BEGINNER'S GUIDE TO MAKING A LEVEL by Matt Newcomb ======================================================== This tutorial and collection of maps (Lesson 1 to 18) will get you started with building a level from the ground up, step by step. I will explain how to do everything found in these maps, but you should get my individual tutorials from my page as they focus on different parts with more depth. ======================================================== Lesson 1: The first sector. Maps 1-4 Start Makemap and use the Spacebar to draw a square. Now press the Enter key on the Number keypad. This will take you to 3D-mode, which is just like the game, except enemies do not attack and you can't use teleporters or go underwater. Water will be explained later. Once in 3D mode you will see your room covered in a red and yellow grid. This is the default texture, and is perfectly normal. Point the mouse at the floor and press V twice. You will now see a page full of pictures. This is the art file. It contains all the sprites in the game. Use the arrow keys to move the selection box around the list until you see one that looks like a good floor texture. When you find the one you want, press the Enter key on the Main keyboard to place it on the floor. You will be taken back into the map and your floor will have the texture applied to it. Now point the mouse at the ceiling and select a texture for it the same way. If you use a sky texture you will have to press P while pointing at the ceiling to make it Parallax. This makes the ceiling look like a sky. If it has a round shape, point at the ceiling and press Control and P at the same time. This will make the texture flat, but still look like a sky. Now put a texture on the walls. You can put the texture on one wall and then point at it and press Tab. Then point at another wall and press Enter to apply it to that wall. This works for sprites also. Lesson 2: Adding a room to the first sector. Maps 5-10. Press Enter on the Number pad to go into 2D mode. Pick the place you want to build a room and press Space to begin drawing. If you want to make a room that is attached to the wall of the main sector (like in the Lesson5.map), you put the mouse on the white line and press Insert. This will place a green vertex on the line. Make another one on the same wall. Now start drawing a line from one of these two vertexes and make a long rectangle ending on the second vertex. Put the mouse inside this rectangle and press Alt and S together to turn it red. Make another rectangle on an adjoining wall, but do not connect it to the first rectangle. These are the walls of your room. Bring the ends of the walls toward each other, but leave a few spaces between them. Now go into 3D mode (number pad Enter key) and point at the floor. Press Page Down to drop the floor a couple of notches. You should see two rectangles sticking up. These are the walls you just drew. Point at the top of one and press Page Up to raise it. Press Caps Lock once and then press A. This will raise you up, where you can see the top of the wall. Raise it to the ceiling. If you cannot see the top of the wall after a certain height and it is not all the way up, move into it until you are sandwiched between the ceiling and the wall. Then point down right in front of you and press PageUp. Move back and the wall should be touching the ceiling. Do the same for the other wall. Press Z to go back down to the floor (or press CapsLock again to drop). Now select a texture for the walls, or leave them like they are. Go back into 2D mode and draw a rectangle and make it red by pressing Alt and S with the mouse inside it. This is the door. Go into 3D mode and raise it like you did the walls and give it a door texture. Go back into 2D mode and put the mouse near the door sector and hold the Right Shift key and drag the mouse over the door, surrounding all four corners with a purple rectangle. Let go of Shift and use the mouse to drag it by one corner into the space between the two walls. Press Shift again to deselect the door. Use the mouse to resize the door so that it fits inside the space between the walls without it touching the walls. Refer to the Lesson6.map to see what I mean. Pressing G in 2D mode will increase the number of lines in the grid which lets you make sectors very small and allows you to put the door very close to the walls without touching them. Refer to the text file included with the "Doors.zip" file for the different types of doors and how to make them. For this example, I made a Swinging Door. Go into 2D mode and put the mouse inside the door sector and press T to give it a Lotag. Type the number 23 and press Enter. The number 0,23 should appear in the sector. Now press S twice in two different places to put down two sprites. Go into 3D mode and point at the sprites and press V twice. Select the S shaped sprite for both. Go into 2D mode and point at one sprite and press Alt and T to give it a Lotag of 11, then press Alt + H to give it a Hitag of 100. Give the other one a Lotag of 10 and a Hitag of 20. Go into 3D mode and point at the sprites (called Sector effectors) and press Control + Page Up. This will put them on the ceiling. Go back to 2D mode and move them both into the door sector, making sure to put the one with the tags of 20,10 at the end you want it to pivot from. Put the cursor on the sprites and press < or > to turn their tails to the left or right. Putting them on the right side and pointing the tails to the left makes the door swing toward you and pivot on the right side. Putting them on the left and pointing the tails to the right (as in map8) makes it swing away and pivot from the left. Make another sprite and change it to the M (Music and Sound Effects). Give it a Hitag of 388 and Lotag of 165 (the creaking door sound) and put it inside the door sector. Make another sprite and change it to the GPSPEED sprite (the winged shoe) and give it a Lotag of 64. Lesson 3: Adding sectors. Maps 11-13 Go to the wall where you want the other sector to be accessed from and insert two vertexes. Draw a square and end it at the vertex you started from. You will draw over the white line between the two vertexes and it will turn red. Add vertexes to the walls of this sector and stretch it out to the size you want it. Select the appropriate textures for the type of room you want it to be (i.e. if it is an outdoor sector, select outdoorsy textures). Make a door sector and place it. To make a Rising Door like in Map12, you have to drop the sector out of the ceiling, which is just the opposite of making the first door. Give the door sector a Lotag of 20. It doesn't need a Sector Effector. You can add a MusicandSoundFX and Speed sprite if you want. Lesson 4: Making a sector over a sector. Maps 15&16 This is how I made the Above room in Map14: Go to the wall of the Backyard sector and insert two vertexes. Draw a square, ending on the one you start from, changing the line between the vertexes to red. Stretch the square into an L shape and stop it before you reach the Main sector (the Below Sector). Start drawing from one of the points, go into the Main sector, and end the drawing where you started. The new sector will be white. Then I added a Lowering door, which is just the opposite of the Rising door. Give the door sector a Lotag of 21. Add sound and speed. Lesson 5: Making Underwater sectors. Draw a square. Put the mouse in the square and make it red. Press C to make a circle, moving the mouse to change size. Press space to draw the circle. Give the sector a Lotag of 1 and a sector effector ( S ) with a Hitag of 100 and Lotag of 7. Make another sector THE EXACT SAME SIZE AS THE WATER SECTOR. This is how I did it: Draw a square outside of the main sector and make sure it doesn't connect to it. Put the mouse near the water sector and hold the Alt key as you drag the mouse over the water sector. Release the Alt key and the sector should be filled with green lines. Use the mouse to drag it into the new square and press Insert. Change the sector to red and give it the same Hi and Lo Tags and S.E. as the first. Put the sector effector for the second sector on the bottom of the sector with Ctrl+PageDown. Lower the ceiling of the new sector until it matches the opening of the sector. You should have remembered to lower the sector floor, or your pool won't be very deep. Put the water texture on the bottom of the part you lowered from the ceiling and also on the top of the first sector (the top of the pool, where you get in). Don't forget to put out a Snorkle, or you'll drown when you get in the water. Lesson 6: Making a front yard and adding enemies. Maps 17 & 18. For these two maps, all I did was add a new sector using the same procedure as before. The only difference is that the Sliding door gets a Lotag of 25 and S.E. of 15. Point the tail in the direction you want it to move AWAY from. Put in a sprite and change it to an enemy. ============================================================ That's it. You should have enough knowledge now to make a map of your own. You should REALLY get my tutorials for doing all the things in Makemap, as a full-blown How-to guide is too time consuming. If you don't want to read any of the bigger tutorials like MMkeys, which explain in more detail what each key does, and the various text files that come with my maps, then you shouldn't waste your time with Makemap. The only way to do these things is to learn how to do them. If that's too much trouble, then just stick with playing the game. ============================================================= This text file was written by Matt Newcomb. If you need help or if something doesn't work right, email me and I'll try to help. Email:striker@ Homepage: