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| """""" /\ \ Unofficial Map Edit FAQ

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

Written and Compiled By Mark Dickneite

Unofficial Blood Map Edit Faq

http://

 

 

 

 

 

 

CONTENTS:

1. Legal/Informitive Stuff

1.1 - About this FAQ

1.2 - About the Auther

1.3 - About Blood MAPEDIT

1.4 - Printing Information

1.5 - Disclaimer

2 - TUTORIALS

(*=NOTE--skip if you've used BUILD for duke3d and have a basic

knowledge of it)

2.1 - Creating a Simple Sector*

2.2 - Shading/Parallaxing/Panning/Tilting*

2.3 - Doors

2.3.1 - Doom Style Doors

2.3.2 - Sliding Doors

2.3.3 - Double Sliding Doors

2.3.4 - Swinging Doors

2.3.5 - Double Swinging Doors

2.4 - Conveyer Belts/Water Current

2.5 - Destructable Walls

2.6 - Elevators/Lifts

2.7 - Sector Stacking

2.8 - Breakable Glass/Windows

2.9 - Earth Zombies

2.10 - Moving Sectors (ie--sliding bookcase)

2.11 - Rotating/Revolving Sectors

2.12 - Crushing Sectors

2.13 - Teleports <not done>

2.14 - Vehicles/Ice Burgs <not done>

2.15 - Flashing Lights <not done>

2.15.1 - Colored Flashing Lights (DISCO!) <not done>

2.16 - Damage Sectors <not done>

2.17 - Earth Quakes <not done>

2.18 - Multi-Player start positions <not done>

2.19 - Doors with Keys <not done>

2.20 - Switches/Buttons <not done>

2.21 - Water <not done>

2.22 - See through (clear) water <not done>

2.23 - Sounds <not done>

2.24 - Playing your User map <not done>

2.25 - Blood Bath Level Editing Tips/Hints <not done>

3 - Utilities

3.1 - Blood Mapedit Utility <not done>

3.1.2 - Troubleshooting <not done>

3.2 - Blood Extracting Utility <not done>

3.3 - Blood Artedit Utility <not done>

3.4 - BUILD to Blood Utiltiy <not done>

4 - Reference

4.1 - Mapedit Keys <not done>

4.2 - Artedit Keys <not done>

5 - "Thank You's" and ending stuff (kinda neat) <not done>

 

 

List of tutorial Maps included in ZIP file: <not yet complete>

doomdoor.map

blowwall.map

crush.map

floormuv.map

lifts.map

revolve.map

swdoors.map

teleport.map

water.map

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

 

 

 

1.1 - This FAQ is written because of the shear demand for knowledge of the Blood Mapedit utility. It is designed to be a quick and easy reference manual for all the little gimmiks and quirks not explained with the map edit utility. This will also help speed up the process of User-made maps getting out onto the web. I hope it helps, and Enjoy!

 

1.2 - My name is Mark Dickneite. I am a Blood enthusiast and enjoy editing my own maps. Although far from perfect, I have made this FAQ to give you easy reference for mapedit. If you enjoy it, and find it useful, you may donate any amount of money to my cause! Send all money to:

Mark Dickneite

Thank you!

 

1.3 - Mapedit is a utility designed by the makers of Blood, Monolith, to help retain Blood's essence by providing a way for the player to make the game! It is really quite a great utility. It is based on the BUILD Editor for Duke Nukem 3D but is enhanced with other great stuff! You will find that it is easy to use and soon, with any luck and a little perserverience, you will be making maps as good as the pros!

 

1.4 - This document was designed with printing in mind. Please, for a check, print one page out, adjust settings (if needed) and print again. It should be right, however. Thank You!

 

1.5 - Ok. Now for the legal stuff.

Licence - This document is licenced to Mark Dickneite. It may, in no way, be altered, taken credit for, or plagurized by anyone but the auther. You may distribute freely at your discretion as long as proper credit is noted about the auther. This means, "No claiming as your own!". Further up-dates on this FAQ requires that I spend more time. To do so, I will need to be funded, so PLEASE, if you can spare some change or a buck or two, please send it. It will be much appreciated and your name will be listed in this faq! By viewing this FAQ you agree to all of the above.

 

2.1 - Simple Sectors

This section should be for beginners only, (unless of course you've been brainwashed by some geek and can't remember anything about BUILD for Duke). If you haven't used BUILD before, please go through this section before proceeding. It is the first building block in becoming a good map editor. Ok. Let's begin. First, start up Map edit.

You will see a grid, a cross (your curser) and various other things. What we are going to do first, is create your first sector. First, position the curser somewhere on the screen. Press the SPACE BAR and 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. Do this until you have the sector shaped to your liking, eventually ending on your first point. Now, position your curser inside the sector and click the RIGHT MOUSE BUTTON. A white arrow will now have appeared where you clicked. Now, your done with your SIMPLE SECTOR. To check it out, press the ENTER key on the KEY PAD. This will bring you into what is called 3D mode. This is where you will edit alot of your stuff. Lets try. First, put the curser on a wall. Press the V key. There will be a texture put up on the screen. Now press the V key again. The entire list of texture's will now appear. You will notice that the textures a bit big. To fix this, press the * key on the KEY PAD. To make the textures bigger, press the / key on the KEY PAD. You can also go straight to a number by pressing the G key to go to the number. Ok, choose a texture to fit your needs, and press the LEFT ENTER, not the ENTER on the key pad. This will change the wall to that texture. It will take time and practice to find what textures will look good on what things. Now change the floors, ceilings and other walls to textures of your choice using the same method. If you have, say, an 8 sided room, and you want all the walls to be the same, simply put the curser on the wall (still in 3D mode) and press TAB. This will copy the texture of the wall and all of the walls attributes (we will get into this later). Now, put the curser on another wall that you want to be that same texture and press the LEFT ENTER KEY. This will paste the texture and all of the walls attributes. Ok. Now you will also notice that the ceiling is too low. Put the curser on the ceiling and press the PAGE UP KEY to raise the ceiling by increments. You may also press PAGE DOWN KEY to lower. This also works on the floor. Now your done, completely, with your first, simple sector. Practice this for awhile until you feel comfortable to move on. For info on playing your user map, look in section 2.23.

 

2.2 - Shading/Parallaxing/Panning/Tilting

This section should also be skipped if you have had experience with BUILD before. First, we will learn how to shade a sector. This is easy. In 3D mode, point the curser at a wall/floor/ceiling and press the - key on the KEY PAD. This will darken the area that you have just done this on. You can also lighten an area by pressing the + key on the KEY PAD.

Parallaxing is just as easy, only there are more rules to doing it. You can only select certain textures to be parallaxed. These include numbers 2500 and 3500 and some others. Once you have selected a texture (this is for the ceiling of course) press enter. You will see that the texture on the ceiling looks very bad. Press P on the texture to fix this. You will now see that you have a sky looking texture.

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 curser at a wall (in 3D mode)holding CTRL (control) and pressing the 2, 4, 6, or 8 key's on the KEY PAD. If you want to pan by smaller increments, hold down the SHIFT KEY as well as CTRL when pressing the numbers. If you want to stretch a sector, point the curser at a wall (in 3D mode) and press the 2, 4, 6, or 8 keys on the KEY PAD. To stretch in smaller increments, hold downt he SHIFT KEY while press the numbers.

Tilting a floor or ceiling is easy, but takes time to perfect. Point the curser at the floor/ceiling and press the [ or ] keys. You will notice that the floor/ceiling tilts. To make it go by smaller increments, hold SHIFT while press [ or ]. If it is tilting the wrong way, press ALT-F on the floor/ceiling to make it tilt the other direction.

 

2.3 - Doors

2.3.1 - Doom style Doors

Doom style doors are the easiest and aren't too fancy. Here's how. First, create 2 sectors seperated by a wall. Create an opening in the wall so it looks like there is a door way there.

|----------| |----------|

| |_| | Sector B is our door with sectors

| A B C | A and C being the rooms. Look at

| |^| | doomdoor.map for more help.

|__________| |__________|

Now, go into 3D mode and give everything nice textures. Go back into 2D, put the curser in the door sector and press ALT-F5. This will bring up a menu at the bottom of the screen. This is what makes Mapedit Different from build. Change the following:

-TYPE 600: Z MOTION

-Add TRIGGER FLAGS (such as INTERUPTABLE)

-In the OFF->ON section, change the following

-BUSYTIME is how long it takes to perform the operation (door moving. Change this to whatevery you want. 8 is a good number.

-WAIT TIME is how long you want the door to stay open before auto closing. Check the box next to it by pressing the SPACE BAR. Change this to your liking as well. 40 is a good number.

-Change the WAVE to 1: LINEAR

-In the ON->OFF section, change the following

-BUSYTIME (usually same as OFF->ON busytime--change at will)

-WAIT TIME (usually not used with this door, but when used with the previous wait time, will keep the door auto closing and opening)

-Chang the WAVE to 1: LINEAR

-Change the TRIGGER ON to WALLPUSH (when player presses space on the wall, the door will open.

-You probably want the door to crush the person if they are under it when it closes, so check the box next to CRUSH.

Now that you are done with the hard part, go back into 3D mode. Find your door sector. Lower the ceiling of the door sector to the height that you want to door to be when it is open. With the curser on the door sector (still in 3D mode) press ALT-F4. This will tell the game that this is the open position of the door. Now, lower the door until it touches the floor. Press ALT-F3 on the door. This will mark the closed position of the door. Now your done! Add sounds, section 2.23, and you have your first, working doom style door!

 

2.3.2 - Sliding Doors

Making sliding doors takes time and practice but is a very neat effect when used properly. First, make 2 sectors with a wall dividing them like above on the doom style doors. Insert 4 points on one side of the door. Take the 2 points in the center of and pull them back so that the door side now looks like a "U" (kinda, look at the map example for help). On the back wall of this "U", highlight the wall (move the curser over the wall so that it is blinking) and press the "K" key. This will turn the line BLUE. With the line still highlighted, press ALT-F6 to bring up the menu. Change the following:

-Change the TX ID to a unique number being of anything 100 or above

-Change CMD to 3: TOGGLE

-Check the box for TRIGGER ON: PUSH

Now insert 2 more points on this line. Pull both of these points forward so that you overlap the other lines (you are pulling the back wall of the U forward keeping it the same width. Look at the example map for more help). Put the curser in the door sector and press ALT-F5 to bring up the menu. Change the following:

-TYPE 614: SLIDE MARKED

-Same as your Blue line's TX ID

-Check the boxes GOING ON and GOING OFF

-Give it TRIGGER FLAGS, BUSYTIME, and WAIT TIME

-WAVE 1: LINEAR

-Press ENTER

Now you will notice that a sprite has appeared. It will look like a blue arrow. Drag the arrow part of the sprite and put it on the BLUE line. Make sure that the very tip of the arrow is on the BLUE line. Take the tail end of the sprite and put it on the opposite wall of the door. And now, your done!

 

2.3.3 - Double Sliding Doors

Once you have done the single sliding doors, this is a snap. Go about making your 2 sectors that are split by a wall with an opening for a door. Make this opening a bit wider so that 2 doors will look good. Do the exact same thing you did for one sliding door to one side of the door opening. On the other side, do the same thing except when pressing the K key on the back wall, press it 2 times instead of one time making the line green. Add the same menu options to this wall as well. Bring the lines forward just like the single sliding doors (I told you this is easy!). Give the sector the same options as well. When the arrow sprite appears, however, don't do the same thing. Position the arrow part of the sprite DIRECTLY on the BLUE line. Take the tail end and place it in the exact center of the door. This will say that this is where both doors will meet. Now your done!

 

2.3.4 - Swinging Doors

These are the regular doors that we find in our homes. Quite easy to make, hard to explain. I will try anyways. Make the regular door layout--two sectors with a door sector in the wall which splits the sectors. Now, make another sector (with red lines) jutting out from the side of the door.

|---------------| |--------------|

| | | |

| ____| | | Sectors A and D are the rooms,

| |_B_|_| | Sector C is the door space, and

| | sector B is the door.

| A C D |

| |-| |

| | | |

| | | |

|---------------| |--------------|

(look at the example map for further instruction)

Go into 3D mode and raise the door to your desired height. Go back into 2D, put the curser in the door sector and press ALT-F5 to bring up the menu. Change the following:

-TYPE 617: ROTATE

-Add TRIGGER FLAGS, BUSYTIME, and WAIT TIME

-TRIGGER ON: WALLPUSH

-Press ENTER

After pressing ENTER you will see that a sprite has appeared. Place the sprite on the pivet point of your door. Angle the sprite either up or down--up making the door turn clockwise and down making the door turn counter-clockwise. You can angle the sprite using the < or > keys. Now your door is done!

 

2.3.5 - Double Swinging Doors

These are kinda hard to remember how to do, so refer to this FAQ for help on Double Swinging Doors often. First, make your two sectors with the wall and a door space. Do exactly how you did for the single swining door except add a second door on the opposite side. Go into 3D mode and raise the doors up to the desired height. Back in 2D mode, highlight one of the sides of one of the doors (one of the two longer sides) and press ALT-F6 to bring up the menu. Change the following:

-Give it a unique TX ID

-CMD 3: TOGGLE

-Check the boxes for GOING ON and for GOING OFF

-TRIGGER ON: PUSH

-Press ENTER

Do the same for the other side giving it the same TX ID. Repeat the process for the other door giving the sides the same TX ID as the first doors sides. Put the curser inside one of the doors, press ALT-F5 and change the following:

-TYPE 617: ROTATE

-The RX ID should be the same as the wall's TX ID

-CMD 3: TOGGLE

-Check the box for Send at ON

-Set BUSYTIME's and WAIT TIME's

-WAVE 1: LINEAR

-Check the box for Send at OFF

-Press ENTER

A sprite should have appeared now. Take the sprite and move it to the pivet point of the door. Angle the sprite the way that the door needs to turn. This time, to angle the sprite, use the [ or ] keys. DO NOT USE THE < OR > KEYS! This will prevent the doors from swinging through the wall. Repeat the same operation with the other door and you'll be finished! See, that wasn't so bad...

 

2.4 - Conveyer Belts/Water Current

This is pretty simple. First, create a sector. Then, add a smaller sector inside this sector that will be your conveyer belt (we will refer to it as a conveyer belt but you may also change this to a water current). Raise the sector up a couple of notches (or down--what ever you want). In 2D mode, place the curser in the conveyer sector and press ALT-F5 to bring up the menu. Change the following:

-Go to FX... and press ENTER

-Go to MOTION FX and change the following:

-Speed to something like 50 (you can change it to what you want)

-Change the ANGLE to whatever angle you want it to move. This can be done by pointing the white arrow that you move around with the direction that you want to move. Then, down in the bottom left-hand corner, there is an X number, a Y number, and then your angle. Use this number for the angle of your conveyer belt.

-Check the boxes for PAN ALWAYS, PAN FLOOR, and DRAG

-Press ENTER

Check it out! The floor should be moving. Your done!

 

2.5 - Destructable Walls

Your just gonna have to follow with me on this one, its quite a booger to explain. First, make 2 sectors seporated by a wall. Divide up a section of the wall to be the blown out place. Inside that section divide up some other sections--you know, make them jagged and broken looking. Go into 3D mode and make it look like the hole has already been blown in the wall. Go back into 2D, put the curser in one of the broken out sectors and press ALT-F5 and change the following in the menu:

-TYPE 600: Z MOTION

-Give it a unique RX ID number

-Press ENTER

Repeat this process for the other sectors that will be blown out giving them the same TX ID number. Now, go into 3D mode and insert the CRACK SPRITE (number 1127) DIRECTLY ON THE WALL! Size it up, maybe make it transparant. Go back into 2D mode, put the curser on the crack sprite, press ALT-F6, and change the following:

-TX ID should match the blown out sector's RX ID

-CMD 1: ON

-Check the boxes for GOING ON and GOING OFF

-Press ENTER

While still in 2D mode, insert a sprite. Highlight the sprite, press ALT-F6 and change the following:

-TYPE 459: HIDDEN EXPLODER

-Change the RX ID so that it matches the walls RX ID

-Change the WAIT TIME. This will be the timer for the bomb. If you want them to blow up at different increments, change the WAIT TIME's

-Press ENTER

Repeat this operation for any other Explosions that you want. Now, go back into 3D mode and mozy on over to where your hole in the wall is. Make sure it looks the way you want it to look when it is blown out. Now, on EACH sector that you are going to have blown out, press ALT-F4 in those sectors. It is important that you do this in EACH and EVERY ONE OF THE SECTORS! Now that you've done that, raise each of the sectors of the hole so that the wall looks like a regular wall. On each of the sectors press ALT-F3. Put some dynamite somewhere in the level, and your done!

 

2.6 - Lifts/Elevators

These are a breeze. All they are, are doom doors that you stand on. Very simple. First, make 2 sectors seperated by an elevator shaft. Raise one of the sectors up quite a bit higher than the others. Give everything nice textures. Now, go into 2D mode, place the curser inside the elevator shaft sector, and press ALT-F5 to bring up the menu. Change the following:

-TYPE 600: Z MOTION

-Add BUSY TIMES and maybe some WAIT TIME

-Under TRIGGER FLAGS check the boxes for PUSH and WALLPUSH

-Press ENTER

Go into 3D mode and raise your elevator 1 or 2 notches so that the people will know that it's an elevator and not just stand there like a dumb @$$ waiting for something to happen. With the elevator in the position you want it to be, press ALT-F3. Raise the elevator to the height that you want it to be and then press ALT-F4. Now your done!

 

2.7 - Sector Stacking

This is a MAJOR improvement over the BUILD editor for Duke Nukem 3D. This allows you to put one sector directly over another sector and be able to see both at the same time! Very cool....don't get discouraged because at first this is hard, but I swear to you, it will get easier! To start, make a sector. Right now, we are making the bottom level, so don't make a sky (you will understand later). Now, divide the sector in half with ONE line (should be red). This will be our odd looking deck. Go back into 3D mode,lower the half that you want to be the deck, but don't lower it all the way to the ground. Just lower it a couple of notches. Give the deck whatever textures you want. On the OTHER half of the map, give the ceiling texture number 504. You WILL NOT be able to see this when you play the game. Go back into 2D mode and place a sprite somewhere on the half of the map that is not the deck. Highlight the sprite and press ALT-F6 to bring up the menu, and change the following:

-TYPE 12: LOWER STACK

-Press ENTER

Easy so far, huh. Go into 3D mode and find the sprite. Put the curser on the sprite and press CTRL-PAGE UP (you can also do this manually, but it is easier this way). This will put the sprite directly on the ceiling. Now, go into 2D mode, put the curser outside of your sector. Press and hold the RIGHT ALT KEY. this will create a green box that moves with the curser. Drag the green box to that it totally surrounds your sector (both halves). Release the ALT key and there will be a bunch of green lines in the sectors. Put the curser in the sector and press the INSERT key to copy it. Now, click on the sector and drag it somewhere so that it doesn't touch the original. Once you have found a spot, press the RIGHT ALT KEY again to paste it. Go into 2D mode and you will notice that it is an exact replica of the other sector. Now, while still in 3D mode, change the ground of the half that is NOT the deck (keep the same side the deck) into texture 504. Change the ceiling to whatever you want (both sides). On the side that is the deck, change it to the correct texture (same as on the other deck so that it won't look strange). Go back into 2D mode and find the sprite that says LOWER STACK. Highlight the sprite and press ALT-F6 to bring up the menu and change the following:

-TYPE 11: UPPER STACK

-Press ENTER

Go back into 3D mode and find the sprite (it may be hard to see because It may be in the ground alot of the way and only the tip may be showing but go to the general area and look). Put the curser on the sprite and press CTRL-PAGE DOWN. This will lower the sprite directly to the ground (you can also do this manually). Now, save and your done! To make more than one set of stacked sectors, just change DATA 1 on both the UPPER STACK and the LOWER STACK to one, then if you have even MORE, change it to 3, then 4 then 5, etc. Very simple.

 

2.8 - Breakable Glass/Windows

This is also quite easy. Not good to make a whole bunch of windows, but its good to make at least a few. Ok, here it is. First, make 2 sectors divided by a wall. Make an opening in the wall so that it looks like a window will be there (by this point, you should know how). Divide this window sector in two with a red line. Now, go into 3D mode and mask the wall by pressing the M key in the middle of the window sector. Change the masked texture to the desired window or glass texture. Once you have chosen, press the T key once or twice on the texture to change the transperency level. Now, go into 2D mode, highlight the window (the dividing line in the window sector), press ALT-F6 and change the following:

-TYPE 511: GIB WALL

-TRIGGER ON: VECTOR

-DATA 1: 12 (glass breaking sound)

-Press ENTER

Now, highlight the window (dividing line) and press B and then press CTRL-H. This will make the wall blocking and breakable. Now, your done! Experiment with different textures to find the one that suits you.

 

2.9 - Earth Zombies

All this are is the zombies that come out of the ground. Very easy. Just insert sprite number 3054. See, pretty simple...

 

2.10 - Moving Sectors

These are easy IF you've already been through the sliding doors section. This is even EASIER than the sliding doors. MUCH easier to explain. First, create a sector. Then, for the example anyways, create a smaller sector inside that sector to be a bookcase. Go into 3D mode and raise the sector up to the appropriate height and everything. Add nice textures. Go back into 2D mode, put the curser in the bookcase sector, press ALT-F5 and change the following in the menu:

-TYPE 616: SLIDE

-CMD 1: ON

-Add TRIGGER FLAGS and BUSYTIME

-TRIGGER ON: WALLPUSH

-Press ENTER

After pressing ENTER, you will notice that a sprite has appeared (same arrow as in the sliding door). Take the ARROW part of the sprite and drage it into the center of your bookcase sector. Take the tail end of the sprite and drag it to the place that you want the center of the bookcase to be before it moves. Now your done. Maybe add a secret area behind the bookcase.

 

2.11 - Rotating/Revolving Sectors

These are kind of difficult to master, but, also a nice effect. First, make a sector. Then, make a smaller sector inside of that sector that you want to rotate/revolve. Give everything nice textures and everything. Go into 2D mode, place the curser in the sector that you want to rotate and press ALT-F5. This will bring up the menu. Change the following:

-TYPE 617: ROTATE

-CMD 1: ON

-Experiment with BUSYTIME and WAIT TIME

-TRIGGER ON: <what ever you want>

-Go into FX... and change the following:

-Check the box for DRAG

-In CONTINUOUS MOTION check the box for ALWAYS and ROTATE

-Press ENTER

Now a sprite will have appeared. Place the sprite in the spot where you want the sector to rotate. Point the tail of the sprite in the direction you want it to rotate in--up is COUNTERCLOCKWISE, down is CLOCKWISE. Now your done! Pretty hard, huh? Well, you get used to it.

 

2.12 - Crushing Sectors

These are VERY SIMPLE. Go to the section for Lifts and Elvators (2.6). Follow all the instructions for that EXCEPT:

-You don't have to make the floor heights of the different sectors un- equal

-When setting the height for the elevator (in this case, crushing sector) when it is up, make sure that the floor touches the ceiling so that it will crush you.

-You can also make the sectors ceiling come DOWN to crush you. This you could do this by just pressing ALT-F3 on the sector's CEILING when its UP and ALT-F4 on the CEILING when its down.

That was easy, wasn't it. Experiment, try new things, whatever. You'll get the hang of it. I promise.