insert key to insert point in the lines Wow, you just made your first room.
2.2 Joining sectors If you draw another sector to the existing one, you will notice that there is a red line in between but you don't see it in 3d mode. To remove this line and thereby join the sectors, keep your cursor on the first sector and press J now put it on the second one and press J again. And that's it. Easy isn't it?!?
2.3 Deleting sectors To make this part short, press CTRL and Delete to remove a sector.
2.4 Moving a ceiling or floor up or down Go into 3d mode. Point the cursor at the floor you wish to move up or down and press page Up to move it up and page down to move it down.
2.5 What you should NEVER do This is VERY important, NEVER try do delete a sector by moving to corners to 1 point, this will cause the editor the crash when you go back to 3d mode or sometimes immidiately in 2d mode
2.6 Panning To align the textures, press CTRL and the numlock side numbers 2,4,6 and 8 to move the textures, use this SHIFT and 2,4,6 and 8 to make the textures smaller. Just using 2,4,6 and 8 will make the a lot smaller or bigger.
2.7 Skys If you put a sky texture (i.e. texture 2500) on a ceiling it looks all wrong this is easy to fix, just point at the texture and press P This is Parallaxing...very cool, looks like it goes on forever!! Important, unlike in duke...A sky in blood can only be one texture, if you change the sky texture somewhere in the map, all the other sky textures will change with it.
2.8 Shading Shading is very important for a map. To make a room darker, just press the - key. Use the + key to make it lighter again. Simple as that
2.9 Slopes Creating a slope is easy, in 3d mode press the [ and ] key to slope a floor or ceiling. If you hold down the SHIFT key while you slope, you will be able to make small sloping adjustments. With the CTRL key the slope movements will be somewhere beteen [] and SHIFT and []. To put a slope back to the original, so without any sloping in it, press \ key. To determen how in what direction to slope, aim at the side that needs to stay on the floor and press ATL and F
2.10 Copy textures To copy a texture on other walls just press Tab key in 3d mode while you point at the texture that you like to copy, press the main enter key to paste the texture on another wall
2.11 Coop, bloodbath and single player start positions This is actually very easy, this is one of the things that is easyer to do in Blood than in Duke Nukem 3d. Here's how: First place a sprite (s key), go in 2d mode if you are in 3d and aim at the sprite, press CTRL and F6 and change the type to: single player start (1) or bloodbath start (2). Now you have 1 start position. For coop, just put in enough single player starts for all the players, don't change the first start point, but with the 2nd you will need to change DATA1 to 1, at the 3rd change DATA1 to 2, and so on. Change DATA1 by pressing CTRL and F6 again and changing it. Press ENTER to confirm the changes. For bloodbath starts, do the same with the bloodbath starting points.
2.12 flipping a object You can flip a object or wall texture by pressing the F key, or you can also change it with the R key. F flips a sprite on X/Y axis, R makes it flat wall/floor sprites.
2.13 how to place a enimie, weapon or ammo This part has a big improvement over duke nukem 3d, just point at a spot in 3d mode and press ALT and S. Now you will get a little menu which enables you to pick out a weapon or a enemy.
2.14 enemy's that only appear at certain difficutly levels To determen at what difficutly level a enemy will apear, use the launch row. the number 1 to 5 is the difficulty level, if you only tick number 5 the enimie or item will only apear at difficulty level 5. By pressing 3, 4 and 5 it will apear at difficulty level 3, 4 and 5. S is for single player levels, B is for bloodbath levels and c is for cooplevels. T for Team-play
2.15 Sprites Sprites are used a lot in these kind of 3d games. You can change them into anything, from a sound effect to a object. Here are some of the basic button presses for sprites:
S = Put in a sprite, you can do this in 2d and 3d mode. V = Change the sprite to the object that you can select from a list. You can only do this in 3d mode V and V again = All availeble textures in the game Delete = to delete a sprite works in 2d and 3d mode B = Makes a sprite block you from walking trough it Works in 2d and 3d mode. (in 2d mode the sprite turns into a purple colour.
2.16 RX ID value This is used for almost everything in my section 3. Although i gave you numbers to put in as RX ID value, but the actual fact is that you can put in any number you like. The only thing you need to remember is that you can't use the same number twice in 1 map for more than 1 thing. Example: You can't give your Earthquake the same RX ID value in the same map as your swinging door. Also, you need to use sector numbers which are higher than 100. The best way to get a unused number is by pressing ALT and F5 on a sector, then go the the RX ID value and press F10, this will change it to the next unused number.
2.17 TX ID value The TX ID value is used to tell the computer what sector will trigger what effect. For example. If you give a sector a RX ID value of 100 and another sector the value of 101, and you want sector 2 (value 101) to trigger the effect, then you need to give the effect the TX ID value of 101. With effect i mean stuff like earthquakes, moving sectors and all the advanced stuff
======================= 3. On to the good stuff =======================
3.1.1 Making a vertical door/doom-like door First in 2d mode This is the first door you need to learn. It's a simple door that goes up and down. First make 3 sectors. Point at the door sector, and press ALT + F5. Now you need to insert the folowing stuff. TYPE = 600 (Z-MOTION) RX ID = Make up your own number, see 2.16 for details ON -> OFF BUSYTIME = 30 (make lower to make the door open quicker) ON -> OFF WAVE = 1 (LINEAR) OFF -> ON BUSYTIME = 30 OFF -> ON WAVE = 1 (LINEAR) WAITTIME = 30 TRIGER ON WALLPUSH NEEDS TO BE CHECKED (So the door will open when you push the spacebar)
Now in 3d mode put the door in the open position, point at the door and press ALT and F4, this will be the position when the door is open. Now close the door by pointing and pressing page down. Point at the closed door and press ALT and F3, this will be the closed position. To stop the side of the door (the wall) from moving with the door, point at it and press the O key. Give the door a nice texture and you are done! To include sound in your door, put a sprite in the door, go in 2d mode and change it to number 709. Now change the DATA1 to 106, DATA2 to 157 DATA3 to 106 and DATA4 to 157. You can change these data numbers as you want them to, test a bit with them. Note: to change a sprite, aim at it in 2d mode and press ALT and F6. In this case change Type to number 709. Data numbers are for audio numbers, you can hear a preview of the sound by pressing F10. A example map is included, just take a quick look at door.map
3.1.2 Locking a door with a key To lock a door so i can only open with a key, put the cursor on the door in 2d mode and Press ALT and F5, now go to key and these numbers are for the folowing keys 1 for skull key 2 for eye key 3 for fire key 4 for dagger key 5 for spider key and 6 for moon key To put in a key in the game, place a sprite somewhere and press Alt and F6 change type to: 100 for skull key 101 for eye key etc.
3.1.3 Locking a door with a swich First make a door, now insert put a swich on a wall somewhere and press ALT and F6 while you aim at the swich in 2d mode and change: Type: 20 TX ID: This number has to be the same as the RX ID value from the door. CMD: 8 Tick the box: Sent when going on Sent when going off Tick the box: Push To let the swich make a sound change: data1: 203 data2: 203
Don't forget, aim at the door in 2d mode and press ALT and F5, give the door a RX ID value the same as the TX ID value from the swich Also, press ALT F5 while aiming at the door in 2d mode and tick the box: Trigger flags: Locked
3.1.4 What are DATA1 to DATA4 in doors for I'll try to explane DATA1 to DATA4. It's actualy very easy to understand with door, DATA1 is the sound which the door makes when it starts to open. DATA2 is at the end of the door opening, should be a sound as if he stops opening. DATA3 is for when the door starts to close. DATA4 is at the end of the closing proces.
3.2 Sliding doors enclosed: SLDOOR1.PCX (SCREENSHOT 1) SLDOOR2.PCX (SCREENSHOT 2) Sliding doors are one of the things that are very hard to explain. But I will try, first take a look at the 2 screenshot, first draw number 1 and then put the 2 points together so that you get a result as in screenshot 2. Press ALT and F5 in the main door area and change the folowing: Type = 614 RX ID = 118 Off->on Busytime = 20 Tick waittime and change it to 30 On->off Busytime = 20 Now you need to point the new line that appears with the point to the door and the other end to the point where you want to door to stop closing. Make sure the small circle on the above the arrow is about half in the door.
Now point at the 3 lines (The 2 that go up and the one that is low and connects those 2 lines. Change the 3 lines by pressing ALT and F6 and change it to: TX ID: 118 cmd: 3 Sent when: Tick going on Tick going off Tick push
Now ain at those lines and on every on press the K button to make them a blue colour.
To insert a sound, put i a sprite at the big door space and press ALT and F6, change it to: Type = 709 Data1 = 106 Data2 = 157 Data3 = 106 Data4 = 157 When you don't understand it, write the question to: v.rossen@tip.nl
3.3 Splitting doors Splitting doors are made in the same way as up doors like in 3.1 Just make a door as in 3.1 and instead of pressing ALT and F3 while the door is on the floor, just let the door meet in the middle or where ever you want it to be closed. Also don't forget to change the open position by pressing ALT and F4 on the point where you want the door to be when it is open.
3.4 Swinging doors To make a swinging door, make a sector in a sector (ALT-S) in 2D Mode. Make the walls of the door blockable (B), or the player may have a jump effect. Go to the 3D Mode now and raise its floor to the height of the door. Add some textures. Go back to 2D mode and move the verticles of the door sector to the wall where the door should be. Do not add verticals to the wall, only drag the door's verticles around. Press ALT-F5 and give the door sector the characteristics: Type = 617 State = OFF OFF->ON Busytime = 10 ON -> OFF Busytime = 10 (time the door takes to go from one state to the other) Trigger: Wallpush A sprite will appear (#5 Axis Marker). If you already have a swinging door in the same sector, the sprite will appear exactly where the old one is. It seemed to me that there is an error in Mapedit in the way that the sprite with the higher number now refers to the old door and the sprite with the lower number is for the new one, but test this out. This is the turning point of the door. The direction the door is turning can be set with the Axis sprite, as well as the turning radius. Think of the '3' on an analog clock as the base for all further orientations. If you orientate the sprite that it looks upwards from a line between 9h and 3h, the door will turn counter-clockwise. If it points downwards from that line, it rotates clockwise. If you make the Axis sprite look exactly up (12h) or down (6h), the radius will be 90 degrees. If you point it to 5h, the door will turn clockwise by about 60 degrees; if it points to 10h, it rotares counter-clockwise by about 240 degrees. So - always have an analog clock in sight when building swinging doors. Pointing the Axis Sprite to 9h and to 3h seems to do simply nothing. The Axis Sprite does not need to be edited, all can be done from the door sector. The STATE of the door sector means if the door should start as drawn on the map (OFF) or in the other position (ON). So you can have closed doors at startup by either drawing them in closed position and set the Statebit to OFF or drawing them opened and turning it ON.
3.5 Making water Making water is one of the easy things to do once you know how. First make 2 sectors of equal size. 1 Will be the underwater side, the other the upperwater side. now go in 2d mode and press the S key on both of the sectors on the SAME spot. This way you insert a sprite. Point at the underwater sprite and press ALT and F6 and change the first option to lowerwater (= 10) and change data1 to a unique number, like 23 or 1 or 98 or something. As long as you don't use it twice for different things. Now point at the underwater sector and press ALT and F5, change Wave to 2 (slowoff) and tick the underwater box. On to the upperwater part, point at the sprite and press ALT and F6. Change the first option to upperwater (= 9) and change data1 to the same number as you used for the underwater part. Make sure the lowermatter sprite is on the top of the sector by pressing CTRL and Page up while in 3d mode and pointing at the sprite. Put the upperwater sprite at the bottom with CTRL and Page down. Please note: At the time of writing there are a lot of errors in the game. You need to make the sectors not to small or you will get a floating effect in the game, so to be sure make it big and test it a lot. The usual water texture is #2915
3.6 Making a teleport Making a teleport is again, not very difficult, you just need to know how Make to equal size sectors. Press ALT and F5 and enter the folowing things in one of the 2 sectors: Type = 604 click the box: sent at on click the box: sent at off busy time = 1 (only at sent at off) trigger on: Enter
Now on the other sector you need to enter these things: Type = 604 state: 1 on Trigger on: Enter
When you have done this, and you try to enter the teleport you will be killed so what you need to do is to determen where you are teleported to. This is easy, after putting in the information above, a small circle thing comes in the sector which you can drag around by pressing and holding the left mousebutton. Drag it to the other sector, do the same with the circle in the second sector and drag it to the first. And that's all there's to it.
3.7 Moving sectors Moving sectors are like the boat in E2M1, They go from one part in the level to another in a rater slow speed. Unlike the subway in duke, these sectors not can go around in circles. How to make one. Make a sector that will move in another room. In 2d mode put your cursor in the sector and press CTRL and F5, now enter this: Type = 616 RX ID: 115 State = 1 ON -> OFF Busytime = 255 OFF -> ON Busytime = 255 Now a circle will apear in the sector, put the mouse cursor on it, while holding the left mouse button, drag the object to the point where you want the sector to move to, you will now have a line indicating the way the sector will be moving. And that's it. If you want to sector to start moving as soon as you step on it, click the box: Trigger on: Enter. If you want the sector to start moving when you get off the sector, click the box: Trigger on: Exit The moving sector is also used for the airplanes that fly over in E2M2.
3.8 Rooms over rooms To make a room above another room, first make a room, make a something that goes up like stairs. At the end draw another room. Now when you make one hole you can let the rooms look at each other by making a square in both sectors and put in the upper room a upperstack sprite = number 11, and a lowerstack = number 12 sprite in the lower area. Now there should be a hole in both the rooms where you can look at the other room. Make sure the upperstack sprite is on the ground and the lowerstack sprite is against the roof. For a example, look at my map mansion, in that map, you can view outside into the same area as you can from the ground.
3.9 Glass To make glass, you will need to press the M button on a red line change it to texture 266. Then press the T key twice to make it nicer. Press B, then CTRL H, while you aim at the glass in 2d mode Now, to make it break when you shoot at it, press ALT and F6 and change the folowing stuff: Type = 511: Gib Wall Tick the box: Trigger at Vector and change data to: 11 And that's it. The example map for the subject is glass.map
3.10 Moving floors Moving floors like with the train in episode 1 where you appear to be moving while you actually stay at the same spot. This is not as hard as it seems. First make a sector that will move, Press ALT and F5 while you point at floor. Now go to FX... and press enter. In this menu, change motion FX: Speed = 255 (this is the speed it goes in the train level. You can always make it slower or faster, just change the number.) angle = 512 (this is the angle the floor will be scrolling, 512 is down, like in the train level) Tick these 3 boxes: Pan floor (this is so that the floor will move) Pan always drag Windvel: needs to be the same number as speed. Windang: needs to be the same as angle. Damage type: 3
3.11 Level ending How to make a level end? Just folow these simple things. First, the sprite number you need to put in is number 318. Now, point at the sprite in 2d mode and press CTRL and F6, now change: Type = 20: toggle swich TX ID: 4 cmd: 1:on Tick Sent when going on Tick Push and Tick Dukelockout Change data1 to 200 Change data2 to 200 Now press enter to confirm That's all
3.12 Phone How to make a phone ring when you press the spacebar. Make your phone, now aim at the red line in 3d mode, which is in the front of the phone and press ALT and F6. Change: TX ID: 181 cmd: 3:toggle sent when: Tick the box going on Tick the box going off Tick the box Triger on Push
Now place a sprite in the sector of the phone and press ALT and F6 while aiming for the sprite, now change: Type: 708 RX ID: 181 Data2: 367 That's it
3.13 Elevator transports First make a sector, just a room, now attach a room to that room. This new room will be you elevator. Now, when you aim at the floor and/or ceiling, and press page down or page up you will see the floor go up or down. Use this to put the lift in the position where it should end. So go down or up with the floor or the ceiling until you think it is a good position for a stop. Now, draw another sector which is also attacht to the lift and this is going to be another room.
Now you have 3 sectors, 2 rooms and a lift sector. Now aim at the elevator in 3d mode and press ALT and F4, this is to point out the stop point. Now put the elevator back where you started and make it look like how it is going to start. Press ALT and F3 while you point at the elevator in 3d mode. Now, go into 2d mode and aim at the elevator sector. Press ALT and F5 and change: Type: 600 Tick the box Interrubtable off -> on Busytime = 15 wave: 1 on -> off busytime = 15 wave: 1 Tick the box Push and Tick the box Wallpush
Now if you want to elevator to make sound, place a sprite in 2d mode (s key) and press ALT and F6 while you aim at the sprite. Change: Type: 709 data1: 105 data2: 153 data3: 105 data4: 153 Now give the whole thing a cool texture and your done.
3.14 color lights To make lights in different colors, aim at the sector, press ALT and F5 and goto FX... now Tick the box: More lighting: Color lights and change Ciel pal2 for the ceiling, floor pal2 for the floor to: 1 = very bright color white 2 = green 3 = blue 4 = white 5, 6 and 7 = 3 different colors red 8 and 9 = 2 different colors yellow
3.15 Light switches Making a light switch is a lot of work for such a small object. First make a room that will light up when the switch is used. Make it darker as how it should be when the switch is off. Now place 3 sprites, 1 on the wall which will be our switch and 2 against the ceiling. aim at the 2 on the ceiling and press the R key twice to make them flat. now aim and press CTRL and pageup to put them on the ceiling and change them into a light graphic. Now first we will do the light switch, give it the correct graphic (= 1078) and press ALT and F6 in 2d mode while you aim at it. Change: Type: 20 TX ID: change this to a unique number (which has not been used in this map, use F10 to give it the next unused ID number cmd: 3 Sent when: going on (tick this box) going off (tick this box) Triger on: Push (tick this box) Data1: 207 (for the sound) Data2: 207 (for the sound)
Aim at the sector where everything is in and press ALT and F5, now change RX ID: Make it the same as TX ID from the light swich off -> on busytime: 2 FX...: wave: is only used when you want the light to go on and off as if the light is broken. (best used wave 9) amplitude: how higher the - number the lighter the room will get, to make a lightswitch start on, so the room is light, and you want the room to become dark then make it a + number freq: the amount of flashes before it goes out (by a broken light) always tick these 3 boxes: floor, ceiling and walls
Now aim at 1 of the sprites and press ALT and F6, now change it to: type: 416 RX ID: 130 TX ID: 132 cmd: 3 Tick the boxes: Sent when going on Sent when going off Change: Data1: 7 Data2: 13 Data4: 300
Now aim at the other sprite and press ALT and F6 again, now change: Type: 21 RX ID: 132 TX ID: 130 cmd: 3 Tick the boxes: Sent when going on Sent when going off Vector Impact 1 shot And that's all. If this is all to hard for you then take a look at light.map
3.16 Blowing up walls Blowing up walls is used a lot in the game. Sometimes a whole side of the building gets blown to pieces. Here is how to do it in your map. First make a sector and determen what wall you want to blow up...or make a hole if you want to blow a hole in the wall. Now in 2d mode aim at the sector which will blow up. Press ALT and F5 and change: Type: 600 RX ID = This number needs to be different for everything in your map. Just make up a number. Tick the boxes Trigger flags: 1 shot change: OFF -> ON busytime = 1 OFF -> ON wave = 1 (linear) change: ON -> OFF busytime = 1 ON -> OFF wave = 1 (linear) Go into 3d mode and press at the hole and press ALT and F4. Now close the hole or wall and aim again and press ALT and F3. This will set how the hole will look before and after the blow.
Now, place 2 sprites on with the hole, 1 inside and 1 in front of the wall against the wall. Change the sprite in front of the wall by holing the cursor on it in 2d mode and Press ALT and F6. Now change: Type: 408 TX ID: Needs to be the same number as RX ID of the hole. cmd: 1 Tick the box: Sent when going on Sent when going off Now change the sprite into a crack by pressing V twice and 3d mode while you aim at the sprite, now search the correct picture and press enter
Aim at the other sprite and press ALT and F6 again. Now change: Type: 416 TX ID: Needs to be the same as the RX ID of the hole. cmd: 1 Tick the box: Sent when going on Sent when going off Tick the box: Trigger on vector Tick the box: Trigger flags: 1 shot
Now to add some extra explosions to it: Add a couple of sprites. Change them to: Type: 459 RX ID: The same number as the hole waittime: Set how long to wait before they explode, set them at diffrent numbers for a cool eplosion. Or surprise the player by delaying one?!? Examle is crack.map
3.17 Secret Areas To create a secret areas, change to folowing by aiming at the sector in 2d mode and press ALT and F5. Now change: Tick the folowing boxes: Trigger on: Enter off -> on: Send at on Dudelockout (so the monsters can't trigger the secret area) 1-shot (so you can only trigger it once) Change: Cmd: 64 TX ID: 2 Or take a look at secret.map
3.18 Dropping down holes/room over room effect It is possible to make rooms look above each other while the actualy are somewhere else on the grid. First make 2 rooms, make a hole in both of them, 1 in the ceiling and in the other room, the hole has to be the same size and in the floor. Now, put texture #504 in both the holes. Put in a sprite in the first hole on the floor and change it to: #11 (upperstack). Aim at the sprite in 2d mode and change: DATA1 to a unique number, which is not yet used in the map. Now aim at the sprite in 3d mode and make sure it is on the floor. Go to the hole in the ceiling and press S again in 2d mode to put in a sprite, change this sprite to #12 (lowerstack). Aim at the sprite in 2d mode, press ALT and F6 and change it to that number, also change DATA1 to the same number as the upperstack. Also, make sure the sprite is against the ceiling. Now, when you look at it in the game, you look from one room into the other. Very cool effect.
3.19 How to make translucent water This is water where you can look and see what's underwater. Very simular to rooms over rooms. First make the rooms over rooms part, now don't use upperstack and lowerstack, but use upperwater and lowerwater. Then put a sprite in the middle and press R twice to make it flat and change it to the water sprite. Now aim at it and press B so it won't block you from going trough. Next aim at the sprite and press T twice so you can see trough it. Do this with the upper and the underwater section. Now the only thing you need to to is adjust the size of the sprite by using the 2, 4, 6 and 8 key on the Right side of the keyboard. You can take a look at trwater.map if you need a example And that all theres to it.
3.20 Earthquakes Earthquakes are easy to make and give a nice effect if you use some hidden explosions. Here is how to make a earthquake: First make a sector that is going to change in the earthquake, can be more than 1 sector. Aim at the sector in 2d mode and change: Type: 600 RX ID: Give this a unique number, 1 that has not been used in this map. OFF -> ON Busytime: 4 (you can change this number, the lower the number, the faster the earth will move down or up.) wave: 1 ON -> OFF Busytime: 2 Wave: 1 Tick the box: 1 shot
Add a sprite somewhere outside the area that is going to be the earthquake. Change it to: Type: 19 RX ID: Again this has got to be a unique number DATA1: 700
Now, to add some sound to your quake, insert a sprite in the earthquake area and change: Type: 709 Data1: 66 Data2: 265
if you want some explosions, add sprites on the points where you want the explosions and change them to: Type: 459 RX ID: The same number as the earthquake area waittime: Set how long to wait before they explode, set them at diffrent numbers for a cool eplosion.
3.21 Mirrors Mirrors are in fact the most easy thing to make. In duke they where a lot of work, so i think you will like the blood mirrors a lot. Just make a sector that will be your mirror, can be a part of the wall. Or the whole wall, or whatever you want. Now give that part texture #504. Use V key and V key again to choose the correct texture. Next time you start the game there will be a mirror. A tip. You can not let a mirror "see" another mirror, that causes a very strange effect, which you do NOT want to happen.
3.22 Machine guns in the walls (example map = machgun.map) A very cool feature that enables you to put in traps, like machine guns suddenly fire at you.
First make a swich that starts the machine guns. Press ALT and F6 while you aim at the swich in 2d mode, then change: TYPE: 21 TX ID VALUE: Same as RX ID value from the machine gun. cmd: 1: on click the box: Sent when going on Waittime = 200 click the box: Trigger on push
Now place a sprite somewhere from where you want the machine gun to fire. Change the sprite to #2178 Aim at it in 2d mode and change: TYPE: 413 RX ID value: Same as the TX ID VALUE from the swich busytime = 60 (you can change this to whatever you want.) waittime = 100 (change it to how you want it. See what effect you like) DATA1 = 250 (this is just for the sound)
3.23 fire shooters in the walls A very cool feature that enables you to put in traps, like fireballs suddenly fire at you.
First make a swich that starts the shooters Press ALT and F6 while you aim at the swich in 2d mode, then change: TYPE: 21 TX ID VALUE: Same as RX ID value from the shooter. cmd: 1: on click the box: Sent when going on Waittime = 200 click the box: Trigger on push
now to add the shooters, insert a sprite where you want the shooter. Change it to texture #795, and keep pressing - key untill it is completely black so it looks like a hole now press ALT and F6 in 2d mode and change: TYPE: 703 RX ID value: Same as the TX ID value of the swich. Busytime = 60 waittime = 100
====================== 4. THANK YOU AND MISC. ======================
4.1 Thanks to: I would like to thank Marcus Malden for all the he has put into checking my FAQ and supplying me with some great stuff i did not know. You can get a hold of him on this e-mail address:
Thanks to Gameleader for putting up with all my questions, all the time.