The Unofficial Level Guru's Duke3D Build FAQ NOTE: This was meant to be viewed in Notepad
Version 1.1 By Primary Anomaly
[0] Legal Stuff 0.1 Using my FAQ 0.2 Copying Information from this FAQ 0.3 Other Legal Stuff
[1] Introduction 1.1 A Brief Welcome 1.2 A Few Notes and Notices
[2] Getting Started 2.1 Common Questions and Answers 2.2 Using Build 2.2.1 Base 2.2.2 Intermediate 2.2.3 Advanced 2.3 Basic Build Functions 2.4 Some Nice Key References
[3] How to Make, Basic 3.1 Doors 3.1.1 Ceiling 3.1.2 Floor 3.1.3 Ceiling/Floor mix 3.1.4 Slide 3.1.5 Star Trek Style 3.1.6 Ceiling/Floor/Star Trek mix 3.1.7 Swing Door 3.1.7.1 Normal Swing Door 3.1.7.2 See-through Swing Door 3.2 Lifts 3.2.1 Floor Up 3.2.2 Floor Down 3.2.3 Floor/Ceiling Up 3.2.4 Floor/Ceiling Down 3.3 Teleporters 3.3.1 Normal Teleporter 3.3.2 Water 3.3.3 The Silent Teleporter 3.3.4 The "Other" Silent Teleporter (Atomic Edition Only) 3.4 Lights 3.4.1 Shoot-Out Lights 3.4.2 Flickering Lights 3.4.3 Light Switches 3.4.4 Shading to Make Light Effects 3.5 Hurting Sectors 3.6 Lightning (Atomic Edition Only) 3.7 Floors 3.7.1 Raising/Lowering Floors 3.7.2 Incremental Floors (Atomic Edition Only) 3.8 Ceilings 3.8.1 Raising/Lowering Ceilings 3.8.2 Incremental Ceilings (Atomic Edition Only) 3.9 Misc. Basic Effects
[4] How to Make, Advanced 4.1 Rotating Sectors 4.2 Subways 4.3 2-Way Trains 4.4 Floating Sectors 4.5 Bridges 4.6 Bomb Cracks 4.7 Shooters 4.8 Mirrors 4.9 Secrets 4.10 End-Level Sectors 4.11 Making The Player Start With No Weapons 4.12 1-Time Sounds 4.13 Ambient Sounds 4.14 Echo Effect 4.15 Misc. Advanced Effects
[5] Secrets to a Good Level 5.1 Theme 5.2 Sizing 5.3 Shading 5.4 Weapons 5.5 Enemies 5.6 "The Feel" 5.7 Plot 5.8 Basic Idea
[6] Various Bugs and Fixes [7] Sound Effect Reference [8] Music Reference [9] Hacker's Guide to Duke3D .CON Hacking [10] Secrets of the Duke Gurus [11] Index and Bibliography [12] Final Notes
[0] Legal Stuff
AUGH!!! Not legal stuff!
[0.1] Using my FAQ
Use it however the heck you like. Print it, e-mail it, read it, re-write it (see below), even delete it if you want (not from where you got it, of course!). I don't really care!
[0.2] Copying Information From This FAQ
Do so if you like, but GIVE ME CREDIT if you release it on the 'net, or anywhere, for that matter.
[0.3] Other Legal Stuff
I think you've heard the story a few billion times. I claim rights to this stuff, but you can do whatever the hey you want with it, as long as I get some credit. 'Nuff said!
[1] Introduction
Pretty self-explanitory, eh?
[1.1] A Brief Welcome
Welcome. Did you expect more of a BRIEF welcome?
[1.2] A Few Notes
This is MY FAQ! Don't say you wrote it (unless you DID write it, but then, you'd be me, and wouldn't need to read this ^_^. I took a long time in writing this so it's accurate and really good looking.
[2] Getting Started
Since Building a level is an experience that you have to get experience to do, there's always a time to get started in learning the editor. I've tried to give a few key points to this process here.
[2.1] Common Questions and Answers
Q: How come the screen's full of garbage when I go into 3D mode? A: Build isn't in the Duke3D directory; copy it there.
Q: How do I control this thing? A: Like most editors, Build is half-mouse, half-key driven. Look below for the reference sheet
Q: What else should I know? A: Read the FAQ! That has what you need to know.
[2.2] Using Build
Like most things in life, Build has to be learned. This section in specific will teach you the bare basics of Building a level.
[2.2.1] Base
To make a level, you must start with a sector. Spacebar starts and continues sectors, so make use of it! To finish a sector, draw the final line back to the start of your shape. Remember, this is not DEU or WinDEU; you can't just cut into a line, you have to have verticies in place already when you start to build an add-on sector.
[2.2.2] Intermediate
Sectors are great, but kinda bland without textures and weapons. To add a texture, go into 3D mode (hit the Numberpad enter), and press the v key on a wall. Hit v again, and you have the list of textures. Select a good texture for the walls, and place it on the first wall. Then, hit TAB (the good ol' copy key!) on the wall, and press enter on all other walls. Voila! To add a sprite, press the s key on the floor, ceiling, or wall (for a flat, 1-sided sprite). Same as walls, have fun!
[2.2.3] Advanced
Sometimes, that color on the wall is just not right. So, change it! Hold Ctrl and P down together on a wall, sprite, or ceiling, and you'll get the palette change option. Changing a sprite's palette to 1 makes it (usually) multiplayer only (weapons, switches, enemies, etc. apply to this rule). Some enemies are stronger with palettes above 1; play around! Palettes 10-23 change blue to other colors (sometimes red, too). See the palette list below.
[2.3] Basic Build Functions
Build has some base functions that you will probably get to like. If you have a 2-sided wall or a sprite, try pressing the b key on it. This blocks it, so players and monsters can't cross! Try hitting the h key on a 2-sided wall. This adds in the hitscan flag. With the block flag, this makes bullets not go through the wall (looks bad without a masked texture, see below).
Masking is basically like adding a texture between the top and bottom textures. You can press m on a wall, and that butt-ugly texture will appear. Change it to a see-through texture, and you have a nice little barrier (sort of). These walls are most often set as blocking and hitscan sensitive.
As well, you will need to learn about LoTags and HiTags, but that will come later...
[2.4] Some Nice Key References
Well, this is a long one. Pay attention!
2D Editing Keys:
Key: Function: NumberPad Enter Change Editing mode (2D or 3D) T Change Sector LoTag H Change Sector HiTag S Add a sprite Delete Remove a sprite Right Ctrl + Delete Remove a sector Right Alt Select a sector (group) Shift Select a sprite/vertex (group) A Zoom Out Z Zoom In TAB Sector Information Alt + TAB Sprite/Wall Information Alt + T Change Wall/Sprite LoTag Alt + H Change Wall/Sprite HiTag Ctrl + T Toggle Sprite Labels Insert Insert a point on a line L Turn off Grid Locking Alt + F Make line first wall (see below)
3D Editing Keys: NumberPad Enter Switch to 2D mode Capslock Switch between Incremental, Float, and Game mode ' + T Change LoTag ' + H Change HiTag S Add a sprite Delete Remove a sprite O Walls: Orient the texture; Sprites: Send sprite to nearest wall A Rise Z Fall Alt + P Change palette Page Up Raise Ceiling/Floor/Sprite Page Down Lower Ceiling/Floor/Sprite NumberPad 4 & 6 Stretch/Shrink Horizontal NumberPad 2 & 8 Stretch/Shrink Vertical NumberPad 5 Increase stretch increment to 8 when held down M Mask a wall Shift + M Mask 1 side of a wall 1 Make a wall one-sided (like Shift + M, but better) 2 Make a two-sided wall have different textures on both halves B Toggle Wall/Sprite Blocking H Toggle Wall/Sprite Hitscan V Change Texture/Sprite Ctrl + A Look Down Ctrl + Z Look Up R Relative Ceiling/Floor alignment E Expanded/Shrunken Ceiling/Floor Texture Ctrl + Page Down Lower Sprite to floor Ctrl + Page Up Raise Sprite to ceiling [ and ] Slants Alt + F Make wall the first wall (for slants and relative align)
[3] How to Make, Basic
Sure, it's well and good to know how to make a sector. But it's even better when you know how to make the sectors do things. So as to keep you from getting confused, below is the formula for the charts that tell you how to make things:
Sector LoTag: If needed Sector Effector?: If an SE is needed or optional LoTag: If an SE, will list the SE to use here HiTag: Some SE's need these Special: Sometimes, you'll see this. Something special necessary. Sound Suggested: What we find sounds good with that object; optional
[3.1] Doors
Where there is a level, there will probably be a door. There are so many types of doors, they had to be partitioned off into individual groups!
[3.1.1] Ceiling Door
The classic. Here's what to do:
Sector LoTag:20 Sector Effector?: Optional; auto-close LoTag:10 HiTag: Delay; 32=1 second Sound Suggested:#166
Make sure that the ceiling is at the floor, or equal with the lowest nearby ceiling. Easy, eh?
[3.1.2] Floor Door
Pretty easy. Here's how:
Sector LoTag:21 Sector Effector?: Optional; auto-close LoTag:10 HiTag: Delay; 32=1 second Sound Suggested:#166
Make sure the floor is at the ceiling or equal to the highest floor. Just as easy as above!
[3.1.3] Floor/Ceiling Mix
A lot like the last two, only better:
Sector LoTag:22 Sector Effector?: Optional; auto-close LoTag:10 HiTag: Delay; 32=1 second Sound Suggested:#166
Make sure that the ceiling drops and the floor rises at the same distance between each other. Have fun with this one!
[3.1.4] Slide Door
Kinda tough to get right. Here's how it's done:
Sector LoTag:25 Sector Effector: Necessary LoTag:15 HiTag: Equal to all others to open at the same time Special: Set angle to direction door starts facing Sound Suggested:#167
The tricky part is how to build them. It's suggested that you pair them up, so as not to encounter the "bug" in these doors. To make the sliding part, lower the grid size after having made it (example below):
_________________ |________|________|
Then, press insert in the middle of both doors, and drag the points out to the line that divides the two sectors. Press insert somewhere on both sides of both lines, and drag them so as to make them look like so:
__________________ _______>|<________
Now for the hardest part: Take the edges of the door's frame (you did add one, didn't you?), and insert a point on each. Then, drag back the lines of the door (see example below).
_____________________________ /_____________________________\ _____________>|<_____________ \_____________________________/
Finally, drag the new points over the exposed lines, so as to make the doors look (somewhat) like this:
_______________________________ _|_____________________________|_ ______________>|<________________ |_____________________________|
That will do it. Then, place the SE's, and tag both sectors.
[3.1.5] Star Trek Door
These ones are really cool! Here's what to do:
Sector LoTag:9 Sector Effector: None Suggested Sound:#167
Make the sector AFTER the door tabs (There's a reason for this), and make it like the first and second steps to the Split Door. Then, tag it, sound it, and test it! Note: You don't have to, but you can add a speed sprite.
[3.1.6] Ceiling/Floor/Star Trek Door
Wow, that's a lot! Here's what to do:
Sector LoTag:26 Sector Effector: None Suggested sound:#167
Combine the steps in making a Ceiling/Floor door and a Star Trek door, using the above formula instead of their's. This one is real interesting.
[3.1.7] Swing Door
This door is nefarious! There are two or three ways to make them, but the one described here works the most realistically.
[3.1.7.1] Regular Swing Door
Okay, here we go:
Sector LoTag:23 Sector Effector: Necessary LoTag:11 HiTag: Equal to all others to open at the same time Suggested Sound:#165
First, make an extension to an existing room, as shown:
________ ___________________________ | | | | | | | | | | | | | |__| | | | | | | | |______________________________________|
Next, make it a sector, as shown:
_______________________________________ | | | | | | | | | | | | | |__| | | | | | | | |______________________________________|
Cut it off from the main sector by moving the right (as shown on diagram) vertex into the left one. Then, insert a point on the line, and shape it like the door will look like across the wall, leaving 1 grid tile in between the wall and door.
_______________________________________ | |_________| | | | | | | | | | | | | | |______________________________________|
Then, TURN OFF GRID LOCKING! Now, move the door's piece that will be up against the wall 1 PIXEL AWAY from the wall. Insert vertecies at the hinge of the door, on the normal walls (NOT the door itself). Finally, move the right wall of the door 1 PIXEL TOWARD THE DOOR's MAIN PART. Now, TURN BACK ON GRID LOCKING, and move the lower-left (as shown above) vertex of the door into place. Then, set in all of the necessary items for the door (SE; place this at the hinge, SFX, etc.), and go into 3D mode. Raise the door to the correct height, and set the textures. Press r on the floor so as to make it relative aligned. Voila!
[3.1.7.2] See-Through Swinging Doors
Almost exactly as above, but do the following different:
1. Don't raise the floor, and make sure that the door's ceiling is correctly placed, so that it will look good when the door opens, floor to ceiling.
2. Mask one of the walls (preferrably the back one), and block it
3. Lower the ceiling a bit (2 times or so), and raise the floor about the same.
That's all there really is to it!
[3.2] Lifts
Need a lift? You will! This is the listing of all lift types.
[3.2.1] Floor Up
These are easy to make:
Sector Tag:16 Sector Effector: None Suggested Sound:#78 Lo and #71 Hi
Just make the platform, lower it to the lowest floor, and watch it go!
[3.2.2] Floor Down
Exactly like the above, with one change:
Sector Tag:17
[3.2.3] Floor/Ceiling Up
Similar to the above. Changes:
Sector Tag:18
And, you have to lower the ceiling to the desired height.
[3.2.4] Floor/Ceiling Down
Exactly as above, except:
Sector Tag:19
[3.3] Teleporters
Teleporters are really cool! There are a bunch of them, so watch carefully...
[3.3.1] Normal Teleporters
Easy to make! Just do as below:
Sector Tag: None Sector Effector: Necessary LoTag:7 HiTag: Same as destination Special: Angle should point towards direction to face when landing
Suggested texture for the teleporter floor is BRICK1, the glowing texture that was used for tele's in the original game.
[3.3.2] Water
Water is, in fact, a teleporter (what a surprise). Here's what to do:
Sector Tag:1 for surface, 2 for underwater Sector Effector: Necessary LoTag:7 HiTag: Same as surface/underwater Special: palette 8 makes underwater look like slime
Water can be done without an SE, by the way. Just use the sector tags, but not the SE's. Anyway, you'll need to use ST 2 on all sectors that are underwater. That's about it! Oh, and make sure the size of the two main sectors (above and below water) are THE SAME SIZE AND SHAPE! For slanted bottoms, DO NOT PRESS CTRL + PGDOWN ON THE SE!!! Instead, place it when the floor is level, and THEN slant the floor.
[3.3.3] The Silent Teleporter
These are really neat. It's done like a teleporter, but you raise the ceiling or lower the floor so that the textures can't be seen. Then, and the SE 7, set it up appropriately (angle matters not), and then, press Page Down on the floor or Page Up on the ceiling (depending on which you're using. Then, raise/lower the sprite back into it's previous position. Keep going down/up until the SE 7 is no longer visible through looking down. That's all there is to it! Oh, and the exit should use the opposite steps you took to make your first silent teleporter.
[3.3.4] The "Other" Silent Teleporter (Atomic Only)
The Atomic edition added a new ability: The ability to make silent teleporters without the above trick. Place a palette such as 1 or higher on the SE 7, and the teleporter will be silent and produce no teleporter "thingie".
[3.4] Lights
There is shading, and there is lights. Shading and lights are a lot alike, but lights DO things, and shading doesn't.
[3.4.1] Shoot-Out Lights
These lights are neat. Here's how it's done:
Sector LoTag: None; HiTag = An unused "Tag" for Ceiling lights; for wall lights, make a sector behind the light, lower the wall, and put the tag on the light wall. Sector Effector: Necessary LoTag:3 HiTag: Same as Sector/Wall HiTag Special: Shade = Brightest shade the sector will reach; Palette optional
Make the sector (and all that will be linked to it) as dark as you want the light to be when the thing is shot out. Add as many SE 3's as necessary to as many sectors as necessary to make your shot-out light.
[3.4.2] Flickering Lights
These are also neat. Here's what to do:
Sector LoTag: None Sector Effector: Necessary LoTag:4 HiTag: Blinking Randomity Value Special: Shade = Brightest light will get; Palette optional
This can be used to make neat effects (such as the bar in E1L2). Goof around with it for a while.
[3.4.3] Light Switches
These are lots of fun to add! Here's how to make one of your own:
Sector LoTag: None Sector Effector: Necessary LoTag:12 HiTag: Same as all other sectors to light up with switch Special: Shade = When lights on; Palette optional
Make a switch (any one of them), and tag it's LoTag the same as the SE 12 HiTag. Then, try it out.
[3.4.4] Shading to Make Light Effects
Shading, as mentioned above, can be used to make lighting effects. In general, you should stick to units of 2 while shading, but you can go by 1, for greater detail.
[3.5] Hurting Sectors
There are several textures that you can use on the floor to make the sector harmful. They are NUKESLIME, HURTRAIL, LAVA, and PURPLELAVA (Atomic only).
[3.6] Lightning (Atomic only)
These little buggers are neat. Set it up as follows:
Sector LoTag: None Sector Effector: Necessary LoTag:28 HiTag: Set equal to all lightning bolts in a 10000 pixel radius
This will make lightning, IF you add some NATURALIGHTING sprites around the SE 28. Tag their HiTag as explained above.
[3.7] Floors
These are pretty cool. They let you raise and lower the floor.
[3.7.1] Raising/Lowering Floors
This can be done as follows:
Sector LoTag: None Sector Effector: Necessary LoTag:31 HiTag: None Special: Angle: Down will start the sector at the height of the SE
Just place it, set an activator that's linked to a switch (both with the same LoTag). That will do it! Works for both raising and lowering the floor.
[3.7.2] Incremental Raise/Fall Floor (Atomic Only)
Here's how this is done:
Sector LoTag: None Sector Effector: Necessary LoTag:18 HiTag: Distance in each increment (1 = 1 pageup/down) Special: Palette: <1 starts the sector at the height of the SE
Place the SE and the activator in the sector. Set the SE to the desired height, and make an Activator/Switch combo (see above example).
[3.8] Ceilings
These are as good as floors.
[3.8.1] Raise/Lower Ceilings
Exactly like floors, except:
Sector Effector LoTag:32
Follow the steps for Raising/Lowering Floors to find out how to make this work, using the above exception and changing floor to ceiling.
[3.8.2] Incremental Raise/Lower Ceiling (Atomic Only)
Precisely like the Floor version, except that the SE has a downward angle instead, and it affects the ceiling, not the floor, this way.
[3.9] Misc. Basic Effects
The conveyor belt:
Sector LoTag: None Sector Effector: Necessary LoTag:24 HiTag: If you have it switch-controlled, make it equal to the switch's LoTag. Special: Set the angle to the direction the belt will move.
That was easy, right? I hope so.
[4] How to make, Advanced
If you thought the above was cool, this will ROCK!
[4.1] Rotating sector
VERY easy, actually. But it looks cool. Here's how to do it:
Sector LoTag: None Sector Effector: Necessary LoTag:0, 1 for the pivot HiTag: Equal to the SE 1 pivot Special: Palette: <1 = counter-clockwise
Add the rotating sector, then add the pivot (and a pivot sector, if you want). That's all there is to a rotating sector.
[4.2] Subways
The great troublemakers! How fun this will be to explain. The subway can be build as follows: A single track (1 sector) will be used, and MUST meet back at the point it started at some time. Crossing IS possible, but difficult to manage with multiple trains. Tracks should be about the width and a half of the train(s) across, and have circled corners. The train sectors must follow the following rules: All train sectors must have the same HiTag. No train sector may have more than 1 extra layer (ie. Windows are okay, but no seats against them directly). And finally, the main train sector must have an SE 6 or SE 14 (14 for follow-along train cars). It is suggested that the SE 6 or 14 is placed at the HEAD of the car, and points towards the first locator it will travel to. Locators are used to define the track, and are used as follows: Have locator 0 start the track, and give the train's SE's a HiTag that matches the first locator they will travel to. Make sure that the locators are properly aligned to the track, so the train doesn't ride into the void. Locators do not need to be angled to the next; the game knows which one to go to next by number.
[4.3] 2-Way Trains
These are almost as hard as subways. Make the train (same rules as the subway, except there is no HiTag, only a LoTag of 31), and the bi-directional track (ie. Straight line). Add the locators 0 and 1 in order, the 0 nearest to the train, the 1 at the end of the track. Add an SE 30 on the train, and point it in the direction of locator 1. You will need to control this by switch or touchplate (switch preferred). Set a HiTag that is 1 above the next available on the SE 30, and put the tag that was the next available as the LoTag of the switch/touchplate. To make doors that go with this, make the first have the same hi-tag as the train with an SE 30 in the door, and a HiTag that is 1 above the train's SE 30 HiTag for the second door's SE 30.
[4.4] Floating Sectors
These are pretty cool. Add an SE with a LoTag of 29, and set it's HiTag to the starting height of the water (0-2047). Then, add a GPSPEED to set the height of the waves (8-512). That will make a floating sector.
[4.5] Bridge
These can be a pain. Set an SE 20 in the sector that will be a bridge (pointing towards the direction the bridge will travel), and give the sector a LoTag of 27. Add a speed sprite to set the distance the bridge will travel. Then, if you like, press r on the floor/ceiling. That will make the texture move correctly with it. If you do not, that will probably also work. Test with this one a bit.
[4.6] Bomb Cracks
Make the crack sectors, and the sector beyond. Design the crack as you like. Then, add an SE 13 into each crack sector (not the passage beyond), and add some SEENINE (if desired) with a HiTag to match that of the SE 13, and a LoTag with the delay (32 = 1 second). Add a crack sprite over the bomb crack, and tag it's HiTag the same as the SE 13's.
[4.7] Shooters
These can be used pretty judiciously. Here's what to do:
Sector LoTag: None Sector Effector: Necessary LoTag:36 HiTag: None Special: Angle = direction to fire, use a MASTERSWITCH to activate, and a switch/touchplate to activate the masterswitch
Add a GPSPEED, and tag it as follows for the types of shots (LoTag it, of course):
2556 : Shrink Ray 2605 : RPG 1650 : Mortar 1625 : Trooper Laser 1636 : Lizman Spit
[4.8] Mirrors
These can be pretty easy, when you get right down to it. Add a sector, and make it at least 1.5 times the size of the area the mirror can "see" (that is, any area that the player can see the mirror in). Make the room square. Connect it to the level somehow (where you want the mirror), and edit it in 3D mode. Make it EXACTLY like the sector that connects it to the level (including light effects, if you want). Now, give the wall that hooks the mirror to the level a 1-sided texture (on the level side). Find MIRROR (near the toilets), and choose that as the texture for the 1-way wall. Then, hit b and h on the wall, so that it has bullet holes and keeps the player from murdering himself by walking into it (don't ask). That's it! You can LoTag the 1-sided wall with 252 if you want Duke to say, "Damn, I'm looking good!" when he presses spacebar on the mirror.
[4.9] Secrets
Tag one of the secret sectors with a LoTag of 32767.
[4.10] End-Level Sectors
Tag the exit sector with 65535.
[4.11] How to Make the Player Start With No Weapons
Put HURTRAIL as the floor texture of where the player starts.
[4.12] 1-Time Sounds
Tag the sector as a 10000+ LoTag (ex. 10019 is breaking glass).
[4.13] Ambient Sounds
Tag a MUSICANDSFX with a LoTag of the ambient sound you want, and then tag the HiTag for the range in which the player will be able to hear it.
[4.14] Echo Effect
Make a MUSICANDSFX with a LoTag of 1000+ (ex. 1128 is an average to high echo), and a HiTag equal to the square radius of the echo.
[4.15] Misc. Advanced Effects
Sectors over sectors rules:
1. Sectors that overlap can never "see" each other
That's the biggest one. A workaround (sort of) is to put a 1-sided wall in front of a violating sector.
2. Never directly link two overlapping sectors. Above workaround rarely works on this rule.
[5] Secrets to a Good Level
There are levels, and there are good levels. Then, there are incredible levels that make us all go "wow!". I hope to teach you the rudimentary skills necessary to make a good (possibly incredible) level.
[5.1] Theme
Theme! It's so important, I can't begin to tell you the details. Select a theme that you know you can handle, and implement it into your level. If you want, implement more than 1 theme, but make sure there's at least one, even if it seems lame at first.
[5.2] Sizing
I've seen too many giant lands, and know that it's a pain when the doorknob is at your head, instead of your waist. Learn the secret of the number pad, and the number pad 5 key. They will be the greatest tools of making a level realistically sized, rather than a room that a Leviathan would be comfy moving around in.
[5.3] Shading
Again, too many levels lack this, or have bad quality shading. If a level is to succeed, it needs to look somewhat "realistic" (unless the theme is unrealism, but even then, shading plays a major role). Unlike Doom, Duke is not limited to sector-only shading. The walls, floors, sprites, etc. can be any shade between 1 and 127 (negatives, too!). Use this to your advantage. As well, use pallettes to your advantage, to make a blah texture look rad.
[5.4] Weapons
If a level gives you a pistol to kill 20 pig cops, you're probably going to go on to the next one pretty quick. Make sure that the player is properly armed for the situations you put him in. It's no fun to face a mini-boss with a shotgun.
[5.5] Enemies
Never add too many enemies, as that will overwhelm potential players, and never too few, as the player will get bored looking at scenery. This quality should be intermingled with the Weapons quality, so as to establish harmony in the gameplay.
[5.6] "The Feel"
Themes generally have a "feel" to them (deserted, overwhelming, horror, etc.). Make sure you use the right "feel" for your level. It's kind of strange to be in an overwhelming arctic tundra.
[5.7] Plot
Without one, a level is just a level. With one, a level becomes more of a piece of a story, and the player is about to act out the next part. The thicker the plot, the more possibilities. Don't make it too thick, or the player will be sifting through a book-like text file to find out what to do next.
[5.8] Basic Idea
This is very important. If you have no idea what the level will look like, you aren't going to get what you expect. Have patience, and figure out a basic "look" and "idea" for the level. This goes with about everything else.
[6] Various Bugs and Fixes
There are no true "bugs" in Build, only errors that are caused by the user doing an illegal action. Make sure you never break one of the All-Powerful Rules of Build, or you will probably end up with a whopper of an error.
[7] Sound Effects Reference
0:Duke kicking something 1:Bullet ricocheting 2:Bullet hitting something 3:Pistol firing 4:Removing pistol clip 5:Inserting pistol clip 6:Chaingun firing 7:RPG firing 8:Poolball sound 9:RPG exploding 10:Freezethrower firing 11:Shrinker firing 12:Something shrinking 13:Pipebomb bouncing 14:Pipebomb exploding 15:Lasermine put on wall 16:Lasermine beeping 17:Lasermine exploding 18:Breaking a vent 19:Glass breaking 20:Glass breaking heavy 21:Electric discharge 22:Water splash 25:Duke coming out of water 26:Green slime recog 27:Duke kicks Episode 3 Boss Head 28:Duke taking a leak 29:"Game Over!" 30:Crowd cheering 33:"What are you waiting for, Christmas?" 34:Green slime attack 35:Things hitting forcefield 36:Water drink sound 37:"Damn!" 38:Duke grunting 39:Heartbeat when using steroids 40:Duke wading in water 41:Duke scream, Duke killed 42:Duke lands 43:Sound when duke walks in vents 48:Duke scubadiving 49:Duke activates jetpack 50:Duke uses jetpack 51:Duke deactivates jetpack 56:"I'm Duke Nukem, and I'm coming to get the rest of you alien bastards!" 61:Trooper begging 64:Lizman spitting 67:"Shake it baby!" 68:Burning sound 69:Squishing sound 70:Sound when teleporting 71:Elevator Start 72:"This sucks!" 73:Elevator Stop 74:Door sound 75:Subway train sound 76:Switch sound 78:"Groovy!" 79:Flushing toilet 81:Earthquake 82:Alarm sound 83:Monitor sound 84:Engine hum 85:Reactor hum 86:Computers 87:Gears grinding 88:Bubbling sound 89:Machine sounds 90:Sewer Ambience 91:Wind 92:Dripping sound 93:Steam 95:Nightclub music 96:Lunar warlord roam 97:Lunar warlord recog 98:Lunar warlord firing chaingun 99:Lunar warlord pain 100:Lunar warlord dying 101:Overlord roam 102:Overlord recog 103:Overlord attacking 104:Overlord pain 105:Overlord dying 106:Duke picking up atomic health 107:"Come get some!" 108:Cycloid emperor dying 109:Duke firing shotgun 110:Trooper roam 111:Trooper recog 112:Trooper attacking 113:Trooper pain 114:Trooper dying 115:Lizman roam 116:Lizman attacking 117:Lizman recog 118:Lizman pain 119:Lizman dying 120:Pigcop roaming 121:Pigcop recog 122:Pigcop attacking 123:Pigcop pain 124:Pigcop dying 125:Recon car roam 126:Recon car recog 127:Recon car attacking 128:Recon car pain 129:Recon car dying 130:Drone roaming 131:Drone recog 132:Drone attacking 133:Drone pain 135:Fat commander roaming 136:Fat commander recog 137:Fat commander attacking 138:Fat commander pain 139:Fat commander dying 140:Octabrain roam 141:Octabrain recog 142:Octabrain using weapon 143:Octabrain pain 144:Octabrain dying 148:Grinding sound 149:Green slimer dying 150:Cycloid emperor roam 151:Cycloid emperor recog 153:Cycloid emperor pain 154:Lunar warlord using RPG 155:Fat commander spinning attack 156:Lunar war lord walking 158:Thud sound when enemy falls 159:Octabrain using teeth 160:Octashot (Octabrain Weapon) 163:Green slime roam 164:Woman screaming 165:Click door sound 166:Heavy whine door sound 167:Light whine door sound 168:Born To Be Wild 169:Duke cocks shotgun 170:Grinding sound 171:Low pitched humming 172:Lava sound 173:Bubbling sound 174:Phone busy 175:Aliens hum 177:"Hmmm, don't have time to play with myself!" 178:Monolith sound from 2001 179:Low pitched wind like sound 180:"Hmmm, looks like I have the con!" 181:"Ha Ha, too late Nukem, we're in control now!" - Warlord 183:"Secret level!" 184:Voices mumbling 185:Voice mumbling 186:Water rushing 187:Movie projector sound (E1L1) 189:"Those alien bastards are gonna pay for shooting up my ride!" 190:"What, there's only one of you?" 192:"I think I'll climb aboard!" 193:"That's one doomed spacemarine!" 194:Crackling fire 195:"Lets rock!" 196:"Ready for action!" 197:"Gonna rip 'em a new one!" 198:"We gotcha now, Duke bastard. And we're gonna fry your ass!" 199:"Rockin!" 200:Duke jumps off somewhere high 201:"Damn it!" 202:"You wanna dance?" 203:"Damn it!" 204:Trooper roam 2 205:Pigcop roam 2 206:"Cool!" 207:"Where is it?" 208:"Come on!" 209:Duke searching (press space) 210:Duke getting item 211:Duke gasping 212:Monitor activated 213:Night vision goggles on/off 214:"Damn!" 215:Duke cracking knuckles 216:"Ahhhh!" (relief) 217:Duke taking steroids 218:"Aaaaahhhh, much better!" 219:Duke changing weapon 220:Water gurgling 221:"Who wants some?" 222:"He he he, what a mess!" 223:"Bitchin!" 224:"Holy cow!" 225:"Holy shit!" 226:"Damn I'm good!" 227:"Yeah, piece of cake!" 228:"Ooh, thats gotta hurt!" 229:"Ooh, I needed that!" 230:"Who are you?" - Ep. 1 Boss 231:Flyby 232:Flyby 233:Flyby 234:Explosion + Scream 235:"Now, this is a force to be reckoned with!" 236:"I Ain't afraid of no Quake!" 237:"Terminated!" 238:Duke singing Born2bwild 239:"Nobody steals our chicks, and lives!" 240:"Its time to kick ass and chew bubble gum, and I'm all out of gum!" 241:"Duke Nukem must die!" 242:"Lunar Task force defeated!" 243:Exiting menu 244:Flyby 245:Duke deathscream (falling) 246:Shrinker hit 247:Squeaking mice 248:Menu sound 249:End of level music 250:"I should have known those Alien maggots booby trapped the sub!" 251:"Die, you son of a bitch!" 252:"Damn I'm looking good!" 253:Pig cop roam 3 254:"Kill me" 255:Drone flying sound 256:Door sound 257:Door sound 258:Door sound 259:Door sound 260:Door sound 261:Alien elevator/door sound 262:Vault door opening 263:"Let God sort 'em out!" 264:"Hail to the king, baby!" 265:"Blow it out your ass!" 266:"Eat shit and die!" 267:"Your face, your ass, what's the difference?" 268:"See you in hell!" 269:"Suck it down!" 270:Duke deathscream 271:"This really pisses me off!" 272:Switch sound 273:"Shit happens!" 274:Duke deathscream 275:Duke deathscream 276:Duke deathscream 277:Computer ambiance 278:"This is KTIT, k-tit, playing the breast, er, the best tunes in town!" 279:Helicopter sound 280:Urkk!! Stepping in crap 281:Monolith sound from 2001 282:Low pitched wind like sound 283:Green slime hatching 284:"I'll rip you head off and shit down your neck!" 285:"We meet again Dr. Jones!" 286:Door sound 287:Door sound 288:End of game music 289:"My name is Duke Nukem!" 290:"After a few days of r&r, I'll be ready for more action!" 291:"Ohh, come back to bed, Duke" 292:"I'm ready for some action NOW!" 293:"Moan, moan, moan, hehehe..." 294:"Its down to you and me, you one-eyed freak!" 295:Duke drops his weapon 296:Duke rips head off Ep. 2 Boss 297:Duke unbuckles his jetpack 298:Jetpack hits the floor 299:Duke unzips his zipper 300:Duke reads paper 301:Duke whistles, while reading 302:"Damn, that's the second time those Alien bastards shot up my ride!" 303:Something gets frozen 304:Duke pain 305:Duke pain 306:Duke pain 307:Duke pain 308:Wind sound
Atomic Edition Only Sounds: 313:Grocery store music 314:Store music dying off 315:Sound of actor swelling 316:Protector Drone roam 317:Protector Drone recog 318:Protector Drone Attacking 319:Protector Drone Pain 320:Protector Drone Dying 321:Protector Drone Shooting 323:"Looks like clean-up on aisle four!" 324:"Damn, that was annoying!" 325:"Hmmm, bookem' Danno!" 326:"I'm not crying over this!" 327:"This tape will self destruct in one second!" 328:"No way I'm eating this shit!" 329:"Go ahead, make my day!" 330:"So help me Duke!" 331:"Someone's gonna friggin pay for screwin' up my vacation!" 332:"Yippie Ki-Aye-A, mother f-cker!" 333:"Yo Ho Ho and a Bottle of JACK!" 334:"ARR-Someone's gonna take a long walk off a short gangplank!" 335:Dolphin screech 336:"You and what army?" - Woman 337:"Down on your knees and bark like a dog!" - Woman 338:"God, you're pathetic" - Woman 339:"You wouldn't shoot a lady, would 'ya?" - Woman 340:Pig Cop Tank Sound 341:Ep.4 Boss roam 342:Ep.4 Boss recognize 343:Ep.4 Boss shocking 344:Ep.4 Boss pain 345:Ep.4 Boss Dying 346:Protector Drone missing 347:Episode 4 Beginning sequence - Typewriter typing 348:Frying grease 349:Dog Whining 350:Dog Yelp (When killed) 351:Lightning Strike 352:Thunder Rumble 353:"Stop right here" - Mouse 354:"Come on in" - Mouse 355:"Oh, we're going to have a wonderful day!" - Mouse 356:"Hi! You want a picture with me?" - Mouse 357:Alarm sound 358:Rain 359:"Green Team running" - Evil voice (Duke TAG) 360:"Brown Team running" - Evil voice (Duke TAG) 361:Green Team scores" - Evil voice (Duke TAG) 362:"Brown Team scores" - Evil voice (Duke TAG) 363:Woman moaning 364:Typewriter Typing 365:"Duke, we've got a new problem here!" - General 366:"This video was taken by an undercover operative!" - General 367:Clang 368:Episode 4 Introduction - "Hmmm...I'm going in!" 369:Car screech 370:"It's time to abort your whole friggin' species!" 371:"I'm gonna kick your ass, Bitch!" 372:"Hmmm...My kind of party. Wish I had time!" 373:"Looks like it's time for me to go postal!" 374:"Oh, spank me! Spank me! Oh, yeah!" - Woman 375:"Nobody messes with my meat!" 376:"I'm gonna put the smack dab on your ass!" 377:"I'm gonna get medieval on your asses!" 378:"Nobody jacks with our independence!" 379:Jeep engine running 380:Door slamming 381:Ep.4 Boss Laying Egg 382:Ocean Wave 383:"I'll be back!" - Terminator 384:Underwater sound 385:Squishing noise 386:Expander hitting enemy 387:"Looks like he didn't escape from L.A.!" 388:Expander weapon Shooting 389:"Get back to work, you slacker!" 390:"Get that crap out of here!" 391:"You guys suck!" 392:Woman giving birth to Queen 393:Large BANG sound 394:Ship's Fog Horn 395:Ship's bell 396:"Go away! We're, like, closed!" - Speaker 397:My store muzak! (Genesis)
[8] Music Reference
GRABBAG.MID Title Song
STALKER.MID Hollywood Holocaust Music (Stalker) DETHTOLL.MID Red Light District (Taking the Death Toll) STREETS.MID Death Row (Streets of L.A.) WATRWRLD.MID Toxic Dump (Water World) SNAKE.MID The Abyss (Sneaky Snake) THECALL Launch Facility (The Call of Death) AHGEEZ.MID Faces of Death (Ah, Geez!)
FUTMILL.MID Spaceport (Future Military Conquests) STORM.MID Incubator (Space Storm) GUTWRNCH.MID Warp Factor (Gut Wrencher) ROBOCREP.MID Fusion Station (RoboCreeping) STALAG.MID Tiberus Station (Stalag 3-D) PIZZED.MID ??? (Pissed!) ALIENZ.MID ??? (Aliens, Say Your Prayers!) XPLASMA.MID Dark Side (Plasma) ALFREDH.MID That last level (Alfred H.'s family plot) GLOOMY.MID Spin Cycle (Gloomy) INTENTS.MID Lunatic Fringe (In Tents)
INHIDING.MID Raw Meat (In Hiding) FATCMDR.MID Bank Roll (Going After the Fat Commander) NAMES.MID Flood Zone (Taking Names) SUBWAY.MID LA Rumble (Subway) INVADER.MID Movie Set (Invader) GOTHAM.MID Subway (Gotham) 233C.MID Farenheight (233.778 Celsius) LORDOFLA.MID Hotel Hell (Lord of LA) URBAN.MID Stadium (Urban Jungle) SPOOK.MID Tier Drops (Spook) WHOMP.MID Highway (Whomp)
[9] Hacker's Guide to Duke3D .CON Hacking
To hack .CON files, make sure you have base C code knowledge. If you don't, make sure you're a quick study. .CON files are the body of the game, for without the .CON files, the game will do nothing. .CON files can be edited with a text editor, such as notepad or Edit for DOS. Just edit it, and change the parts you want to change. Much has been highlighted by the original authors, so you should have little to no trouble figuring out how to hack it. If you screw the game up beyond redemption with the hacking, use KEXTRACT, and extract the original .CON files from DUKE3D.GRP.
[10] Secrets of the Duke Gurus
The secrets of the gurus of Build are well-kept, and surprisingly simple.
1. Memorize the keyset required to run the editor. This speeds up build time drastically. 2. Use visibility and shading together to give the proper effect intended to areas. 3. Don't be afraid to backtrack or remove an ugly section, regardless of how long it took to build it. Ugly is ugly. 4. Details can make a level truly shine. Even small things such as a steering wheel on a boat add to the atmosphere.
[11] Index and Bibliography
Index? What index?! I don't see any index. Oh yeah, there is no index.
[11] Bibliography:
Music list from the Duke3D CD (In /GOODIES/MIDI/) Sound list found my (surprise, surprise!) ME! Editing tips also by me Tutorials written by me (seeing a pattern here?) Pretty much everything else is by me
[12] Final Notes
Any help is welcomed. If you want to give me a few tips, or a new tutorial that you KNOW works, send it to me, and I'll give you FULL CREDIT for your contribution. Thank you for your concern, and thanks for reading my FAQ.
1997-1999 Primary Anomaly