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


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

                                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 Lines and Making a Room
                      1.1 - Entering 3D Mode
                      1.2 - Different Modes in 3D Mode
                      1.3 - Deleting Lines
                      1.4 - Adding Verticies on Lines
                      1.5 - Moving Verticies
                      1.6 - Deleting Verticies
                      1.7 - Putting Player 1 Start
                      1.8 - Making Circles

2)      Chapter 2 --  Your First Cheezy Room

                      2.0 - What is a Sector?
                      2.1 - Making a Sector/Room
                      2.2 - Raising/Lowering the Ceiling and Floor
                      2.3 - Slopes
                      2.4 - Trying Your Cheezy Level in Duke
                      2.5 - Deleting a Sector

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 (skies)
                      3.4 - Multiple Sectors in a Sector
                      3.5 - Sector Splitting
                      3.6 - Sloped Hallways
                      3.7 - Stairways

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 (Relative Alignment)
                      4.5 - Changing a Sprite
                      4.6 - Changing the angle of a sprite
                      4.7 - Sector Effectors
                      4.8 - Gspeed
                      4.9 - Music&sfx
                     4.10 - Cycler


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

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

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
                      6.7 - EXPLOSIONS!!
                      6.8 - Demo Cameras
                      6.9 - Rotating Gears
                     6.10 - Water Current and Conveyor Belts
                     6.11 - Invisible / Quiet Teleporters
                     6.12 - Waves
                     6.13 - Shooters -- Method #1
                     6.14 - Shooters -- Method #2
                     6.14 - Multiplayer / Co-op starts
                     6.15 - Nuke Button (exit)
                     6.16 - Secret Places

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

                      7.0 - The Regular Doom Door
                      7.1 - Swinging Doors
                      7.2 - Sliding Doors
                      7.3 - "Squishy" Sliding Doors
                      7.4 - Splitting Doors
                      7.5 - Splitting-Sliding Doors
                      7.6 - Doors That Close
                      7.7 - Doors Opened by a Switch
                      7.8 - Access Card Doors (locked)

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

                      8.0 - Sprite copy/move
                      8.1 - Sector copy/move

9)      Chapter 9 -- Subways

                      9.0 - The Regular Subway
                      9.1 - 2-Way Subways

10)    Chapter 10 -- Rooms Over Rooms

                     10.0 - How do you do This?
                     10.1 - Making multi-floored levels
                     10.2 - The "Cheating" Way to Show More Than 1 Floor

Final Chapter

                     11.0 - A quick reference list of the sector
                            specials for doors
                     11.1 - Explosions quick reference

                      Credits
===============================================================================
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

-   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. :)

-   We will mention that you have to use the KEYPAD a lot.  This is also
    known as the NUMBER PAD to most people.  It's the NUMBER PAD on the
    right side (usually) of the keyboard.

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

-   About the .PCX files you got with the .ZIP file: For the sections
    that might be difficult to explain, or understand, we have included
    screen shots of BUILD that will hopefully help you out!  Please
    refer to them for assistance if they are available for the section
    you are in.

-   Also, we have included a SOUNDS.HOT file.  This is a brief description
    of some of the sounds.

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

 1.0 -- Drawing Lines, and Making a Room
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        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
        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 -- Entering 3D Mode
        ~~~~~~~~~~~~~~~~

        To enter 3D mode, simply press ENTER on the KEYPAD.  Press it
        again to back to 2D mode.  NOTE:  You must be in a sector to
        enter 3D mode.


 1.2 -- Different Modes in 3D Mode
        ~~~~~~~~~~~~~~~~~~~~~~~~~~

        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.

 1.3 -- Deleting Lines
        ~~~~~~~~~~~~~~

        If you accidentally draw a room wrong, and you are still in
        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.

 1.4 -- Adding Verticies on Lines
        ~~~~~~~~~~~~~~~~~~~~~~~~~

        If you want to connect the line to another line, (add a vertex),
        insert a point there first:  Press INSERT on the line wherever
        you want the new vertex.  Be sure you are NOT in drawing mode
        or it will mess up your map.

 1.5 -- Moving Verticies
        ~~~~~~~~~~~~~~~~

        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.

 1.6 -- Deleting Verticies
        ~~~~~~~~~~~~~~~~~~

        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.

 1.7 -- Placing Player 1 Start
        ~~~~~~~~~~~~~~~~~~~~~~

        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).  If you want your player
        start to be higher, so he's falling when you start, enter 3D mode
        and move higher using 'A', then go back to 2D mode, and press
        SCROLL LOCK.

 1.8 -- Making Circles
        ~~~~~~~~~~~~~~

        Making a circle, or semi-circle is not very common among Duke
        levels, but it's pretty cool.  Point to the line that you want
        to be circular, and press 'C'.  Notice that when you move the
        mouse, about 5 or 6 vertecies show up in a semi-circular format.
        When it looks ok to you, press SPACEBAR.  Your line is now
        curved!

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

 2.0 -- What is a Sector?
        ~~~~~~~~~~~~~~~~

        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/Room
        ~~~~~~~~~~~~~~~~~~~~

        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 -- Raising/Lowering the Ceiling and Floors
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        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
        ~~~~~~

        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 or top
        of the slope, and press ALT+F.  The floor will slope the way that
        you wanted now.  Neat eh?

 2.4 -- Trying Your Cheezy Level in Duke
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        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.

        Then type DUKE3D -map (map name).  You don't the .MAP extension.
        After, type BUILD and the file name that you used.  It will
        automatically put you in 3D mode.  You can also do this from
        SETUP mode, but it takes longer.

 2.5 -- Deleting a Sector
        ~~~~~~~~~~~~~~~~~

        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 -- Changing Textures
        ~~~~~~~~~~~~~~~~~

        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 in the level.  The number on
        the picture show how many walls you've used that texture on.  You
        can press 'G' for GO TO TILE, if you know the number.  I will
        give you the tile numbers as much as I can.  The tile number is
        displayed at the bottom of the screen.

 3.1 -- Texture Alignment and Modification
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        Point to a texture, it can be either a wall, a sprite, 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.
        If you find the texture slides too slowly, hold 5 on the
        keypad while adjusting it, and it will go faster!  If you
        like the way you have aligned the textures, point to the
        texture in 3D mode, and press the ">" key.  It will auto-
        align all walls that have the same texture as the one that
        you are pointing at until it reaches a different texture.

        NOTE:  You can NOT shrink the ceiling or floors. =(

 3.2 -- Texture Shading
        ~~~~~~~~~~~~~~~

        You can darken or lighten a texture by pointing to the texture,
        and simply pressing the + and - keys on the KEYPAD.  Very easy.
        If you want to darken a whole bunch of sectors at once, you
        have to highlight the sectors first.  (see Chapter 8)
        If you want to shade only ONE sector, press ALT and + or -.
        It will darken the whole sector that you're pointing at.

 3.3 -- Parallax Ceilings (skies)
        ~~~~~~~~~~~~~~~~~~~~~~~~~

        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!!  =)

        NOTE:  Sometimes it looks funny in 3D mode, but when you enter
               Duke, it will be ok. =)

 3.4 -- Multiple Sectors in a Sector
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        -PCX file -- 2SECTORS.PCX

        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! :)

 3.5 -- Sector Splitting
        ~~~~~~~~~~~~~~~~

        Sector split is just a matter of just what it says!  You split
        the sector in any way, and BUILD will know what you're doing,
        and the line will turn red.  You do not have to connect the line
        back to the starting vertex when splitting sectors.

 3.6 -- Sloped Hallways
        ~~~~~~~~~~~~~~~

        Sloped hallways are quite simple.  Make 3 sectors:

        _____________________________________________________
       |      |                                      |       |
       |  A   |<----             C                   |   B   |
       |______|______________________________________|_______|

        Make sector A your ground level, and sector B your next level.
        Then, slope sector C until it reaches sector B.  You may need
        to press ALT+F at the bottom of the slope (where the arrow is
        pointing).  Lower sector C for now, and press ALT+F on the wall
        where the arrow is pointing.  Don't forget, while sloping to
        fine tune it using SHIFT + '[' and ']'.  =)

 3.7 -- Stairways
        ~~~~~~~~~

        Stairways are pretty easy.  All it is, is a bunch of sectors
        but they are all different heights.  Make 4 rectangle sectors:

        ____________________     Raise the sectors according to the numbers
       |    |     |    |    |    indicated, and you'll have stairs!  These
       |____|_____|____|____|    heights, of COURSE, are just guidelines.
          5    10   15   20      You can make them as high as you want.
                                 Make a big sector off of it if you like.


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

 4.0 -- What is a Sprite?
        ~~~~~~~~~~~~~~~~

        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 -- Adding a Sprite
        ~~~~~~~~~~~~~~~

        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, or have it
        selected / highlighted.  =)

 4.2 -- Moving a Sprite
        ~~~~~~~~~~~~~~~

        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
        ~~~~~~~~~~~~~~~~~

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

 4.4 -- "Flattening" a Sprite (Relative Alignment)
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        If you want the sprite to be against the wall, press R until
        it's against the wall.  Sometimes they disappear, or just seem
        to disappear.  It's there somewhere, but that's because it tried
        to go against the floor, not against the wall.  :)  Again, if
        you hold the left mouse button down on it, you don't have to
        see it to modify it.  Keep pressing 'R', you'll see it. =)

 4.5 -- Changing a Sprite
        ~~~~~~~~~~~~~~~~~

        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 -- Changing the Angle of a Sprite
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        Be sure you are in 2D mode.  Point to the sprite that you like,
        and press the "<" and ">" keys.  The directional line you see
        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 -- Sector Effectors
        ~~~~~~~~~~~~~~~~

        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.

 4.8 -- G-Speed
        ~~~~~~~

        GSPEED is the sprite beside all of the letters at the top of the
        sprite display when you press 'V'.  It determines how fast the
        sector will be moving.  Give it a lo-tag of how fast you want it.
        The higher the lo-tag, the faster it will go.

 4.9 -- Music & SFX
        ~~~~~~~~~~~

        The best part about this is that you can give anything any sound
        you want!  The lo-tag of the Music&SFX sprite is the number of
        the sound effect on the list given in your DEFS.CON. (6.6) It's
        the 'M' at the top of the sprite list when you press 'V' on a
        texture, or sprite.

4.10 -- Cyclers
        ~~~~~~~

        These are really cool.  Place a CYCLER in a sector, and make the
        sector as dark as you want it.  Make the CYCLER sprite as bright
        as you want the sector to light up.  Give the CYCLER a unique
        hi-tag, and put a GSPEED in the sector too.  Give that the same
        hi-tag, and give it a lo-tag for how fast the lights will
        pulsate.

        NOTE:  Take a look at Lunar Reactor (2-7) in Duke3d if you want
               to try it their way.

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

 5.0 -- Hi-tags and Lo-tags
        ~~~~~~~~~~~~~~~~~~~

        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 -- How do you Give a Sprite/Sector/Wall a tag?
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        To give a SECTOR a HT, press H
        To give a SECTOR a LT, press T
        To give a SPRITE or WALL a HT, press ALT+H
        To give a SPRITE or WALL a LT, press ALT+T

 5.2 -- Teleporters
        ~~~~~~~~~~~

        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.
        One last thing:  If you want the upper wall texture and the lower
        wall texture in sector B to be different, press '2' on the wall,
        and you can modify each one seperately!
        Save it, and try it out!

 5.3 -- Water
        ~~~~~

        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!  =)

 5.4 -- Touchplates and Masterswitches
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        A TOUCHPLATE is a sprite, and when you enter the sector that the
        TOUCHPLATE is in, then something happens, like an explosion, or
        a door opens, and just about everything else.  What you need
        along with these, is a MASTERSWITCH.  Give the TOUCHPLATE a lo-
        tag, and give the MASTERSWITCH the same lo-tag.  Every SE that
        is in the same sector as the MASTERSWITCH will be activated.
        The hi-tag for a MASTERSWITCH is the delay until it is activated.

 5.5 -- Lifts
        ~~~~~

        Well, lifts are pretty easy.  Just make the appropriate sectors,
        and apply the sector lo-tag that you want.  Here's a list of the
        sector lo-tags:

        16 -- The floor goes down, and the ceiling stays where it is.
              Starts from the top

        17 -- The floor goes up, and the ceiling stays where it is.
              Starts from the bottom

        18 -- The floor and ceiling come down together.
              Starts from the top

        19 -- The floor and ceiling go up together.
              Starts from the bottom

        You'll probably want to put the MUSIC&SFX sprite to make it
        sound real.  Give it a hi-tag of 73, and a lo-tag 71.
        That's it!


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

 6.0 -- How to Make Glass
        ~~~~~~~~~~~~~~~~~

        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 wall 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 -- How to Make Vents
        ~~~~~~~~~~~~~~~~~

        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 word properly unles you insert the sprite
        in 2D mode.

 6.2 -- How to Make a Mirror
        ~~~~~~~~~~~~~~~~~~~~

        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 wall where the arrow is pointing.
        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 -- Security Cameras
        ~~~~~~~~~~~~~~~~

        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
        ~~~~~~~~~~~

        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
        ~~~~~~~~~~~~~~

        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 for another light switch.  Give the SE's the same high-tag
        (because the switch and the SE's go together right?), and give
        the SE's a lo-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 -- Where to get the SFX Numbers
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        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.

 6.7 -- EXPLOSIONS!!
        ~~~~~~~~~~~~

        EXPLOSIONS!!  These have got to be the most fun things to do
        in BUILD.  To start off, we'll make a cheezy one, then you can
        add more and more to it later.  Make a sector, and make another
        one beside it:

                ______________
               |              |____
               |        A     | B  |
               |              |____|
               |______________|

        If you like, split sector B into as many sectors as you want,
        that will make the explosion more effective.  But I'm just going
        to use one for now.

        Bring the ceiling up in sector A, and the floor down.  Not too
        far, just enough to make it look good.  You can apply the
        exploded texture to sector B if you like (Tile #852).  Anyway,
        put a crack sprite on the wall seperating the two sectors.
        (Tile #546).  There are about 4 cracks to choose from.  So just
        pick one.  Give the crack any hi-tag you like.  Put a SE in
        every sector that is going to blow up when you shoot the crack.
        Give them your special hi-tag, and a lo-tag of 13.  13 means that
        it's a blowing up sector.  You can replace the crack with the
        fire extinguisher if you like.

        Now, the fun part.  Go to 3D mode and insert a sprite in sector
        B.  Change it to the seenine sprite (it's down the bottom before
        the girl sprites).  Shrink the canister (4 on the keypad) until
        it won't go any smaller.  You can't see this in Duke.  Go back
        to 2D mode.  Give it your special hi-tag, and any lo-tag you
        like.  The lo-tag in this case defines the delay until it blows
        up.  100 is about 1 second.  Put as many seenine's (C-9) as
        you like.  Put an RPG somewhere so you can blow up the crack.
        That's it!!

 6.8 -- Demo Cameras
        ~~~~~~~~~~~~

        Demo cameras are for watching a previously recorded demo.  They
        are also very easy to do.  Place a SE wherever you want the
        camera, give it a lo-tag of 27, and the hi-tag is how far it
        can see.  Don't forget that for distances, we talk in grid
        size: 1024 = 1 square on the largest grid size.


 6.9 -- Rotating Gears
        ~~~~~~~~~~~~~~

        Another easy task!  Make the gear sector, in any shape you like,
        and put 2 sprites on the pivot point that you want.  They are to be
        Sector Effectors.  One has a lo-tag of 1, and they both have
        the same unique hi-tag.  You can put sprite #418 in the middle
        if you like.  This isn't needed, but it looks cool with gears.
        Press "R" on the floor and/or ceiling (which ever you want to
        be spinning), and you're done!

        One fun thing you can do with this:

        Make an octagon sector, or something like it, and place the sprites.
        Give the floor a water texture, and slope the floor as much as
        you want.  Make another sector, as small as you want directly in
        the middle of the big sector.  Raise the floor of the little one
        and try it out.  The water will look like it's churning!

        NOTE:  If you want to find the DIRECT middle of the sector, give
               the sector a temporary lo-tag or hi-tag.  BUILD will display
               the tag in the middle of the sector, put your sprites there.
               Don't to remove the tag after!  =) (unless you want it)

6.10 -- Water Current and Conveyor Belts
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        Yet ANOTHER easy thing about BUILD!  Ok, here's what you do:
        Make the sector that you want to be your conveyor belt.  Add
        a SE, and give it lo-tag of 24.  Point it the way you want
        the conveyor belt to go.  Add a GSPEED sprite and give it lo-tag
        of how fast you want it to go.  GSPEED is optional.  Ta dah!

        NOTE:  If you want this to be water, give the sector a lo-tag
               of 1.

        NOTE:  If the texture appears to be scrolling the wrong way,
               you have to FLIP it in 3D mode.  Use the 'F' key.  You'll
               have to experiment a little.


6.11 -- Invisible / Quiet Teleporters
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        These are used for things like man-holes, and vents that you
        fall down.  Make your regular teleporter room setup like we did
        in 5.2.  Lower the floor in sector 2 so you can't see it, even
        when looking down it.  Raise the ceiling in sector 3 so you can't
        see it, even when looking up.  Put the SE's in the same place in
        both sectors, and give them the appropriate tags (you of COURSE
        know what we're talking about)  =).  Now, here's the silent part.
        Raise the SE in sector 3 up off of the ground, and into the ceiling
        so you can't see it.  Not IN the ceiling, but up where you want to
        teleport to.  =)  Lower the SE in sector 2 below the floor where
        you can't see it.  Now, when you fall in sector 2, it will
        transport you to sector 3, and you won't even know it!

        NOTE:  Be sure that the SE's are NOT on the floor or ceiling,
               and that the sector size is EXACTLY the same.

6.12 -- Waves
        ~~~~~

        Waves are really cool, and they're fairly easy.  Make a
        rectangular sector.  Split it into as many other rectangular
        sectors as you want.  These will be the waves.  Put a SE in
        every sector EXCEPT the outer-most two.  Give the SE's a lo-tag
        of 29.  Place a GSPEED in the sectors if you like.  The lo-tag
        determines the height of the waves.  High lo-tag, high waves. =)

6.13 -- Shooters -- Method #1
        ~~~~~~~~~~~~~~~~~~~~~

        This method is kind where the wall texture shoots at you.

        a) Ok, make the sector where it's going to shoot from and put 3
           sprites: MASTERSWITCH, GSPEED, and SECTOR EFFECTOR.

        b) Put a switch somewhere and give it and the MASTERSWITCH the
           same lo-tag.

        c) Give the MASTERSWITCH a hi-tag of 50.

        d) Put an SE where you want it to shoot from, and angle it the
           way you want.  Give the SE a lo-tag of 36.

        e) Now you have to decide what it's going to shoot.  Give the
           GSPEED one of the following lo-tags:

        >> Regular Lizard Lasers   -- 1636 --
        >> Rockets                 -- 2605 --
        >> Shrinker                -- 2556 --
        >> Alien Laser             -- 1625 --
        >> Mortars                 -- 1650 --

6.14 -- Shooters -- Method #2
        ~~~~~~~~~~~~~~~~~~~~~

        These are those really annoying things that snipe at you from
        places you can't even see.  Very annoying.  Very easy.

        Place a RotateGun sprite (#2360) wherever you want.  Ta dah!



6.14 -- Dukematch/Co-op Starting Placements
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        All you have to do, is put a Duke sprite (the first frame)
        wherever you want the start.  That's it!  If you want it to
        be a Co-op start, give it a lo-tag of 1.

        NOTE:  We haven't actually tested this out, so it may not be
        totally accurate.  You may need 8 co-op/dukematch starts in
        order for it to work properly.

6.15 -- Nuke Buttons (Exit)
        ~~~~~~~~~~~~~~~~~~~

        Ok, no problem here:  Place a sprite on the wall, make it the
        nukebutton sprite (#142), and give it a lo-tag of 32767.  If
        you want to exit the level when you enter the sector, then put
        an SE in the sector, and give it a lo-tag of 65535.

6.16 -- Secret Places
        ~~~~~~~~~~~~~

        Easy.  Give the sector a lo-tag of 32767.

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

 7.0 -- The Regular Doom Door
        ~~~~~~~~~~~~~~~~~~~~~
        PCX file -- DOOMDOOR.PCX

        The doom-type door is simple.  Most of you should know how to
        make the appropriate setup:
        1) Make a big sector
        2) Make 3 little sectors connected to it
        3) Make another big sector beside them (optional)
        4) Give the middle sector of the 3 little ones, a lo-tag of 20
        5) Bring its' ceiling down to the floor.
        6) Put nice textures

               ________________________       _______________
              |                        |     |               |
              |                        |_ _ _|               |
              |                        | | | |               |
              |                        |_|_|_|               |
              |                        |  ^  |               |
              |                        | 0,20|               |
              |________________________|     |_______________|


        You'll most likely want it to have a Music&sfx sprite, so
        if you like, put one in and give it lo-tag of 166.

 7.1 -- Swinging Doors
        ~~~~~~~~~~~~~~
        PCX files: -- SWDOOR1.PCX
                      SWDOOR2.PCX

        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          |           |   (They have to be
               |                 |     B     |    connected in order
               |                 |-----------     to walk from one to
               |                 |                the other)
                -----------------


        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 left side of the door, or just
        the left door.

         -----------------
        |                 |
        |                _|-----------
        |      A  C --> |_|           |
        |                 |     B     |
        |                 |-----------
        |                 |
         -----------------

        Be sure you lay the verticies on top of the other ones.  You
        are to 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!  NOTE:  Apparently, when the SE's are
        pointing up, the door will spin clockwise, and when they are
        pointing down, they spin counter-clockwise.

 7.2 -- Sliding Doors
        ~~~~~~~~~~~~~
        PCX file:  SLTUTOR.PCX

        We're not going to take 3 pages to write up how to do this, as
        it is probably the most confusing thing about BUILD.  So, look
        at SLTUTOR.PCX for help.

        About the 5th step: The lines turn red NOT from ALT+S, but from
        DRAWING from the far left point, to the far right point.  DON'T
        CONNECT TO ANY OF THE LINES IN THE MIDDLE.  Just press SPACEBAR
        on the left vertex, then drag the line to the far right vertex,
        and press SPACEBAR again.  It will say "SECTOR SPLIT".  Do this
        to both of the "sticking" out lines.

        About the SE's:  You can see the way they are facing (I hope),
        but you can't see the tags.  The tags for the Sector Effectors
        is:  Any hi-tag, be sure both are the same, and the lo-tag is
        15.

        About the sector tag:  Give the triangular sectors a lo-tag of
        25.

        The last step is optional, but it looks better.  =)


                <SIGH>  Tough one.

 7.3 -- "Squishy" Sliding Doors
        ~~~~~~~~~~~~~~~~~~~~~~~
        PCX file:  SQUISH.PCX

        Alright, again, the sliding door technique is difficult to
        explain, so please refer to the PCX file.  There are a few
        bummers about this kind of door that CANNOT be helped.

        Alright, you have to give the whole door a lo-tag of 9.
        To do this, press 'T' (sector lo-tag) on either one of the
        triangular sectors.  Add a GSPEED and MUSIC&SFX sprite if you
        like.

        a) The door texture will fold up against the wall when the
           door opens.
        b) The sound you put for the door opening will play twice
           when you open or close the door.

 7.4 -- Splitting Doors
        ~~~~~~~~~~~~~~~

        Well, I guess you know the setup:  Make a regular doom door, but
        bring the ceiling only half way down, and bring the floor up to
        meet the ceiling in the middle.  Put cool textures, and give the
        sector a lo-tag of 22.

 7.5 -- Splitting-Sliding Doors
        ~~~~~~~~~~~~~~~~~~~~~~~

        If you know how to make the "Squishy" Sliding Door, then this will
        take you about 3 seconds to finish!  And, these are just about
        the COOLEST doors in Duke3D.

        a) Make the "Squishy" Sliding Door.
        b) Bring the floor of the triangle sector and the ceiling of
           the triangle sector to the middle.
        c) Change the lo-tag of the sector from 9 to 26.

                                 WOW!

 7.3 -- Auto-Closing Doors
        ~~~~~~~~~~~~~~~~~~

        If you want the door to close by itself, put a SE in the sector,
        and give it lo-tag 10.  The hi-tag is how long it takes before the
        door will close.  It will act funny if you don't give it a hi-tag.

 7.4 -- Doors Opened by a Switch
        ~~~~~~~~~~~~~~~~~~~~~~~~

        Make your door the way you want it.  Place a switch somewhere, and
        give it a lo-tag of your choice, and place an Activator sprite in
        the door sector.  Give it the SAME lo-tag as the switch.  Be sure
        the door sector has the appropriate tag, and you've got yourself
        a switch-operated door!!  Give the ACTIVATOR sprite a hi-tag for
        how many times the door will open.  If you want it to always
        open, use a really high number.

 7.5 -- Locked Access Card Doors
        ~~~~~~~~~~~~~~~~~~~~~~~~

        Make your door the way you want it.  Place an access panel on a
        wall somewhere, and give it a hi-tag of 212.  Also, give it a
        lo-tag you haven't used yet.  Put an ACTIVATORLOCKED sprite in
        the door sector, and give it the same lo-tag (of course)  =)
        You'll notice you can only find a blue access pad and card
        right?  Well, change the palette to 21 if you want it RED, or
        23 if you want it Yellow.  Ta da!!


===============================================================================
Chapter 8               The Things That Just Make it Easier
===============================================================================

 8.0 -- Sprite Copy/Move
        ~~~~~~~~~~~~~~~~

        If there is a sprite that you want to copy, be sure you're in
        2D mode, and hold Right-Shift, and move the mouse to drag over
        the sprite.  The next part is important!  Hold the left mouse
        button down on the sprite, but don't move it!  Press Insert, and
        move (drag) it to where you want it.  Until you let go, every time
        you press Insert, it will copy the sprite again, and again.  Let
        go, and press Right-Shift again, to de-select the sprite.  If you
        simply want to just move the sprite, don't press insert, and you
        will move it from its original place.  NOTE:  For sprite moving,
        NOTE: For sprite moving, you don't have to highlight it, but you
        do for sectors.

 8.1 -- Sector Copy/Move
        ~~~~~~~~~~~~~~~~

        The exact same as Sprite copy, but use Right-Alt, instead of
        Shift.  SAVE BEFORE YOU DO THIS!!


===============================================================================
Chapter 9                       Subways
===============================================================================

 9.0 -- Regular Subways
        ~~~~~~~~~~~~~~~

        Alrighty.  These are pretty cool, but are not used very often.
        Here's what you do:

        Make a subway track, sort of like this:


      ________________________
    /                          \        Ok, sector A is the track, and
  /                A             \      sector B is just a place to stand.
 |                                |     Do whatever you want with sector B.
 |    L1     __________           |     Sector C is the subway car.  For now
 |   ___    |          |          |     we're only going to have one car, the
 |  | C |   |     B    |          |     engine.  =)
 |  |___|   |          |          |     Put an SE in sector C, and give it a
 |    L2    |__________|          |     hi-tag of 1 because that's the first
 |                                |     locator that it's going to go to.
 |                                |     Give it a lo-tag of 6, as that is
  \                              /      the special number for the engine.
    \__________________________/


        Now, put Locators (tile #6) where you want the train to go.
        Put the first Locator where it says L1, and the last one
        where it says L2 (on the pathetic drawing above).  Ok,
        now, give the first locator a lo-tag of 1, and the next
        one a lo-tag of 2 all the way up to the last one.  DO
        NOT give the last locator a lo-tag, it will crash the
        game before you get to see anything.

        If you want the train to stop at any locator, give the locator
        a hi-tag of 5.  It will stop for about 5 seconds.

        If you want to have 2 cars, then make another one behind it,
        you don't have to join them, actually, don't join them. =)
        Put an SE in the new car, and give it a lo-tag of 14 instead
        of 6.  That means that it's a car, not an engine.  If you had
        4 other cars, they would all have an SE with a lo-tag of 14.

        Unfortunately, we haven't figured out how to make multiple
        sectors in a subway car.  =(  We think it has something to do
        with giving the sector a lo-tag of 31, but then the sector
        crushes you.

        NOTE:  The track MUST be one sector only!!  This is more or
               less a downer, but at least now you know!  =)


 9.1 -- 2-Way Subways
        ~~~~~~~~~~~~~

        2-Way Subways are the kind where you flip a switch, and the
        subway goes back and forth.  You can make these in space or
        land, and they're pretty cool too.

        This is fairly easy.  Make a straight tunnel, and put your
        subway sector in it.  Give the sector a lo-tag of 31, and if
        you want more sectors inside, then give them a lo-tag of 31
        also.  Put a Locator behind the train with a lo-tag of 1, and
        another Locator where you want the train to stop.  Don't give
        it any tag at all.  Put an SE, and an ACTIVATOR sprite in the
        car.  Put a switch anywhere you like, and give it and the
        ACTIVATOR the same lo-tag.  The SE should have a lo-tag of 30.
        Ta dah!

        NOTE:  We have had trouble with these things, so it's not
               perfectly accurate.  But we're working on it!  If you
               can provide any help on this, it would be greatly
               appreciated!

===============================================================================
Chapter 10                    Rooms Over Rooms
===============================================================================


10.0 -- How Do You Do This?
        ~~~~~~~~~~~~~~~~~~~
        PCX file:  FLOORS.PCX

        Rooms over rooms, believe it or not, is easy!!  Mind you, it can
        be very confusing at times, because you can't draw in 3D mode.
        Okay, here we go:

        1) Draw any kind of room (A)
        2) Make a hallway out of the room (B)

                This may help:

                                  _______________
                                 |  __________   |
                _________________|  |_        |  |
               |                      |       |  |
               |                      |   ____|  |
               |         A            |  |   B   |
               |                      |  |_______|
               |______________________|


        3) Continue drawing past sector B, and right on top of sector A.
           What you don't want to do, is connect it in any way to sector
           A.  Just draw right over the line, and bring it back to
           sector B.

                                  _______________
                                 |  __________   |
                _________________|  |_        |  |
               |                      |       |  |
               |               _______|__ ____|  |
               |         A    |    C     |   B   |
               |              |__________|_______|
               |______________________|

        The only problem is, is that Duke is not allowed to see two
        floors at once.  Place yourself in sector A, and enter 3D mode.
        Walk down sector B, and into sector C.  You'll notice that you
        are in sector C, but in a way, you're in sector A too!  Weird.
        Don't worry, it gets easier as you do it more often.

10.1 -- Making Multi-Floored Levels
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~

        Making floors is hard.  If you are going to make floors on top
        of each other in a level like Hotel Hell, it's easiest to make
        the top floor and bottom floor seperately.  Then copy the sector
        on top of the other one when it's TOTALLY finished.  If you are
        going to do this however, the floors have to be literally the
        right hight to work properly.

10.2 -- The "Cheating" Way to Show More Than 1 Floor
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        Here is an easy way to make another floor, right on top of
        another one, but you cannot draw anything on it.  Place a
        sprite somewhere, and change it's texture to that of a
        floor or ceiling texture.  Press 'R' on it until it lays flat
        on the floor.  Size it the way you want using 2,4,6,8 on the
        KEYPAD, and voila!

        Note:  This can look glitchy sometimes if you do to much.

===============================================================================
Final Chapter                Time to Wrap it Up!
===============================================================================

11.0                     DOORS REFERENCE LIST

        1) Doom-type doors        -- Sector lo-tag -- 20
                                  -- SE lo-tag     -- N/A

        2) Swinging Doors         -- Sector lo-tag -- 23
                                  -- SE lo-tag     -- 11 (pivot pt)

11.1                     EXPLOSION QUICK REFERENCE

        1) Make sectors
        2) Place crack sprite
        3) Give it hi-tag
        4) SE's in blowing-up sectors (SE lo-tag 13)
        5) Place C-9 sprites and shrink
        6) Give them the crack hi-tag, and any lo-tag (delay)


11.2                     DOOM DOOR QUICK REFERENCE

        1) Make 3 little sectors: middle one is the door sector
        2) Give it low tag of 20
        3) Bring it's ceiling down to the floor
        4) Add Textures


===============================================================================
                                CREDITS
===============================================================================

        And now, it's time to recognize all the people that mailed to us
        with suggestions.

        Bill Walsh...............................whw@lr.net
        Chris Turner.............................101724,1736
        Duke Nukem...............................

        All other FAQ makers!!


                Remember:  MAIL US!!!  What can we change?  What could
                           we add?  Is there any inaccurate information?
                           It would be nice to know.  Please take the
                           2 minutes it takes to mail us!  =)

                              WE LOVE E-MAIL!!

                Beard Bros.     72734,232
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