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                             T U T O R I A L
                                by Patola
                           *** version 0.1 ***
        DISCLAIMER and COPYRIGHT:
        Permission is granted to anyone to  make  or  distribute  verbatim
        copies  of  this  document,  in  any  medium,  provided  that  the
        copyright notice and permission notice are preserved, and that the
        distributor   grants   the   recipient   permission   for  further
        redistribution as permitted by this notice.
                   **** INFORMATION SHALL BE FREE ****

        WHERE TO GET THE LATEST VERSION OF THIS TUTORIAL
        I'll   try   to   keep   it   posted   at   3D   Realms   Web  BBS
        (http://www.3drealms.com), but the official  site  is my Home Page
        site (http://www.dcc.unicamp.br/~patola/WELC2.HTML).  But  if  you
        just want to get the file, point at
        http://www.dcc.unicamp.br/~patola/bldtrk01.zip
                                                ^^
                                                These   are   the  version
                                                numbers.   Current version
                                                is  0.1  and  this  number
                                                will change as it grows.
        To see WHICH version is the latest, point at
        http://www.dcc.unicamp.br/~patola/JOGOS.HTML
        I don't know any FTP sites where I can keep it posted yet.
        If you want to contact me, my  address  is  patola@dcc.unicamp.br.
        Or you can leave messages to me in the  3D  Realms  Web  BBS  duke
        editing forum, my nick there is thepatola.
          ------------------------- // -------------------------
       ÉÍÍÍÍÍÍÍÍÍÍÍÍ»
       ºIntroductionº
       ÈÍÍÍÍÍÍÍÍÍÍÍͼ
        I was a bit skeptic  when  I  first  got my shareware copy of Duke
        Nukem 3D. "So", I said, "this game wants to  take  Doom's  place".
        Not a chance, I thought.
        I was wrong.  Playing the game, I figured out not only it was able
        to  take  Doom's  place,  but also to secure its very own place in
        computer games history.  We had finally a 3D perspective game that
        allowed us to do neat things  and  effects - swing open doors, say
        bad words, interact with the game elements (trees,  fire  hydrants
        etc.), dive underwater, blow buildings up...  (Hey, THIS is how to
        be realistic, iD Quakers!  :-) )
        Short  after  the  commercial release date I bought the registered
        game on CD-ROM.  Some  few  days  later, after playing and playing
        the game, I decided to take a look at its level editor, BUILD.  So
        I did, and I haven't took too much out of it.
        Fortunately, we are in the InterNet age, and within  some  time  I
        achieved  to get Brett Gmoser's and Daedalus BUILD FAQs. I eagerly
        read the whole FAQs and tried many and many different things.
        At this  time  I  was  still  very  impressed  about  the building
        explosion in the middle of level 2 from the first episode.  Say, I
        haven't noticed that was just a falling floor  effect,  just  like
        DOOM had, but with added explosions to make it realistic.
        After  a few days, I have started tinkering with this theme:  if a
        simple falling floor effect could impress me so much, what could I
        do with the built-in effects  of BUILD to make some nicer-looking,
        more impressive "macro" effects?
        In fact, I have collected ideas and began to build a database  not
        only  of  macro effects, but also build engine glitches and sprite
        tricks to simulate/produce things probably  not thought of even by
        the makers of the game.
        If you are reading this now, you should have concluded  I  decided
        to make this database public in the net.  So I have.  But not only
        this,  from  now  on,  I  am at your service to make this FAQ grow
        bigger and bigger, with ideas from  other people, so that we could
        just consult this FAQ if we are going to build a complex effect in
        our own map.
        I have made  some  example  maps.   If  you  don't  understand  my
        description  of  the  effect  itself,  try  to see it in the map -
        sometimes things are  hard  to  be  described without drawings and
        gestures, because the written language has its own limitations.
       ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
       ºA few last notes:º
       ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
        * This tutorial is NOT about CON editing.  It is about map tricks.
        The  tricks  are  supposed to work with the original Duke Nukem 3D
        .CONs. Some of them may  not  work  if  you use modified CONs. CON
        editing is pretty straightforward, so I don't think there are many
        CON tricks to explore.
        * This tutorial  assumes  you  have  got  an advanced knowledge of
        BUILD.  If you don't, you probably can't understand  most  of  the
        tricks.
        * Furthermore it is not supposed to substitute BUILD FAQs. If  you
        want  to learn how to make things in BUILD, you better read one of
        these FAQs.  You  can  get  Brett  Gmoser/Jonah  Bishop's MAP FAQ,
        Daedalus'  Unofficial  BUILD  FAQ  and  The  Official BUILD FAQ by
        Steffen Itterhein at 3D Realms Web BBS, http://www.3drealms.com.
        
        * If BUILD was a programming  language,  you could say this FAQ is
        the equivalent to a  Data  Structure  and  Programming  techniques
        book.  Or at least it intends to be.
        * Some of these tricks, particularly the ones which are associated
        with  BUILD  bugs,  are  not  purposefully  supported by the BUILD
        engine.  Indeed, they  are  very  dangerous  to  your map and they
        could lead to make your map unusable.  Use them at your own risk.
        
        * Many of these trick ideas are taken from some maps I've got from
        the web.  If you  think  like  I've  stolen  ideas  from  you  and
        you desperately want to be credited, email me.
        * This FAQ is NOTHING without your  contribution.   The  ideas  of
        just one person (me) aren't enough to make a complete tutorial  of
        this  kind.   So,  if  you  think  you have an interesting idea or
        concept in BUILD, email me at patola@dcc.unicamp.br.  If possible,
        please send an attached map showing your effect.
        * PLEASE forgive me for the  typos  and  bad use of english!  I am
        not  a  natural  english  speaker,  so  I  make  mistakes!   I  am
        particularly bad at using  prepositions.   If you can, please send
        me corrections via email.
          As you can see, this is a very raw version of the  FAQ.   It  is
        because  I  have  just began it and have not got feedback yet.  So
        it's up to you to make this FAQ grow bigger.
        ABOUT THE AUTHOR:  I am a male brazilian citizen studying Computer
        Engineering at the State University of Campinas,  in  Brazil.   My
        name is Claudio Luis  Marques  Sampaio  and  my nickname is Patola
        (pronounced  paa-'toh-laa).   My  main  fields  of  interest   are
        artificial intelligence (I am currently member  of  a  project  in
        computational  psycholinguistics)  and gaming, of course.  I would
        like to work for a game  company  in  the near future...  I have a
        vast knowledge about computer algorythms (in fact,  my  course  is
        more oriented to software) and the PC.  I am also good at drawing,
        experienced  in  SB  programming  and  I  know a bit about graphic
        computing.  If you want  to  know  more  about me, visit my wicked
        homepage at http://www.dcc.unicamp.br/~patola/WELC2.HTML (this URL
        is case-sensitive).
       ÉÍÍÍÍÍÍÍÍÍ»
       º         º
       º         º
ÍÍÍÍÍÍ͹  INDEX  ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
       º         º
       º         º
       ÈÍÍÍÍÍÍÍÍͼ
       ÚÄ¿
       ³1³- ADVANCED BUILD CONCERNINGS
       ÀÄÙ
               ÚÄÄÄ¿
               ³1.1³- Sprite alignment and clipping
               ÃÄÄÄ´
               ³1.2³- Overlapping sectors
               ÃÄÄÄ´
               ³1.3³- Masterswitches and activators
               ÀÄÄÄÙ
       ÚÄ¿
       ³2³- BUILD BUGS AND GLITCHES
       ÀÄÙ
               ÚÄÄÄ¿
               ³2.1³- Useful ones
               ÃÄÄÄ´
               ³2.2³- Apparently not useful ones
               ÀÄÄÄÙ
       ÚÄ¿
       ³3³- SPRITES
       ÀÄÙ
               ÚÄÄÄ¿
               ³3.1³- How to build floor over floor using sprites
               ÃÄÄÄ´
               ³3.2³- Small facts about sprites & textures
               ÃÄÄÄ´
               ³3.3³- Neat effects to try
               ÀÄÄÄÙ
       ÚÄ¿
       ³4³- HELP SECTORS
       ÀÄÙ
           ÚÄÄÄ¿
           ³4.1³- The first type of help sector: bridging sector
           ÃÄÄÄ´
           ³4.2³- The second type of help sector: the noising sector
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³4.2.1³- First example: fixing a sound bug
               ÃÄÄÄÄÄ´
               ³4.2.2³- Second example: making a delayed sound
               ÃÄÄÄÄÄ´
               ³4.2.3³- Third example: making repeating sounds
               ÀÄÄÄÂÄÁÄÄÄÄÄ¿
                   ³4.2.3.1³- "Random" sounds
           ÚÄÄÄ¿   ÀÄÄÄÄÄÄÄÙ
           ³4.3³-  A  third  but  less  necessary  type  of  help  sector:
           ÀÄÄÄÙ   lighting sector

       ÚÄ¿
       ³5³- GENERAL TRICKS AND HINTS WITH SECTORS
       ÀÄÙ
           ÚÄÄÄ¿
           ³5.1³- Effects used with a purpose other than the one they were
           ÀÄÄÄÙ  intended for
           ÚÄÄÄ¿
           ³5.2³- Deforming sectors
           ÃÄÄÄ´
           ³5.3³- Moving sectors
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³5.3.1³- A few notes about the sliding door
           ÚÄÄÄÅÄÄÄÄÄÙ
           ³5.4³- Overlapping sectors
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³5.4.1³- 720-degree circles
           ÚÄÄÄÅÄÄÄÄÄÙ
           ³5.5³- Simulating environments
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³5.5.1³- Rain
               ÃÄÄÄÄÄ´
               ³5.5.2³- Space
               ÃÄÄÄÄÄ´
               ³5.5.3³- Another light casting effect
               ÃÄÄÄÄÄ´
               ³5.5.4³- Making big  areas  look  small or small areas look
               ÀÄÄÄÄÄÙ  big
           ÚÄÄÄ¿
           ³5.6³- Making things work using brute force
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³5.6.1³- Crossable mirrors /  two-way mirrors / "True Lies"
               ÀÄÄÄÄÄÙ  mirrors
               ÚÄÄÄÄÄ¿
               ³5.6.2³- Making the subway run in another trajectory before
               ÀÄÄÄÄÄÙ  entering a circular trajectory
           ÚÄÄÄ¿
           ³5.7³- SE's in the boundary lines of a sector.
           ÃÄÄÄ´
           ³5.8³- Alignment issues
           ÃÄÄÄ´
           ³5.9³- Teleporting issues
           ÃÄÄÄÁ¿
           ³5.10³- Cupboards
           ÀÄÄÄÄÙ
       ÚÄ¿
       ³6³- SOME EFFECTORS BEHAVIOUR AND PECULIARITIES
       ÀÄÙ
           ÚÄÄÄ¿
           ³6.1³- Subway cars
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³6.1.1³- The locators positioning bug
               ÃÄÄÄÄÄ´
               ³6.1.2³- Teleporting & random teleports
               ÃÄÄÄÄÄ´
               ³6.1.3³- Acting as a propelling device
               ÃÄÄÄÄÄ´
               ³6.1.4³- Deforming
               ÀÄÄÄÄÄÙ
           ÚÄÄÄ¿
           ³6.2³- Water sectors
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³6.2.1³- "teleporting" water sectors (2WATER.MAP)
               ÃÄÄÄÄÄ´
               ³6.2.2³- Water sector SE's in the boundary lines
               ÃÄÄÄÄÄ´
               ³6.2.3³- The water nonchanging palette bug
               ÀÄÄÄÄÄÙ
           ÚÄÄÄ¿
           ³6.3³- Earthquake
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³6.2.1³- Shaking sprites (MADQUAKE.MAP)
               ÃÄÄÄÄÄ´
               ³6.2.2³- Deforming
               ÀÄÄÄÄÄÙ
           ÚÄÄÄ¿
           ³6.4³- Sliding doors
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³6.4.1³- Using sliding doors as 2-way trains
               ÃÄÄÄÄÄ´
               ³6.4.2³- Fixing  the  autoclose  bug  with  a bridging help
               ÀÄÄÄÄÄÙ  sector
               ÚÄÄÄÄÄ¿
               ³6.4.3³- Using the autoclose bug
               ÃÄÄÄÄÄ´
               ³6.4.4³- Deforming
               ÀÄÄÄÄÄÙ
           ÚÄÄÄ¿
           ³6.5³- Door autoclose
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³6.5.1³- Using  autoclose  to  make  doors  open  and close
               ÀÄÄÄÄÄÙ  forever
                   ÚÄÄÄÄÄÄÄ¿
                   ³6.5.1.1³- Types of doors that do it naturally
                   ÃÄÄÄÄÄÄÄ´
                   ³6.5.1.2³- Types of doors that don't do it naturally
                   ÃÄÄÄÄÄÄÄ´
                   ³6.5.1.3³- Other effects used with autoclose
                   ÃÄÄÄÄÄÄÄ´
                   ³6.5.1.4³- *THE 2-WAy TRAIN WITH AUTOCLOSE*
               ÚÄÄÄÁÄÂÄÄÄÄÄÙ
               ³6.5.2³- "Random" autocloses
               ÀÄÄÄÄÄÙ
           ÚÄÄÄ¿
           ³6.6³- 2-way trains
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³6.6.1³- Using 2-way trains as doors
               ÃÄÄÄÄÄ´
               ³6.6.2³- How to make 2-way trains go forth and back
               ÃÄÄÄÄÄ´
               ³6.6.3³- Making the 2-way train go away
               ÃÄÄÄÄÄ´
               ³6.6.4³- Deforming
               ÀÄÄÄÄÄÙ
           ÚÄÄÄ¿
           ³6.7³- Elevator sectors
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³6.7.1³- Shaking sprites
               ÃÄÄÄÄÄ´
               ³6.7.2³- Teleporting
               ÃÄÄÄÄÄ´
               ³6.7.3³- How to make an elevator work just once
               ÃÄÄÄÄÄ´
               ³6.7.4³- Three or four-story elevator
               ÀÄÄÄÄÄÙ
           ÚÄÄÄ¿
           ³6.8³- Teleport sectors (non-water)
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³6.8.1³- One-way teleports
               ÃÄÄÄÄÄ´
               ³6.8.2³- Neverending pit/cyclic neverending pit
               ÃÄÄÄÄÄ´
               ³6.8.3³- Making a looping RPG
               ÀÄÄÄÄÄÙ
           ÚÄÄÄ¿
           ³6.9³- Star Trek Doors/four-way doors
           ÀÄÄÄÅÄÄÄÄÄ¿
               ³6.9.1³- Fixing the sound playing twice bug using a noising
               ÃÄÄÄÄÄ´  help sector
               ³6.9.2³- How to build malfunctioning doors
               ÀÄÄÄÄÄÙ
           ÚÄÄÄÄ¿
           ³6.10³- Light switch
           ÀÄÄÄÂÁÄÄÄÄÄ¿
               ³6.10.1³- Making the light lit or unlit when the map begins
               ÀÄÄÄÄÄÄÙ
           ÚÄÄÄÄ¿
           ³6.11³- Rising/dropping floors/ceilings
           ÀÄÄÄÂÁÄÄÄÄÄ¿
               ³6.11.1³- Credits
               ÃÄÄÄÄÄÄ´
               ³6.11.2³- Masked door closing
               ÃÄÄÄÄÄÄ´
               ³6.11.3³- Using as a door or as an elevator
               ÀÄÄÄÄÄÄÙ
           ÚÄÄÄÄ¿
           ³6.12³- Cameras and viewscreens
           ÀÄÄÄÂÁÄÄÄÄÄ¿
               ³6.12.1³- The lethal viewscreen
               ÃÄÄÄÄÄÄ´
               ³6.12.2³- How to make the camera keep rotating
               ÀÄÄÄÄÄÄÙ
       ÚÄ¿
       ³7³- GAME EFFECTS EXPLAINED
       ÀÄÙ ÚÄÄÄ¿
           ³7.1³- Fast smashing sectors in E2L7
           ÃÄÄÄ´
           ³7.2³- Delayed sound in E3L4
           ÃÄÄÄ´
           ³7.3³- Doors in E1L5 and E1L3
           ÃÄÄÄ´
           ³7.4³- 720-degree circle in E2L11
           ÃÄÄÄ´
           ³7.5³- Exploding ceiling in E1L2
           ÀÄÄÄÙ
       ÚÄ¿
       ³8³- SUGGESTIONS
       ÀÄÙ
       ÚÄ¿
       ³9³- THINGS THAT MAY BE POSSIBLE TO DO BUT I DIDN'T FIGURE OUT YET
       ÀÄÙ
           ÚÄÄÄ¿
           ³9.1³- 2-way trains go forth and back forever since activated
           ÃÄÄÄ´
           ³9.2³- Real-life elevator
           ÀÄÄÄÙ
       ÚÄÄ¿
       ³10³- APPENDICES
       ÀÄÄÙÚÄÄÄÄ¿
           ³10.1³- Vocabulary
           ÃÄÄÄÄ´
           ³10.2³- Listing  of  maps,  what  they do, and  where  they are
           ÀÄÄÄÄÙ  referenced within this tutorial
           ÚÄÄÄÄ¿
           ³10.3³- Acknowledgements
           ÀÄÄÄÄÙ
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ

   ÚÄ¿
   ³1³- Advanced BUILD behaviour
   ÀÄÙ
    Ok, you have finished reading all  FAQs  about building on Duke 3D and
    already made your first level,  huh?   As  you  can  see,  that's  not
    enough.   BUILD  has  many  small  details not listed in any FAQs. You
    should practice making some effects just to see if you can get them to
    work, because THIS is the hard part - if you have made a few maps, you
    probably already have stumbled on  an  effect which doesn't work, or a
    misterious non-expected behaviour of some structure.
    This is the reason you should know  more  about  BUILD  structure  and
    effects limits.  These are the most common limits:
       ÚÄÄÄ¿
       ³1.1³- Sprite alignment:  If you haven't noticed yet, there are two
       ÀÄÄÄÙ  main types of sprites:   the  ones  which  fall and the ones
        which don't fall.
        - falling  sprites:   these  are  some  special  objects, like the
        goodies you pick up, the  creatures  and  some  animated  sprites.
        When  you  have  not  met them yet, they are just like the others,
        they float in the air,  they  are  not killed by crushing walls or
        ceiling, and so on.  You must know  that,  when  they  enter  your
        point  of  view  or  get  on  a certain distance, the BUILD engine
        initializes some variables that  will  take  care of their special
        attributes, like falling speed, current health status if it  is  a
        creature,  ammo  status  if  it an weapon...  You got it.  You may
        notice that this classifying  is  not very accurate, because there
        are sprites which have this feature  and  don't  fall  -  all  the
        floating  creatures.   Yet, it is not accurate and has exceptions,
        but it is more than adequate for the purpose it serves.
        You  can make some experiments to see this variable initialization
        moment.  If you put some  monsters  very  high in a room, when you
        enter it they will still be floating and will not attack you.  But
        if you use your jetpack and go up to see  them,  you  will  notice
        they will begin to grunt  -  that's when they are "activated" (see
        map SPRACTIV.MAP).  You  could  do  even  more  fun  things:   for
        example, put many monster sprites in a subway path.  They will not
        be  affected by the subway until you arrives - you are their ruin.
        :-) Put some camera sprites to see  them, when you see them in the
        viewscreen they are not activated.  If  they  are  in  a  conveyor
        belt, for example, they won't be taken along by it.
        - nonfalling sprites:  That's  it.   They  just  keep in the place
        they are.  But that becomes a more interesting matter if  you  ask
        how  it  acts  into a moving sector; for example, an elevator or a
        subway.
        Basically, they are always aligned to the floor - and there is  no
        way  to  change  this  referential.   I  mean  you can't make them
        aligned to the wall, or to  the ceiling.  It is not possible.  But
        if you want to make the sprite move with the ceiling or the  wall,
        you will see later in this tutorial there are workarounds for it.
        When the moving sector moves under the sprite without carrying it,
        it is aligned to the floor of this sector even when it "leaves" it
        (actually the floor leaves the sprite).  This  can  lead  to  some
        bugs,  though.   There's an example map on it, SPRTALGN.MAP, which
        shows an alien face  initially  aligned  with the floor.  When you
        push the switch, it begins rising with the floor, and continues to
        do it even when it is over the  floor  of  another  sector  -  the
        moving  sector passing below it (don't worry with this sector yet,
        I'll explain it later).  You  could change the initial location of
        this alien face and put it in the moving sector.  If you do  this,
        you will notice it won't move, even when it is in the rising floor
        sector,  but this time it will "blink".  It is a glitch.  Actually
        the programming is made  such  that  the sprite _continues_ in the
        sector even after it leaves its physical space, but this time with
        negative coordinates (If the sector has  a  colored  palette,  for
        example,  the sprite will remain with it).  In the objects drawing
        priority, this affects the viewing  of  the sprite and causes this
        blinking.  It occurs with Duke too.  If you climb  on  the  moving
        sector, press F7 and watch when it leaves you, you will notice you
        are "floating" in the air.  Actually you are still in this sector.
        Walk a bit and you will fall normally (after you walk build checks
        for coordinates).
        For  the  very  special  sprites,  let's  say,  Sector  effectors,
        masterswitches and so on, they are still nonfalling sprites.  They
        behave exactly like  the  others.   But  you  have to know details
        about the individual behaviour  of  every  sector  effector.   For
        example,  the  subway  sector  effector, if used with the teleport
        sector effector, can teleport you to a still location.  But if you
        teleport from this  still  location  to  the  subway,  you will be
        teleported not to where the subway is, but to its initial position
        at the pre-map.
        Also, sprites are moved up and down with PgUp and PgDown keys, but
        these units of movement are just too big if you want to fine-align
        sprites vertically.  So, there's one trick:  try to create it just
        in  the  height  you  want when you are facing a wall.  It will be
        created one-sided and plan,  but  you  can  always revert this and
        reposition  the  sprite  in  2D  mode  (it will remain at the same
        height).
        Now let's talk about clipping.   This  is  the way the drawings of
        the sprites are "cut" by things that are in front  of  it.   BUILD
        uses  an  algoritm  of  approximation, what means that it does not
        always work.  But a  technical  explanation  does  not  fit  here,
        because if you know about graphics computing you should understand
        the  basic  behaviour of the sprites drawing and their precedence.
        But there are some facts of interest:
        - BUILD computes clipping from the midpoint of the sprite.
        - If you resize the sprite,  bigger  it is, bigger are the chances
        of it clip wrong.  So use  a  lot  of small sprites instead of big
        ones to make the structures you want.
        -  If  you  are  going  to  build  a tridimensional structure with
        sprites, say a box, try to  make the sprites one-sided so that the
        visible  side  is   in   the   outside.    This  prevents  graphic
        incoerences.  I have seen many solid-looking  bridges  in  certain
        levels  that  looked  ok  from most angles, but in others the back
        sprites clipped the front sprites  and made the bridge look really
        weird.
        - So the basic  rules  are:   try  to  use small one-sided sprites
        whenever it's possible.
        If you want to know more about building tridimensional  structures
        with  sprites,  read  section  3.1 - How to build floor over floor
        using sprites.
       ÚÄÄÄ¿
       ³1.2³- Overlapping sectors:  Have you read the warning in  BUILDHLP
       ÀÄÄÄÙ  that  warns  you  about overlapping sectors?  If not, I will
        quote it here for you:
       "1) You can never see 2 overlapping  floors/ceilings  in  3d  mode.
        The sectors can be cut to get around this
        2) Overlapping sectors can never share a double-sided (red) wall"
        These  rules apply.  Never disobbey them.  But it's not only that,
        you have to know more about  how  BUILD plots sectors to take full
        advantage of overlapping sectors.  First of all, why can't you see
        2 overlapping floors/ceilings?  That's because BUILD  plots  whole
        sectors  at once.  If some part of the view is filled by a sector,
        then all of the  space  of  this  sector  is taken as plotted, and
        anything else within it which is not a child sector is  discarded.
        That's  why  you  can't  see  another sector which shares the same
        space with the sector you are  in.   Then, if you make two sectors
        which share the same space at once,  only  one  of  them  will  be
        drawn.   The  other  will  not be drawn, leading to the well-known
        "Hall of Mirrors"  effect  (the  drawings  that  were  once in the
        screen position where this  second  sector  was to be plotted will
        remain there, leaving a "trail").
        One example of this can be  seen  in the map files 2STORYA.MAP and
        2STORYB.MAP.  2STORYB.MAP is the same as 2STORYA.MAP, but with two
        overlapping  sectors  added.   These  maps  should  help  you   to
        understand  the priority and limits of overlapping sectors.  There
        are five overlapping sectors, one getting from the white line (the
        upper sector), the larger  sector  connected to this corridor, the
        one  getting from the red line (the lower side), the one connected
        to this corridor, and the sector made by the  red  line  from  the
        sector  you  begin it.  This is a real 2-story map, but it doesn't
        work because of the limitations of build with overlapping sectors.
        It would be really boring  to  describe the priority and status of
        drawn/not drawn for each sector in each position you get,  but  it
        is  kind  of  easy  to  get  that  if  you get a notion of graphic
        computing...  Play with the map a  little.  Use the jetpack to see
        from above.  Pay attention to these five sectors; watch  when  one
        is designed and other is not.  Try 2STORYA.MAP first because it is
        simpler.  Then try 2STORYB.MAP and compare with the first.  If you
        don't  understand  why  there  is  that  grey wall above the lower
        sector entrance, it  is  just  because  it  draws this entrance...
        Build draws the upper wall, the middle wall if it is masked  -  it
        is  not, then it doesn't draw anything, showing that wonderful HOM
        - and the lower wall, which you  don't see because it is below the
        floor level...
        This is all  for  the  first  warning  from  BUILDHLP, but for the
        second warning the explanation is simpler...  It  would  make  the
        map  inconsistent  and still have the same problems than the first
        warning.  Try imagining  2STORYB.MAP  with  the  two rooms getting
        from the same red line...  A greater mess than it was.
       ÚÄÄÄ¿
       ³1.3³- MASTERSWITCHES and ACTIVATORS:   BUILDHLP is wrong.  It says
       ÀÄÄÄÙ  masterswitches won't work with switch sprites and activators
        won't work with touchplate sprites.  Actually they work.  But does
        it  mean  activators  and  masterswitches are interchangeable?  If
        not, what are the differences between them?
        Well, there ARE differences.  They are really not that subtle, and
        important for advanced structures.
        An activator can:
        - Lock up the  sector  lotag  and  SEs  in  it (except for SEs and
        lotags that don't accept locks, like SE 10 - door autoclose -,  SE
        25  -  engine  piston  -  and sector lotag 1 - over water sector).
        When it is activated,  it  will  activate  all  SEs  in it and the
        sector lotag function.
        - Have its action made a limited amount of times only if activated
        by  a  touchplate  with the hitag telling this amount (infinite if
        0).
        - Be activated by switches
        - Be activated by door walls lotags.
        - Be activated by touchplates.
        An activator cannot:
        - Activate certain effects,  for  example the earhquake effect (SE
        2).
        - Reverse an action that is interruptable (like a door opening  or
        closing) when it is activated by a switch.
        A masterswitch can:
        - Be activated after some time
        - Have its action made more than once if activated by a touchplate
        with hitag other than 1 (infinite if 0).
        - Be activated by switches (just ONCE!)(*)
        - Be activated by door walls lotags. (just ONCE!)(*)
        - Reverse an action that is  interruptable (like a door opening or
        closing) when it is activated by a switch.
        (*)-> That  makes  it  real  good  for  setting  up  effects  that
        shouldn't be reversed in your  map.  But remember, you should lock
        the effect if it can be locally activated.
        A masterswitch cannot:
        - Lock up the sector lotag function and SEs in it.   For  example,
        if the player press space on a door which is meant to be activated
        by  a  masterswitch, it will just open normally.  The masterswitch
        was  made  for effects that aren't "normally" activated (you don't
        just  press  space  on  its  sector),  like  earthquakes  and  C-9
        explosions.
        Hint:  you can get around  this  placing an activatorlocked in the
        sector.  This way the sector lotag function and SEs in the  sector
        could only be activated by the masterswitch.
        Still, some people are  confused  with activatorlockeds also.  The
        rule is simple for them:  they ONLY lock the "local" effects, like
        doors  and  elevators.   By "local" I mean these effects which you
        have to press space in the location of the effect.  Activators and
        masterswitches bypass  activatorlockeds  if  activated by switches
        and touchplates but not if activated by door walls lotags.
        Activatorlockeds do NOT lock up teleports.
        Activatorlockeds also mess  up  with  some sector lotag functions.
        For example, if an activatorlocked is put in an over water  sector
        (lotag  1), the sector will not behave anymore as an water sector,
        even if it is "unlocked".
        I  have  included  a map, ACTMASTL.MAP, that has 3 activators, one
        activatorlocked and a masterswitch linked to a door by a door wall
        lotag,  3  switches  and one touchplate.  If you don't understand,
        you should play with that map.  The light switch is just to show a
        combined effect, which doesn't interfere  at all.  Notice that the
        door wall lotag only works on DOOR textures, that is, the textures
        that have DOOR in the name.  If it hasn't "DOOR" in the  name,  it
        won't work, even if it looks like a door.
        Some hints for this map:
        - The A, L and D in the switches  mean,  respectively,  activator,
        activatorlocked  and  masterswitch.   The  T  in  the  floor means
        touchplate.
        - The door wall lotag  will  be locked by the activatorlocked, all
        other things won't.
        - The touchplate works just one time for its activator.
        - I  have  included   separate  activators  for  each  thing  that
        activates.  If you make them a single activator, you  will  notice
        the touchplate will still activate  it  just once.  This shows the
        counting of how much times the activator is activated  is  in  the
        touchplate, not in the activator.
   ÚÄ¿
   ³2³- BUILD bugs and glitches
   ÀÄÙ
    Maybe  you already know that BUILD has lots of bugs and glitches.  But
    have you noticed that most  of  these  bugs are previsible ones?  They
    always occur the same way.  This shows the very good side of it:  they
    can be used to produce new effects.   After  all,  this  is  the  main
    reason of this tutorial.
       ÚÄÄÄ¿
       ³2.1³- Useful ones
       ÀÄÄÄÙ
        If  the  glitch  or bug can make a good effect, it is listed here.
        As it is useful, the  part  of  this  tutorial that explains it is
        indicated.
        - Autoclose SE doesn't work  properly on star trek doors, four-way
        doors and sliding doors.  Instead  it  makes the door keep opening
        and closing. Section 4.1 (on how to fix this) and 6.5.1.
        -  Locators  positioning  in  the subway track sector can lead the
        subway to go crazy. Section 6.1.1.
       ÚÄÄÄ¿
       ³2.2³- Apparently not useful ones
       ÀÄÄÄÙ
        The reason for the bug to be listed here is not that it is  really
        not  useful, but rather that I haven't thought about how to use it
        in a neat effect or I don't know how to predict it.
        -> Some SE's, when in sector boundary lines, get  their  behaviour
        altered.
        ->  If  you  make  a  sector within a sector, then move this inner
        sector into another sector,  it  will behave strangely.  Sometimes
        it won't even appear in 3D view, and won't  be  selectable.   This
        rule is valid even if the inner sector is valid player space.
           To fix it, just  put  the  sector  back  into its parent sector
        moving its points.
        -> If a nonfalling  sprite  is  in  a vertically moving sector, it
        will get slightly unaligned after some activations of this sector.
        This is illustrated in 3FLRLIFT.MAP; if you activate the  elevator
        a few times, you will notice it.  Sometimes it can start  shaking,
        too (MADQUAKE.MAP and SHAKLIFT.MAP), though this can be useful.
        -> Clipping of sprites  is  somewhat  buggy, making sprites appear
        (or  disappear!)  incorrectly  from  certain  angles.    This   is
        explained in section 1.1.
        ->  3D  drawing  priority is such that a moving sector which enter
        solid space (a wall) will  show  a really strange effect.  In most
        cases, you would still see it and there will be  a  "stripe"  over
        its  ceiling and beyond its floor to the limits of the screen.  If
        you are in a  moving  sector  that  leaves valid player space, you
        could get killed.
        ->  Sprite  #1026,  HORSEONSIDE,  is  buggy.   Apparently  he  was
        supposed  to  be  one of these three-dimensional sprites which you
        see differently from each angle,  because it has all the positions
        for it.  But if you actually put the first frame in a  sprite  and
        play  it,  it  disappears.  Other frames work but keep static, not
        changing when you change angles.
        -> Not a bug at all...  Texture #2420, ORGANTIC, is a bit curious:
        it  looks  like a creature 3D Realms designers thought of and were
        going to put in Duke3D  registered,  but  quit due to the hurry to
        get Duke3D finished.  If you use this, you will notice it will act
        just like a regular sprite, yet it has some frames and is  in  the
        middle of the creature textures...
   ÚÄ¿
   ³3³- Sprites
   ÀÄÙ
    Sprites are cool.  They can be  used  to produce a lot of neat tricks,
    and there are special sprites which can by itself be a source for many
    other tricks.
    You can see many of the tricks in the sample maps  are  with  sprites.
    In  fact,  even  all  the  chapter  about sprite alignment was just to
    prepare you for this part.  First you will show you how you can make a
    workaround about Duke Nukem 3D being not really 3D but, as  they  say,
    "2.9D".
    Quake is out, and it showed it how wonderful can be the 3D structures.
    But  Duke  Nukem  3D  also has this capabilites if you use sprites; in
    fact, the only thing you could not do with sprites is a slope.
    For reading this section  you  should  first  read  section  1.1.   It
    explains details about their behaviour, like clipping and alignment.
       ÚÄÄÄ¿
       ³3.1³- How to build floor over floor using sprites
       ÀÄÄÄÙ
        It is not as easy  as  it  can  look  at  the first sight.  I have
    prepared a sample map, 2STORY2.MAP, for you to look  at  while  you're
    reading  this.   I  have  made  it to look like 2STORYB.MAP, so take a
    glance at it too.
        We want to make one sector  (the  initial sector) which has a high
    ceiling and from which you can see two rooms, one just over the other.
    To make this more interesting, let's say these  rooms  have  different
    sizes,  shapes  and textures.  One is totally red, the other is like a
    checkerboard.  These are the shapes of  the two rooms (an advise:  try
    to  plan  these  shapes  concerning  a  large   grid   size   as   its
    "resolution"):
   ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿             ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
   ³                  ³             ³                        ³
   ³                  ³             ³                        ³
   ³                  ³             ³                        ³
   ³                  ³             ³                        ³
   ³                  ³             ³                        ³
   ³                  ³             ³                        ³
   ³                  ³             ÀÄÄÄÄÄÄÄÄÄ¿              ³
   ³                  ³                       ³              ³
   ³                  ³                       ³              ³
   ÀÄÄÄÄÄÄ¿    ÚÄÄÄÄÄÄÙ                       ³    ÚÄÄÄÄÄÄÄÄÄÙ
          ³    ³                              ³    ³
          ÀÄÄÄÄÙ                              ÀÄÄÄÄÙ    
                                                  
   the lower, red room              the upper, checkerboard room
    First of all, let's see how  these  rooms  are going to share the same
    space:
                      ÚÄÄÒÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÒÄÄ¿
                      ³  º                  º  ³
                      ³  º                  º  ³
                      ³  º                  º  ³
                      ³  º          4       º  ³
                      ³2 º                  º 3³
                      ³  º                  º  ³
                      ÀÄÄ×ÄÄÄÄÄÄ¿           º  ³
                         º      ³           º  ³
                         º  1   ³           º  ³
                         ÈÍÍÍÍÍ͵    ÚÄÄÄÄÄÄÐÄÄÙ
                                ³    ³          
                                ÀÄÄÄÄÙ          
    You  can see that the whole section marked with 4 will be used by both
    rooms, so this is the only  problematic  part.  Part 1 is used only by
    the lower room, part 2 and 3 are used only  by  the  upper  room.   So
    let's simplify things:  First we will create one sector which is going
    to  comport  the rooms - furthermore it has to have the ceiling at the
    height of the upper room ceiling  and  the  floor at the height of the
    lower room floor - and subdivide it in  these  four  parts.   For  the
    sample map, the height of the ceiling is 55 ticks.

       ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿        ÚÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄ¿ 
       ³                        ³        ³  ³                  ³  ³ 
       ³                        ³        ³  ³                  ³  ³ 
       ³                        ³        ³  ³                  ³  ³ 
       ³                        ³        ³  ³         4        ³  ³ 
       ³                        ³        ³2 ³                  ³3 ³ 
       ³                        ³        ³  ³                  ³  ³ 
       ÀÄÄ¿                     ³  --->  ÀÄÄÅÄÄÄÄÄÄ¿           ³  ³  
          ³                     ³           ³      ³           ³  ³ 
          ³                     ³           ³  1   ³           ³  ³ 
          ÀÄÄÄÄÄÄ¿    ÚÄÄÄÄÄÄÄÄÄÙ           ÀÄÄÄÄÄÄ´    ÚÄÄÄÄÄÄÁÄÄÙ 
                 ³    ³                            ³    ³           
                 ÀÄÄÄÄÙ                            ÀÄÄÄÄÙ           
    Now let's see:  part  1  is  just  the  red  room.  So let's color its
    walls, ceiling and floor red  (change  their textures).  Now lower the
    ceiling to the height you want  for  the red room (let's say, 26 ticks
    over the floor).  For part 1 now it's all done.
    For part 2 and 3 do the same as you did to part 1:  change the texture
    of  the  floor,  ceiling and walls to checkerboard.  Change the floors
    height  to  the  height you want for the checkerboard room floor, say,
    slightly above the red room ceiling (what about 30 ticks over the  red
    room floor?).  Ok, for part 2 and 3 it's done too.  Now let's see part
    4.
    Now  it  gets more complicate.  Part 4 is going to comport both rooms,
    but one wall can have just one texture.  So let's create 3 sectors  on
    the  walls  of  4 so that we could use the ceiling wall and floor wall
    textures:
                        ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
                        ³        5         ³
                     ÚÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄ¿ 
                     ³  ³        A         ³  ³ 
                     ³  ³                  ³  ³ 
                     ³  ³                  ³  ³ 
                     ³  ³         4        ³  ³ 
                     ³2 ³                  ³3 ³ 
                     ³  ³                  ³  ³ 
                     ÀÄÄÅÄÄÄÄÄÄ¿           ³  ³ 
                        ³      ³           ³  ³ 
                        ³  1   ³       D   ³  ³ 
                        ÀÄÄÄÂÄÄ´    ÚÄÄÄÄÄÄÅÄÄÙ 
                            ³ 6³B  C³  7   ³    
                            ÀÄÄÁÄÄÄÄÁÄÄÄÄÄÄÙ    
    For sectors 5, 6 and 7 we have to do the following:  lower the ceiling
    and raise the floor to the height of the upper  room's  floor  or  the
    lower room's ceiling.  Now press "2" on walls A, B, C and D. This will
    make  the  textures  of the ceiling wall and the floor wall separately
    editable.  Choose the lower textures of these walls as the red pattern
    texture and the upper textures as the checkerboard texture.
    Now we have the walls as we  wanted  to.  Notice that if you wanted to
    make  3  rooms, you could still use 3 different textures.  Besides the
    ceiling wall and floor wall  textures,  you could use the wall texture
    as the middle one; for that you should mask and  block  the  wall  and
    choose  its  texture.   Or,  when  having  multiple  floors, you could
    simulate this effect making very  thin  sectors alongside the walls of
    interest and making its walls with different  textures,  lowering  its
    floor or raising its ceiling so that you could see the textures of the
    other wall.
    And finally we are going  to  use  sprites.  If you have understood so
    far, you can be sure this is  going  to  be  the  easiest  part.   The
    sprites  are supposed to be put just in the space where the two floors
    are going to intersect, i.e. sector 4:
                         ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
                         ³                  ³
                         ³                  ³
                         ³                  ³
                         ³                  ³
                         ³                  ³
                         ³                  ³
                         ÀÄÄÄÄÄÄ¿           ³
                                ³           ³
                                ³           ³
                                ³    ÚÄÄÄÄÄÄÙ
                                ³    ³
                                ÀÄÄÄÄÙ
    Let's put the first sprite.  Press 'S' on the floor close to the wall.
    Block the sprite if it is not blocked.  Rotate it so that  stand  plan
    in  the  floor.   Press  '1'  on it so that it gets one-sided.  We are
    going to do the  floor  of  the  upper  sector, so change the sprite's
    texture to the checkerboard pattern.
    Now press Alt-TAB on the  sprite  and  put another identical sprite on
    its side.  Repeat this until you  have  the  floor  all  covered  with
    checkerboard  sprites.  Switch to 2D mode and select all these sprites
    with Shift.  Switch back to 3D mode  and raise all the sprites at once
    to the height of the upper floor. In our example, that's 30 ticks.
    Now the lower ceiling:  do just what you did to the upper  floor,  but
    don't  make  the  sprites  one-sided and change its texture to the red
    pattern.  Raise these sprites to the  height of 26 ticks.  Now go down
    and point to every sprite, making it one-sided.  To check if they  are
    all  one-sided,  go  in between 26 ticks and 30 ticks and check if you
    can see any sprite.  If you can,  this sprite is two-sided.  Go to the
    height from which you want to see it - up if it  is  a  floor  sprite,
    down  if it is a ceiling sprite - and make it one-sided (it always get
    one-sided in the side you are watching it).
    Now we have to make  the  side  of  the wall-ceiling block.  Watch the
    rooms from the outside:  it lacks the side.  In our example, the  side
    has to have the gray texture of the outer wall to look continuous.  So
    we just make a sprite with this texture.  Raise it to the height where
    it  meets  the  two sprite sets perfectly, making a nice solid-looking
    block.  You may have to resize it so that it meets the two sprite sets
    edge, and if you plan  making  a detailed two-floor structure, you may
    have to plan the lower floor and upper ceiling  heights  according  to
    the  side  sprite  size.   If  you feel like needing this, put various
    sprites side-by-side to make  the  side  (in  our example, we have two
    sprites.  It's actually better to have more small sprites, it prevents
    graphic glitches).  Oh, do  not  forget  to  rotate  and make the side
    sprites one-sided too.
    Note:  If you can not align the side sprite  perfectly  with  the  two
    sets  of  floor  sprites,  and you are making the sprite appear in the
    ground to rotate it and  raise  it  to  this height, you should try an
    alternative solution:  try to make it appear directly in a wall.  When
    you  press 'S' on a wall, the sprite appears automatically rotated and
    one-sided, but more important than this, it appears exactly where your
    mouse cursor is, resulting in a finer  height  adjustment  (the  steps
    the sprite takes with  PgUp  or  PgDn  are  too  big).  So you can try
    making it appear in a wall until you have the right height,  and  only
    then move it next to the floor and ceiling sprites in 2D mode.
    Now the two rooms work perfectly, don't they?   Actually  they  don't.
    Try  to  save you work now and play it a bit:  see if you can find the
    glitch.  You can play  2STORY2.MAP  too,  I have purposefully let this
    glitch intact.
    In the boundaries where the  fake  floor  meets the real floor and the
    fake ceiling meets the real ceiling, you may notice  there  are  small
    lines from which you can see through.
    But  for  this glitch the solution is very simple:  we don't have this
    discontinuity among the sprites,  isn't  it?   So add more ceiling and
    floor sprites in these boundaries.  Now it will look continuous.
       ÚÄÄÄ¿
       ³3.2³- Small facts about sprites & textures
       ÀÄÄÄÙ
        In the build engine,  you  could  assign a particular behaviour to
    one single sprite.  Many of the sprites of Duke Nukem have interesting
    behaviours that could be used to make fun  things.   Here  are  listed
    some: 
        1 - Sprite #2333 is  the  floorflame, you could already know this.
        But did you know that if you put frame  #2338  (it  isn't  named!)
        instead  it  turns  itself  into  a continuous floorflame?  And it
        hurts you too!
        2 - Sprite #969, Hydroplane,  can  be broken twice, and the second
        time it is broken it shakes continuously.
        3 - Sprites #578 (reactor2) and #1088 (reactor) hurt you when  you
        get  close,  and  you could already know this.  They do this until
        they are broken.  If you hide  them, you could make an interesting
        effect of a "hurting area" without a hurting floor.  You  can  put
        them below the floor level, too.
        4 - Most textures don't have  the  same behaviour when they are in
        sprites and walls.  For example, the  breakable  screens  textures
        aren't breakable when they are in a sprite.
        5 - If you put a hitag on a oozfilter or seenine sprite,  it  will
        have  a delay before the explosion.  But until this delay expires,
        it is completely undestructable!
        6 - If you are in  the  invisible  side of a one-sided sprite, you
        can pass through it.
        7 - Some sprites, specially animated ones, get all  messed  up  if
        you  rotate  them plan to the floor.  But they still work.  If you
        do this to creatures, you can get weird pixelated enemies!
        8 - If your "body" is in the same space as some sprite, the  BUILD
        engine  will  make  a  check for this and will try to take you off
        this sprite.  If it can't, for example, you are being smashed by a
        floor sprite and a ceiling, you get killed.
        9 - Sprite #662,  Waterbubblemaker,  spawns floating water bubbles
        from where you put it.  Sprite  #660,  waterdrip,  spawns  falling
        water drips from where you put it.
        10 - Flipped  sprites  will  still  align to the floor, not to the
        ceiling.  Flipped falling sprites will still fall on the ground.
        11 - Sprite #3400 (BLIMP  -  the  Duf  Beer  balloon  sprite),  if
        unblocked and blown  up  by  an  explosive  weapon,  spawn a dozen
        goodies to the player.
        12 - It is in Daedalus'  FAQ,  but  it is always good to remember:
        duke's crashing helicopter is  sprite  1386  and  duke's  crashing
        spaceship  is  sprite  2491.  These sprites fall on the ground and
        explode.  Remember the topic about  activation of sprites; it will
        begin to fall only when you see it or get close to  it.   You  can
        even  do  neat  effects, like raining helicopters :-) or something
        weird like that...
        13 - Sprite #2566 is  the  active  tripbomb.   If you want just to
        scare the  player  without  actually  hurting  him,  place  it  in
        non-valid  player  space  (accomplish  this  by  first  making the
        position where it will be becoming valid player space, by dragging
        some  lines  around it.  Then, after you have put the sprite, drag
        the lines back).
        14 -  The  CHAIR3  texture  (#680)  can  be  seen  different  from
        different angles.  This is true  for  other textures too, like the
        WOODENHORSE (#904).  But CHAIR3 is breakable and blocked  even  if
        you unblock and hitscan off it.  However, if you choose one of its
        other  frames, it turns itself into a regular sprite, and won't be
        seen differently from other angles.
        15 - The FIRE textures use the same frames as the BURNING textures
        (FIRE  = #2271, BURNING = #2270, FIRE2 = #2311, BURNING2 = #2310),
        but the BURNING textures  disappear  after a while.  Both textures
        hurt the player.
        16 - Texture #160, DOORSHOCK, is a squishing sprite you should put
        in space doors.
        17 - Some textures have  special  properties,  for  example  being
        breakable.   Some  have these properties when they are in a sprite
        (e.g.  DOMELITE, #551);  others  when  they  are  in  a wall (e.g.
        SCREENBREAK1, #263); others when they  are  in  a  two-sided  wall
        (even if it is not in both sides)(e.g.  STAINGLASS1, #510).  There
        is  no  such texture that is breakable in all of the cases (though
        the mirror texture - #560 - is breakable when it is in a one-sided
        or two-sided wall.  You can make almost anything breakable when it
        is a sprite, giving it a hitag, but that's different.).  So it's a
        good solution to  make  unbreakable  glass,  for  example.  If you
        change the palette of a breakable texture, it continues breakable.
        But there are some textures  which  have  special  properties  and
        these properties disappear if you change some attributes; the most
        meaningful  case is the BIGORBIT1 (#84) texture.  If you put it on
        a ceiling, it kills you only  if  it is parallaxed and has palette
        0.  You can not change these attributes if you want  this  texture
        to kill you, though you can slope it, for example.
        18 -  Texture  #663,  the  forcefield,  besides  its  behaviour of
        hurting and blocking the player, has an interesting  side  effect:
        it scrolls itself diagonally, upside-down and in irregular speeds,
        taking  along the ceiling wall texture and the floor wall texture.
        See FFIELD.MAP to understand...   It  is  not possible to make the
        texture not become upside-down, and if you put a  special  texture
        on  the  floor  wall  or  the  ceiling wall (e.g. an animated wall
        texture), it won't scroll  anymore.   If  you don't want the force
        field to hurt you, make an invisible wall very  close  to  it  and
        block this wall.
        19 - If you start  the  player  in a hurting texture (FLOORSLIME -
        #200, HURTRAIL - #859 - and FLOORPLASMA - 1082), he will not start
        with the pistol.  He will be on bare hands!  Palette changing does
        not alter this property.
        20 - Texture  #230,  bigforce,  has  an  interesting property:  it
        produces "ripples"  when  shot.   It  is  ideal  to make invisible
        walls  (mask the wall, choose this texture and unmask it), because
        it does  not  sustain  these  "bullet  holes"  in  midair.  And it
        doesn't hurt the player.
   ÚÄÄÄ¿
   ³3.3³- Neat effects to try
   ÀÄÄÄÙ
        - THE INVISIBLE  ONE-WAY  ELEVATOR  (map  GOUP.MAP)  - This effect
        joins sprite facts #6 and #8.  Make two big sectors (1 and 3), one
        higher than the other, and one small sector between them (2)  that
        will be the "elevator":
                         ÚÄÄÄÄÄÄÄ¿ ÚÄÄÄÄÄÄÄÄ¿
                         ³       ³ ³        ³
                         ³       ³ ³        ³
                         ³       ÃÄ´        ³
                         ³   1   ³2³    3   ³
                         ³       ÃÄ´        ³
                         ³       ³ ³        ³
                         ³       ³ ³        ³
                         ÀÄÄÄÄÄÄÄÙ ÀÄÄÄÄÄÄÄÄÙ
        Now  put  one sprite in the floor of sector 2, make it plan to the
        floor, change its texture to one  you like and make it blocked and
        one-sided.  Raise it a bit so you can go under  it  in  the  game.
        Press Alt-Tab to copy it to the clipboard.
        Now  put  another  sprite  in  the floor of sector 2, that will be
        identical to this last sprite due  to  the  Alt-TAB  you  pressed.
        Raise it 3 ticks over the first sprite.  Now repeat this until you
        have  many  one-sided  sprites 3 ticks above each other.  The last
        should be around the level of sector 3 floor.
        Now play it.  You should duck  to get under the first sprite.  You
        don't see it from below.  If you stand up, you will  be  right  in
        the  same  space as the sprite, and BUILD try to take you off this
        sprite, raising you over it.  But you get in the same space as the
        second one-way sprite -  and  so  on.   Thus  you are very quickly
        raised  to  the  level  of  the  third  sector.   Note  that  this
        "elevator" is one-way, i.e., you can't go back because  the  upper
        side of the sprite is blocked!
        You can make some variations of this trick, too.  For example, you
        can  make the first sprite higher so this effect is only activated
        when you jump in  sector  2.   You  can hide the one-sided sprites
        from view to make it look more surprising.
        If you like it, you can build a ladder using this technique.   The
        one-sided sprites would be the steps.
        - You can  simulate  a  soft  drink  tank  by making regular water
        sectors  and  changing  the  water  palette   and   putting   many
        waterbubblemaker  sprites  (#662).  Maybe Duke was just visiting a
        soft drink factory.  :-)
        - Have you seen Indiana Jones III?  What about making a  invisible
        bridge  for  the  player  to walk in?  There are two ways:  If you
        want to make a nearly  invisible  bridge, get a very sparse masked
        sprite,  like  sprite  #509,  make  it  with maximum transluscence
        (press t twice),  block  it,  make  it  flat  with  the floor, and
        stretch it to make it  look  like  a  bridge.   Raise  it  to  the
        location where you do want the invisible bridge and that's all.
        But if you do the other way, a REALLY invisible bridge, try to use
        a  sprite that gets invisible when you play the game, like a SE or
        a GSPEED sprite.  If the  sector  already has one of these special
        sprites and it doesn't require to be in the floor, you can use  it
        as  the  bridge.   Just  make  it just like the first way, but you
        don't have to make it transluscent.
        - You can try  neat  things  with  the palette.  Some examples are
        putting the red palette on monsters, making they look like demons,
        or  putting  the  black  palette  on  monsters  and  making   them
        transluscent, making they look like "predators" (A-ha! for Doomers
        that  comply about don't having almost invisible creatures like in
        Doom, look at this!).  If it fits the theme of your map, you could
        also make demons transluscent, flipped or flat,  but  only  if  it
        fits.  Usually this looks amateuristic.
        - You   can  simulate   a   sunlight   effect  with  an  unblocked
        transluscent sprite (map LIGHT.MAP).  Notice that  the  sprite  is
        not  flat,  looking like a circular light.  If you try to make the
        same effect with  masked  transluscent  walls,  it  won't look too
        realistic, because the back  walls  interfere with the front walls
        and you could see the textures changing the perspective.
        - 3-STORY LIFT  (map  3FLRLIFT.MAP):   You  can  build a nice lift
        which can reach 3 floors by putting a sprite in it.  Just  make  a
        regular lift in the middle sector of a "T" by sectors:
                      ÚÄÄÄÄÄÄÄÄÄÂÄÄÄÂÄÄÄÄÄÄÄÄ¿
                      ³   1     ³ 4 ³   3    ³
                      ÀÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÙ
                                ³   ³
                                ³   ³
                                ³   ³
                                ³ 2 ³
                                ³   ³
                                ³   ³
                                ³   ³
                                ³   ³
                                ÀÄÄÄÙ
        Sector 4 is the lift sector.  Sector 1 has the lowest  floor,  and
        this floor has the same height as sector 4's; sector 2 has a floor
        higher than 1.  Sector 3 is even higher.   Put  one  flat  2-sided
        sprite  on  sector floor, block it, and raise it to sector 2 floor
        height.  Don't forget to put  switches  in every floor to activate
        the lift - and even in the lift.  It's done.
        By the way,  this  map  has  a  bug.   After some activations, the
        sprite gets slightly unaligned, and this  unalignment  grows  with
        the  number  of  activations.   Hope  3D  Realms fixes this bug on
        version 1.4 of Duke Nukem.
   ÚÄ¿
   ³4³- HELP SECTORS
   ÀÄÙ
    Did you notice that more than one single effect can be linked to  more
    than  one  single event in BUILD?  Indeed, this single detail can lead
    to one very powerful thing:  a  help  sector.  If build is not able to
    make one effect you thought of, maybe you can force it do  the  effect
    with the concept of HELP SECTOR.
    But what is a help sector? Well, let's define it:
    HELP SECTOR is a sector in BUILD  you  use just to help some effect to
    happen, or act as a "bridge" between another  effects,  or  the  place
    where  an  effect  must  happen  without  actually having to be either
    accessible or visible during the game.
    This can sound strange.  How  could  a  sector  be useful if it is not
    accessible or visible?  To  make  things  clear, let's take an example
    and  explain  it  completely.   Suppose  you  want  to   make   double
    autoclosing  sliding doors but - rats!  - that damn SE 10 effect, door
    autoclose, doesn't work  with  sliding  doors!   (see  section 5.5 for
    further explanation on this)
    But does it mean we can't build autoclosing sliding doors?  Not quite.
    SE 10 just waits some time, and activates the door again so it closes.
    So maybe we can pick another effect which has the following  sequence:
    activation, time delay, activation.   The  2-way train effect does it!
    See map SLIDEBAK.MAP to get the idea.
       ÚÄÄÄ¿
       ³4.1³- The first type of help sector: the bridging sector
       ÀÄÄÄÙ
    Now we  are  going  to  see  the  first  type  of  help  sector.  It's
    characterised by an effect that acts as a bridge, i.e.,  is  activated
    to activate another effect.
    So, before we can use it,  let's try to understand this effect better:
    the 2-way train begins in an intermediary position  along  its  track.
    When it is first activated, by channel x let's say, it runs to locator
    0  -  its  "first  position"  -,  then activates channel x+1 (which is
    supposed to be the  door  from  its  first  position).  Then, if it is
    activated again, it first activates channel x+1, runs along its  track
    and, when it arrives at its second position, activates effect x+2.  If
    activated  again,  the 2-way train now will do the opposite:  activate
    channel x+2, go from position  2  to position 1, then activate channel
    x+1.
    We can identify some topics of interest here:
    1 -> What about the sliding doors?  They are meant  to  be  activated!
    Why are we worrying about this 2-way train effect?
    2 -> So are they meant to be activated locally (pressing space on  the
    door) or by a switch?
    3 -> It activates different effects each time it is activated, x+1 and
    x+2,  and  the  order  of  these  effects  is reversed each time it is
    activated.
    4 -> It begins in an intermediary position and activates just one effect
    (x+1) the first time.
    5 -> The time delay depends upon a distance.
    Most of these topics  are  obstacles.   To  answer  the first:  we are
    actually going to activate the 2-way  train,  not  the  sliding  doors
    directly.   Then  we  will  make  it  so the 2-way train activates the
    sliding doors as  we  wanted  to.   This  justifies the name "bridging
    sector".
    Therefore we will have to disallow the player from activating the door
    itself.  To accomplish this we will just use activators on the sliding
    door, they lock local activation (do not worry about them yet, we will
    talk about it soon).  So we will use a switch with lotag 400  (or  any
    other number you want).  If we wanted to, we could still use simulated
    local  activation;  it  is sufficient to lotag the sliding doors walls
    400 and change their textures to DOOR-named textures.
    
    Now  let's  understand  the map better:  You put lotag 400 on the door
    walls and/or the switch.  This mean they activate activator 400.   But
    where  is  activator  400?   It's not in the doors.  It's in the 2-way
    train (I ripped apart this 2-way train from  _SE.MAP  for  simplicity,
    you can make your own of course).  This means you are going to use the
    switch/wall lotag  to  activate  the  train;  the  train  by  its turn
    activates effect 401, runs along its track, arrives at its destination
    and activates effect 402.  And the same for the reverse, 402 first and
    401 later.
    But we still need to use a double activation for the door, huh?  So we
    just  put  two  activators  in  the  doors, one lotagged 401 and other
    lotagged 402.  First activation will  open the door, second activation
    (after the delay of the train run) will close it.  Since they activate
    the same thing, its order doesn't matter anymore.
    Please note:  There are two sliding doors.  But they are linked by the
    same  SE hitag, causing the activation of one be the activation of the
    other too.  So I just need  to  put  these two activators in one door,
    the other will move accordingly.
    There's still one problem.  At its first activation, the  2-way  train
    moves  from  an  intermediary  starting position to its first locator.
    Only after that it will begin to move from one locator to another.
    We can  solve  this  problem  just  by  activating  the  train  at the
    beginning of the level, with a  one-time  touchplate  performing  this
    job.  This is not a big problem if the player does not see the door at
    beginning of the level.  I have  put the touchplate just in the sector
    the player begins, it activates the 2-way train for  the  first  time.
    Notice that I made the sliding doors start opened and then close  when
    of  this  first  time  activation.   Pay  attention  at  the  SE  15's
    tails directions.
    Last  but not least, if you want a longer or shorter delay, resize the
    2-way  train  track  and   shift   its   locators  so  it  meets  your
    requirements.
    That's  it for this type of help sector.  There are many possibilities
    there:  the time delay  can  be  used  to  create  many  new  effects.
    Remember  that  if  you  want  to activate a timed event just once you
    better use a masterswitch than this trick.
    *TIP* you can make  the  bridging  sector  loop  forever.  Use a SE 10
    (autoclose) with it. Read more about it in section 6.5.1.4.
       ÚÄÄÄ¿
       ³4.2³- The second type of help sector: the noising sector
       ÀÄÄÄÙ
    Now let's see  for  the  second  type  of  help  sector:  it is mainly
    associated  with  sound  and is often used to correct bugs and lack of
    sound handling effects.  Still  it  is  a  lot  easiear than the first
    type; however, I didn't explain it first because  the  first  type  is
    more conceptually meaningful.
    Maybe  you  should know that this type of help sector is actually used
    in the game.   It  can  be  seen  in  E3L4,  for  example.  You have a
    detailed explanation about this effect in the game in section 7.3.
           ÚÄÄÄÄÄ¿
           ³4.2.1³- First example: fixing a sound bug
           ÀÄÄÄÄÄÙ
    Let's take an  example  situation  to  see  the  first noising sector:
    suppose we want to make a star  trek door but we don't like the "sound
    playing twice" bug of this door.
    We are going to make a noising sector to make our  door  sound  right.
    In  fact,  our  door  won't  make  the sound.  The helping sector will
    instead.  It is going to be  activated  at the same time than the star
    trek door. This is our map STNOISEC.MAP.
    Well, first of all, let's build  a  crude star trek door and verify if
    it is working.  Sector lotag 9, hmm, that  sounds  right.   Now  let's
    activate  it  by  a  switch:   put  a  switch somewhere and make it be
    activated (for some reason, door walls lotags don't work properly with
    star trek doors).  Everything works  fine?   Good.  Now let's head for
    the important part - making the sound work.
    Build a sector nearby isolated from other  sectors.   Build  a  simple
    ceiling door in this sector (lotag 20).   Put  an  activator  in  this
    door.   Also  put a MUSIC&SFX sprite in this door. lotag the activator
    with the same number you  gave  to  the  switch and the star trek door
    activator, so this ceiling  door  and  the  star  trek  door  will  be
    activated simultaneously.
    Let's  put  a door sound lotag on that MUSIC&SFX sprite. 166 is a good
    value.
    Now let's see:  the switch  will  activate  both doors.  The star trek
    door  won't  make  any  sound,  but the nearby ceiling door will.  The
    ceiling door is not visible, so  it  will look like the star trek door
    made the sound.
    Now let's enhance our  map:   first  of  all,  we  want a starting and
    finishing sound for the door.  But this means we have  to  synchronize
    the ceiling door and the star trek door so that they finish opening or
    closing  at  the  same  time.   Put  GSPEED sprites in both doors, and
    give the star trek gspeed a  value  you like.  Try to change the value
    of the GSPEED sprite in the ceiling door so that it gets  synchronized
    with  the star trek door.  For our map, I have found that 96 is a good
    value for the  star  trek  dor  GSPEED  and  128  for the ceiling door
    GSPEED. 167 is the finishing sound I have chosen.
    If you have a good ear, there's another problem:   the  sound  doesn't
    look  like  it  comes from the star trek door.  If you put the ceiling
    door sector on the right, the sound  will seem to come from the right.
    Duke 3D has stereo sound...
    But the solution is very easy.  Just select the  ceiling  door  sector
    with right Alt and then carry it to where the star trek door  is.   It
    won't cause problems, because it is just another overlapping sector...
    It won't appear in the place of the star trek door.
    Now you have a fully functional star trek doors!  Easy, not?  So let's
    take another example. It's simple too.
           ÚÄÄÄÄÄ¿
           ³4.2.2³- Second example: making a delayed sound
           ÀÄÄÄÄÄÙ
    Now we want something different.   Duke's  gonna walk through a sector
    and after 4 seconds he should say:  "I  ain't  afraid  of  no  Quake!"
    (sound #236). The map for this effect is DELAY.MAP
    First  of  all, let's make a touchplate sector through a corridor.  We
    are going to use a door to make the sound too, but this time the sound
    will be activated just  once.   That's  easy  for the touchplate, just
    hitag the touchplate sprite  1.   Make  the ceiling door sector (lotag
    20) and put a masterswitch in it.  It has to be a masterswitch because
    it has to have a time delay.   Can't be an activator.  Lotag it, let's
    say, 301.
    Now Duke will talk 4 seconds after he walks in the  touchplate,  isn't
    it?   Well, 4 seconds equal to 128 in BUILD units.  So let's hitag the
    masterswitch 128.  Put a MUSIC&SFX sprite in the door sector and lotag
    it 236 for the "I ain't afraid of no Quake!" sound.
    Now put  the  isolated  door  sector  very  close  to  the  corridor -
    preferably overlapping it - and it's done.
    Let's see.  Duke will walk over the touchplate; it will  activate  the
    ceiling door masterswitch after 4 seconds.  The door will rise, making
    the  sound  "I  ain't  afraid  of  no  Quake!".   Since  it's near the
    touchplate, the sound will look like it comes from it. That's simple.
    Now we are finally going  to  see  a more complex example, combining a
    tricky effect with the autoclose SE.
           ÚÄÄÄÄÄ¿
           ³4.2.3³- Third example: making repeating sounds
           ÀÄÄÄÄÄÙ
    Let's see:  we want to  trigger  an  alarm  sound.  This could be just
    like the former example, but alarm sounds keep  repeating...   And  we
    aren't in the mood to tinker with the .CON files to choose a sound and
    make it "ambient" (repeating).
    Since we need no time delay, this time we could use choose between  an
    activator  and a masterswitch.  Let's try the activator now just to be
    different from the former example.   In fact, make everything like the
    former example, but change the masterswitch to  an  activator.   Let's
    follow map AUTOSND.MAP.
    Let's  change  the MUSIC&SFX lotag to a sound that seems like an alarm
    sound. Sound #132 will do this job.
    Now the tricky  part:   put  TWO  autoclose  effectors  (SE 10) in the
    ceiling door sector.  The trick is:  these two autoclose will keep the
    door opening and closing.  Now put the SAME hitag  on  both,  using  a
    time  delay  that  is convenient to your needs.  24 in our example map
    (3/4 of a second).
    Now we have just what we  wanted.  When Duke steps onto the touchplate
    he triggers the door, making it open just once (touchplate with  hitag
    1).   But  then  the  autoclose  SEs  make  the  door  open  and close
    endlessly...  If you want to  understand  more  about this SE 10, read
    section 6.5.
    Problem:   if  you  want to turn the alarm off later, let's say with a
    switch, triggering another activator/masterswitch at the same door, it
    won't always work - it depends  if  the  door is opening or closing at
    the moment.  So it will look like the switch is malfunctioning.
                   ÚÄÄÄÄÄÄÄ¿
                   ³4.2.3.1³- "Random" sounds
                   ÀÄÄÄÄÄÄÄÙ
    Do you want to make the sound of the former example look  like  random
    sounds?   Easy!   Just  put MANY autoclose SE's with different hitags.
    You  could do this, for example, to activate thunder sounds...  And if
    the sounds stop after a while  (this can occur sometimes), try putting
    another SE 10 in the sector with the same hitag of the SE 10 with  the
    highest hitag of all. Read more about the SE 10 in section 6.5.
       ÚÄÄÄ¿
       ³4.3³- A third, less necessary type of help sector: lighting sector
       ÀÄÄÄÙ
        SE  8 and 9 are "up open door lights" and "down open door lights".
    Maybe you want to make an  effect  "left open door lights" or somewhat
    with a side door.  Split  doors  works normally with either effectors.
    See map LTDOOR.MAP.
        All you need is make the ceiling door or floor door associated  to
    lights  turning  on in an isolated sector.  Then make the sliding/star
    trek/four-way door/rotating door in the place you want and synchronize
    it with the ceiling/floor door (the lights turn on  synchronized  with
    this door).
   ÚÄ¿
   ³5³- GENERAL TRICKS AND HINTS WITH SECTORS
   ÀÄÙ
    This  chapter describes a more general view of some sector tricks, and
    explains the basics of  it.   For  a  more detailed description of the
    effects you should consult chapter 6.  In fact, this chapter  is  just
    an overview, a preparation for the next chapter.
    The most important things here are the principles.   It  is  important
    noy  only  that you understand the structure itself, but also the line
    of thinking which led to it.
       ÚÄÄÄ¿
       ³5.1³- Effects used with a purpose other than the one they were
       ÀÄÄÄÙ  intended for
        Have  you  ever  thought the names of some structures do not fully
    describe its behaviour?  I mean, an elevator could be arranged so that
    it looks and works like a door.   A subway could be used as a rotating
    sector.  And so on.
        So this section is made to open possibilities for your map.  Maybe
    you thought about a  structure,  say,  an one-way teleport...  But you
    quit the idea because it is said teleports work both ways and there is
    no structure in BUILD called "one-way teleport".   Then  you  actually
    lose  the  fact that if you raise the teleport SE once then duke can't
    teleport back  (explained  in  section  6.8.1)  and  this structure is
    possible.
        Thus, when you learn a structure, try to understand its  behaviour
    without linking it to its name. It can generate wonderful ideas...
        Let's talk about an example:  You have got 2-way trains, but  they
    travel too fast.  Isn't there a way to slow it down?  No, there isn't.
    But there is a structure which behaviour looks like the 2-way train's,
    the sliding door (see sections  5.3  and  6.4).  And, though its speed
    can't be set either, it travels slower than the 2-way train.  So if we
    respect some limits (the sliding door can't carry things), we  can  do
    this  sliding  door as a slower 2-way train.  See OTHR2WAY.MAP.  If we
    need to open and close doors  when  the train gets at its extremes, we
    can use a bridging help sector.
        This concealing  will  reveal  more  interesting  in  the next two
    chapters, about moving and deforming sectors.
       ÚÄÄÄ¿
       ³5.2³- Deforming sectors
       ÀÄÄÄÙ
        What is a deforming sector?  By simplicity, is a sector which have
    its shape changed. This includes:
        - Stretching sector (the most obvious)
        - Star trek door
        - Four-way door
        - Earthquake sector (yeah, the tilt of the sector is changed)
        - Floating sector (waves)
        The first three are  horizontally  deforming  and the last two are
    vertically deforming.  The sectors of interest  are  the  horizontally
    deforming.
        So let's get back to the question:  what is  a  deforming  sector?
    In BUILD it's  just  a  sector  which  can  *MOVE*  a  few vertices to
    somewhere.  Got the idea?
        The  stretching  sector moves only the two vertices nearest to the
    SE.  The star trek/four way (they're almost the same thing) door moves
    the  few  vertices  nearest  to  the  GSPeed  within  a  radius.   The
    stretching/squishing  of  walls  is just the result of the walls being
    attached to moving and static vertices.
        You may have  wondered  -  Why  haven't  I included sliding doors?
    Because they are NOT just simple deforming sectors.  In fact, they are
    moving sectors!  Have you ever noticed the walls textures don't squish
    or stretch?  This is the key element for understanding  how  deforming
    and moving sectors behave in build.
       ÚÄÄÄ¿
       ³5.3³- Moving sectors
       ÀÄÄÄÙ
        Let's  understand once and for all what is a moving sector:  it is
    a deforming sector  where  all  vertices  are equally affected.  Let's
    list the moving sectors just as we did with the deforming sectors:
        - 2-way trains
        - subways (including wagons)
        - sliding doors
        - rotating sectors (gears, doors)
        - Rotate rise sector
        - four-way door
        - Earthquake sectors
        - Floating sector (waves)
        - all elevators
        - ceiling door, floor door, split door, teeth door
        - Rising/dropping floor/ceiling
        - Piston
        Three  of them are distinctive:  rotate rise door moves both ways,
    horizontally and  vertically  (well,  actually  the  two doors meeting
    could be considered as a  deformation).  Four way door is horizontally
    a  deforming  sector  and  vertically  a moving sector.  An earthquake
    sector is vertically  a  deforming  sector  and  horizontally a moving
    sector (by the way, the amount of movement of the earthquake cannot be
    changed - it moves horizontally a fixed amount).
        But  this  was  just  for  curiosity.  Again, the only interesting
    sectors are the horizontally moving ones, that is, the first five.
        We are not going to see  the  details of each type of sector here;
    we are trying to be as general  as possible.  So let's take the common
    place of all them: they carry along all the points of the sector.
        An example of what's the  difference  between  a moving area and a
    moving bunch of vertices can be clarified  with  one  example.   Let's
    take a regular subway sector and explore its possibilites.
        So take a look at DFSUBWAY.MAP.   It's a very simple subway sector
    but...  What's happening there?  The subway is attached to a  flexible
    sector?   Moreless.   What  happens  is  that  the subway sector moves
    normally, but two  of  its  vertices  are  attached  to  a sector that
    shouldn't be moving because it hasn't got a subway SE.
        So the attached sector does not move.  But the subway sector does,
    and carry along its points.  This causes the sector  attached  to  the
    subway  to  be  deformed  by  the subway continuously!!!  This opens a
    whole new world of possible structures.
        Note on this  particular  structure:   the  sector attached to the
    subway HAS to be the same hitag as the subway,  otherwise  build  will
    not  understand it.  If, however, the sector attached to the subway is
    an area without valid player  space,  which  you  can't  hitag,  don't
    worry:  it will actually work normally.
       Try to  use  this  stuff  with  other  sectors:  rotating sectors,
    sliding  doors,  2-way  trains.   Practive  is  important  with   this
    technique,  because  it  is  somewhat  complex  and may take a time to
    master.   There  are,  although,  some  simple  structures  that  come
    directly from this technique:
        - Rotating  door  intermediate  sectors which stretch as the door
        opens;
        - "rubber" intermediate sectors which link subway cars.
       ÚÄÄÄÄÄ¿
       ³5.3.1³- A few notes about the sliding door
       ÀÄÄÄÄÄÙ
        There  is still a point to clear:  what about the sliding door?  I
    have said it was a moving sector, not a deforming sector.  I have said
    it could be in the place of a 2-way train.
        Well, to be frank, there is not much more to  say  about  it.   It
    is  the  common  use  of sliding doors and its name that are confusing
    you.  Try to understand why the  sliding door is a moving sector:  why
    do you have to push some of its lines far  inside  the  wall?   It  is
    because  otherwise the door would be pushing the other sectors.  It is
    just too hard to  explain  here,  try  making different shaped sliding
    doors and figuring out its working.  Next, try changing the doors  for
    2-way  train.   In  fact,  you  could also use 2-way trains as sliding
    doors.  To make  things  clear,  see  the  differences  between  2-way
    trains and sliding doors at section 6.4.1.
       ÚÄÄÄ¿
       ³5.4³- Overlapping sectors
       ÀÄÄÄÙ
        You  must  have  become used to the limitations of BUILD.  I mean,
    you know you can't create sloped floors over floors that can be viewed
    simultaneously, for  example.   That  is,  there  are  some real-world
    structures which you really CAN'T build.
        But have you thought about  the  limitations  of  the  real  world
    comparing  to BUILD?  Yes!  In real world you CAN'T have more than one
    thing occupying the same space - this  is a physic law.  In build, you
    CAN, since you can't see both at once!
           ÚÄÄÄÄÄ¿
           ³5.4.1³- 720-degree circles
           ÀÄÄÄÄÄÙ
        Have you played E2L11?  That's the second secret level of  episode
    2.   If you have, you may have not understood the level if you thought
    in terms of real world.  It is  a 720-degree circle, that is, a circle
    in which, to come back to the same point, you have to  circle  it  TWO
    TIMES!!! This structure is impossible in the real world.
        How  do  you make that?  Just overlap the sectors.  Don't make the
    sectors too big so that they could  be  seen at the same time than the
    other, and make the circular pathway made of these  sectors.   I  have
    made  an  example  map,  purposefully very irregular so you can not be
    confused by very close vertices, with a 1080-degree "circle", that is,
    you have to circle it  3  times  to  get  the same place.  This map is
    CIRCLE.MAP. See it and you'll get the idea.
        There are other possibilities...  But now this is up  to  you  and
    your own creativity and imagination.  I trust you, and I know you will
    think of something interesting!!!  :-)
       ÚÄÄÄ¿
       ³5.5³- Simulating environments
       ÀÄÄÄÙ
        I  present  here  just  some  ideas  for  the  simulation  of some
    environments.  If you want to thrill the player a bit with some not so
    frequent ambience, follow this thread...
           ÚÄÄÄÄÄ¿
           ³5.5.1³- Rain
           ÀÄÄÄÄÄÙ
            Do you want a rain effect?   An  way  to  accomplish  this  is
    putting  many  drip sprites in a parallaxed grey sky ceiling.  You can
    put cyclers and random lights effects to simulate lightnings.  And the
    thunder sounds can be made  by  the random sound activation trick (see
    section 4.2.3 about noising sectors and section  6.5.2  about  the  SE
    10).   Don't  forget to make some water pools with lotag 1 or even the
    whole raining sector with lotag 1 to make it look wet!
           ÚÄÄÄÄÄ¿
           ³5.5.2³- Space
           ÀÄÄÄÄÄÙ
            Make a big bonding sector for the space area.   Now  select  a
    space  texture  (it  could  be  BIGORBIT1) for both floor and ceiling.
    Parallax it the way you like.   Make  a smaller sector inside it which
    will be the space area itself and make it valid player  space.   Block
    these  sector  lines so the player can't leave this sector.  Now lower
    the outer sector ceiling until it reaches the floor.
            You should have  now  a  nice-looking space sector, apparently
    without  walls.   To  enhance  this  effect,  let's put a grey palette
    (palette 12) on the floor and ceiling to make it look darker  (if  you
    chose  BIGORBIT1 and haven't put a grey palette, don't forget to put a
    palette other than 0 so that  the  sector  does not kill you).  If you
    want, put a shade value too.
            Put  a  lotag of 2 in the sector to make it have the behaviour
    of an under water sector.  Well, that  is the best thing I could think
    of.  There are some obvious disadvantages on this method:   The  water
    sector makes water noises, spawn bubbles, and only needs a scuba gear,
    not a whole spacesuit  (well,  the  spacesuit  in  duke  doesn't  work
    anyway!)...
            If  the  player enters this sector by regular walking, and not
    teleporting, pay attention to  the  water  palette bug...  The palette
    won't change naturally, you may have to put a palette other than 0  in
    the sectors next to the space sector too.
           ÚÄÄÄÄÄ¿
           ³5.5.3³- Another light casting effect (LTCAST.MAP)
           ÀÄÄÄÄÄÙ
            This trick was suggested to me by a guy in 3D Realms  Web  BBS
    forum,  I  don't remember his name, but as soon as I get it I will put
    credits for him here.
            Suppose you want to make a torch and a circular  fading  light
    coming  from it.  You can not have more than 3 different textures in a
    sector boundary line (floor wall,  ceiling  wall and middle wall), so,
    if we have some shading like that:
                                ÄÄÄÄÄÄ
                               /
                              /  ÄÄÄÄÄ
                             /  /
                            /  /
                           ³  /      Ú¿
                           ³ ³     Ú¿³³
                           ³ ³     ³ÀÙ³ <-- torch
                           ³ ³     ÃÄÂÙ
                           ³ ³     À¿³
                           ³ ³      ÀÙ
                           ³  \
                           \   \
                            \   \
                             \   ÄÄÄÄÄ  
                              \
                               ÄÄÄÄÄÄÄ

            We are going  to  divide  these  into  sectors,  and apply two
    techniques:
    For the sectors that have up to three differently textures:
    We are going to make a new sector behind the wall of this sector so we
    can use its three walls:  floor wall, ceiling wall  and  middle  wall.
    The  middle wall, of course, me make blockable, maskable and hittable.
    We slope the ceiling to get the right angle of the shade.  Notice that
    the shade of the middle wall is the same shade as the ceiling wall.
    For the sectors that have more than two differently shaded textures:
    Make thin sectors in the wall so that they can be used  to  show  more
    floor and ceiling walls to simulate the fading.  Don't forget to block
    and  hitscan the outer middle wall so that the player will not "climb"
    on the edges of this shading. :-)
    If  you  want to, you can put cycler sprites and random lights to make
    it look more realistic.   But  as  the  sectors  are  thin, it will be
    somewhat difficult to get the sprites in the right place...
           ÚÄÄÄÄÄ¿
           ³5.5.4³- Making big  areas  look  small or small areas look
           ÀÄÄÄÄÄÙ  big
            This section uses a resource not very commented in build faqs,
    the visibility setting  ('-V  in  3D  mode).   In  fact,  this  number
    decides  how  far  the  sector/wall/sprite/ceiling/floor  darkens with
    distance.  The greater the number, the slower it darkens.  You can use
    negative numbers too.
            This is VERY useful if your map is a bit dark and has big open
    areas. walking in a place where you can''t distinguish many things can
    be really boring.  If this is your case, raise the visibility settings
    of your sectors.
            On the other hand, it is an useful setting if you want to make
    a small room look big, too.
            You can change the visibility using the Alt-(+/-) keys and the
    Ctrl-Alt-(+/-) keys (these last  are  for  the  WHOLE MAP, so use with
    care!)
       ÚÄÄÄ¿
       ³5.6³- Making things work using brute force
       ÀÄÄÄÙ
        Some effects are good but... they could be used to cool tricks  if
    and  only  if they didn't have an annoying detail which disallow it!!!
    The BEST example is the  behind  mirror sector...  Wouldn't be nice if
    you could walk in it?  But if  you  have  ever  dnclipped  behind  the
    mirror  and  then dnclipped off, you would notice that *you can't move
    in the behind the mirror sector*!!!
           ÚÄÄÄÄÄ¿
           ³5.6.1³- Crossable mirrors /  two-way mirrors / "True Lies"
           ÀÄÄÄÄÄÙ  mirrors
            Have you seen "True  Lies",  with Arnold Schwarzenegger?  Then
    you noticed the cool mirror where one side sees its reflection and the
    other side sees the first side...  So, can it be done in BUILD?   Sure
    it  can,  but  only  using  "brute  force".   Notice that this mirrors
    presupposes you can get to both  sides;  so, we will have to eliminate
    the detail that disallows you to move behind the mirror.
            How could we ever do that?  Let's think in terms of the  build
    engine.   When you meet a wall and try to walk on it, build checks for
    your attempt of movement and  prevents it.  Outside there is non-valid
    player space, so you don't even go forward.
            For the mirror sector the operation is different.   Since  the
    mirror  wall  can  be  unblocked, the mirror sector trys to block you.
    You can actually enter it, but you  will be thrown back.  And it looks
    exactly like you were stumbling in a wall, so fast it is.
            But Duke moves in discrete units.  What if we make the  mirror
    sector  so  thin  that  it is SMALLER than these units?  Of course, we
    have to have a big sector  for  the  reflexion to work, but we can fix
    that with a big sector *after* the thin sector.  The sector after  the
    mirror  is  the  only sector which blocks, so the big sector would not
    block.
            There is the solution.  Make  a very, very thin sector behind
    the mirror.  Then, if you don't block the mirror wall, you could  pass
    through it. See MIRROR.MAP for this effect.
            The  possibility  of  walking behind the mirror enables you to
    make 2-way mirrors (just put the  mirror  texture in both sides of the
    rooms and make thin sectors in both sides of  the  mirror)  and  "True
    Lies"  mirrors.  If you want to be more realistic, you can put a glass
    texture after the thin sector so  one side would see its reflexion and
    the other would see a glass.  You can even block just one side of  the
    mirror with Shift-B instead of B  in  2D  mode (B blocks the two sides
    of a wall, Shift-B blocks just one).
           ÚÄÄÄÄÄ¿
           ³5.6.2³- Making the subway run in another trajectory before
           ÀÄÄÄÄÄÙ  entering a circular trajectory
            The subway can be "forced" to run in an  open  trajectory  and
    only then enter a circular trajectory  by a trick with the position of
    the locators. See more details in section 6.1.1.
       ÚÄÄÄ¿
       ³5.7³- SE's in the boundary lines of a sector.
       ÀÄÄÄÙ
        Did you know that many of the SEs, when put very close or  exactly
    over the boundary line of a sector, change its behaviour?  A very good
    example of this are the water sectors.  Just look at map WTRBOUND.MAP.
    The effect is messed up:   the  palette  doesn't  change,  the  player
    "falls"  into the bottom of the pool, and it becomes difficult for him
    to come back to the above water sector.
        I am currently trying to figure it out better,  and  what  effects
    are affected by this and how.  If someone  detects  somethings,  email
    me.
       ÚÄÄÄ¿
       ³5.8³- Alignment issues
       ÀÄÄÄÙ
        As I mentioned in  the  first  chapter,  the  sprites  are  ALWAYS
    aligned  to the floor.  This implys that, If you want to make a sprite
    travel  horizontally,  you  HAVE  TO  use  a  horizontally  moving  or
    deforming sector  in  which  it  has  to  be.   Same  as for traveling
    vertically.  You can, however, mask the moving sector by orienting its
    floor and ceiling and making it very thin.   If  it  is  a  verticallt
    moving  sector,  it  can  be  disguised  by  sprites  leant  on  other
    surrounding floors.  See CREDITS.MAP for an example on this.  By using
    this  techniques,  you  can  make  sprites  travel almost anywhere and
    create cool effects:   spiked  walls,  launching rockets, masked doors
    closing, falling sprites, running items, orbiting satellites etcetera.
        However,   have   this   in  mind:   most  sprites  will  only  be
    horizontally  carried  by  sectors  when  you  activate  them  by your
    approximation.  This is also valid for conveyor  belts,  which  aren't
    moving  sectors.   Try to put some pigcops in a conveyor belt far away
    with a  camera  looking  at  them.   If  you  look  at  them using the
    viewscreen, they won't  be  activated  by  this.   You  can  look  the
    conveyor moving and the sprites keeping still.
        
       ÚÄÄÄ¿
       ³5.9³- Teleporting issues
       ÀÄÄÄÙ
            
        For moving sectors in general, and subways in particular, there is
    an interesting property about teleports:
        - If you are teleporting to a  moving  sector,  you  will  not  be
    teleported  to the position where it is currently, but to its position
    at the pre-map, i.e., its starting position at the map.
        - But to be teleported  FROM  a  moving sector, even if it doesn't
    carry sprites, you will be teleported from its current  location,  not
    from its position at the pre-map.
        Look in section  6.1.2  and  6.12  to  learn  how to make "random"
    teleports.
       ÚÄÄÄÄ¿
       ³5.10³- Cupboards
       ÀÄÄÄÄÙ
        There is a strange fact about  the  levels  that  come  with  Duke
    Nukem:  they don't have cupboards that open.  It is possible to build,
    though.
        In  fact,  just  build regular sliding/rotating/star trek doors and
    make it valid player space; then  level  its floor and ceiling so that
    it makes the height of the  door  of  the  cupboard.   Put  some  flat
    sprites over the cupboard sector and the door so that it looks a solid
    cupboard. Really easy.
        I  have  made an example map on this, CUPBOARD.MAP, though it is a
    very lazy map (it was one of my first example maps and I am not in the
    mood to enhance it...).
        Note:  If you stay over the doors and press space they will behave
    strangely, and can even "malfunction".   Don't  forget to press "R" on
    the top of the door if it is a rotating door, otherwise the tile won't
    rotate with the door.
   ÚÄ¿
   ³6³- SOME EFFECTS BEHAVIOUR AND PECULIARITIES
   ÀÄÙ
       ÚÄÄÄ¿
       ³6.1³- Subway cars
       ÀÄÄÄÙ
        First of all, I have  to  say  this  is  not an adequate name.  It
    limits the imagination:  you can do much, much more than  mere  subway
    cars with this kind of sectors.  You can create moving light  effects,
    random    teleports,   trucks,   spaceships,   deforming   structures,
    propelling devices and many other things you can imagine.
        Tip:  the subways kill you only  when  they  are  moving  and  the
    distance between its ceiling and its floor is less than 14 ticks.
    
           ÚÄÄÄÄÄ¿
           ³6.1.1³- The locators positioning bug
           ÀÄÄÄÄÄÙ
            If  you  have  read section 5.6.2, you already know the subway
    can be forced to come out from a starting point,  say  a  garage,  and
    circle  afterwards  in  the  outside.   You  may  wish to see examples
    SBWAYBUG.MAP and SBWAYBG2.MAP,  which  show two different positionings
    which accomplish this in different ways.
            I should now confess:  I don't  really  know  exactly  how  to
    place  the  locators  in the track the cause this bug, but I know some
    parameters which guide me for doing this:
            - Since you can't exactly  know  the track of the subway, make
    the track sector first in your map.  Next refine you track by  putting
    other sectors around and continue to build your map.
            - The  distance  between two locators matters.  It looks  like
    the smaller the  distance,  the  bigger  are  the  chances of this bug
    happening.   If  you  are  trying  to  make  this  effect  happen in a
    particular locator,  try  to  get  the  next  locator  closer  to this
    locator.
            - The number of  locators  matters  too.   Since  we  want  to
    confuse  the  algorythm,  the  more  locators  you put, the bigger the
    chances of this bug happening.
            - Hitag 1 on  locators,  which  makes  the  subway stop, has a
    great influence on this bug...  It  makes  this  bug  less  likely  to
    happen.   See  SBWAYBG2.MAP  to  see  this influence:  try to zero the
    locator with hitag 1 on the map.
            - The angle of  the  locators doesn't matter anything, despite
    what it may seem.  In fact, this angle doesn't have influence even  in
    regular subways you make.
            - The direction formed by the distance between one locator and
    another greatly matters.  It  seems  the  most  closed  is  the  angle
    between two of these directions, the bigger are the chances of the bug
    happening.
           ÚÄÄÄÄÄ¿
           ³6.1.2³- Teleporting/random teleports
           ÀÄÄÄÄÄÙ
            Assumed you have read section 5.9, you can now imagine how  to
    create  "random" teleports:  make a subway track and many subway cars,
    each of them with a different teleport SE.  Make them so that they are
    "invisible", i.e., the subways floor and ceiling is at the same height
    than the track floor and  ceiling,  and  they  are not relative to the
    subway.
            The inconvenience about this trick is that you can't turn  the
    subway  sound  off.   You  can  prefer  using rotating sector for this
    effect, though in this  last  case  you  won't  be able to reshape the
    track.
           ÚÄÄÄÄÄ¿
           ³6.1.3³- Acting as a propelling device
           ÀÄÄÄÄÄÙ
            This is a weird bug I have  discovered in an user map I got on
    the net.  A sloped subway sector can actually launch you very high  in
    the ceiling...  Sometimes it can even launch you *through* the ceiling
    and/or,  as  you  see  in  the example map, SBWYRISE.MAP, you can fall
    beyond the floor level too...
            The instructions for this map  are:   go to the location where
    the subway stops.  When it arrives, try to get to the top of the ramp.
    If you like, press F7 to see Duke from behind.  For your fun, you will
    see duke's sprite disappear and duke going up, shaking a bit, and then
    fall beyond the ground...
            Maybe you can use it to make duke reach a very  high  door  or
    window... I don't know, use your imagination! :-)
            Note:   try to make the slope up from the first wall, not down
    from it.  If you've made it down from the wall, select another wall as
    the first (Alt-F) and slope up from this wall.
           ÚÄÄÄÄÄ¿
           ³6.1.4³- Deforming
           ÀÄÄÄÄÄÙ
            Read section 5.3  about  moving  sectors.   You can deform any
    sector using a subway sector. The conditions are:
            - The sector to be deformed HAS TO have the same hitag as  the
    subway (unless it is a non-valid space sector) and CAN'T HAVE a subway
    SE.
            - The vertices of the sector to be moved are those attached to
    the  subway:   the  others  will remain in place, unless they are also
    carried by other moving/deforming sectors.
       ÚÄÄÄ¿
       ³6.2³- Water sectors
       ÀÄÄÄÙ
           ÚÄÄÄÄÄ¿
           ³6.2.1³- "teleporting" water sectors (2WATER.MAP)
           ÀÄÄÄÄÄÙ
            You should take a look in 2WATER.MAP.  It is a simple  effect,
    though it is totally based in a small detail about how build works.
            The effect is:  You have a swimming pool.  You jump on it  and
    go  underwater.   Then you emerge and...  You are in another sector!!!
    Even if you submerge  and  emerge  again,  you  can't  get back to the
    sector you came from.
            This trick uses the precedence of BUILD to seek  for  teleport
    SEs:  You can notice the number of the SE 7 which is in the sector you
    start the map is the higher -  "sprite 2".  When you dive, BUILD seeks
    the first SE 7 sprite with the  same  hitag  and  in  an  under  water
    sector, that is, sprite 0 - the SE in the underwater pool.  If you try
    to emerge again, it seek the first SE 7 sprite with the same hitag and
    in  an  above water sector, that is, sprite 1 - the SE 7 sprite in the
    target room.
            So the method for getting  right  on  these sprites is:  add 3
    sprites.  Make all of them unblocked SEs 7 with the same  hitag.   Get
    the  one  with  the  higher  number  and put in the source above water
    sector.  Put the sprite with  the  lower  number  and put in the under
    water sector. And put the resting sprite in the target sector.
           ÚÄÄÄÄÄ¿
           ³6.2.2³- Water sector SE's in the boundary lines
           ÀÄÄÄÄÄÙ
            See  WTRBOUND.MAP  and  section  5.7  for a description on the
    behaviour of the water sector with SE 7's in the boundary lines.
            Actually I don't know what use could be made of this bug.  And
    I don't know yet why it occurs either. If you have any tip, email me.
           ÚÄÄÄÄÄ¿
           ³6.2.3³- The water nonchanging palette bug
           ÀÄÄÄÄÄÙ
            If you get  from/to  an  underwater  sector without a teleport
    effector, you don't get palette change, that is, if you are  going  to
    an  underwater  sector,  the  palette  won't turn blue, and if you are
    coming from an underwater sector, the  palette won't get back until it
    is changed by the night vision goggles or a sector  with  a  different
    palette.
            So,  if  you want to make the player enter a "space" sector or
    just an unusual vertical  water  sector,  make  a thin paletted sector
    before it to normalize the palette.  I think palette 3 does  this  job
    well.
       ÚÄÄÄ¿
       ³6.3³- Earthquake
       ÀÄÄÄÙ
           ÚÄÄÄÄÄ¿
           ³6.2.1³- Shaking sprites (MADQUAKE.MAP)
           ÀÄÄÄÄÄÙ
            Some effects behave strangely on sprites.  Such is the case of
    the earthquake sector, which keeps  the sprites shaking even after the
    earthquake have stopped.  Good to make an angry, trembling alien face.
    :-)
           ÚÄÄÄÄÄ¿
           ³6.2.2³- Deforming
           ÀÄÄÄÄÄÙ
            As  other  moving  sectors,  if  the earthquake is linked to a
    sector, when it  moves  it  will  stretch  or  squish  it.  No special
    condition for these adjacent sectors to work.
       ÚÄÄÄ¿
       ³6.4³- Sliding doors
       ÀÄÄÄÙ
        Tip:   If  you want to make a maskable sliding door, just mask its
    walls.  It's not a deforming sector, it's a moving sector.
        Tip 2:  If you want to  make  a single sliding door, don't let the
    end of the door have vertices in common with the  wall,  otherwise  it
    will move these vertices when activated, deforming the wall sector.
           ÚÄÄÄÄÄ¿
           ³6.4.1³- Using sliding doors as 2-way trains
           ÀÄÄÄÄÄÙ
            Refer to map OTHR2WAY.MAP and see the basics of it at sections
    5.1 and 5.3.1.
            The differences you need to  know  when use a sliding door and
    when use a 2-way train are:
            - Sliding doors move slower
            - Sliding doors can't carry things
            - Sliding doors don't activate other sequential hitags
            - Sliding doors are interruptable (reversable)
            - Sliding  doors  move  at a constant speed:  they  don't have
            acceleration.
            - The  parameters  to  be  killed  by  the  sliding  door  are
            different  from  the  parameters  to  be  killed  by the 2-way
            train...  You only get killed by  the sliding doors if you are
            getting between it and another wall and you  can't  be  pushed
            out.
           ÚÄÄÄÄÄ¿
           ³6.4.2³- Fixing the autoclose bug with a bridging help sector
           ÀÄÄÄÄÄÙ
            Refer to section  4.1  about  the  example of bridging sector.
    This section explains step by step how to do it and why.
            Both  star trek door and the four-way door also have this bug.
    So you can use the same technique for them, too.
           ÚÄÄÄÄÄ¿
           ³6.4.3³- Using the autoclose bug
           ÀÄÄÄÄÄÙ
            We have seen how to fix the autoclose bug.  But...  What if we
    WANTED the autoclose  bug  to  happen?   It  could  too produce a neat
    effect.  Next section will explain everything you ever wanted to  know
    about this SE and were afraid to ask. :-)
       ÚÄÄÄ¿
       ³6.5³- Door autoclose
       ÀÄÄÄÙ
            If you are reading this tutorial from the beginning to end you
    should already know that in certain doors the autoclose effect doesn't
    work properly.  Instead it makes the door keep  opening  and  closing.
    This could produce an interesting trick, too.  Maybe you want to build
    a  piston  that don't squish the player, just scare.  Or anything else
    you can imagine.  Maybe you would  like  it  just to play a sound over
    and over...
            Before we begin tinkering with autoclose there are some things
    you must have to know:
            -> The autoclose is  NOT  locked by activators, masterswitches
    or activatorlockeds.  If the door is  opened, it will work anyway.  It
    also doesnt turn off local activation, if you want this you should put
    an activator or activatorlocked in the sector.
            -> It does not work with certain types of doors and the  other
    structures  because  they  do  not  have a "rest" position.  A ceiling
    door, floor door or split door  are  said to be in its "rest" position
    if its ceiling is on the same level as the  floor.   Falling  ceilings
    and  rising  floors also have a rest position, so autoclose works with
    them.  In a rotating door,  the  rest  position is its position at the
    pre-map.
            -> Autoclose thinks everything else in the sector is  a  door;
    so  it  try  to  activate  it  until it gets to its rest position.  It
    doesn't work for light switches,  of  course.   But if you stay in the
    sector, it won't activate the effect - it thinks you are in  the  door
    sector,  so  it  doesn't try to close the "door" with you in it.  This
    means that,  for  example,  an  elevator  which  is  only activated by
    autoclose (due to an activator or activatorlocked in  it)  won't  take
    you along because it will refuse to work if you enter its sector.
            -> Yeah!  Autoclose *CAN* be  used with the 2-way train.  Read
    section 6.5.1.4
           ÚÄÄÄÄÄ¿
           ³6.5.1³- Using  autoclose  to  make  doors  open  and close
           ÀÄÄÄÄÄÙ  forever
               ÚÄÄÄÄÄÄÄ¿
               ³6.5.1.1³- Types of doors that do it naturally
               ÀÄÄÄÄÄÄÄÙ
                The title could also be "types of doors that don't have  a
    rest  position".   They  are the star trek door, the four-way door and
    the sliding door.
                If you put the  SE  10  in  them,  they will just open and
    close forever since the map starts.  With the delay you set in the  SE
    10.   Good  for  dukematch  where  sometimes a crucial door is opened,
    sometimes it's not...  :-)
               ÚÄÄÄÄÄÄÄ¿
               ³6.5.1.2³- Types of doors that don't do it naturally
               ÀÄÄÄÄÄÄÄÙ
                All the other types of doors, including rotating door  and
    lighting doors.  In these doors, the SE will work normally, i.e,, will
    only activate the door to close it.
                But if you want them to open and close forever too, that's
    simple:  put TWO autoclose  SEs  in  its  sectors with the same hitag!
    This will mean that, since the door is activated,  it  will  open  and
    close  forever.  If you want them to be activated since the beginning,
    put a touchplate in the starting sector and link it to an activator in
    this door.
                This is used to produce the "alarm" effect in AUTOSND.MAP.
    See section 4.2.3 for further explanation on this.
               ÚÄÄÄÄÄÄÄ¿
               ³6.5.1.3³- Other effects used with autoclose
               ÀÄÄÄÄÄÄÄÙ
                I mean:  effects other  than  doors.  Lights really aren't
    affected.  Earthquakes are activated just once, so there is  no  sense
    in using an autoclose in there.  In fact, looking  effect  by  effect,
    the  only  effect  to  combine  with  the autoclose are the moving and
    deforming effects...  And they all  have the same behaviour:  there is
    no rest position,  so  they  will  be  continuously  activated.   With
    exception   of  the  rising  floor/dropping  ceiling,  of  course,  as
    aforementioned above.
               ÚÄÄÄÄÄÄÄ¿
               ³6.5.1.4³- *THE 2-WAY TRAIN WITH AUTOCLOSE*
               ÀÄÄÄÄÄÄÄÙ
                I have left this for the  end.   In fact, this is the most
    precious effect to be used  with  the  autoclose  SE.   Here  is  what
    happens when you combine these two effects:
                -  The  SE  autoclose  makes  the 2-way train be activated
    every (hitag/32) seconds, so:
                - The 2-way train activates  effect (SE lotag+1) then runs
    across the track, arrives at destination  then  activates  effect  (SE
    lotag  +2).   Then it is activated again by the SE 10 and reverses its
    action:  activates  effect  lotag+2,  runs,  activates effect lotag+1.
    And again and again, in an infinite loop.
                Since  the  2-weay  train  is  also  the  effect  used for
    implementing a bridging sector, you  could  bridge the effects with an
    eternal loop...   Cool,  isn't  it?   Now  the  rest  is  up  to  your
    imagination!!!
           ÚÄÄÄÄÄ¿
           ³6.5.2³- "Random" autocloses
           ÀÄÄÄÄÄÙ
            You   want   to   pass   the   feeling   that   the   door  is
    malfunctioning...  Or maybe that you have random sounds (e.g. claps of
    thunders)...  All right, put many autoclose SEs  with  different,  odd
    hitags.   This  should do it.  Notice that if you are puttting it in a
    door, for example, which is a reversible effect, and the time it takes
    to open completely is longer than the smallest time in the SE 10's, it
    won't even complete the  first  opening,  it  will instead reverse the
    action in its middle.
            If after some time the door or another reversible effect stops
    opening and closing, it is because there are two  autocloses  fighting
    for the control of the door:  one wants to open it, the other wants to
    close it.  To avoid this, put another SE 10 with the same hitag as the
    biggest hitag of all the SE 10's in the sector.
       ÚÄÄÄ¿
       ³6.6³- 2-way trains
       ÀÄÄÄÙ
        I guess there's not much left to talk about  2-way  trains.   They
    are  used  almost  everywhere in this tutorial, isn't it?  They are by
    itself THE bridging help sectors.
        Tip:   the  2-way  trains, as the subways, kill you only when they
    are moving and the distance between  its ceiling and its floor is less
    than 14 ticks.
        There are some concernings on using certain effects:
           ÚÄÄÄÄÄ¿
           ³6.6.1³- Using 2-way trains as doors
           ÀÄÄÄÄÄÙ
        I  don't  see  much  sense  in  this,  but  maybe you have found a
    creative approach to it.   Well,  if  you  have read the section about
    sliding doors as 2-way trains (6.4.1), you know everything you  should
    know to use 2-way trains as sliding doors.
           ÚÄÄÄÄÄ¿
           ³6.6.2³- How to make 2-way trains go forth and back
           ÀÄÄÄÄÄÙ
            This effect is used by the original game in a curious fashion.
    Read   section   7.2  for  more  details  about  this.   And  see  map
    2WAYBACK.MAP to understand this explanation.
            To accomplish this, build a  regular 2-way train.  Put another
    activator in the train with the lotag of the regular activator plus 1.
    Now copy the 2-way train sector to  another  location.   It's  done!!!
    You  don't even have to change the hitags and lotags of the train SEs.
    The other 2-way train will act as  a help sector.  In fact, BOTH 2-way
    trains will act as help sectors of each others, and both will go forth
    and back.
            To explain  what  happens:   when  the  train  gets  off  its
    starting point, it trys to activate another sector which has its hitag
    plus  1  (it  can't  activate  itself!).  Since it can't right now, it
    buffers this activation.  So when the  sector can be activated, it is,
    and that is right when the other train arrives at its destination.
            Each sector makes exactly the same with the other.  Then  both
    travel back.
            Don't bother trying to make it travel back more than one time.
    If you put activators  x+2,  x+3  etcetera  it  won't work, because it
    can't buffer any more activation calls.
            If you want to make it run forth and back forever, see section
    6.5.1.4.
           ÚÄÄÄÄÄ¿
           ³6.6.3³- Making the 2-way train go away and never come back
           ÀÄÄÄÄÄÙ
            This one is too easy.  Just point the train SE to the opposite
    side  of  its starting direction.  It will just go away.  I was afraid
    it could crash the game because  of  an overflow of coordinates, but I
    waited and waited and it didn't crash.
           ÚÄÄÄÄÄ¿
           ³6.6.4³- Deforming
           ÀÄÄÄÄÄÙ
            Same  as  the  subway  deformation:   you  have  to  lotag the
    adjacent sectors (which will be deformed) as a train car, in this case
    31.
       ÚÄÄÄ¿
       ³6.7³- Elevator sectors
       ÀÄÄÄÙ
        (This does not include transport elevators)
        Hint:  if you start  the  level  in  an elevator sector, it is
        locally activated once.
           ÚÄÄÄÄÄ¿
           ³6.7.1³- Shaking sprites
           ÀÄÄÄÄÄÙ
            See map SHAKLIFT.MAP.  You have a raised elevator sector which
        will go down when you activate it and never go up  again;  or  the
        reverse, with a lowered elevator sector.
            This  will  cause  the sprites in it to shake.  Very much like
    the  earthquake  shaking  the  sprites  (MADQUAKE.MAP,  referenced  on
    section 6.2.1).
           ÚÄÄÄÄÄ¿
           ³6.7.2³- Teleporting
           ÀÄÄÄÄÄÙ
            Teleport works normally as it  works with any other vertically
    moving sector.  The SE effect keeps aligned  with  the  floor  of  the
    elevator like a regular nonfalling sprite.
           ÚÄÄÄÄÄ¿
           ³6.7.3³- How to make an elevator  work  just  once  with  local
           ÀÄÄÄÄÄÙ  activation
            If you have read  BUILDHLP  -  it  is always a good reference,
    despite the mistakes it has - you  know  the  elevators  goes  to  the
    heights of the lower  floor,  higher  floor  and next floor, depending
    upon the type of elevator and where  it  is.   If  you  just  build  a
    bonding  sector  for it, you will prevent it from having another floor
    to align to.  So just make the elevator sector start in another height
    and it's done - the  first  time  you  activate  it  it will go to the
    bonding sector floor height level.  Take care -  if  it  is  a  "down"
    elevator, for example,  and  you  make  it  starting below the bonding
    sector floor level, it will lower and won't never get back!  Ok,  this
    can be good to make a neat effect, too.
           ÚÄÄÄÄÄ¿
           ³6.7.4³- Three or four-story elevator
           ÀÄÄÄÄÄÙ
            We can make an elevator  which  can  reach three, four or even
    more floors:  Just make it 2 (or 3 or more)-story using the techniques
    in  section  3.1.  Build it so that the higher "floor" of the elevator
    reaches  the  floor  of  the  second  lowest floor and so on.  See map
    3FLRLIFT.MAP for an example on this  (though  it does not use a "solid
    looking" structure of sprites, just one flat sprite).
            Unfortunately, there is an annoying bug - described in section
    2.2 - which  makes  the  sprites  become  more  unaligned  after  each
    activation.
       ÚÄÄÄ¿
       ³6.8³- Teleport sectors (non-water)
       ÀÄÄÄÙ
           ÚÄÄÄÄÄ¿
           ³6.8.1³- One-way teleports
           ÀÄÄÄÄÄÙ
            This information is in regular BUILD FAQs, but  it's  good  to
    remember:   the  teleport  works by taking you when your WAIST reaches
    its height level,  EXCEPT  in  teleport  sectors  where  it  is in the
    ground.  If it is in the ground, you will be teleported  whenever  you
    step on it.
            So the trick for making one-way teleports is:  put the SE 7 in
    both  sectors, but in the sector that is not supposed to teleport back
    raise the SE 7 one  tick.   Your  waist  will never get to that height
    level and you won't be teleported if you enter this sector.
            You can put more than one teleport SE in the same  sector,  if
    you put them in different heights.  Thus a one-way teleport from which
    you came can teleport you to another place when you step on it.
           ÚÄÄÄÄÄ¿
           ³6.8.2³- Neverending pit/cyclic neverending pit
           ÀÄÄÄÄÄÙ
            Ok, first let's see the trick with the cyclic neverending pit,
    which is easier:  just see FALL.MAP, you will understand it perfectly.
            The  trick  is:   put  one  SE  7 near the bottom of a pit and
    another SE 7 with the same hitag  near the top of the same pit.  Thus,
    when you fall to the bottom, you return to the top.  Nice,  huh?   You
    can  even  chain  many  pits  making the SE 7 of one lead to the other
    which leads to the other which... leads back to the first.
            The trick with  the  neverending  pit  is  a bit trickier, but
    still simple:  see NEVEREND.MAP.  Copy the pit sector without  SEs  in
    another  place.   Then  put  a SE 7 near the bottom of the source pit.
    Put a SE 7 with the  same  hitag  near  the top of the target pit, put
    another SE 7 with another hitag in the same height of the last  SE  7,
    and put yet another SE 7 with the last SE 7 hitag near the bottom.
            Don't  forget  to  align the SE's so that you don't shift when
    falling.  All SE's must be in the corresponding position in source and
    target pits!!!
            here is what  is  going  to  happen:   when  you fall into the
    source  pit, you get teleport to the target pit, at the same height of
    the other hitagged teleport SE, so  it doesn't teleport you.  But when
    you pass through the height of the  teleport  SE  in  the  bottom,  it
    teleports  you  back  to  the top.  Then you begin that cyclic falling
    again...
           ÚÄÄÄÄÄ¿
           ³6.8.3³- Making a looping RPG
           ÀÄÄÄÄÄÙ
            (thanks to taco for this one. I don't know his email yet.)
            The angle of the Se  7  is  the angle in which the teleporting
    stuff will be when they get out from the teleport.  So you can  adjust
    the  distance and angles between teleports so that if you shoot a RPG,
    it loops between the teleports!!!  Could be a cool replacement for the
    tripbomb.  >:-) Maybe you can  even  spawn  RPG  shots to make it look
    cooler!!!
            But  pay  attention  to  this  detail:   the teleports needs a
    certain amount of time to teleport again since the last  teleport,  so
    don't  abuse!  This is made just to prevent people from firing lost of
    missiles  into  one  teleport  making it get buggy from teleporting so
    many things.
           ÚÄÄÄÄÄ¿
           ³6.8.4³- Killing the player
           ÀÄÄÄÄÄÙ
            Just place  a  teleport  SE  with  an  unique  hitag.  It will
    teleport the player to NOTHING, killing it immediately.  Don't  worry,
    you will continue to be able to see his guts and limbs. >:-)
       ÚÄÄÄ¿
       ³6.9³- Star Trek Doors/four-way doors
       ÀÄÄÄÙ
           ÚÄÄÄÄÄ¿
           ³6.9.1³- Fixing the sound playing twice bug using a noising
           ÀÄÄÄÄÄÙ  help sector
        Refer to section 4.2.1.  It is  the same bug which occurs with the
    sliding door.
           ÚÄÄÄÄÄ¿
           ³6.9.2³- How to build malfunctioning doors
           ÀÄÄÄÄÄÙ
            What  about  that:  a four-way door that doesn't work right at
    its first activation, only the outer door opens.  Then you activate it
    again and it closes.  And only at the seventh activation the two doors
    open!!!
            See map BRDOOR.MAP to check this effect.  It happens when  you
    build  the  side  doors  with different sizes.  If you don't want this
    "malfunctioning" to happen, make the side doors exactly symmetrical.
       ÚÄÄÄÄ¿
       ³6.10³- Light switch
       ÀÄÄÄÄÙ
           ÚÄÄÄÄÄÄ¿
           ³6.10.1³- Making the light lit or unlit when the map begins
           ÀÄÄÄÄÄÄÙ
        You may already know that about switches:  if you put  the  second
    frame  of  the switch, when the map begins, the light effect linked to
    the switch is activated once, turning on the lights.  But what happens
    if you put TWO switches with different frames?  By a rule of thumb, if
    one switch is in  the  second  frame,  the  light effect is triggered.
    Doesn't matter whether there are other switches with the  first  frame
    or not.
       ÚÄÄÄÄ¿                   
       ³6.11³- Rising/dropping floors/ceilings
       ÀÄÄÄÄÙ
        This section does not refer about SE 21 (ST 28), instead it refers
    about SEs 31 and 32 (which can do the same thing).
        These SEs are the best you have to utilize the alignment issues.
           ÚÄÄÄÄÄÄ¿
           ³6.11.1³- Credits
           ÀÄÄÄÄÄÄÙ
            Map name:   CREDITS.MAP.   When  you  start  on  the  map, you
    activate a  touchplate  which  raises  a  thin  floor  before  you  by
    activating  a masterswitch once.  As the letters are aligned with this
    floor,  they will rise too.  There are sprites hiding the floor notch,
    to make it look more clean.
            To make this you put in  the  letters  sector  a  masterswitch
    activated by a touchplate in the sector the player starts in.  The put
    a  SE  31  in  the floor of the notch sector and raise it to where you
    want the floor to rise to.
            You could make this structure  in  a isolated sector and put a
    camera watching it. In a viewscreen this would look cool.
           ÚÄÄÄÄÄÄ¿
           ³6.11.2³- Masked door closing
           ÀÄÄÄÄÄÄÙ
            It is almost the same as the credits, but  this  time  with  a
    masked door. See MASKDOOR.MAP.
            And, to allow the  effect  to  repeat,  you activate it with a
    switch linked to an activator.
            Note that the door is a sprite, so you could hitag it so  that
    it  becomes destroyable.  The player doesn't expect it and it could be
    a cool surprise in a level.
           ÚÄÄÄÄÄÄ¿
           ³6.11.3³- Using as a door or as an elevator
           ÀÄÄÄÄÄÄÙ
            All right, if you really like to try alternate  constructions,
    try  using  the  rising  and  dropping floors and ceilings as doors or
    elevators.  Indeed they are almost the  same, and even the SE 10 works
    with these effects.  There is no secret tip on using SEs  31  and  32,
    and  you  could even use them at the same time (actually they are used
    this way in the game, in the boss room door in E2L9).
            Keep in mind that these  effects  with floors and ceilings can
    smash  you  and  are  not  interruptable  (reversable).   They  accept
    MUSICANDSFXs and GPSPEEDs too.
       ÚÄÄÄÄ¿
       ³6.12³- Cameras and viewscreens
       ÀÄÄÄÄÙ
        These  aren't  effects  at all, they are just special sprites; but
    they are so important in the game  is that I preferred to list them as
    effects.
        Trivial tip:  If you want to send messages to  the  player,  write
    it  using the letter sprites in a black, isolated sector, put a camera
    pointing at the message and link  it  to the viewscreen where you want
    the player to see the message.
        Tip 2:  The cameras  keep  updating  with  time.   So, even if the
    player does not press the "use" key on it, it can see other sectors in
    it.
           ÚÄÄÄÄÄÄ¿
           ³6.12.1³- The lethal viewscreen
           ÀÄÄÄÄÄÄÙ
            Easy:  just put a camera in a subway  which  ceiling  is  less
    than  14 ticks higher than the floor.  When the player sees the subway
    sector via the viewscreen, if it is not stopped, he dies.
           ÚÄÄÄÄÄÄ¿
           ³6.12.2³- How to make the camera keep rotating
           ÀÄÄÄÄÄÄÙ
            Hitag it 1.  The hitag is the angle of rotation of the camera,
    and it keeps rotating trying to get to the angle "1" but never reaches
    it. Sometimes the camera can shake a little if you are using this.
       ÚÄ¿
       ³7³- GAME EFFECTS EXPLAINED
       ÀÄÙ
           ÚÄÄÄ¿
           ³7.1³- Fast smashing sectors in E2L7
           ÀÄÄÄÙ
            Effect:   in  an open water area, when you press a switch, two
    walls open for you to pass through,  but they also come back very fast
    and smash you if you stay in the sector.
            These sectors are nothing  more  than  two 2-way train sectors
    where each one is the bridging help sector of  the  other.   In  fact,
    they  are  no  typical help sectors, because they ARE necessary in the
    game. Usually you don't even need to see a help sector.
            The same mechanism  is  explained  in  section 6.6.2.  And you
    have an example map with almost the same effect - only  that  in  this
    map one of the 2-way train is hidden.
           ÚÄÄÄ¿
           ³7.2³- Delayed sound in E3L4
           ÀÄÄÄÙ
            Effect:  when you step over an edge of  the  building  in  the
    street,  you  trigger an earthquake, and some seconds later duke says:
    "I ain't afraid of no quake!"
            Sure, it would be clear if the sound was activated at the same
    time than the earthquake:  it would  be  a sector sound lotag (10000 +
    sound number). But it has a delay, how is it accomplished?
            The  solution is they have used a noising sector, like the one
    in DELAY.MAP (See section 4.2.2 to  learn  how to build it).  When you
    step on the touchplate you not only activate the earthquake, but  also
    the  ceiling  door  which  will, after some seconds, open and make the
    duke sound.
           ÚÄÄÄ¿
           ³7.3³- Masked doors in E1L5 and E1L3
           ÀÄÄÄÙ
            In the ending of level 3  you  are arrested and the doors rise
    before and after you, locking you.  Also, in a cave in  level  5,  you
    have  a  door that opens when you insert the keycard in the slot.  But
    the things about these doors  is:   they are masked, plan doors!  They
    are not solid sectors! How are they made?
            Actually they are sprites.   If  you  pay  attention,  in  the
    location  of  these doors there is a small "notch" on the floor.  This
    notch is the sector which actually raises or lowers the door - it is a
    rising or dropping floor.
            This effect is also explained in section 6.11.2.  And there is
    an example map of this, MASKDOOR.MAP.
           ÚÄÄÄ¿
           ³7.4³- 720-degree circle in E2L11
           ÀÄÄÄÙ
            This level is  hilarious.   Really  tricky.   You have a round
    structure, but if you circle it completely (360 degrees) you don't get
    back to the same place you  have  started on...  Instead, you get in a
    completely different environment.  But, if you  circle  the  structure
    once more, you get back to the place you've started on.  Thus you have
    a 720 degrees circle!!!
            This  effect  is  a  little hard to explain, since there is no
    physical  possibility  for  this  happening,  but  there  is  a  small
    explanation in section 5.4.1.  Also  there  is an example map on this,
    CIRCLE.MAP, which  is  a  purposefully  very  irregular  1080  degrees
    circle.
           ÚÄÄÄ¿
           ³7.5³- Exploding ceiling in E1L2
           ÀÄÄÄÙ
            I  have't  figured  out  this  effect yet.  If you did, please
    email me explaining!
       ÚÄ¿
       ³8³- SUGGESTIONS
       ÀÄÙ
    - KEEP experimenting.  BUILD  has  many  details  and bugs.  You can't
    exactly predict it.  If you think you can do a  particular  structure,
    don't  let  it stay in your thoughts only - try to build it.  Maybe it
    works, maybe it don't,  and  maybe  it  can  lead  you  to a whole new
    effect!  Just use your good sense.
    - Regular sprites keep facing you whenever you  are.   This  may  seem
    fairly obvious, but try to keep this in mind - sometimes this can lead
    to  interesting  visual  effects we don't see at first because we just
    think in terms of real world,  where this hardly happens.  For example
    the light casting simulation effect from section 3.3.  There are other
    obvious things you should try to figure out for making  not-so-obvious
    effects.
    - Be as creative as you can.  Don't be  afraid  of  failure  or  being
    childish.
    
    - Try to use every bit of what you have in the  original  duke  files,
    e.g. the drawings:  if you want anything you don't have, before trying
    to  draw  a  whole  new texture in EDITART, check if you can not do it
    with duke textures!!   Resizing,  flipping, rotating, changing palette
    are great ways to alter the way you see the texture.  One example is a
    ID4-like map (WHTHOUSE.MAP by John A. Pagliaroli) where I have  saw  a
    reactor  turned  upside-down to look like a flying saucer...  Think if
    you can do anything as creative as this.
    - I  haven't  had much oportunity to mess with it up to now, but  have
    you ever thought about these structures  which  need  a SE and a ST to
    work?  Have you tried to use just one of these and see  what  happens?
    Or  to  combine  similar-looking  effects with differents SEs and STs?
    This can result in interesting tricks.
       ÚÄ¿
       ³9³- THINGS THAT MAY BE POSSIBLE TO DO BUT I DIDN'T FIGURE OUT YET
       ÀÄÙ
        
        The stuff in this section are structures which are in  my  target:
    I  am  trying  to make them work, but I am not sure if it is possible,
    and I have not achieved this yet.
           ÚÄÄÄ¿
           ³9.1³- 2-way trains go forth and back forever since activated
           ÀÄÄÄÙ
            Ok, a few hours before the first release of this tutorial this
    question  was  the  more  general  "2-way  trains  go  forth  and back
    forever".  I have discovered the  way  to  make  it loop since the map
    starts, but not the way to activate it and only then it start to loop.
           ÚÄÄÄ¿
           ³9.2³- Real-life elevator
           ÀÄÄÄÙ
            Using a bridging help sector,  I  want  to  make  a  transport
    elevator which open door, close door, get down, open door and  we  get
    out  from  the  elevator.   But to accomplish this I just need to know
    *HOW CAN I REMOTELY  ACTIVATE  A  TRANSPORT  ELEVATOR*.  For about two
    months I have asked this question to everyone, no one seems  to  know.
    Too  bad.   :-(  I  mean  it looks like transport elevator can only be
    activated with the "use"  key  in  its  sector,  not by activators and
    masterswitches.  I have tried  several arrangements for this:  putting
    one activator in each elevator, putting just one activator in  one  of
    them etcetera...
            So  if  you find the way, or if you find WHY it is impossible,
    email me... PLEASE!!!
   ÚÄÄ¿
   ³10³- Appendices
   ÀÄÄÙ
       ÚÄÄÄÄ¿
       ³10.1³- Vocabulary
       ÀÄÄÄÄÙ
    BRIDGING SECTOR - The first type  of  help sector.  See section 4.1 to
    understand.
    FALLING SPRITE - A certain type of sprite, referenced on section 1.1.
    HELP SECTOR - See chapter 4 for the definition.   Basically  a  sector
    that indirectly makes an effect.
    HOM - Hall Of Mirrors.   An  effect  that looks like the screen or
    part of it is messed up with something, creating a "track" for the
    shapes that pass through the messed-up part.   See  the  topic  on
    "overlapping sectors:  Build engine concernings".
    LIGHTING  SECTOR  - The third type of help sector.  See section 4.3 to
    understand.
    LOCAL ACTIVATION - It is the event of triggering  an  effect  by  just
    pressing  the "use" key (usually space) in its sector or on a lotagged
    door wall.
    NOISING  SECTOR  - The second type of help sector.  See section 4.2 to
    understand.
    NONFALLING  SPRITE  -  A certain type of sprite, referenced on section
    1.1.
    REMOTE ACTIVATION - It is the event  of triggering an effect by an way
    other than the LOCAL ACTIVATION.  This includes touchplates,  switches
    and linked effects.
    REST POSITION - A position on certain effects that it is considered to
    be  "closed"  or  "resting".   In this position, the ceiling is at the
    same  height  level  than  the  floor.   In  a  rotating door the rest
    position is equivalent to its position at the pre-map.
       ÚÄÄÄÄ¿
       ³10.2³- Listing  of   maps,  what  they  do,  and  where  they  are
       ÀÄÄÄÄÙ  referenced within this tutorial.
        SLIDEBAK.MAP - Autoclosing double sliding  doors.  It uses a 2-way
                       train HELP SECTOR to accomplish  this.   Referenced
                       on  chapter  4,  HELP  SECTORS,  more  specifically
                       section 4.1. Also referenced in section 6.4.2.
        2STORYA.MAP - Map  showing  the  HOM  with  overlapping sectors (a
                      supposed attemp  to  build  real  floor over floor).
                      Referenced in section 1.2.
        2STORYB.MAP - Same as 2STORYB.MAP, but with a room added.  This is
                      made  to  look  like  2STORY2.MAP  but  with   buggy
                      sectors. Referenced in section 1.2.
        2STORY2.MAP - Floor   over   floor  made  of  sprites.  Completely
                      explained in section 3.1
        BRDOOR.MAP - "Broken door", it is a four-way door which only work
                     properly after the seventh activation.  Referenced in
                     section 6.9.2.
        ACTMASTL.MAP - "Activators,  masterswitches  and  activatorlockeds
                       example map" -  a  map  made  for experimenting  on
                       these things. Section 1.3.
        MADQUAKE.MAP - You  get  an earthquake and the sprites continue to
                       shake  after it stops.  Referenced in section 6.2.1
                       and 2.2.
        LIGHT.MAP - Simulated light casting effect. Section 3.3.
        SPRTALGN.MAP - "Sprite  alignment".   Shows  a  curious detail  of
                       sprite alignment. Described in section 1.1.
        OTHR2WAY.MAP - "Other 2-way train".  An example of using a sliding
                       door SE to  make  a  slower  and  reversable  2-way
                       train.  hint:   try to climb on the train when it's
                       moving and press F7.  Referenced in section 5.1 and
                       6.4.1.
        GOUP.MAP - A funny example  of  using one-sided sprites to make an
                   one-way lift. Section 3.3, first example.
        FFIELD.MAP - "Force   field".   Shows   a   diagonally   scrolling
                     upside-down  texture  due  to  the force field in its
                     middle wall. Section 3.2, fact number 18.
        MIRROR.MAP - Shows the way  to  make one-way or crossable mirrors.
                     Referenced in section 5.6.1.
        CREDITS.MAP - Uses a raising  sector effect and nonfalling sprites
                      to show some credits. Section 6.11.1.
        CUPBOARD.MAP - A lazy map showing how to make cupboards that open.
                       Section 5.10.
        FALL.MAP - A cyclic neverending pit.  Two teleport SEs, one in the
                   bottom and the other in the  top  of  sector.   Section
                   6.8.2.
        CIRCLE.MAP - An irregular map showing how 1080 degree circles  are
                     made. Section 5.4.1 and 7.4.
        AUTOSND.MAP - "Autosound".  Shows how to trigger an alarm using a
                      help   sector   (specifically,  a  noising  sector).
                      Section 4.2.3.
        WTRBOUND.MAP - "Water boundary".   Shows  an  example of the weird
                       effect that  happens  when  SE's  are  put  on  the
                       boundary lines  of  the  sector.   Sections 5.7 and
                       6.2.2.
        SBWYRISE.MAP - "Raising subway".  Stand in it when  it stops.  You
                       will be "launched" high.   You  can  adjust  it  to
                       launch things even higher. Section 6.1.3.
        SBWAYBG2.MAP - "Subway bug 2".  Another example of the subway bug,
                       this time a more complex one. Section 6.1.1.
        SBWAYBUG.MAP - "Subway bug".  An example of how  to  use  locators
                       positioning  to  make  the  subway  start  from  an
                       initial trajectory and then  changing  to  another,
                       circular one. Section 6.1.1.
        3FLRLIFT.MAP - "3 floors lift".  A lift that  can access 3 floors,
                       using  a  flat  sprite  above it.  Sections 2.2 and
                       6.7.4.
        2WATER.MAP - "Teleporting  water".   You  dive  and,  when you get
                     back, the sector has changed. Section 6.2.1.
        SHAKLIFT.MAP - "Shaking  lift".   You  activate  a  lift  and  the
                       sprites in  it  start  shaking.   Sections  2.2 and
                       6.7.1.
        DELAY.MAP - An example map of  using a help sector - specifically,
                    a noising sector, to make a delayed sound like the one
                    from E3L4. Referenced in sections 4.2.2 and 7.2.
        2WAYBACK.MAP - An example  of  making  a  2-way  train go back and
                       forth  using  a  help  sector  exactly equal to the
                       influenced sector.  Referenced  on  sections  6.6.2
                       and 7.1.
        ONCELIFT.MAP - A lift that  is  activated just once.  Described on
                       section 6.7.3.
        DFSUBWAY - "Deformed subway", an  example of attaching a sector to
                   a  subway  wall  to  make  the  subway  "stretch"   it.
                   Sections 5.3 and 6.1.4.
        STNOISEC.MAP - "Star  trek  door with  noising  sector".  A simple
                       example  of  using  noising  help sectors.  Section
                       4.2.1.
        NEVEREND.MAP - A  neverending  pit.   Like FALL.MAP, but teleports
                       you to another sector then does the trick.  Section
                       6.8.2.
        SPRACTIV.MAP - "Sprite   Activation".   Shows   how  some  special
                       sprites - mainly creature sprites - begin to "live"
                       only when you get by them. Section 1.1.
        LTDOOR.MAP - "Lighting  door".   An  example  of  a lighting  help
                     sector. See section 4.3.
        MASKDOOR.MAP - "Maskable  door".   An  example  of  using a rising
                       floor  to  make  a maskable door.  Sections 7.3 and
                       6.11.2.
       ÚÄÄÄÄ¿
       ³10.3³- ACKNOWLEDGEMENTS
       ÀÄÄÄÄÙ
    I would like to say "thanks" for the people which supported the making
    of this tutorial.  The first are, of course, the people who made BUILD
    FAQs so  I  could  learn  the  basics...   Other  is  the  person  who
    personally  helped  me with suggestions, Carlos Forster.  I would also
    like to say "LAMER!" to  Sergio  Ordine  for learning how to build and
    giving up, saying  he  hadn't  much  time...   If  I  had followed his
    suggestions I wouldn't have made this tutorial.  Other people I  would
    like  to thank are that people whom I talk to on 3DRealms Web BBS, and
    also  the  people  who  wrote   me  telling  tricks,  suggestions  and
    criticisms...
    here are the people and their Internet addresses:
    Klaus Breuer  (Daedalus  -  author  of  the  Unofficial  Duke Nukem 3D
                  editing FAQ)
    sz0759@
    Brett Gmoser (author of the Map FAQ)
    gmoser@
    Jonah Bishop (author of the Map FAQ)
    (he  doesn't  want to receive a flood of mails.  Contact him at the 3D
    Realms Web BBS, his nick there is jonahb)
    Steffen "Duke Addict" Itterheim (author of the Official Build FAQ)
    100606.2141@
    Carlos Henrique Quartucci Forster
    forster@, forster@
    Sergio Ordine
    sjordine@
    Richard "Levelord" Gray (from 3DRealms)
    74722.252@
    Allen H. Blum III (from 3DRealms)
    Stryker@
    James Hunt
    neebo@
    Jaap Menist
    jaapm@
    Aphelion
    (Don't know yet)