---------------------------------
                      | BUILD "HOT SHEET" by BEARD BROS.|
                       ---------------------------------



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  DONE BY      /___/  /___   /_|  /__/  /  |
              /___/  /___   /  | /  |  /__/
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                                /___/  /__/   /   /  /__
                               /___/  /   |  /___/      /
              _________________________________________/

                                BEARD BROS.



        Welcome to the Beard Bros. Build Hot sheet!  We've been
busy the last few months, and haven't made any hot sheets for
UMK3 or any other games.  Here we are now making one for the
Duke Nukem 3D level editor, BUILD.  Ok, enough about us, let's
get down to business.

===============================================================================
                             Table of Contents
===============================================================================

Introduction -- Boring stuff you have to know about BUILD and our "Hot Sheet"

1)      Chapter 1 --  Drawing Lines and Making Rooms in BUILD

                      1.0 - Drawing lives and making a room
                      1.1 - Different 3D mode Modes
                      1.2 - Deleting lines
                      1.3 - Adding Verticies on lines
                      1.4 - Moving Verticies
                      1.5 - Deleting Verticies
                      1.6 - Putting Player 1 Start

2)      Chapter 2 --  Your First Cheezy Room

                      2.0 - What is a Sector?
                      2.1 - Making a Sector/Room and entering 3D mode
                      2.2 - Raising/Lowering the Ceiling and Floor
                      2.3 - Slopes
                      2.4 - Trying your cheezy level in Duke

3)      Chapter 3 --  Fixing Your Room, and Making it Look Good

                      3.0 - Changing Textures
                      3.1 - Texture Alignment and Modification
                      3.2 - Texture Shading
                      3.3 - Parallax Ceilings
                      3.4 - Multiple Sectors in a Sector

4)      Chapter 4 --  Sprites

                      4.0 - What is a Sprite?
                      4.1 - Adding a Sprite
                      4.2 - Moving a Sprite
                      4.3 - Deleting a Sprite
                      4.4 - "Flattening" a Sprite
                      4.5 - Changing a Sprite
                      4.6 - Changing the angle of a sprite
                      4.7 - Sector Effectors

5)      Chapter 5 -- Hi-Tags and Lo-tags

                      5.0 - What are hi and lo-tags?
                      5.1 - How to give a sector/sprite a tag
                      5.2 - Your first hi-tag and lo-tag (Teleporters)
                      5.3 - Water

6)      Chapter 6 -- The Little Things That Make it Happen

                      6.0 - How to Make Glass
                      6.1 - How to Make a Vent
                      6.2 - How to Make a Mirror
                      6.3 - Security Cameras
                      6.4 - Echo effect
                      6.5 - Light switches
                      6.6 - Where to get the SFX numbers

7)      Chapter 7 -- The Different Types Kinds of Doors

                      7.0 - The Regular Doom Door
                      7.1 - Swinging Doors
                      7.2 - Sliding Doors

8)      Chapter 8 -- Things That Just Make it Easier

                      8.1 - Sprite copy/move
                      8.2 - Sector copy/move

===============================================================================
Introduction                The Basics of BUILD
===============================================================================

-   First of all, if there is anything you don't understand, please refer to
    BUILDHLP.EXE that you have on the CD from your REGISTERED Duke Nukem CD.
    <ahem>. :)  There are many things we won't mention that are in there.
    But, we tried to make this as user-friendly as possible. :)

-   Don't stop to think twice if you want to E-Mail us!  If there's something
    you need to know.  72734.232@compuserve.com

-   We will not repeat ourselves, if you don't know what we're talking
    about, we likely mentioned it earlier, and you didn't read it. :)

-   MAKE SURE THAT BUILD.EXE IS IN YOUR DUKE NUKEM DIRECTORY.  You cannot
    enter 3D mode proporly if it's not.

        That should be it for now.  Just read carefully, and don't
        skip any parts.  This is organized so that you have to know
        what you're doing before going on. :)



===============================================================================
Chapter 1        Drawing Lines, and Making Rooms in BUILD
===============================================================================

        Naturally, your first .MAP is going to be cheezy.  This is good
        because it's the only way to learn, isn't it?  Now, from your
        Duke Nukem directory, type 'BUILD', and you should see a grid
        when you get into to it right?  Good.  Move the mouse around
1.0     a bit and wherever you want, press SPACEBAR.  Notice how when
        you move the mouse around, a line follows you.  Press SPACE again,
        and it will stop, inserting a vertex, and another line will
        follow you.  Don't cross lines!  You will run into problems. =)
        When you press SPACEBAR on the FIRST vertex again,
        it will stop drawing.  This is how we draw rooms in Duke.
        Oh ya, if you want to zoom in or out, press A or Z.  You can
        change the grid size by pressing G, and toggle Grid Locking
        by pressing L.  We know it's a lot to learn, but you're on
        your way to great levels!

1.1     When in 2D mode, press A and Z to zoom in and out.  When in
        3D mode, press A to move up, and Z to move down.  Press
        CAPS LOCK in 3D mode to change modes.  There are 3 modes:
        1) Regular walking - Press A, and you will move up one
           notch at a time
        2) Flying mode - Hold A, and you will float up
        3) Water mode - Same as mode 2, but you will not change
           heights.  Kinda hard to explain, so just try it out.

        If you accidentally draw a room wrong, and you are still in
1.2     line mode (the line is still following you), press BACKSPACE and you
        will delete the last line you did.  You can keep pressing it
        until you reach the first point.

        If you want to connect the line to another line, (add a vertex),
1.3     insert a point there first:  Press INSERT on the line wherever
        you want the new vertex.

1.4     If you want to move a vertex, simply click on it with the left
        mouse button, and drag it to the desired location, and let go
        of the mouse button.

1.5     When there is a vertex that you don't want, or don't need, just
        drag it over another vertex, and it will be deleted.

1.6     To put player 1 start where you like, put the white arrow where
        you like (click the RIGHT mouse button), and press SCROLL LOCK.
        This is VERY important, as if you try to start the game without
        it, you will get crushed.  (It's like putting no clipping on
        and trying to walk through the level).

===============================================================================
Chapter 2                   Your first, cheezy room
===============================================================================

2.0     What is a sector?  It is simply an enclosed area made up of
        lines.  Sectors can be any shape, but most are geometrical
        shapes (square, rectangle, polygons etc...).  Inside these
        sectors, you can put anything such as bad guys, weapons,
        items, noises, explosions, etc..

2.1     Making a sector is very very easy.  All you have to do, is
        draw a square.  It is now a sector.  Place the white arrow inside
        the box by pressing the RIGHT mouse button inside of the box that
        you have made.  Press ENTER on the KEYPAD, and you will enter 3D
        mode.  This is your first room, and this is what it looks like
        in the game.  Ugly texture huh?  Oh well, we'll fix it after.

2.2     Now, you can raise/lower the ceiling/floor height by putting the
        white plus sign (mouse) over it, and pressing PGUP or PGDN.  If
        you hold the left mouse button on the floor/ceiling, and hold
        PGUP or PGDN, you don't have to follow the floor/ceiling.
        In other words, while you are holding the left mouse button
        down, the floor or ceiling is still highlighted, and no matter
        where you point the mouse, you can still modify the object you
        are holding the mouse button down on.

2.3     Slopes have to be one of the easiest things to do in BUILD.
        All you have to do is point to the floor or ceiling that you
        want sloped, and press "[" or "]" to slope it!  Ta da!!  Now,
        what if you want it sloped the other way?  Well, it's quite
        simple.  Point to the wall that you want to be the bottom of
        the slope, and press ALT+F.  The floor will slope the way that
        you wanted now.  Neat eh?

2.4     Go back to 2D mode (ENTER on the KEYPAD), and press ESC.  A menu
        will pop up in the dialog box.  Press "A" to Save As, and type
        a name in (with no .MAP extension). <ENTER> Then press ESC again,
        and press "Q" to quit.  It'll ask whether you want to save the
        changes or not (we don't know why), but press "Y" anyways.
        Go into SETUP, and third from the bottom, select 'Select User
        Level'.  Select your level, and Launch Duke!  After, type
        BUILD and the file name that you used.  It will automatically
        put you in 3D mode.

2.5     Deleting a sector is scary as there is NO UNDO FEATURE!!  Be
        careful that you haven't worked for 2 hours on a sector, and
        accidentally delete it!  There is NOTHING you can do unless
        you previously saved it.  Point to the sector in 2D mode and
        press CTRL+DELETE.  Extra careful! :)



===============================================================================
Chapter 3                    Changing Textures
===============================================================================

3.0     By now, you probably want to get rid of that reeeally ugly
        texture.  Right?  Ok, enter 3D mode, and point to the wall.
        Press V.  You will see that same texture in the top right hand
        of the screen, and nothing else.  That's because that's the only
        texture that we have used in the level so far.  Press V again.
        Now you can see ALL of the textures, sprites, and everything
        used in the game!  Select a cool texture, and press ENTER.
        Point to another wall, and press V.  You'll notice that the
        texture that you chose is at the top of the screen now too!
        That's because now you've used it the level.  The number on the
        picture show how many walls you've used that texture on.

3.1     Point to a texture, it can be either a wall, ceiling, floor or
        whatever.  You can shrink and stretch the texture using the
        2,4,6,8 numbers on the KEYPAD.  If you want to simply move
        the texture up, down, or sideways on the wall, hold Right-Shift
        and press 2,4,6,8 on the KEYPAD.  If you really mess up the
        texture, press the '/' (slash) key, and it will go back to
        normal.  Also, you can flip a texture by pressing the F key.

3.2     You can darken or lighten a texture by pointing to the texture,
        and simply pressing the + and - keys on the KEYPAD.  Very easy.

3.3     If you have tried to place a sky texture such as the L.A.
        texture, you'll notice that it didn't quite work, right?  Well
        press "P" for Parallax, and now it won't follow you like the
        other textures.  WOW!!  =)

3.4     You can have multiple sectors in one sector.  All you have to do
        is make a box within a box...right?  Well, let's try it.  Make a
        big square, and inside that square, make a little square. (2D mode)
        Something like this:

                        --------------------------
                       |                          |
                       |         --------         |
                       |        |        |        |
                       |   1    |   2    |        |
                       |        |        |        |
                       |         --------         |
                        --------------------------

        Place the white arrow in square #1, and enter 3D mode.  Notice
        how you can't walk inside square #2.  This is because there is
        nothing inside square 2.  If you were to put no clipping on in
        Duke, and enter square 2, you would get crushed.  It's called
        VOID.  Void is the 'nothingness' of a level.  In order to make
        square #2 VALID PLAYING SPACE, you have to point to it in 2D mode,
        and press ALT+S.  The box should turn red, and the dialog box will
        say, "Inner loop made into sector".  Right?  Good.  Enter 3D mode
        and notice how you can walk through the whole area.  You can
        raise the floor and ceiling of either sector.  Try it.  Change
        the textures if you like.  This is the base of ALL levels in
        Duke Nukem.  Be sure you know how to do this, and that you
        UNDERSTAND what you are doing before moving on! :)



===============================================================================
Chapter 4                           Sprites
===============================================================================

4.0     Ok, a sprite is an object.  It can be a bad guy, weapons,
        a noise, or a sector effector.  We will talk about these
        shortly.

4.1     All you need to do to insert a sprite, is press S, either
        in 2D or 3D mode.  But for now, go to 3D mode if you're not
        already there, and press S.  You will see that same ugly,
        default texture right?  Ok, point to and press V.  The same
        as before applies, press V again to see all of the things
        used in Duke.  At the top you will notice some letters.  The
        most popular one is the S.  It is on the top row, and at the
        bottom, it will say Sector Effector, this is how you select
        a Sector Effector, or SE for short.  But for now, choose
        something, like a weapon, or a health kit.  It doesn't matter.
        Press enter when you've found the one you like.  You can move
        it either up and down the same way as textures.  Be careful not
        to move the wall up and down instead of the sprite!  Here's a
        hint: Hold the left mouse button on the sprite, and then hold
        PGUP or PGDN, then you don't have to stay on the sprite.
        If you want the sprite directly on the ceiling, press CTRL+PGUP.
        If you want the sprite directly on the floor, press CTRL+PGDN.
        You of course have to be pointing to the sprite. :)

4.2     Unfortunately, you can't move a sprite in 3D mode, you have to go
        to 2D mode to do that.  But it's the same as moving a vertex,
        just drag the sprite to wherever you want it.

4.3     Deleting a sprite is simply pointing to it and pressing Delete.
        You can be in either mode for this (2D or 3D).

4.4     If you want the sprite to be against the wall, press R until
        it's against the wall.  Somtimes they disappear, or just seem
        to disappear.  It's there somwhere, but that's because it tried
        to go against the floor, not against the wall.  :)

4.5     Changing a sprite is very easy.  All you have to do is enter
        3D mode, point to the sprite you want changed, press V twice,
        and pick the one you want!

4.6     Point to the sprite, and press the "<" and ">" keys.  The line
        on the sprite will move.  This determines which way the sprite
        is facing, or which way you will face when coming through a
        teleporter.

4.7     A sector effector is simply a sprite in a sector that makes
        something happen like a noise, or an explosion, teleport and
        stuff like that.

===============================================================================
Chapter 5                       Hi-Tags and Lo-Tags
===============================================================================

5.1     Hi-tags and Lo-tags are very hard to understand at first.  To tell
        you the truth, we don't really understand them yet.  But we will do
        our best.  A Hi-Tag on a sprite is like it's name, or identity.  If
        you wanted something to happen because of that sprite, their Lo-Tag
        would have to be the Hi-tag number.  Here's an example:

                        For security cameras, the hi-tag is how
                        many degrees it turns.  The screen that
                        you look at the cameras with have to have
                        the same hi-tag number as the cameras' lo-
                        tag number.

        Here's another example:

             Camera A has a hi-tag of 90, and lo-tag of 4  (90,4)
             Camera B has a hi-tag of 180, and lo-tag of 3 (180,3)

             Screen A has a hi-tag of 4, and no lo-tag. (4,0)
             Screen B has a hi-tag of 3, and no lo-tag. (3,0)

                If you look in screen A, (hi-tag of 4), it
                will look through camera A (lo-tag of 4),
                and the camera will turn 90 degrees.

                If you look in screen B, (hi-tag of 3), it
                will look thorough camera B, (lo-tag of 3),
                and the camera will turn 180 degrees.



                Get it?  If you don't, then read it a couple more
                times, maybe it'll help.  If not, maybe you'll get it
                as we journey through this 'hot sheet'.  That's what
                we did.  It's easier to learn by doing it. =)

5.1     To give a sector a HT, press H
        To give a sector a LT, press T
        To give a SPRITE a HT, press ALT+H
        To give a SPRITE a LT, press ALT+T

5.2     The easiest application of hi-tags and lo-tags (ht and lt), is
        a teleporter.  That's the first really cool thing we'll do.
        Make the following sectors, and place a Sector Effector (SE) in
        sectors 2 and 3:

                 -----------------------------------------
                |                                         |
                |                                ------   |
                |                               |  3   |  |
                |                               | SE   |  |
                |                   1            ------   |
                |                                         |
                |    --------                             |
                |   |    2   |                            |
                |   |  SE    |                            |
                |    --------                             |
                |                                         |
                 -----------------------------------------



        All sectors should be VALID PLAYER SPACE.  You remember how to
        do that?  Good.  Go to 3D mode, and raise the floor of
        sectors 2 and 3.  Lower the ceilings of them too, just to make
        it look good.  Put the teleporter texture on them (#626) and adjust
        the texture to make it look real (RSHIFT and 2,4,6,8...remember?)
        Now, the tagging part:  Give the SE's a Hi-tag of 1.  You give
        them 1 because it's the first thing you are doing in the level.  If you
        did another one, the ht's would be 2, the next ones 3.  Get it?  The
        lo-tag of the two SE's is 7.  You give them 7 because that tells
        Duke that that sector is for teleporting.  That's just the magic
        number that they chose.
        Save it, and try it out!

5.3     Water is quite easy, but sorta disappointing.  Okay, make two
        identical sectors.  It's probably easiest to go on the biggest
        grid setting for this.  Anyway, make sure both sectors are the
        same size.  Place a sector effector in both sectors.  The SE in
        sector A must be in the same place as the SE in sector B, and
        the other way around too.  Give the sector you want the top of
        the water to be, a low-tag of 1.  This means that the sector
        will be the surface of the water.  Give the underwater sector
        a lo-tag of 2.  This means that the sector will be underwater.
        Give the SE's a ht of 1, and lt of 7.  The same rules apply as
        the teleporter.  Ok, place the water texture on the floor of the
        top of the water, and the ceiling of the underwater sector.
        You're done!  =)



===============================================================================
Chapter 6               The Little Things That Make it Happen
===============================================================================

6.0     Glass is VERY easy.  All you have to do is this:
        Make a room (probably square, it's the easiest), and then
        make a little square inside it, like the teleporters, but
        you only need one square inside.  Make the square in the
        middle valid player space (ALT+S). Go into 3D mode, and
        raise the floor, and lower the ceiling of the little square
        sector.  This part is hard to explain, but easy to do.
        Point to the UPPER or LOWER part of the inner sector.  Then
        press 'M' to mask the wall.  The ugly brown texture again
        right?  Change it to the glass texture (it'll say in the
        bottom right "GLASS".  Go into 2D mode, and point to the line,
        and press 'B' to make the wall blockable, and then press
        CTRL+H to make it hittable.  If you want, do this to all
        four sides of the inner sector, and put a goodie inside it.

6.1     Vents are our FAVOURITE thing about Duke.  And they're easy
        to do.  But all of the other FAQ's are wrong.  They say to
        do the same thing as the glass.  But instead, you insert a
        SPRITE (S), and change it to the vent texture.  Position it
        where you like it, and that's it!!  NOTE: This won't work
        proporly unless you insert the sprite in 2D MODE.

6.2     Mirrors can be quite tricky.  But after a while, they're a
        snap.  Make the following sectors:
                                       --------------------------------
         --------------------------   |                                |
        |                          |  |                                |
        |                          |__|                                |
        |                          |  |                                |
        |            A             |B |               C                |
        |                          |  |                                |
        |                          |--|                                |
        |                          |  |                                |
         --------------------------   |                                |
                                       --------------------------------
        Both should be VALID PLAYER SPACE.  If you like, raise
        the floor, and lower the ceiling of sector B.  Place the
        mirror texture (#560) on the right-hand wall of sector B.  You
        remember how to do that?  (6.0)  The most important rule for
        a mirror is that the sector BEHIND the mirror has to be
        as big, or bigger than the sector itself (C bigger than A).
        In 3D mode, press '1' on the mirror texture to make it
        one-sided.  Go to 2D mode, and make it hittable and blockable
        If you want Duke to talk to the mirror, give the wall a low-tag
        of 252.  (ALT+T, and be sure the wall is flashing before
        you press it).  And that's IT!!!

6.3     Well, we pretty much explained these to you in 5.0, trying to
        explain hi and low-tags.  It's pretty easy:  Insert a camera
        sprite (#621), and put it where you want.  Put a viewscreen
        sprite on a wall (#429), and follow the steps outlined in 5.0.
        It's pretty easy, but it CAN be tricky.  May need to use
        Relative Alignment on the viewscreen to have it against the
        wall ("R").  Remember to keep the left mouse button depressed
        while working with objects, so that the object is still more
        or less 'highlighted'.  Even though you can't see the object,
        you can still modify it.



6.4     Echo effect is easy, and cool.  Here's how to do it:  Place a
        Music&SFX sprite in the sector you want, give it a low-tag of
        1000 + the amount of echo (0-255).  The hi-tag is how far you
        can hear the sound.  Every 1024 represents the biggest square
        on the grid.  Oh ya, don't bother putting it to 255, because
        it's ridiculously too much.  Trust us.  =)

6.5     Light switches are easy.  Make two sectors, put a light switch
        texture on any wall.  Put a sector effector in every sector that
        you want the light switch to light up.  Give the light switch a
        high-tag.  It doesn't matter what, but don't use the same high-
        tag between different sprites.  Give the SE's the same high-tag
        (because the switch and the SE's go together right?), and give
        the SE's a low tag of 12.  You give them 12 because that's just
        the special number for light switch.  NOTE:  Make the room
        really dark, because the lights are bright!

6.6     The sound effect numbers are in your DEFS.CON file.  They start
        on line 676.  Just place the number as the low tag.  Check
        BUILDHLP.EXE for more help on sound effects.

===============================================================================
Chapter 7               The Different Types of Doors
===============================================================================

7.0     The doom-type door is simple.  Most of you should know how to
        make the setup right?  Make the same setup as you did for the
        mirror, but the sizes don't matter.  The door sector (middle
        one) will be the only one we need to touch.  Bring the
        ceiling of that sector down to the floor, and give the
        SECTOR a lo-tag of 20.  Place a Music&sfx sprite in the door
        sector, and give it a low-tag of 259, place nice textures,
        and that's IT!!

7.1     Okay, it's VERY hard to do swinging doors the first time.
        After the first time, it's a snap.  We'll try our best:

        Make these sectors:



                -----------------                Naturally, both
               |                 |               sectors are to be
               |                 |-----------    valid player space.
               |      A          |           |
               |                 |     B     |
               |                 |-----------
               |                 |
                -----------------



        Somewere in sector A, make a sector the half the size of what
        the door will be.  Like this:

         -----------------
        |                 |
        |                 |-----------
        |      A          |           |    We'll call it sector C.
        |  __             |     B     |
        | |__|<-- C       |-----------
        |                 |
         -----------------

        Now, drag the vertecies over to where the door will be.
        Remember, that this is the top half of the door ok?

         -----------------
        |                 |
        |               __|-----------
        |      A  C -->|__|           |
        |                 |     B     |
        |                 |-----------
        |                 |
         -----------------

        Be sure you lay the verticies on top of the other one.  You
        are place the top right corner of C, to the top left corner
        of B.  Right?  Ok.  Make another sector C, and do the
        exact same, except to the bottom part of the door.  The
        two vertecies from the old sector C should overlap the new
        sector C.  Like this:

         -----------------
        |     A           |
        |               __|-----------
        |     Old C -->|__|           |
        |     New C -->|__|     B     |
        |                 |-----------
        |                 |
         -----------------

        Place a sector effector in each sector C.  Put them in the place
        where you want the door's pivot to be.  You will have to turn
        off Grid Locking for this.  (Press "L")  Do NOT put them on the
        line, or it won't work.  Get them as close as you can.  Give each
        SE a low-tag of 11, and each the same hi-tag.  It doesn't matter
        what the hi-tag is remember?  As long as they're the same.
        Raise the floor to the ceiling, and point the SE's to the way
        you want them to open (experiment a bit).  You can change the
        direction of a sprite by pressing "<" and ">" in 2D mode.  Add
        textures, and try it out!