----------REDNECK RAMPAGE & RIDES AGAIN -------------

MAKEMAP COMPENDIUM Ver 1.01

 

FOREWORD by Brett Walmsley

I became a Redneck Fan last winter. I had a demo of Rednecks and we had a few people here at Xmas. Before I knew it, we were all gathered around the computer Yellin’ and Yee-hawin’! A little while later I found a copy of RR Rides Again in a local store and I bought it. Played it. Loved it. Still play it. Still love it.

I had no idea one could make levels. The documentation I had did not mention it and then I found Interplays Web site – "The Redneck Ring" and the private "Totally Redneck" sites by accident. I down loaded a few levels and they worked! This really opened up a new world. I played around with Matt Newcombs truly helpful examples and I actually made a working level with doors, chickens and got the pretty Daisy Mae dancing mad… The next step was to introduce more and more parts into my level and obviously my need for more information was like overloaded. I got stuck! I ended up downloading everything from both sites and then I had a big mess! I started putting the information together in one file, removing double entries, writing new parts to add to the missing clues and suddenly this compendium started growing. I have now made a Ver. Number and will gladly add tips and tricks to this book on a regular basis – so please email me!

This book is not part of any commercial project and is to be considered as freeware. I disclaim any damage it may cause to existing installed files from Interplay. This information is provided as is and is not an official product item of the company Interplay. It was written and produced by Redneck fans for Redneck fans.

This compendium has been compiled from information previously released from the following people:

Alex Mayberry & Mal Blackwell, Matt Newcomb, Tom Bolton, Jon Hunt, Chris Rodge, Allen H Blum III & Richard Gray, Bruce Hamilton, Kenneth Silverman, Speed Racer, Brett Walmsley.

Enjoy.

Brett Walmsley (Jan.2000)

E-Mail : bwalmsley@ or walmsley@


Setup instructions

In order to edit the original levels, you'll need to extract them first with the KEXTRACT.EXE program. Just copy the program into your REDNECK RAMPAGE game directory and then issue the followin' command:

                KEXTRACT REDNECK.GRP *.MAP

Additionally, to get the editor to function properly, you'll also need to extract all of the art files first ('cause this version of the editor does not read the group file). To do this, issue the same command as above, but replace *.MAP with *.ART.

 

User Programs

There is a usefull extraction program called Group File Studio (from Gary and Jonah Bishop), which is a Windows utility that allows the user to browse and extract files from the 3D Realms group file format (.grp). This may be an interesting tool if you have other 3D Realms games.

E-Mail : jonahb@

Web Site: http://

Another usefull program is RRCONV, written by Lars Heimann. RRCONV v1.0 is a Duke Nukem 3D to Redneck Rampage Map Converter and can be found at most good Redneck Web Sites. It can be used to make any Usermaps, which were build for Duke Nukem 3D (including those for the Atomic Edition), playable in Redneck Rampage. To attain this, the textures of the sectors, walls and sprites of the Duke Map must be replaced with textures from Redneck Rampage.

 

INDEX

PART 1 – INTRODUCTION

1 The BUILD EDITOR AND BASIC LEVEL EDITING

1.1 Two Editing Modes: 2D and 3D –Keylist
1.2 2D mode keylist
1.3 3D mode Keylist
1.4 Level Basics: Sectors, Walls, Vertices, and Sprites
    1.4.1 Sector, Wall, and Sprites Attributes
1.5 2D Editor Mode
    1.5.1 2D Grid and Resizing the Grid
    1.5.2 2D Grid Locking Feature
    1.5.3 2D Zooming In and Out
1.6 3D Editing

2 BUILDING A BASIC LEVEL

2.1 Sectors and Walls
2.2 Build a Simple Sector
    2.2.1 Start up BUILD
    2.2.2 Make Your First Sector
    2.2.3 Backtracking in Line Draw Mode
2.3 Single-sided and Double-sided Walls
2.4 Placing the Player's Start Position (IMPORTANT)
2.5 Quitting BUILD and Saving, Loading, Renaming Levels

3 BUILDING A BETTER LEVEL

3.1 Modifying Wall, Floor, and Ceiling Textures
    3.1.1 Selecting Textures
    3.1.2 Shading Textures
    3.1.3 Resizing Textures
    3.1.4 Panning Textures
    3.1.5 Relative Textures (Floors/Ceilings)
    3.1.6 Parallax Floors and Ceilings
    3.1.7 Orientation of walls and ceilings
    3.1.8 Landscape walls
    3.1.9 Forest or Swamp walls
    3.1.10 Blocking walls or sprites
3.2 Splitting and Removing Walls
3.3 Resizing and Moving Sectors
3.4 Altering Floor and Ceiling Heights ...and Textures again
3.5 Splitting, Joining, Adding, and Deleting Sectors
    3.5.1 Splitting Sectors
    3.5.2 Joining Sectors
    3.5.3 Adding a Sector
    3.5.3.1 Adding an Independent Sector
    3.5.3.2 Adding an Extension Sector (hinging on two points)
    3.5.3.3 Adding a Sector within a Sector (island)
    3.5.3.4 Adding a Sector within a Sector (peninsula)
    3.5.4 Deleting a Sector
    3.5.5 Linking separate sectors together
3.6 Incremental Backups of Your Level

4 SPRITES

4.1 Adding Sprites
    4.1.1 Adding Weapons and Goodies
    4.1.2 Adding Bad Guys
    4.1.2.1 Bad Guy Poses
4.2 Modifying Sprites
    4.2.1 Resizing and Shading Sprites
4.3 Making Copies of Sprites
4.4 Moving Sprites
4.5 Deleting Sprites
4.6 Flipping Sprites and Sprite Angles

 

PART 2 – ADVANCED SECTION

5 ADVANCED SECTOR STUFF

5.1 Cut-and-Pasting Sectors
    5.1.1 Within the Same Level
    5.1.2 Between Different Levels
    5.1.3 Tips and Tricks for Pasting
5.2 Overlapping Sectors

 

6 MISCELLEANOUS

6.1 Sector's "First" Wall and Relative Floors/Ceilings.
6.2 Slopes.
6.3 Multi-Player/Co-Op Start Points.
6.4 Multi-Play Weapons.
6.5 Tags – Hi, Lo. And others
6.6 Create a dead zone area

 

7 SPECIAL EFFECTS (also covered in Reference Section – Part 4)

7.1 Push Sector
7.2 Barrel Effects
7.3 Up / Open door lights
7.4 Jail Doors
7.5 Keys
7.6 Doors
7.7 Enemy Behaviour
7.8 Vixens
7.9 Tornado
7.10 Killer Trucks / Vehicular Slaughter
7.11 3D Roof
7.12 Rooms over/under Rooms and Tunneling
7.13 Big Trailers / Rigs
7.14 Windows to look thru
7.15 Underwater sections
7.16 Walk like Jesus on a wire
7.17 UFO
7.18 Buzz Saw
7.19 Shadow Sprites
7.20 Lightning Strike
7.21 Ladders, chains and other climbable stuff
7.22 Stairs
7.23 Chicken Plant Production Line
7.24 Mine Carts
7.25 Destructo Sectors
7.26 3D Geometry Effects
7.27 Torch effector
7.28 Conveyer Belts
7.29 Hole in the floor
7.30 Curtains
7.31 Lifts
7.32 Light up a sector with a switch
7.33 Mirror
7.34 Yer Secret Place!
7.35 Spawning – Monsters or whatever…

 

8 PROGRAMMING TIPS

8.1 Programming tips

PART 3 – REFERENCE SECTION

9 SECTOR EFFECTOR REFERENCE GUIDE

10 SPECIAL SPRITE REFERENCE GUIDE

11 SECTOR TAGS REFERENCE GUIDE

12 FULL TAGS LIST

13 BUILD MAP FORMAT

14 SOUND EFFECTS LIST

15 EDITART KEYS

 

PART 4 - TUTORIAL

16 BEGINNER'S GUIDE TO MAKING A LEVEL by Matt Newcom

17 EDITSET TUTORIAL

18 MAP DISCRIPTION TEMPLATE

 

Overview

 

This book is in 4 parts:-

The first part deals with MAKEMAP and its programming features. This explains what the keys are and how to make basic levels.

The second part concludes the programming portion with special effects available in the game.

The third part is a reference section, which contains details of internal code listings needed for programming eg, List of sound effects or tag parameters.

The fourth part contains tutorials and closing material.

 

PART 1 - Introduction

1. THE BUILD EDITOR & BASIC LEVEL EDITING

 

This section gives detailed info on several ways to edit levels in Build.

1.1 Two Editing Modes: 2D and 3D

There are two modes with which to make your cool Duke levels: 2D and 3D. 2D mode is a 2 dimensional view of your level and making a level in this mode is like drawing on grid paper. 3D mode is 3 dimensional and is similar to the game itself (switches, doors, some light effects, etc. don't work like in the game).

Switching between the two modes is done with the Enter key on the numeric pad (*not* the Enter key near all the regular keys). When in 2D mode, you're current position within the level is indicated by the white arrow. The brown arrow, if you can see it, is the player's starting position when the game begins (this is explained later).

NOTE: Your current location (white arrow) must be within a valid sector to enter 3D mode.

There are 2 modes in the BUILD editor:

   3D EDIT MODE (Same as PLAY MODE but with a mouse cursor)
   2D EDIT MODE (The overhead map of the board with an arrow showing your position and angle and a mouse cursor)
    It is essential that you use both editor modes:

Use the 3D EDIT MODE to change the attributes of a sector, wall, or sprite such as:

    Tile number - Tells which picture in the artwork file goes on the object. Press V to change.
    Shade - The shade of the object. Press -/+ to change.
    Repeating - The "smooshiness" of a wall. Also for sprites. Press keypad 2,4,6,8 to change.
    Panning - The starting offset into the tile graphics. Press Shift + keypad 2,4,6,8 to change.
    Height - For ceilings, floors, and sprites. Press PGUP or PGDN to change, and there are a few other special attributes.

Use the 2D EDIT MODE to add, delete, or change the shape of sectors.

To switch between the two EDIT MODES, press the keypad enter key.

 

1.2 2D Edit mode keylist

<ESC> Show a menu that says, "(N)ew, (L)oad, (S)ave, (Q)uit" Press <ESC> again to cancel the menu.

<keypad ENTER> Flip back to the 3D edit mode

<Left mouse button> Shfts your position as player to the cursor position.

<Right mouse button> Moves the player's positions to the mouse cursor. This is useful when you accidently get stuck somewhere in the board, or when you need to edit some part of a sector that is hard to access.

<Right Shift> Select a bunch of points for use with dragging around. Selects all points inside a box. (Use the left mouse button to drag)

<Ctrl+Right Shift> Select a bunch of points for use with dragging around. Selects all points on a loop. (Use the left mouse button to drag)

<Right Alt> Select a bunch of sectors for either duplication or dragging around.

<Arrows > Move player position in the appropriate directions. The player will be clipped. To jump to a different part of the board, use the right mouse button.

< Space> Press the space bar when drawing new sectors. There are several ways of drawing new sectors. The following three ways of drawing sectors can all be done by only using the space bar. The computer is smart enough to decide which method you are using.

1. Drawing a FULL LOOP - that is, whenever the new sector meets the old sector, draw over that line again. In full loop mode the new sector must not already be in another sector. The loop is done when you press the space bar at the first point again.

2. SPLITTING a sector - press space bar to draw points at which you want to split a sector. The computer knows you are done splitting when you end at another point that's on the edge of the sector you are splitting.

3. Drawing a sector COMPLETELY INSIDE another sector. (for example, columns) To do this, just press space bar at every point in the loop. The loop is done when you press the space bar at the first point again.

<Backspace> When plotting points with the space bar, you can use backspace to get rid of the last point plotted. You can press the backspace to get rid of all the points if you didn't want to start a sector at all.

<Insert> Inserts a new point at the midpoint of the highlighted line. Then you can drag the point to wherever you like. (If you insert on a red line, the point will be inserted on both sides of the sector line.)

If a bunch of sectors are selected (see right ALT) then instead of inserted points, the selected sector bunch will be duplicated (stamped). Don't forget to drag the selected sectors after stamping.

<Delete> Use this to delete sprites (blue circles). To delete points of a sector border, don't press delete. Instead, drag the point into one of its 2 neighbor points on the sector. This is easist done if grid locking is on (mouse cursor is pink). If 2 neighbor points are equal, one will automatically be deleted.

<Right Ctrl-Delete> This deletes the whole sector that the mouse cursor is in. Note the right ctrl for protection. (Note: to delete a point of a sector, just drag that point into the next point and it will automatically be deleted. You should do this with grid-locking on)

< J > Use to join two neighboring sectors. Press J when mouse cursor is over the first sector. Then press J again when the mouse cursor is over the neighboring sector. The attributes of the combined sector will be taken from the first sector selected.

<ALT-S > When you have a white loop inside a sector, you can press <ALT-S> on it (highlight any of its lines) to turn the whole loop red.

< S > Places a sprite at the location under the mouse cursor. A sprite looks like a blue circle in the overhead map.

< B > Blocks / unblocks you from going through a wall or sprites. A blocked wall or sprite will appear pink in 2D EDIT MODE. See the description for 'B' in the 3D EDIT MODE section for more details.

< C > Turn a line into a circle defined by short line segments. First press 'C' on a highlighted wall. Then move the mouse to the right place and press '+' or '-' if you want to change the number of points on the circle. Press 'C' again to cancel the circle drawing or press the Space bar to actually change the map.

< +/- > Increase / Decrease the number of points on the circle.

< T > LO-tag for a sector. Move the mouse cursor to the inside of a sector that you want to tag first.

<ALT-T> LO-tag, but for walls and sprites.

< H > HI-tag for a sector. Move the mouse cursor to the inside of a sector that you want to tag first.

< ALT-H > HI-tag, but for walls and sprites.

< E > Change a sprite's status list number.

< and > Changes angle of sprite. Move the mouse cursor to a sprite first. You can hold down shift with the < and > to get more precise angles. If you did a sector highlight, then the selected sector will be rotated instead.

< CTRL-T > Turn tag boxes on/off.

< TAB > Move the mouse cursor to the inside of a sector that you want to see the attributes of. It will show them at the bottom of the status bar. To clear it, press TAB again at somewhere in the board that is not part of any sector. This is a useful key for debugging.

<ALT-TAB> Works just like TAB, but here, you can see the attributes of highlighted walls or sprites. For red lines, the side the mouse cursor is on the line affects which line is highlighted, since red lines are actually defined as 2 walls (1 wall for each sector).

<Scroll Lock> Set starting position (brown arrow) to your current position (white arrow).

< G > Change grid resolution. The grid resolution cycles through this sequence:

(off, 1x, 2x, 4x (default), 8x, 16x)

< L > Turns grid locking on or off. If the mouse cursor is pink then grid locking is on. If it is white then grid locking is off. There is no grid locking if the grid is turned off. Also, grid locking will lock to nearby points.

[F1] Displays short help list in bottom window.

[F2] Moves player one degree toward top of screen.

[F3] Moves player one degree to left side of screen.

[F4] Moves player one degree to right side of screen.

[F5] If you are in a sector, this will show map name, number of items, etc.

[F6] Supposed to bring up list of sector effectors and their function.

[F7] Let’s you search for a floor.

[F8] Search for a wall by Hitag and Lotag. If sprite is highlighted, do sprite search by tags.

[F9] Search for sector.

[F10] Turn to right slowly.

[F11]

[F12] Take a picture of your map!

[A] Zoom in on map.

[Z] Zoom out from map.

["+M] Do not do this. It can cause the program to crash.

["+3] Change tag display mode:

0: No tags
1: Sector tags only
2: Wall tags only
3: Sprite tags only
4: All tags (default)
5: Item tags only
6: Tags of currently highlighted sprite only.

 

1.3 3D Edit mode keylist

<ESC> Quit

<keypad ENTER> Flip to the 2D overhead editor

<Mouse> Move mouse cursor

<Arrows> Move you in the appropriate directions

<Caps Lock> There are 3 different Z coordinate modes in BUILD.

Mode 0: Game mode (default)
Mode 1: Height lock mode
Mode 2: Float mode

Press <Caps Lock> to switch between the 3 modes. A and Z move up and down for all 3 modes.

 

Note: For the following keys, it is important to move the mouse cursor to the right position before using them. Also, if you hold down the first mouse button, then the item under the mouse cursor will be locked as the highlighted object while the button is held down. This is useful for the PGUP/DN keys, when different objects come into view even without moving your coordinates or the mouse cursor.

There are 4 basic types of objects that can be worked with in this part of the editor: WALLS, CEILINGS, FLOORS, and SPRITES.

<PGUP/DN> Raise or Lower a ceiling or floor. (If a wall is selected, the ceiling of that sector will move) Also, if you did a sector highlight in 2D EDIT MODE, you can raise / lower multiple sectors at a time.

<Ctrl-PGUP/DN> For sprites only, puts sprites exactly on the floor or exactly on the ceiling.

< V > Tile selection - use arrow keys to move around. Press ENTER to change the object to the highlighted piece of artwork, or press <ESC> to cancel without changes made.

<ALT-V> Height selection - works just like V, but this selects the groudraw height map.

<2,4,6,8> (keypad) Repeat values (smooshiness of the sizes of pixels) - think of these keys as arrow keys controlling the bottom right corner of the bitmap. Normally, this is used for walls and sprites. If you select a floor or ceiling, all the walls in that sector will be affected. Perhaps this can be used to make sprites grow and shrink as they get healthy or hurt.

<Shift+2,4,6,8> (keypad) Panning values (offset into the tile) - These keys are useful when the you want a long wall to look continuous when they normally would not look continuous.

< / > Use this key to reset the panning values (if you're lost!)

< 5 > (keypad) If you hold down this key down in addition to the 2,4,6,8 keys (keypad),the values will align at multiples of 8.

< ? > This key attempts to match up all the tiles along a wall. It scans along the walls towards the right as long as the picture number of the next wall is the same as the original picture number. Note that some walls may not work right, especially floor / ceiling steps.

< F > Flip an object. For sprites and walls, this flips the object x-wise. For ceilings and floors, the objects are flipped in 8 possible ways. Just keep pressing 'F' to go through the 8 ways.

<ALT-F> When you use relative alignment mode on ceiling and floor textures, you can press <Alt-F> on the ceiling or floor to choose a new wall to align to. It actually rotates the walls of a sector by 1.

< O > Wall orientation (whether it starts from the top or bottom) Normally, walls are oriented from the top. For example, if you hold down 2/8 on the keypad in 3D EDIT MODE, the wall always starts from the top. Orientation works differently for white lines and red lines, so if a wall doesn't look right, just press 'O' anyway to see if it get fixed.

 

COPY & PASTE commands

<TAB> COPY. Copy the attibutes of the highlighted objects into a temporary place. The attributes it remembers are: tile, shade, x-repeat, y-repeat, and cstat values.

<Left ENTER> PASTE. Paste the stored attributes over the highlighted object. Whenever you press ENTER, the y-repeat values stay the same, and the x-repeat values are adjusted so the pixels of the bitmaps have a square-aspect ratio.

<Ctrl+L.ENTER> Left ENTER with the ctrl key will paste the attribtues to every wall in a loop (if a wall is highlighted).

<Shft+L.ENTER> Left ENTER with the shift key also pressed copies the shade only.

<Ctrl+Shft+L.ENTER> Auto-shade a sector. First make any wall of the loop as light as the hightest shade you want. Then make any other wall of the loop as dark as the darkest shade you want. Finally press <Ctrl-Shift Enter> on the wall that should be lightest. Now the loop should be smoothly shaded. If it is not smoothly shaded, you may need to insert more points on the walls.

 

SECTOR FLAGS:

< P > Make the ceiling of the given sector have a Parallaxing sky or just a normal ceiling.

< G > Make the floor of the given sector have a Groudraw (floor with height mapping). I do not recommend using this attribute very extensively yet. (See the H key for selecting the height map)

< E > An option for ceilings and floors. If for some reason, you want a tile to be smooshed into the normal 64*64 area, press <E> to unExpand the tile. Press E again, and the tile will be expanded, so the pixel size is the same as the normal 64*64 ceiling/floor.

< R > Relative alignment - switch between relative alignment mode and normal mode. Allows floor / ceiling textures to align to the first 2 points of a sector. Textures will rotate/pan with moving sectors properly. Notice that bit 6 of both sector[].ceilingstat and sector[].floorstat are relative alignment bits.

WALL FLAGS:

< B > Make an invisible wall, such as a window, block you from going through. Since the wall is invisible, you can also highlight the ceiling right above the window or floor right below the window. You can block either the front or the back of the window. If you block the back only, you will be able to go onto the window sill.

< T > Press to make a maskable wall 50/50 transluscent. Press < T > again to put the masked wall back to normal mode.

< M > Make a maskable wall. Press in the same place you press 'B'. The masking wall takes all its attributes from the front of the wall, so it must have the same repeat, panning, and cstat values as the walls above or below it (if you have a step).

The masking picture number is stored in overpicnum. Also, the masking walls is also automatically added to the other side of the wall, with the picture flipped. (see the 'F' key description above)

< Shift + M > = Make a maskable wall just like 'M' described above, but only on the front side.

< 1 > Make a 1-way wall.

< 2 > Some walls have two different sections. One step on the ceiling and one step on the floor. Normally they always have the same attributes. It is possible though, to give both the top and bottom different attributes by pressing 2 on that wall. 2 simply makes the bottom wall's attributes separately editable. Press 2 on either the top or bottom wall.

< O > Wall orientation (whether it starts from the top or bottom) Normally, walls are oriented from the top. For example, if you hold down 2/8 on the keypad in 3D EDIT MODE, the wall always starts from the top. Orientation works differently for white lines and red lines, so if a wall doesn't look right, just press 'O' anyway to see if it get fixed.

< H > Toggle hitscan pass through bit. Default is pass through.

SPRITE FLAGS:

< B > When the mouse cursor is on a sprite, this makes a sprite block you from walking through. Also makes the sprite sensitive to hitscan. Sprites with the 'B' attribute will appear pink in 2D EDIT MODE

< T > Press to make a sprite 50/50 transluscent. Press T again to put sprite back to normal mode.

[F1] Displays useless information in top left corner of screen.

[F2] Inch forward.

[F3] Inch left.

[F4] Inch right.

[F5,6,7,8] Messes up screen. DO NOT PRESS!

[F9] Rotate left inchwise.

[F10] Rotate right inchwise.

[F11] Adjust the overall shade of the room. These settings are not saved.

[F12] Take a picture of your map!

[1] Create a one-way wall. Only possible with a two-sided (red) line. One side will have a texture, the other won't.

[2] If a wall has both a top and bottom (like a window opening) you can edit the bottom texture.

[Alt] + [-]/[+] Change visibility of a sector.

[Ctrl]+[Alt]+[+]/[-] Change visibility of entire map. Use with caution.

[PageUp] Raise whatever you are pointing at.

[PageDown] Lower whatever you are pointing at.

[Ctrl]+[PgUp]/[PgDn] Place sprite on ceiling or floor.

[Tab] Used to select a sprite or texture for easily pasting to multiple areas. Point at texture, press Tab, point at target wall and press Enter.

[Ctrl]+[Enter] Copies the selected texture to all walls in a loop.

[E] Changes the floor or ceiling texture. Once to make it smaller, again to make it normal.

[R] Change alignment of sprites. Once to make it stiff, again to make it lay flat, again to make it loose (it follows you).

[T] Alter transparency of sprite or wall. Has three states: semi, mostly, and solid. Walls must be two-sided only (red lines).

[V] Bring up the visual listing of sprites and textures. Press once to show only what you have used so far. Press again to show entire list.

[NumberPadArrows] Used to scroll the texture of a wall, floor, ceiling, or resize sprites. Use on walls to shrink or expand texture to proportion. Use on floors and ceilings to scroll without resizing. Use on sprites to resize.

[Shift]+[NumPadArrows] Used to scroll wall textures without resizing.

[/] Used to revert texture or sprite to original state.

[F] Used to flip sprites or textures. Wall textures can be flipped four ways, while floor/ceiling textures can be flipped eight.

[Alt]+[F] Defines Firstwall of sector. Use this to Make sure slanted floors and ceilings tilt in right direction.

[P] Used to Parallax floor or ceiling textures. Use on ceilings with Sky textures.

[Ctrl]+[P] Sets type of parallaxing.

[O] Sets wall orientation: A wall texture can start on either the floor or ceiling. Use on sprites to put it on either side of a two-sided wall.

[B] Toggles Blocking state for walls and sprites. Blocking on means you cannot pass through, while Blocking off means you can.

[M] Create a Masked wall. Use this to put Glass in a window. Point at outer edge of window opening and press M. Point at texture and press V. Select Glass texture and press Enter.

[Shift]+[M] Make a Masked wall with only one side being transparent.

[H] Toggles Hittable state of sprite or texture. Point at glass and hit H. Glass will shatter when shot. Press again to disable. Works on wall textures to make them show bullet holes.

["]+[G] Toggles display of selected texture. Use with TAB.

["]+[T] Change lotag of selected object.

["]+[H] Change Hitag of selected object.

[A] & [Z] Change your viewing height. A is up, Z is down.

[CapsLock] Selects between the three up/down movement
options: Incrementally with no gravity, Free-range (hold button to keep moving) without gravity, and normal (game style).

[C] Center a sprite. If it is on the floor, this will put the sprite half way into the floor. Useful for effects that deal with sector raising/lowering (floods,etc).

 

1.4 Level Basics: Sectors, Walls, Vertices, and Sprites

Your level will be made of a few basic elements: sectors, walls, vertices, and sprites. Sectors are like rooms and hallways and outside areas. Sectors are made up of a floor, a ceiling, and walls. Walls are just that – wall space between the floor and the ceiling of a sector. The two points on either side of the wall, as seen in 2D mode (seen as corners in 3D mode), are its vertices.

Sprites are used for bad guys, goodies, sector effectors, etc.. They can also be made to lay flat on walls, floors, and ceilings. These flatten sprites, called "rotated", can be used for switches, blood splats, and decorations.

1.4.1 Sector, Wall, and Sprites Attributes

You can see the attributes (shade, tags, tile number, etc.) of sectors in 2D mode by pointing at them and hitting the TAB key. You can do the same for walls and sprites with the Alt-TAB keys. Since walls can be double-sided, make sure you point on the exact side of the wall before hitting Alt-TAB.

1.5 2D Editor Mode

2D mode editing is used to lay out the basic level. It provides you with a top view of your level and shows your level's walls and sprites on a grid. It is very similar to a blueprint and most of a level's preliminary work done in this mode. When editing in 2D mode, use the left mouse button to grab things (vertices, sprites) and move them around the map. Use the right mouse button to move your current position around the map. You'll notice, in 2D mode, that the closest sprite, the closest vertex, and the closest wall to the white arrow will blink. This indicates that these particular objects will be acted upon by you. This will be more important later when you start using high and low tags, and hit scan/ blocking. For now, though, you need to know that the blinking vertex is the one you'll grab if the mouse's left button is used.

 

1.5.1 2D Grid and Resizing the Grid

There are seven gradations to the 2D mode's grid. The first six will actually display a grid of six varying sizes and a seventh with no grid at all. The six grid sizes give you varying control and accuracy on sector wall and sprite placement. Detailed work on very small spaces or tight sprite locations can be done at the sixth, finest grid size, while more grand, room-sized leveling can be done with the larger grid sizes. The seventh, gridless display is usually only used to capture screen shots of levels for printing and planning.

1.5.2 2D Grid Locking Feature

When drawing walls or placing sprites in 2D mode, you'll notice that the wall's vertices, and the sprites, are placed exactly on grid cross lines. This is very useful because almost everything you BUILD will be rectilinear (square-shaped). You will also want to keep areas symmetrical and proportioned with respect to sector sizes for rooms, doors, windows, etc..

I don't recommend turning Grid Lock Mode off until you feel comfortable with BUILD and level designing. When you want to make crazy shapes with your sectors, or place sprites so precisely that they need to be off the grid system, then use the "G" key to enable and disable the Grid Lock feature.

1.5.3 2D Zooming In and Out

You can zoom in and out within the 2D mode by using the "A" key to zoom in, and the "Z" key for zooming out. These two keys, along with grid resizing, can greatly help when trying to develop differently sized areas of your maps.

 

1.6 3D Editing

The 3D mode of editing is used to do most of your level's designing. This mode resembles the actual game and therefore is more intuitive. You will do your tile selections, shading, floor/ceiling elevations, etc. in

3D mode. Holding the left mouse key after pointing at a sprite, wall, floor, or ceiling in 3D mode will hold it as selected, even if the sprite moves beyond the mouse's crosshair during an editing operation.

There three ways to control your altitude in 3D mode: Game Mode, Height Lock Mode, and Float Mode. Game Mode is just like the game; you will be effected by gravity. Height Lock Mode will let you move around the level with no gravity and always at the same height above the current floor. Float Mode will let you hover without gravity and your height will not be effected by the floor's height below.

You can switch between these modes by hitting the CapsLock key. You can change your altitude by hitting the "A" and "Z" keys.

2. BUILDING A BASIC LEVEL

2.1 Sectors and Walls

A sector is the simplest and most fundamental of structures in your level. It is made of walls, a floor, and a ceiling. You can control everything about each sector including its size and shape, the height of its floor and ceiling, the textures of its walls, and its shading and visibility.

2.2 Build a Simple Sector

2.2.1 Start up

At the DOS prompt and within your Rednecks directory, type the following: YOU MUST BE IN THE DIRECTORY MAKEMAP.EXE IS IN TO DO THIS!

MAKEMAP <map name>

If it's a new level, you'll start in 2D mode with an empty grid. If the level already exists, then you'll start in 3D mode at the player's start point.

If its windows, start your explorer and open the MAKEMAP.EXE file.

2.2.2 Make Your First Sector

If you're not already there, go to 2D mode (numeric pad "ENTER" key). Make a square sector by pointing the mouse at a starting point for the first wall of the sector and hit the SPACE bar. You are now in Line Drawing Mode and you will notice that a white line is now following your mouse movements.

Drag the mouse to a second point where you want the first wall to end and hit the SPACE bar again. Continue in this fashion until a square is made with last point's position being exactly where the first point was put. Line Drawing Mode will automatically stop when the last point is connected to the first and your first sector is now complete! ...it's a milestone, so enjoy it ;)

Go ahead and check out your new sector by placing the mouse's white arrow inside the new sector and hit the numeric ENTER key. That's it, you new sector. Check the size of the 3D view and compare it to the 2D view so you can get a feel for the grid size in 2D relative to the actual area it creates.

The size of the sector can be changed (bigger, smaller) in 2D mode by grabbing the vertices with the left mouse button and dragging them. You can select more than one vertex by first positioning the mouse pointer and holding the ...

The walls will be an ugly (on purpose) brown stone tile if the map is a new one. The walls will be the last defaulted wall if the map is not new. Okay, okay, we'll change the textures later, right now it's back to 2D mode (numeric ENTER key)...

 

2.2.3 Backtracking in Line Draw Mode

If you make a mistake while in Line Draw Mode and want to backtrack a line or more, then simply hit the Backspace key. You'll see the last placed point erased and the line it made removed. You can complete undo all your lines and cancel Line Draw MOde by backspacing all the way back to the first point.

 

2.3 Single-sided and Double-sided Walls

You'll notice, upon returning to 2D mode, that your sector is made of white lines. These whites are single-sided walls. A single-sided wall only has player space on one side; the other side is "null" and can never be

occupied by the player or anything else. Your new sector has player space on the inside, but not on the outside.

Double-sided walls are red in 2D mode and they have player space on both sides. Double-sided lines always separate two sectors. We'll add more sectors to our one-sector level in a bit.

 

2.4 Placing the Player's Start Position (IMPORTANT)

It is important to make sure that the player's start position, indicated by a brown arrow in 2D mode, is within a sector (user space). The game will behave very strangely if it tries to start the player in null space, and you will not think of this reason for the trouble at first and get all bummed that your level got corrupted and all that work is lost and oh, my... ...you've been warned.

Place the player's start position by putting the mouse, and the white arrow, where you want and hit "Scroll Lock". The brown arrow will now be there (you'll have to move the mouse a bit to see it). The player's starting direction will be the same as the brown arrow's.

 

2.5 Quitting BUILD and Saving, Loading, Renaming Levels

It's ALWAYS a good idea to test your level in stages as it grows. Don't try to take on too much in any one editing session. Let's stop here and load your new level into the game. Even this simple level will make you utter "Cooool, I built this!" when you see it in the game. Exit BUILD by hitting the "Esc" key in 2D mode. You can do a couple of things here. We want to quit with the "Q" key and save our level by hitting the "Y" key when it asks.

You can also simply save your level to disk with the "S" key and return immediately to BUILD. I recommend that you do this often as you BUILD more complicated levels. You will often want to backtrack away from an idea and reloading a previous version of your level is much easier than undoing the idea. Although you don't need to now, in the future you will want to load in different levels during a single BUILD session. This can be done by hitting the "L" key and selecting the level from the list.

Finally, you can rename your level by hitting the "A" key and providing the new name.

 

3. BUILDING A BETTER LEVEL

Let's make our single-sectored, ugly-textured level a little better. We can start adding rooms and splitting sectors but, first, let's fix those textures.

3.1 Modifying Wall, Floor, and Ceiling Textures

3.1.1 Selecting Textures

Go to 3D mode and point at a wall in your sector. Hit the "V" key and a screen will appear with textures. If this is your first level, then only that ugly, brown stone texture will be showing. This first screen of textures are all the ones that have been used in the current level. Hit the "V" key again and the screen will fill with the complete texture set.

Look for a texture that's cool and one that fits the level's motif. You can peruse the textures with the arrow keys and PgUp/PgDn keys. You can also go directly to a texture if you know its number. Hit the "G" key and enter the tile number. This will be more helpful later when you know where everything is. Do the same for the other walls; or, if the same texture is to used on all four walls (do this for now), simply point at the first wall (3D mode), hit the TAB key, point at other walls, and hit the ENTER key on each.

Select a texture for the ceiling and floor by first pointing to each in 3D and then hitting the "V" key just as you did with the walls. Again, the first screen will be the ceiling/floor textures already used in this level and, by hitting the "V" key a second time, you can get to all the textures.

Floor and ceiling texture sizes *most* be a factor of 8 pixels in size to look right. Most floor and ceiling textures are 64x64 or 128x128 pixels in size. You'll notice a weird effect after selecting a texture that's not proportioned correctly.

 

3.1.2 Shading Textures

Walls, ceilings, and floors can be shaded individually by pointing at each and hitting the numeric pad's "-" and "+" keys in 3D mode. Shading a level can take tons of time and it is crucial to any good level to have good shading. Don't spend too much time with it right now; you can fine tune the level later ;)

 

3.1.3 Resizing Textures

The size of a texture can be changed (X and Y repeats for walls, "expansion" and "compression" for floors and ceilings). Like shading, you shouldn't do much more than play with this feature for now.

To change the size of wall textures, point at each in 3D mode and hit the numeric pad's 2, 4, 6, and 8. You can see the texture expand and shrink. If you want to go back to the default repeat value, point at the wall and hit the "/" key. This will reset most of the wall's attributes to their defaults.

The effect of the numeric pad's "2", "4", "6", and "8" keys can be incremented by a factor of four by holding the numeric pad's "5" key down while hitting these keys.

To change the size of floor and ceiling textures, point at each and hit the "E" key. Floors and ceilings only have two sizes: "expanded" and "compressed" (the numeric pad's keys will not function).

 

3.1.4 Panning Textures

Textures can be panned by pointing at the them in 3D mode and hitting the Shift key and the numeric pad's "2", "4", "6", and "8". You'll see the texture shifting along in the direction of the numeric key. Similar to texture sizing, you can hold the numeric pad's "5" key down while hitting these keys to resize texture in increments of four.

You shouldn't need to play with this feature too much for now and I really only mention it early in case you've accidentally hit the numeric pad without the "Shift" key (resizing texture) and wondered what the heck happened to the texture.

 

3.1.5 Relative Textures (Floors/Ceilings)

A floor's/ceiling's texture can be oriented relative to a specific wall. This can get a little confusing and I suggest you put it off until later. When you've finished this section, go ahead and make a triangular sector and play with the floor's relative alignment by pointing at the floor near one of the walls (in 3D mode) and hitting the Alt-F keys. Go over to another wall and hit Alt-F again. ...cool, eh?

 

3.1.6 Parallax Floors and Ceilings

To make a ceiling texture look like an arching sky, point at it in 3D mode and hit the "P" key. Parallax skies usually need more than one texture, so notice that most textures won't look good when set to parallaxing; it's best to use the textures intended for paralaxing. Floors can also be parallaxed for a weird effect.

Things can get a little tricky once a ceiling or floor has been set to parallaxing. When you start adding more sectors to your level, especially ones that involve parallaxed ceilings/floors, some walls will disappear or look weird in 3D mode. It's hard to explain in text here, but you'll see what I mean and you'll see what to do to muscle your way through.

 

3.1.7 Orienting Walls to the Floor or Ceiling

Walls will either be oriented to the sector's floor or its ceiling. You can change the wall's orientation by pointing at it and hit the "O" key. The orientation of the wall determines whether the wall's tile moves with the floor or the ceiling. To play with this, simply point at a floor in your map and watch the wall as you raise and lower the floor with the PgUp/PgDn keys. Now point at the wall and hit the "O" key. Change the floor's elevation again and watch the wall. Notice that the wall tile moved with the floor in one case and didn't in the other. This will be more important when you start using moving sectors.

 

3.1.8 Landscape walls

You should take the time to see how the experts made swamp or forest walls. I extracted quite a few original levels and it took time before I finally understood how they make the countryside more realistic. Up to to now we have only dealt with rooms or backyards. There are certain tricks, which give landscapes more reality. There are cases where you may want sky light to permeate thru low bushes and trees. This would indicate a flat landscape, and we often have gulches and cliffs, which obviously means a hilly landscape. However, regardless of landscape, I would recommend you to always drop the horizon far lower than screen middle.

Make an outside perimeter of your land and set its rather low. Make a large sky area, add a sky texture and parallax it! Select a typical floor texture for it too. Do not make this a sector – it will allow you to enter 3d mode, as it is the first thing we draw anyway.

Now make a close aquidistant and make it a red sector. Raise this up to at least the height of the outside wall. Take a "full" textured tile – let’s say of a forest and add it. You now have a block wall like a castle.

Now make yet a 3rd inner sector. Now drag this up higher than the first two walls and zapp it with the forest texture. Now, return to 2d mode and make the inner walls wide enough for you to place yourself on. Enter 3d mode again and ensure the outer walls go down stepwise towards the edge of the world – that means the highest wall is inside. This means the sky goes all the way down below the natural horizon, which can give off some nice high / low effects when standing on a cliff or when on top of a roof. Once finished, return to 2d mode and drag them back to how they were.

I would recommend this as standard practice for nearly all game boards with a landscape.

 

3.1.9 Forest or Swamp walls

Follow the steps above. Now we need to mix solid walls with transparent walls to be able to see the sky thru the treetops.

In 3d mode, point the cursor at the inner forest wall and press <M>. An extension wall appears on top of your wall. Now add a "half-transparent" treetop tile to it and scale it up/down accordingly with the NumLock keys. Unfortunetly this can be awkward if you wanted a low hedge. The "masked" art tile will be fitted between the top of the wall and the ceiling. If the distance is too great, it will wrap the "masked" art tile incorrectly. Try closing the gap between the two and fiddle around with Pg/Up/Dn & 2,4,6,8 keys – or else you will have to re-set the ceiling height for the level...

Make all of these inner walls blockable with "B" too and drop a few tall tree "sprites" in between the walls. These tree tops give it a nice touch!

 

3.1.10 Blocking walls or sprites

There are several methods to block a road or passageway. You can use a sprite with one of the many transparent art tiles (pink) and fix it the position with <R> and make it blockable with <B>. There are several good pictures of gates, iron bars etc. You can also create a sector line across the way and make it blockable with <B>. You could let’s say dump an auto directly behind this line and it would appear the auto is blocking the way… One nice method is to create 3 or 4 wooden stumps (small rectangles as sectors) and pull them up to chest height. Give them a woody texture and use the sector line block as mentioned above.

Remember, blocked sprites also block bullets, be careful with windows or fences.

 

3.2 Splitting and Removing Walls

You can split a wall into two, smaller walls (for texture changes, shading, etc.) in 2D mode. To split an existing wall into two walls, point at the desired location along the wall and hit the Insert key. A new vertex will be added along the wall. A split in a wall can be removed by dragging the undesired vertex to one of its neighbor vertices with the mouse's left button. This will remove the vertex and thus make a single wall of the original two.

 

3.3 Resizing and Moving Sectors

Remember, you can resize the sectors of your level in 2D mode and the left mouse button. Also, you can grab more than one vertex when doing this. Position the white arrow above and to the left of the desired group of vertices. Hold the Right-Shift key down and you'll see a white box grow and shrink as you move the mouse. Make a box big enough to surround all of the desired vertices and release the Right-Shift key. The selected vertices will all blink now and you can move them all by moving one. To un-select the vertices, simply hit the Right-Shift key again. Multiple sprites can be selected and moved like this, too.

You can move entire sector groups by Right-Shifting them, but be careful to notice that this moves the sector(s) by the vertices. If not all vertices are selected, then some of the sectors can get deformed and twisted.

If you want to move sectors without regard to their vertices, then you can can them with the Right-Alt key. A box similar to the Right-Shift selection one will appear. This box will be green.

You will have to play with the two selection features, Right-Shift and Right-Alt, to get a feel for their differences. Save this for later.

 

3.4 Altering Floor and Ceiling Heights ...and Textures again

You can raise and lower floors and ceilings by pointing at each, in 3D mode, and hitting the PgUp/PgDn keys. You can also, now, change the texture of the different floors and ceilings with the "V" key.

 

3.5 Splitting, Joining, Adding, and Deleting Sectors

We're now ready to split, add, and delete sectors. From here you will be able to add rooms, windows, doors, whatever to your level. Most of this designing will be in 2D mode and keep Grid Locking "ON".

 

3.5.1 Splitting Sectors

Let's split our single-sectored level into a two-sectored room. Add a vertex to two of the opposing walls in the sector; that is, split two of the walls. Point at either of these two, new vertices and hit the Space bar. You are in Line Drawing mode and should point the mouse at the other new vertex and hit Space bar. Your original sector is now split into two. Go ahead into 3D mode for a moment and play with the two different floors and ceilings.

 

3.5.2 Joining Sectors

You can join the two, new sectors back into their original single sector by pointing at one of the sectors in 2D mode and hitting the "J" key. Then, point to the second sector and hit the "J" key again. This is a useful tool to clean up a mess of sectors.

3.5.3 Adding a Sector

In effect, we added a sector when we split the original sector just before. There are a few more ways that we can add sectors to our level. We can create a new, stand-alone sector independent of an existing one, we can add a new sector along the outside of an existing one, and we can make a sector inside an existing one.

3.5.3.1 Adding an Independent Sector

To add a new, independent sector to your level, simply follow the stages that you did above. You can decide to connect independent sectors later, if you wish.

3.5.3.2 Adding an Extension Sector (hinging on two points)

You can add a new extension to your level by starting Line Drawing at one of the vertices in 2D mode. Draw three lines, outside the original sector, with the third ending at the vertex on the original sector such that a square is made by the three new lines and one of the lines in the original sector. Notice the line between the two vertices of the first sector has turned red indicating that it now separates two sector. The original single-room sector is now bigger and made of two sectors. This I have called this method ‘hinging on two points’. This way you can add an endless number of sectors, which can even cross back over themselves to form tunnels or rooms over/under rooms. Please see the chapter 7.12 "Rooms over/under Rooms & Tunneling…".

3.5.3.3 Adding a Sector within a Sector (island)

Draw a sector within an existing sector the same way you did with the original sector. When the four walls are connected and the inner sector is established, it will be made of single-sided (white) walls. This means that the space inside the new sector is null and the original sector is now doughnut-shaped.

If you want to make an actual sector-in-a-sector, then position the mouse cursor inside the inner sector and hit Alt-Insert. This will change the inner sector into valid player space.

3.5.3.4 Adding a Sector within a Sector (peninsula)

You will probably need to insert connection points for the new sector. Add the new sector by starting at one of the newly inserted vertices and drawing 3 lines inside the original sector, ending at the other newly added vertex. This new sector will automatically be made of double-sided lines and the new sector will be a valid sector.

3.5.4 Deleting a Sector

You can delete a sector, in 2D mode, by placing the white arrow in it and hitting the Ctrl-Delete keys. Be careful! There is no "undo" feature in BUILD, so I usually do a quick Esc-and-Save before I delete sectors.

3.5.5 Linking separate sectors together

This is a cool idea. I wondered at the beginning how they could make a house and its innards and then see only the outside in the original map. I finally realized they were drawing on different areas on the "paper" and linking these areas up thru codes. That means you can create a detailed house on one part of your "paper" and then draw the innards elsewhere.

Example :- Let’s say we have a tunnel from a well to a house – we use three components:-.

1) You draw your well. Turn the water into water with a sector tag of 1 (0,1) and drop a "S" sprite into it and give it a HiTag of 105 and a LoTag of 7.

2) Take a copy of the well using the <Shift>+Mouse keys and fix it way outside your boundary wall. Now draw a tunnel area around this well using several sectors and give it the textures etc… Turn the water into water with a sector tag of 2 (0,2) and do the same for the tunnel area as this is the underwater part. Drop a "S" sprite into the well and give it a HiTag of 105 and a LoTag of 7. Finally drop another "S" sprite into the last sector used as the exit of the tunnel and give it a HiTag of 104 and a LoTag of 7.

3) Take a copy of the last sector used as the exit of the tunnel using the <Shift>+Mouse keys and fix it close by. Now draw your house using this sector as the start sector. Turn this sector into a dry area with a sector tag of 1 (0,1). Drop a "S" sprite into the sector and give it a HiTag of 104 and a LoTag of 7.

 

4. SPRITES

Sprites are used for bad guys, weapons, ammo, goodies, switches, and decoration. You probably noticed while you were looking for wall textures before, that the art work for these things were there, too. When you start adding sprites, take a look around within the textures again; there are lots of sprites and they're often good for inspiring ideas for the level.

In 2D mode, sprites will appear as little dots with a tail. If the sprite has a name assigned to it, such as "shotgun", this will be displayed if you are zoomed in enough. The tail of the sprite tells you its orientation. The sprite will point in the direction of the tail when it's initiated by the game.

 

4.1 Adding Sprites

You will usually use 2D mode for sprite placement because it's more accurate and seems more convenient with a top view. Go to 2D mode, point at a place for the sprite and hit the "S" key. The "S" key will work in 3D mode in the same way - point at the spot on the floor or ceiling where you want the sprite and hit "S".

Go to 3D mode and look at the sprite. If this is a new map, or at least one without any sprites, you'll see that ugly, brown texture. You can select the right texture for the sprite in the same way that you selected wall textures. Point at sprite hit the "V" key. The first screen are the sprites already used in current map and hitting the "V" key again will show all the textures. Use the arrow keys and PgUp/PgDn to move around the textures and hit Enter when you see the one you want.

You can leave the sprite on the floor or move it up and down with the PgUp/PgDn keys in 3D mode. Ctrl-PgUp and Ctrl-PgDn, while pointing at the sprite, will put the sprite directly on the ceiling or floor, respectively.

4.1.1 Adding Weapons and Goodies

You'll find all of the weapons, ammo, and goodies near the beginning of the texture set. Select one of these.

4.1.2 Adding Bad Guys

All of the bad guys are near the end of the textures set. You'll notice, when you find them, that all of the poses of each character is there. When placing a bad guy, ALWAYS make sure that you've selected the specific texture with the bad guy's name ("pigcop"). You'll see texture names at the bottom, right of the screen while you're viewing them ("V" key from 3D mode).

4.1.2.1 Bad Guy Poses

You will usually select the first sprite texture (called a "frame" because these frames are used to animate the bad guy within the game) for the bad guy. Again, this texture will always have the generic name of the bad guy. There are other textures for the bad guy that can be used, though, that give you control over its initial attack style and roaming capabilities.

The second frame of most bad guys is called its "stayput". If you use this frame for the bad guy's sprite, then the actual bad guy in the game will stay in its sector and never leave it. This is great for setting up sniper bad guys or keeping them on roof tops.

There are other poses for various bad guys and you should take the time to check them. For instance, the Troopers can be started in their crouching pose and Pig Cops in their prone pose (great for behind-the-counter encounters). Troopers can also be started in their jet pack mode (death from above) and Liz Troopers in their leaping pose (always good for a jolt to the player).

 

4.2 Modifying Sprites

 

4.2.1 Resizing and Shading Sprites

The size of the sprite can be changed by pointing at it in 3D mode and hitting the "2", "4", "6", and "8" keys on the numeric pad just the way you did to resize wall textures. You will probably want to resize most of the sprites to what looks good to you, but beware, always be consistent and keep all similar sprites the same size throughout the level.

You can also shade the sprite in 3D mode with the "-" and "+" keys on the numeric pad. It's usually a good idea to keep the shade setting at zero and let the sector's shade take control during the game. Then again, I do like to set the shade on goodies and weapons to their max (-127) so the player can see them from far away.

 

4.3 Making Copies of Sprites

If you want to make exact copies of a sprite, you can point at it in 3D mode, hit the TAB key and now, each time you hit the "S" key to add a sprite, it will generate a copy (size, shading, and all).

 

4.4 Moving Sprites

Sprites can be moved around the level in 2D mode by pointing at the sprite and holding the left mouse button down. Remember that more than one sprite can be selected with the Right-Shift keys.

 

4.5 Deleting Sprites

Spites can be deleted in either 2D or 3D mode by pointing at it and itting the Delete key.

 

4.6 Flipping Sprites and Sprite Angles

You can flip the sprite's texture in 3D mode by pointing at it and hitting the "F" key.

 

5. ADVANCED SECTOR STUFF

As you start trying more difficult level designing, keep in mind that many of the things you want to do are already done in other levels. You should load some of our levels into BUILD and see how we did things. There are tons of tricks and neat things in BUILD, and I can't mention most of them here.

5.1 Cut-and-Pasting Sectors

You can cut-and-paste a sector or group of sectors. This can save you lots of time when making multiple copies of doors, elevators, and other sector gizmos. You can also grab sections of other levels and copy them into your current level.

5.1.1 Within the Same Level

Sector-select (<Right-Alt> key in 2D mode) the group of sectors that you want to copy. While the desired sectors are blinking green, hit the Insert key and the group of sectors will be copied. Move the new group of sectors to their new location with the mouse+<right> key. When the new group is relocated, hit the Right-Alt key again to un-select the group.

Notice that everything was copied: sprites, walls, tags, everything. You may have to re-assign switch tags and check weapons and goodies.

5.1.2 Between Different Levels

You can also copy sectors from one level to another. Grab and copy the group of sectors the same way as described above (Right-Alt select group in 2D mode and hit the Insert key.). While the new, copied sector group is still blinking green, hit the Escape key and load in the second level. When it is loaded into BUILD, the copied sector group will be overlaid and you can re-position it. Remember to drop it with the <Right-Alt> key. It's always a good idea to do a quick Escape/Save after copying a group of sectors into another level. See the many tips and tricks for pasting in 5.3 below.

 

5.2 Overlapping Sectors

BUILD will let you overlap sectors and you can do some really cool things by doing so. We didn't have time to finish this section of the document before release, but some of the restrictions are:

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

 

5.3 Working with "pasted" areas (importing from other maps)

I thought a very effective method of creating layers is to build up your map as an objectless terrain and then import existing objects into it eg. houses, cars, swimming pools etc… This way you save months of "creative development time". Why, you can even read any of the original 14 layers in RRR Again (or Duke N.) and just re-wallpaper the rooms! However, this is not the case. This is a bitch! Store everything before doing so! I have lost as many levels as had successful attempts of importing!!!

Beware if you want to mix with existing data from another level. There are several hampering, but logical flaws in this plan, which sadly were not fully documented. I have "played" around with this and have come to use only snippets from other maps.

I discovered that all objects seem to lose their outside textures when pasted into the new layer, and certain sections were ignored, so they cannot possibly appear in the new level. Actually they are still present, its just they are concealed. Sectors mostly have an inside and outside wall texture. In this case, the outside disappears or is concealed from us and cannot be "raised from the ground" with the Page-Up key as it should. Even the pasted areas behave as if in "protected-mode" and often do not let themselves be re-defined into new sectors with the <Alt-S> command.

I used copy & paste and my 2d plan looked good. I dashed into 3d mode and, well, I could not see my imported objects! However, they exist in the 2D mode. I made the following tests and came up with the following methods:

5.3.1 Inserting a solid object with no inner chamber (such as a petrol pump on a raised platform) into a target level

The desired object is in the form of rectangles (sectors), which also contain a couple of oil barrel sprites and the petrol pump sprite. I pasted them into my layer and of course they are invisible in 3d mode. In 2d mode I made a rectangle around the most outside rectangle (very close, but not touching) and made it a sector (red). I dragged the corners of my rectangle (sector) onto those of the objects outer rectangle. In other words, I am over laying the most outside sector with mine so that both sectors lay on top of each other. I returned to 3d mode and hey presto! The whole station forecourt was full of petrol pumps and oil barrels! Even a ceiling related object had been copied correctly.

5.3.2 Inserting a solid object with multiple sectors (such as a car or truck) into a target level

This is a bitch. Firstly, there are several sectors with different wallpaper textures eg. doors, wings, roof etc. Secondly, as luck will have it, the height of the original truck was probably a lot higher or deeper than your level. That means each individual sector of the truck needs raising or lowering afterwards. The following guidelines should help you dig out and restore any vehicle to its original form.

I pasted a truck into my layer (from E1L4) and of course it is invisible in 3d mode. In 2d mode I made a rectangle around the outside of the truck, and made it a red sector (very close, but not touching). I entered 3d mode and raised the new sector up for my benefit – like a stage or platform.

In 2d mode I connected just the front two points of my rectangle to the two on the front of the car. Now enter 3d mode, and have a look around. This should work like an opening and you should see the car inside some stupid walls – in my case it was 2 meters below me…

In 2d mode again I connected just the rear two points of my rectangle to the two on the front of the car. Now enter 3d mode again and have a look around. I have two openings and some ugly looking walls.

(I loaded a FBI car afterwards and it was already ok at this point, as it only was a simple shape…).

In 2d mode again. I inserted many vector points as there are on the truck and finally I dragged all the points of my contour onto those of the trucks outer contour. It also helped me to drop the ground down around the truck to get to the bottom of the truck and change the floor texture. At the end I raised the car up to my level.

Take a look at Chap. 3.5.5 (Linking separate sectors together) as this also a neat advanced sector feature.

5.3.3 Inserting contents of a room (including all wall, floor and ceiling details) into a target room

Create a large enough area (sector) to easily contain the room to be inserted and store the level. Load the desired level and capture the desired target room. As we will not re-store this original layer, you can move anything out of the way to aid selection. Use the <Right Alt> + Mouse to create a capture window around the room and finally hit <Insert> to capture. While still blinking green, load the target level and drag the newly inserted room into the desired place and drop with <Right Alt>.

Place the white player cursor outside the room, yet inside the area and call 3d mode. You will see just the area. No room!

Now make a new wall around the perimeter of the room. Do not make it a sector. Be carefull also not to overlap the two at the same points. Keep a nice aquidistant running between them – rather like train lines. Go into 3D mode and give the new external wall textures – outside ones. Now make two insertion points in both inner and outer walls for an opening or door and finally draw a rectange around these four rectangle corner points - starting from an inner sector point. They should turn red – if not, make them red with <Alt+S>. We now have an outside, inside and an entrance. Go into 3D mode and enter your new home! You will see the inside of the room in original condition. Of course, you may need to alter heights etc… but the main work has been done.

5.3.4 Inserting a complete house (including all furniture, traps, wall, floor and ceiling details) into a target area

This is getting dangerous as the different heights will screw up your map. Create a large enough area (sector) to easily contain the house be inserted and store the level. Load the desired existing level and capture the desired target house. As we will not re-store this original layer, you can move anything out of the way to aid selection. Use the <Right Alt> + Mouse to create a capture window around the house and finally hit <Insert> to capture. While still blinking green, load the target level and drag the newly inserted house into the desired place and drop with <Right Alt>.

Place the white player cursor outside the house, yet inside the area and call 3d mode. You will see just the area. No house!

Now make a new wall around the perimeter of the house. Do not make it a sector. Be carefull also not to overlap the two at the same points. Keep a nice aquidistant running between them – rather like train lines. Now make two insertion points in the outer wall, which should be opposite two comparable points on the outside wall of the house. They should turn red. We now have an outside, inside and an opening. Go into 3D mode and enter "onto" the house. You will see certain details already. Now return to 2d mode and continue to insert points into the outside wall and drag them onto opposing points of the actual house. Do not leave any out. You can often see the original textures thru the various openings. Remember to replace the outside wall with those textures as you go along.

As usual you will need to raise up the house to your level.

5.3.5 Inserting a wishing well into a target area

Create a large enough area (sector) to easily contain the object to be inserted and store the level. Load the desired level and capture the desired target object. As we will not re-store this original layer, you can move anything out of the way to aid selection. Use the <Right Alt> + Mouse to create a capture window around the object and finally hit <Insert> to capture. While still blinking green, load the target level and drag the newly inserted object into the desired place and drop with <Right Alt>.

Place the white player cursor outside the object, yet inside the area and call 3d mode. You will see just the area. No wishing well!

Now make a new wall around the perimeter of the wishing well. Do not make it a sector. Be carefull also not to overlap the two at the same points. Keep a nice offset running between them – in this case you only need draw 4 lines. Now make two insertion points in both inner and outer walls for an opening and finally draw a rectange around these four rectangle corner points – starting from an inner sector point. They should turn red – if not, make them red with <Alt+S>. We now have an outside, inside and an entrance. Go into 3D mode and you will be able to look into the well in the opening you have made. Give the new external wall textures the same texture as found around the well.

Now insert as many new points on the outer rectangle as there are inner points and finally drag them together to form one sector. You should see each line turning red. Use <G> for scaling the grid to fit.

5.3.6 Inserting a water tower on 4 legs into a target area

Create a large enough area (sector) to easily contain the object to be inserted and store the level. Load the desired level and capture the desired target object. As we will not re-store this original layer, you can move anything out of the way to aid selection. Use the <Right Alt> + Mouse to create a capture window around the object and finally hit <Insert> to capture. While still blinking green, load the target level and drag the newly inserted object into the desired place and drop with <Right Alt>.

Place the white player cursor outside the object, yet inside the area and call 3d mode. You will see just the area. No water tower!

Now make a new wall (rectangle) around the perimeter of the water tower and make it a sector. Be careful also not to overlap the two at the same points. Keep a nice offset running between them. Now make room for an opening by inserting two points in the outer wall, these two points should face two already on the inner sector. Finally draw a little rectangle around these four corner points – starting from an inner sector point. They should turn red – if not, make them red with <Alt+S>. We now have an outside wall, inside sector and an opening. Go into 3D mode and you will be able to look at the water tower through the opening you have made.

Now insert as many new points on the outer rectangle as there are inner points and finally drag them together to form one sector. You should see each line turning red. Use G for scaling the grid to fit.

Before you are finished, go into 3d mode to check what is happening. You should already recognise some of the water tower panels. Change all outside textures now before going further. Once finished, return to 2d mode and drag the remaining points together.

 

6. MISCELANEOUS

6.1 Sector's "First" Wall and Relative Floors/Ceilings.

The wall between the first two points of a sector is the sector's first wall. You can select the sector's first wall by pointing at the floor or ceiling, in 3D mode, just in front of the desired wall and hitting the Alt-F keys. More times than not, you will not need to re-assign sector first walls.

If you want to align the floor/ceiling textures along a specific wall, usually to make the pattern in the texture match the direction of the wall, you can make the floor/ceiling texture "relative". To toggle between relatively aligned textures and normally aligned textures, point at the floor or ceiling in 3D mode and hit the "R" key.

You may also want to make floors/ceilings relative when you start playing with moving sectors.

 

6.2 Slopes.

can slope with the "[" and "]" keys

can make a perfect match with the next sector's floor or ceiling with the Alt-[ and Alt-] keys.

 

6.3 Multi-Player/Co-Op Start Points.

Place Duke's first frame for each multi-player and co-op start position. There needs to be seven of each; the single-play start position will be used as one of the multi-play and one of the co-op start positions. That makes a total of eight start positions for each.

To identify co-op start positions from multi-play ones, give the co-op Duke sprites a low tag of 1.

For multiplay, spread the starting positions around the level in good places where none of the players will have an advantage over the others (near a good weapon, etc.). For co-op, place all the player starts right near the single-play start position (brown arrow in 2D mode) so that the co-op team will be together at the start of the game.

 

6.4 Multi-Play Weapons.

palette shift to palette #1 (blue)

 

6.5 Tags – Hi, lo, and others

In the next section you will be seeing the widespread usage of tags. Some of these are also called "effectors" or "special effectors". These tell the program what to do when an obect is encountered eg. If you tread on a tagged sector floor, (which has a sound tag on it) then a sound will be played. The tag in this case points to a special sound from a fixed list.

Another example is opening doors:- Some swing, some go up, some come down and some are from Star Trek… In this case, tags can be used for an "opening" sound or "creak", to determine the speed and angle of the opening door and maybe trigger off an alarm.

They can also be used to attract the attention of a nearby monster or switch on lights and cast new shadows. Some are for sectors (Sector Effectors) and the others are used with Sprites (Sprite Effectors). Each one has a specific duty, they are all listed in (Part 3). A lot of them have two settings, one designates the duty and the second one sets a value eg. Lo = 11, Hi = 100. This could mean 11 (from the list) is a swing door and 100 is its max. opened angle. You will understand more when you go thru the following examples and see the reference lists (part 3).

 

6.6 Create a dump area

I use this all the time for dumping my rubbish in. In fact, I had such a bad success rate with the "Copy&Paste" feature, that it got almost as large as my map!

Draw a white rectangle in the corner of your "paper" and if something screws up, just drop it into it.

 

7. SPECIAL EFFECTS

These examples are just a few taken from the reference section. Infact, the reference section contains all examples in a short form. These following descriptions have been kindly described by several contributors of this book.

7.1 Push Sector (2 methods)

1) The PUSH SECTOR effect allows a square or rectangular sector to be moved by the player in any of the four cardinal directions. In the game, the player moves the sector simply by walkin' forward against any of the (raised) sector walls. The sector will then move in the direction that the player is walkin' (or rather, the closest correspondin' CARDINAL direction). The sector will stop moving when it hits a one-sided (white) line, or another sector that is LARGER than the moving sector (note that if a PUSH SECTOR is moved into a smaller sector, it will push through it and cause display problems in the game. Additionally, it is best not to have two adjacent walls tagged as PUSH SECTORS, otherwise if the player pushes the wall on a corner, the engine can get real confused as to which direction to move the thing). To create a PUSH SECTOR, do the following:

Make a square or rectangular sector, and then give the outer wall the LO-TAG that corresponds to the appropriate direction of travel. The tags and directions are as follows:

WALL LOW TAG         DIRECTION
------------                            ---------
40                                       NORTH (place on SOUTH wall)
41                                      WEST (place on EAST wall)
42                                      SOUTH (place on NORTH wall)
43                                      EAST (place on WEST wall)

 

Pushable Sectors are a new feature for the Build program, and are only found in Redneck Rampage. They Are sectors which can be pushed across a room by the player. The first example of this feature in the game is E1L2, where you have to push a crate to a ledge in order to reach a switch.

Although the process for making one is relatively simple, actually getting it to work is the hard part. First, make a sector, then give two of its walls a lotag of 41. To do this, put the mouse cursor inside the sector near or almost on the wall (in 2D mode) and press Alt+T, then type 41 and press enter (keyboard, not number keypad). The walls must ( I assume ) be opposite each other (i.e. North and South walls). Next, give the other two walls a lotag of 42 using the same procedure.

I do not know if the sector's FirstWall has any bearing on the direction it travels in, or whether or not it works. The FirstWall in this map for the t.v. is the one to the right of the t.v. screen (lotag 42) yet the t.v. moves backwards ( stand behind the t.v. and walk into it to push ). However, the FirstWall for the dresser is the one in the back ( lotag 42, also ) and it also moves backwards! Don't ask me why it does this, because I haven't figured it out yet. So far I have only gotten it to work by marking all four walls of a sector and by having two sectors in the same room. I don't know why you have to have two sectors, but that's how it works for me.

2) Pushable Sectors are a new feature of Build, debuting in Makemap. These are sectors which the player can push, like the crate in E1L2, which you have to push to reach a ledge to get to a switch.

First, make the sector you want to be the Pushable and give one of the walls a Lotag of 41. Note that red lines are actually TWO walls, so you must give them BOTH a LoTag of 41 (put the pointer inside the sector so that a wall is highlighted and press Alt+T and type 41, then put the pointer on the outside of the same wall and give it the same Lotag). Now give the wall that joins that wall a Lotag of 42 (note again that you must tag BOTH SIDES of the wall).

7.2 Barrel effect (ST 857):

The BARREL EFFECT is used to allow the player to enter sectors that are normally too narrow to accomodate him (i.e., the player's clipping distance exceeds the aperature). For example, normally if the player wished to get _inside_ of a barrel shaped sector, he would be unable to because he's too damn fat. By givin' the sector a LO-TAG of 857 though, the player is temporarily made "skinny" enough to fit inside of the sector. This effect lasts only while the player is inside of the tagged sector. (Note that if the player hits the YEE-HAW key while inside of a barrel, he or she will receive a one-time health bonus of 10pts)

7.3 Up / open door lights (Sector Effector 8)

This is one of them existin' DUKE3D effects that has been modified a bit for our purposes. This effect is used to raise the light level in a sector(s) shading value when a door is raised, and to lower it again when the door closes. The effect works the same as it did in DUKE3D, with the added feature that if the sectors are given a HI-TAG of 1, the ceiling will maintain a constant shading value and be unaffected by the SE, thus resultin' in a more realistic type lighting effect.

7.4 Jail doors (Sliding Doors):

Tags:
        Parent Sector - Lo Tag = 41
                        Hi Tag = Unique number shared with Child Sector.
        Child Sector - Lo Tag = Direction.
                                    Directions: 10 = SOUTH
                                                          20 = WEST
                                                          30 = NORTH
                                                          40 = EAST
                        Hi Tag = Unique number shared with Parent Sector.

        Jail Sprite (TILE 11) - Place in Parent Sector.
                        Hi Tag = Speed (4, 8, 16, 32 or 64)
                        Lo Tag = Distance to travel
                                        (Number of small grid boxes, multiplied by 2).

        Jail Sound (TILE 38) - Place in Parent Sector.
                        Hi Tag = none
                        Lo Tag = Sound # to play.

Constuction:

First, build the parent sector, which should consist of a door frame, along with a pocket into which the door will slide. It should look something like this :-

___________________________

| |___________________

| |

| --------------------

|_________________________|

Next, build the child sector, which will be the actual portion of the door that slides. You should end up with something like this:-

___________________________

| ______________________ |___________________

| | | |

| ---------------------- --------------------

|_________________________|

The child sector itself can contain any sectors that are desired (e.g., bars, walls, etc.). Any sectors inside of the child sector will be moved accordingly. Once the sectors are built, tag the parent sector with a Lo Tag of 41. Give it a unique Hi Tag. Then, give the child sector the same Hi Tag number (it is not necessary to tag sectors inside of the child itself). Lo Tag the child with the appropriate direction number. Finally, place the Jail Door sprite (Tile 11) into the parent sector and Lo Tag it with the distance the door is to travel (number of small grid squares times 2), and Hi Tag it with the speed (4, 8, 16, 32 or 64. If you do not give it a Hi Tag, it will assume zero and the door will not move). If a sound other than the default is desired, place the Jail Sound sprite into the parent sector and assign it a low tag of the new sound to play.

 

7.5 Keys

Doors requiring keys to open now use Tile#34 placed in the appropriate door sector. This here tile will effectively act to lock the door real tight, unless the player has the corresponding key. To choose between the different variation of keys available in the game, Tile#34 (Lock Sprite) and Tile#60 (Key Sprite) must be lo-tagged with the appropriate values. Lock and Key tags are as follows:

By default, when a player attempts to activate a door sector and does not possess the proper key, the door will make a wooden rattling sound. If a metal door sound is desired, the following tag combinations can be

used instead (note that there is still only a maximum of 3 keys/locks available, the only change is the sound that the door makes when locked):-

I used slightly different values than the original Redneck and so did the RR Again guys. I guess they changed it for RR Again etc… So, Give a door sprite a Lotag value eg. 2 and then create a Key sprite and give it a value of 101. They recognize each other without you doing anything else…

Check out the following :-

Lock         Key

1                 100

2                 101

3                 102

4                 100

5                 101

6                 102

etc…

 

Ps. Make sure your Lock sprite (34) is within the walls of your doors sector or else it will not work. Sometimes it "sticks" to the outside perimeter…. And make sure your door sector is not "blocked" as the values sometimes become unreachable.

Ps. (again?) I often had doors working and then I would add a test sprite and suddenly one would stop working. If this happens, do not erase the door sector as the 0,1 LoTag corrupts the map! Drag the door sector to your dump area instead (see chap. 6.6 ) and create a new one.

Ps. (what now?) Study how doors are drawn using a "genuine" map – Inward opening doors are obviously inside its host wall and are a little larger than the door opening. Make sure the doors swings into a whole single sector and not across other sectors. Do not cut a sector within the swinging door area or else you will have display errors when it swings open.

 

7.6 Doors

TYPE 1: SWINGING DOOR :- Make a door sector and give it a Lotag of 23. Insert a Sector Effector sprite ( S ) and place it inside the door sector. Give it a Hitag of 100 and a Lotag of 11. ( 11 = Rotate sector, 100 = ID-tag. Eg. Any one key opens all doors with HiTag 100 etc…). Use PageUp to put the sprite at the top of the door (in 3D mode) and move it into the door sector in 2D mode.

Put it inside the door sector, near the end of the door you want to be the pivot point and turn its tail into the opposite direction the door should open. Make a MusicandSoundFX sprite ( M ) and give it a Hitag of 388 and a Lotag of 165 (the Swinging Door sound). The MSFX sprite must also be inside the door sector.

TYPE 2: RISING DOOR :- Make a door sector and give it a Lotag of 20. Add a sound with the M sprite (Lotag 166 sounds good). The SPEED sprite is the one with the BOOT-WITH-THE-WINGS.

TYPE 3: SPLIT DOOR :- Make a door sector (again?) and give it a Lotag of 22.

Raise one half out of the floor and drop the other half out

of the ceiling. Use the M sprite for sound.

TYPE 4: FLOOR DOOR :- You-know-what and give it a Lotag of 21. Add sound with M.

TYPE 5: SLIDE DOOR :- Guess what? Give it a Lotag of 25. Add S.E. and give it a Lotag of 15. Add M for sound.

TYPE 6 AND 7: SWITCH ACTIVATED DOORS (both Rising and Lowering) :- Do the deed and give it a Lotag of 20 (for ceiling door) or 21 (for floor door). Put Activator ( A ) sprite in door sector and give it a Lotag of ANY number (1,2,3,4,10,15,etc...). Make a SWITCH sprite and give it the SAME LOTAG YOU GAVE THE ACTIVATOR!!. If you use more than one Switch Activated door in a map, you must specify a different Lotag for each Door-and-Switch combination (unless you want to set a really killer trap for your player!!).

 

SWINGING GLASS DOORS

Make your door sector. You can have either one or two doors. Make a WHITE sector inside of this door sector. It should not be valid player space. Insert a point along the red line where the glass will be. Insure that the point is directly beeath the white sector's corner or vertex. Do this for both doors. Mask the red line from above, and change the texture to glass. #1056 Make it blockable and breakable by pressing the [B] and [H] keys on the glass in 3-D mode. Place the sector-effector sprites for the door on the floor near where the door connects tothe wall. You can also place MUSIC&SFX sprites in your doors to give them a sound when opening.

Give both SE sprites a lotag of 11, and any hitag. Give the door SECTOR a hitag equivalent to the SE's hitag, and a lotag of 23. Try it out!

To make the doors open up when you walk up to them, place a touchplate in a sector in front of the door, and give it any lotag you choose. Place a MASTERSWITCH (#8-M) sprite in both doors and give it the same lotag.

To make the doors look better change the texture at the top and bottom of the door sectors to one that would give it a framed appearance. Also, near the door wall junction place another invalid player space (I used a triangle); again this is for a framed appearance. To insure that the doors both open in the same direction rotate the SE sprites appropriately.

 

7.7 Enemy behaviour

In REDNECK RAMPAGE, some enemies have multiple behavior settings. These settings are determined according to the palette number assigned to the enemy sprite. An enemy with a palette shift will appear normal in the game. Available palette shifts are as follows:

Palette Number                      Behavior
    --------------                        --------------------
            0                            Normal enemy, type "A" behavior.
            30                         Deaf enemy, type "A" behavior.
            31*                      Normal enemy, type "B" behavior.
            32*                      Deaf enemy, type "B" behavior.
            33                        Deaf with 360 degree vision.

* - Not every enemy has a type "B" behavior.

Specific Behavior: (Note that in RR enemies have the ability to hear certain noises, the range depending on the type of noise. Once activated, they will seek out the player. Also, enemies can only see in a 180 degree radius in the direction the sprite is facing, unless they are given a palette of 33).

 

7.8 Vixens

There are five types of Vixens available in RR, depending on what palette number is assigned to the sprite. Valid palette numbers are as follows:

PALETTE                  VIXEN TYPE
------------                      --------------
0                                  Blue Vixen
15                               Brown Vixen
22                               Green Vixen
25                               Blue Vixen w/Red Hair
34                               Queen Vixen - Light Brown

Each of the above Vixens possess slightly different attributes, as well as varying hit points, attacks, etc.. For specific details, please refer to the VIXEN.CON located in your Redneck Rampage directory.

 

7.9 Tornado

Stick it in and watch it spin. Leave it alone, and it will move around real random like. If ya give it one of them palette shifts of 33, it'll become a real killer type Tornado, and come after ya and try to suck yer ass up.

 

7.10 Killer Trucks / Vehiculer Slaughter

The movin' trucks in this here game is just like the movin' stuff in that there game with the Duck Nuckem feller. The main difference is that our trucks be killin'shit. To do this, just give them sectors a lo-tag of 800.

Make a sector you want to be the moving object (truck, forklift, t.v., etc.) and raise it up (or drop it from the ceiling for a new twist!) and give it a Hitag of 1 and a Lotag of 800. Put a Sector Effector sprite inside the sector and give it a Hitag of 1 and a Lotag of 6. Now place Locator sprites in the form of a path around the map. Give them all Lotags that increment in value EXCEPT the first one. It does not get a Lotag. Lotag the others starting with 1 for the second sprite, 2 for the third, and so on until you reach the last one. Make the tail of the Sector Effector point toward the first locator ( the one with no Lotag ).

The Locators must form a circle, with the last one being within site of the first one, so the object will loop. Note the circle does not have to be perfectly round, as demonstrated in the first level of the game. You can make it do as many turns and swerves as you want, so long as the last Locator is directly in site of the first. If you don't the object will probably crash, as well as the map, especially if you make it go around walls or other solid objects. MAKE SURE YOUR MOVING SECTOR DOES NOT CROSS A LINE OF ANY KIND. IT IS VERY EASY FOR THE REAR OF THE SECTOR TO CROSS A LINE IN A TURN, SO CHECK IT CAREFULLY. IF IT DISAPPEARS FOR EVEN A FRACTION OF A SECOND, EXPAND THE LINE OR SHRINK THE SECTOR.

Putting two Locator Oriented objects (trucks,etc) in one map is very easy. Just put in a second sector! Give the same tags to everything in the second sector (truck, sector effector, locator sprites) that you did in the first sector. The two vehicles do not "see" the other sector, so there is no conflict between the two.

You can also put two vehicles in the same sector. To do this, you simply give the second vehicle a hitag of 2 (along with a Lotag of 800, which is the same as the first vehicle). Give the second vehicle's Sector Effector a Hitag of 6, and the Lotag of 6, which is the same as the first vehicles. Make sure they are at opposite ends of the map, so they do not overlap each other.

 

7.11 3D Roof – like in the Brothel…

Start by building a rectangle, make it quite big. Add your sky, floor and walls.

Next build a large rectangle inside the playing area. This rectangle will be the sector just outside the building. Press Alt + S inside the sector to change the sides of the rectangle from white to red. Give this sector the ceiling tile number 13. Press P so that the pink is parallaxed.

Build another sector inside the red sector. For the time being, leave it white.

Add two sector effects in the red sector. Make sure the bottom SE's tail is pointing down, give this a high-tag of 3 and a lo-tag of 153. Give the second SE (the top one = tail pointing up) a high-tag of 3 and a lo-tag of 151.

Add two sector effects in any area where the player will be able to see the roof. Orientate them the same way (top = tail up, bottom = tail down) and give the top one a high-tag of 2 and a lo-tag of 154. Give the bottom SE a high-tag of 3 and a lo-tag of 153. Now use copying to create a roof area at another part of the map.

This time, press ALT + S in the middle white area so that the white walls turn red.

Now go into 3d mode and move the floor (of central and outside sectors) up to the pink ceiling. Once there, move the pink ceiling up and give it the sky tile. Now is where it gets difficult.

Still on the roof, bring the OUTSIDE sector down to the floor. The floor should be given the pink tile 13 and be parallexed. Now go onto the central sector (which is your roof) and bring that up 2 (using page up). Give it a wood tile or something.

Now, add two SE's in the parallexed roof bit. Top (tail up) a high-tag of 3 and a lo-tag of 150. The bottom one (tail down) a high-tag of 3 and a lo-tag of 152.

That's it. Add your chimney and things to the central sector on your roof.

 

7.12 Room over/under Rooms & Tunneling

This uses a method I called "hinging sectors on two points", which was basically described in chapter 3.5.3.2

This is the most powerful of all features as all others deal with ground level structures, whereby here each new sector can take you under or over a previous sector. This means you can build a map, which contains just a single building, but with several floors, each containing dozens of rooms. Alternatively you could make an endless maze of tunnels which never even leave the same mountain…

Make a sector in the form of a rectangle and add textures to the walls, floors & ceiling etc… Now insert two new points on the top wall and draw upwards away from the new left-most point (perpendicular), now draw a second line off to the right and finally a third line returning to the sectors new right point. So, normally you would be finished if it were a red sector, but not here. You are still in draw mode and so to complete the circuit you now draw over the existing white line to the original starting point – bingo! Now the shared hinge line turns red. Go into 3D mode and you will see the new sector is in fact a continuation of your first room. Now do the same thing again but strike out a corridor towards the left and finally repeat this again drawing over the existing lines of the first sector. Anyone watching you would doubt you know what you are doing as you are literally going round in circles… Now go into 3D mode and walk down your corridors and see if you notice anything amiss…

These sectors will behave just like regular sectors, so don't be afraid to adjust them. Insert rooms and sprites and have fun.

 

7.13 Big trailers / Rigs

Begin by making the trailer box to appropriate size. I use sixteen squares long by four squares wide on the default grid size. Raise it up to height of standard tractor trailer box (hitting page up twenty eight times is close), then place trailer side texture (2323) on all sides and top of box. Create a bumper sector on one end of the trailer. Scroll textures with shift/arrow keys on numpad. Resize textures with arrows without shift key.

The blue Peterbuilt is simple to create. Make a sector four squares by four squares on other end of the trailer box. Raise it up to height (hitting page up twenty times is good), then place cab front texture (220) on front, place cab side (221) on both sides, then size/scroll textures per step 1.

The red Kenworth is a little more complex to build. Begin with the trailer box as outlined in step 1. Build a sector four squares wide by three squares long, and raise it up as described in step 2. Place rig side texture (2321) on both sides, and size/scroll them into position as described at top.

Create a sector four squares wide by one square long, and raise it up even with the previous sector. Define the back wall as #1, and angle the front wall down approximately 60 degrees. Place rig side texture (2319) on both sides, size/scroll per step 1, adjusting angle of windshield as required. Create a sector four squares wide by two squares long, angling the side lines inward by one square, and raise it up to the bottom of the windshield. Define the back wall as #1, and lower the front wall a couple presses of the bracket button to create a sloped nose for the truck. Place rig side texture (2319) on both sides, size/scroll per step 1, and adjust angle as required. Place metal vent sprite (3684) on nose of truck to resemble a truck's grill.

Create a flair sector on both sides of truck, raise them up to approximate height, and place wheel texture (2318) on both, size/scroll as needed. Place large picture frame corners (2859) as shown, then size/scroll as  needed. Give corners a palette of 2 to turn them red, then adjust them to match the truck. Add headlights (246), then size/scroll them into position. Add windshield (2322) and exhaust (860), then create a bumper and add textures.

 

7.14 Windows to look thru

To make windows, first make a square and press Alt S while in 2D mode to change its lines red, then make another square inside this one. This will give the walls thickness, which helps to keep the 3D look.

Pick the spot where you want the windows and put the mouse cursor directly on the line and press insert. This will put a green vertex on the line. Each window will need four of these vertexes, two on the outer wall and two on the inner wall (just like a real house).

When the four vertexes are placed, draw a line with the spacebar to connect the inner and outer walls.

Now go into 3D mode, and raise the walls to the ceiling (or the height you want them) then raise the windows to the height you want them.

Now point the mouse cursor at the outer edge of the window sill (in 3D mode) and press M. This will cause a yellow/red grid to appear in the window. Point at this and press V twice. Scroll down to the glass sprite (#1056) and press enter. This will replace the grid with glass. Now point at the glass and press B and H. This will make the glass Blockable (you can't walk through it) and Hittable (it will break when shot). That's it!

 

7.15 Underwater sections

First make a sector. Give it a Lotag of 1. Place a Sector Effector Sprite ( S ) in the sector and give it a Hitag of any number and a Lotag of 7. Put the water texture on the sector. This is your Above water Sector. Now make a sector big enough to hold the Underwater Sector, which MUST be the same size as the Abovewater sector. Lower the ceiling of the sector to close the top of the hole. Put the same water texture on this. Now give the sector a Lotag of 2. Put a S.E. in and give it the same Hi and Lotag as the other. Put the S.E. on the floor of the Underwater sector. The Sector Effectors MUST be in the same relative position in both maps. If one is in the center of one sector, the other one MUST also be in the center of the other sector. Also make sure the Hitags of the S.E. sprites are not used by other S.E.'s in the same level.

 

7.16 Walk like Jesus on a wire

Making a wire that you can walk on: I used sprite # 1948 for the wire and stretched it out (use the 2,4,6,and 8 keys on the numberpad to resize sprites). Use PageUp and PageDown keys to raise and lower sprites. Make it blockable. That's it.

 

7.17 UFO

The UFO is a little special in that ya gots to give them sectors a Hi-Tag of 49. If ya want it to spit out them little flyin' saucer buggers, ya gots to put in sprite (Tile #252)with a palette of 33 to spawn 'em. Also, any Locator sprites wiff a Hi-Tag of 1 will cause that there UFO to stop and spit out a Hulk Guard beasty. When that UFO finally stops and turns on its headlight, it'll teleport ya to where ever ya gots one of them TELE-B sprites (Tile #297).

(NOTE: Because the UFO spawns Hulk Guards, if you give any Locator a Hi-Tag of 1, your vehicle will spawn an enemy (and then likely run his ass over and kill him). At this time, the only solution for this is NOT to allow normal vehicles to stop).

 

7.18 Buzz Saw

Now the Buzz Saw (Tile #3410) iza' special kinda' sprite that'll kill ya' ifuns ya'touch it. To get this here dealy to go up and down with a switch ya needs to use the Button (Tile #127) and gives it a Hi & Lo-Tag of 999. These tags on the button will cause the engine to seek out the Buzz Saw Sprite and lower it into the floor. After a few seconds, the Buzz Saw will be raised back up and activated again. The Buzz Saw Sprite gets no tags.

 

7.19 Shadow Sprites

Usually in RR if you're outside under a "Parallaxing Sky," you and all the other Critters will take on the shading value of the ceiling or "sky." If you'd like to get a more realistic look with your shading you can stick one o'these Shader-Sprites (Tile #68) into the shaded sector and the player and other critters will take on the shading value of the floor while passing through the sector.

(Note: Be sure to shade down any characters or items you place in the shadow sectors or they will appear fully lit even in the dark.)

 

7.20 Lightning Strike (2 methods)

1) If ya'll would like Lightning going on while your "Inside" of a building, you can use the Lightning Sprite (Tile #35) to get random lightning flashes. Best used in the windows (note that lightning & thunder will only be active when certain textures and/or skies are viewed by the player).

2) The Lightning Sprite is used to make the effects of Lightning in a map (i.e. flashes of light with sound). This sprite requires no Hi or Lotags but will only work with certain textures. One of these is the StarSky2 texture (tile # 2577). Just put the Lightning Sprite in your map and give the sky this texture. It will activate automatically.

 

7.21 Ladders, chains and other climbable stuff

This effect utilizes a marvelous new invention known as Ladder Wood (Tile#3587). This all-purpose sprite will allow the player to reach all sorts of new heights. All you need to do is place the sprites (relative to the floor, blocking bit on) in front of the object that the player is supposed to climb, and then position them like rungs on a ladder (raising each sprite 3 Page-Ups above the last should suffice). When the game is played, the Ladder Wood sprites will be invisible to the player, but still enable them to climb up.

First decide where you want the ladder to be. Next place Sprite # 1827 (the ladder) where you want it. Then size the sprite to the height that you want it to be. Now count the total number of rungs (steps) of the ladder and create that number of sprites. Change them all to Sprite # 3587.

Point at each sprite and press R to make them stand still, then again until they are flat on the ground. Use Page Up to raise them to the height of each rung they will be set on. Go to 2D mode and point at the sprites and rotate them with the < and > keys (if you have to). Now put them on top of the Ladder Sprite (in 2D mode). You may have to resize the steps with the 8,2,4,&6 keys (on the Number Keypad). Make them as small as you can.

 

7.22 Stairs

You can make them using two methods

a) sprites – place a sprite, give it a texture, and press R while pointing at it until it is flat on the floor. Raise it to the height you want it. Repeat for each step. You must remember to make each one blockable by pressing B in 2D mode as described above. A blocked sprite will be pink in 2D mode.

b) Red sectors – draw one step (rectangle) in 2D and then make it red (<Alt> + S). Now add successive rectangles (steps) to the first and go into 3D mode. Now pull them up out of the floor with <PgUp>.

 

7.23 Chicken plant production line

OK, Now I know how much everybody used to like chicken (till they saws J. Clucks, that is), and those of you who want to start their own J. Clucks Franchise, here's what you need to know :-

Lets start with "Illegal Sprites" These here sprites should never, under any circumstance be used or placed in a level. (Don't even think about it eether! They will confuse the engine and ultimitly crash you level.) These sprites are automatically inserted into your level by the processin' line, and if you put them in manually it'll cause all sorts of nasty things to happen. So, whatever you do, don't use these sprites:

CHICKEN A TILE #3190

CHICKEN B TILE #3191

CHICKEN C TILE #3192

LOAF TILE #3120

NUGGET TILE #3122

BROASTED TILE #3123

BONELESS TILE #3124

HEADS TILE #3133

With that outa' the way, here's how to build a chicken processin' line. We'll use J.Clux as the model here:-

First you need to place a "CHICKEN A" Spawner Sprite (Tile #285). Chickens will start to roll outta' this thang the minute you start your game. The height and direction the sprite is facing will deturmin the direction and height the chickens will move. Next, a little ways down the line we need to have a sector with a LO-TAG of "901". This will delete Chicken A when it enters the sector and will spawn a CHICKEN B (B=no feathers) that will continue down the line in place of CHICKEN A. A little further down the line we repete this process but use a Sector LO-TAG of "902" to delete CHICKEN-B and Spawn a CHICKEN-C (C=no heads).

(note: all chickens in the processing line have to travel in he same direction up to this point).

To change direction of travel, ya have to start with a CHICKEN C spawner (tile#286). This only works for headless chickens, by the way. To end the chicken processin' line, there are two types of sector lo tags that need to be used :-

The first one (904) will delete the chicken entirely. The second tag (903) will drop the chicken to the floor and delete it upon impact. Nuggets (tile#290), Loaf (tile#289), Packaged Chickens (tile#291, and Boneless Chickens (tile#292) work the same way as the chicken spawner. Direction is dependent upon the direction of the sprite, although all of these items will be affected by gravity (i.e., dropping and scrolling across the floor), and need delete sectors to effectively remove them from the assembly line.

To use the Head (tile#288) and Feather (tile#287) spawner, stick 'em where they go, and they just start spittin' out stuff. Pretty neat, huh?

Now for the best part---the JIBS!!!! We done got a real live jib-fest goin' on! This thing'll just spit out all the blood and gore you could ever want in a game (or in real life, if that's your thang). Just use Tile#293---again, just stick it where ever the hell you want it, and it'll do the rest. Remember though, just like in real life, too many bloody pieces layin' around can cause real problems (in RR though, it'll just crash the game, so no lawyer-types are needed).

For those of you with PC-Envy, you can stop the entire processin' line by puttin'in an Emergency Stop Switch (tile#94) and give it a lo tag of 563 (use only in case of SEE-vere frame rate problems).

 

 

 

7.24 Mine carts

Mine carts is made up of two sectors, an Outie and an Innie. The Outie should be raised up a bit higher than the Innie (naturally), and should get a Lo Tag of 42. Now, dependin' on the direction that ya want this here cart to travel (not to mention the direction from which ya'll started in the first place) use the below listed correspondin' Hi Tags. They is as follows:-

HI TAG DIRECTION

------ ---------

10 SOUTH (travels SOUTH and returns)

20 WEST (travels WEST and returns)

30 NORTH (travels NORTH and returns)

40 EAST (travels EAST and returns)

Now, to really make these babies work, ya gotta put in some more of them specialized sprite thingies. In this case, you'll be needin' to put a CART Sprite (tile#64) into the mine cart's Outie sector. The Hi Tag for this here sprite will control how fast the cart moves, and the Lo Tag determines how far it'll go before it starts headin' on back.

In addition to the CART Sprite, you'll be needin' the INSIDE Sprite (tile#66). Now my advice to you is to wait until you're completely done with yer whole, entire level before you go messin' with these sprites. The reason behind this is that the Lo Tag of the INSIDE Sprite corresponds with the

Outie's Sector Number (which means if you go addin' or subtractin' any sectors, you'll have to recypher yer tag numbers for the INSIDE sprite...see what I mean?)

If you REALLY want to piss folks off, you can make it so that the mine carts will instantaneously kill them if they go touchin' it. To do this, you'll be wantin' to toss one of them DEATH Sprites (tile#67) into the Innie sector. That oughta do her just fine, now.

Another sprite ya'll might want to use is the CART SOUND Sprite (tile#65). Use this if for some reason ya'll don't like the default sound. Just give it a Lo Tag of the sound number ya'll want it to play. It's just as easy as that!

(note that once activated, the carts will continue back and forth on a fixed path, so be sure that they cannot cross over into any other sectors, otherwise things'll be actin' really screwy, if'n' ya know what I mean).

 

 

 

7.25 Destructo Sectors

Now we're gettin to the good stuff here. DESCTUCTO Sectors give you the ability to wreck and destroy just about any ol' thing you want to, geometrically speaking, that is. Unlike in the Duck Nuckem game, we're doin' just a little more than rainsin' and lowerin' a few floors and ceilin's. Oh no, we're actually movin' all sorts a stuff around, swappin' textures in and out and left and rite, deletin' stuff, and changin' all sorts of things (don't believe me? jus' go blow up the gas station in Downtown and watch the fireworks). Okay, I'm sure you're all lathered up now wantin' to get on with it, right? Well, there's just a few things you need to know first, so just sit tight and quit yer yammerin'.

First of all, you need to decide what the hell you want to destroy (for best results, build it completely the way you want it first). Once you have the area completely finished, you'll need to copy it into an isolated portion of the map (you'll find it easiest to build your DESTRUCTO area in a large box, and then copy it over to the new area of the map). So in a nutshell, you need to create an exact copy of the area that you want to destroy. The original version will be your "unblowed up" version, while the copy will consist of

your "blowed up" version. At the time of destruction, the engine will almost instantaneously swap out the "unblowed up" version and replace it with the "blowed up" version. Confusin' ain't it? Just wait till ya try to build it!

Okay, so here are the particulars of this effect. From now on, we'll be referrin' to the "unblowed up" areas as the PARENT SECTORS, and the "blowed up" areas as the CHILD SECTORS. Now ya'll might think that parents and childs are interchangeable, but trust me, if'n ya mix these up, you'll really screw up everything.

PARTICULARS: All parent sectors require two sprites. They are:

EXPLOSION Sprite (tile#63)

DESTRUCTO Sprite (tile#36)

You need to place an EXPLOSION Sprite in every single sector involved in the destruction (in both PARENT and CHILD areas of the effect). All EXPLOSION sprites need a Lo Tag and a Hi Tag. Now, this part gets a bit complicated, so we're gonna break it down a bit.

Hi Tag: Must start at 100 and progress sequentially. If you're only going to create a single DESTRUCTO area, then I'm wastin' my time even tellin' you 'bout this. But, if you're one of them over-achiever types, and wanna make a whole bunch of DESTRUCTO areas, then you'll need to follows a few complicated rules. Let's just say that you wanna create two seperate DESTRUCTO regions, and each region consists of two sectors each. Okay, so starting with region one, you'll place EXPLOSION sprites in each sector of the PARENT and CHILD areas, and give them all a Hi Tag of 100. For DESTRUCTO region 2, you'll give all EXPLOSION sprites involved a Hi Tag of 101 (and if you make even more DESTRUCTO areas, then you'll just keep on numberin' sequentially from there).

Lo Tag: This is used to LINK the corresponding PARENT and CHILD sectors together (in other words, when all hell breaks loose, the engine will look at the EXPLOSION sprite in the PARENT area, and find the matching CHILD sector that it is linked to, and then switch 'em). The Lo Tags for this effect begin at 100, and progress sequentially. Only _two_ EXPLOSION Sprites can share the same Lo Tag numbers. Therefor, if you have multiple DESTRUCTO areas, the Lo Tags of the EXPLOSION sprites must always begin where the prior DESTRUCTIO region left off (i.e., if you stopped at 104 in DESTRUCTO area 1, then you'd begin numbering at 105 in area 2).

The next step in the DESTRUCTO effect is to add DESTRUCTO Sprites (tile#36) to all PARENT sectors involved in the effect (the CHILDS were bad, so they don't git none!). Although these sprites are invisible to the player, they remain in the playing field and will take damage from weapons and other deevices of destruction. When these poor little things have had enough, they'll trigger the effect and KA-BOOM! You got yer destruction.

Now, if you just toss in a nakid DESTRUCTO sprite, you have in effect made a trigger for your DESTRUCTO region. You can have multiple triggers if that's your fancy, and you can even have more than one trigger per sector (see how flexible we is?). But wiff all this freedom, you need to also maintain a little restraint. Take fer instance the Downtown Hickston gas station; both gas pumps have numerous triggers around them so that they is easily blowed up, and bring joy to everyone who sees this. But how much sense would this make if you shot the Cola machine and blowed up the whole station? See the problem we face here ('cause every PARENT _MUST_ have a DESTRUCTO sprite in it)? Well, don't get yer panties in a bunch, 'cause we've already faced and solved this problem. If'n you DON'T want a DESTRUCTO sprite to trigger the ultimate destruction, simply give the sprite a palette of 30. This will keep that baby dormant should it accidentally git hit by somethin' (don't worry, when an active trigger get's hit, it'll then do it's job like just like we promised).

By the way, in case it hasn't become clear to you after readin' all this crap, you need to

design your CHILD areas to look the way you want them to after the PARENT areas git

blowed up (to clarify: PARENT= Hickston Gas Station before gettin' blowed up, CHILD= Hickston Gas Station after gettin' blowed up...get the picture?).

If you feel that this effect is too complicated to use, then we don't recommend usin' it. See, our Programmer fella spent a good deal of time codin' this here contraption, so we felt obliged to put it to

good use. But if'n ya insist on goin' ahead with this effect and ya still can't figure it out, we can only recommend pullin' up Downtown Hickston and the Ruins levels, and try to recreate what we did there.

 

 

7.26 3D Geometry Effects (Fake, of course)

Okay, first of all, you need to understand that this ain't no real 3D geometry like in that there Quack game. But damnit, if it LOOKS 3D, and ACTS 3D, what the hell do you care? The way this here gizmo works is by renderin' the scene more than once. Fer instance, let's say ya'll wanna make a 3D table. The PARENT sector would consist of the table's legs, then we'd add a CHILD sector that would display nuthin' but the top of the table, and then one more CHILD to display the bottom and the sides of the table. When playin' the game, the engine will basically teleport the player through all three areas so quickly that the table's three seperate pieces will all mesh together and appear to be one solid structure to the player. It's a bit complicated (did you think it wouldn't be?), and we'll cover it in greater detail, but for the time being just understand that each 3D area will consist of three seperate pieces.

Sticking with the table example, create a square room and decide where you wish to place your table. Once

you've chosen a spot, build a square sector for your table, and then inside of that create four smaller square sectors that will serve as the table's legs. Raise the table legs to the desired height (but leave the outer square level with the floor, and give it the same texture as the surrounding floor). Now, Shade and texture your room to your liking. This room will serve as the PARENT sector. Once you've completed the PARENT, you need to add the special 3D Geometry Sprites (tile#19). These sprites need to placed into EVERY sector of the PARENT that the player can walk into OR see the 3D Geometry (i.e., the table) from. The first sprite that you place needs to be assigned a Lo Tag of 100, with every subsequent sprite getting the next highest number (i.e., 101, 102, 103, etc.). After you've placed all of the 3D Geometry Sprites and given them proper Lo Tags, select and copy the ENTIRE area to a new location of the map. This new location will be CHILD1. Once you've created CHILD1, repeat this process to create a second CHILD sector (known as CHILD2, obviously). Now that we have a PARENT and two CHILD sectors, we need to go back to the PARENT area and give EVERY sector (that the player can walk in and SEE the table from) a Lo Tag of 848 (including the table sectors). It's now time to move on to CHILD1. Each sprite in CHILD1 gets a Hi Tag of 1 (this tells the engine that these sectors are part of the first CHILD area). Additionally, you must raise the table top (the sector around the legs) to the appropriate height. Now give every surface in the room (EXCEPT the table top) a textures of Tile#0 (ugly yellow texture). For the table top itself, give it the texture of your choice (BTW, Tile#0 will NOT be drawn by the engine).

Moving on to CHILD2, give all of the 3D Geometry sprites a Hi Tag of 2 (to indicate that it's the second CHILD area). Now lower the ceiling of the table area to the appropriate height of the bottom of the table. Once again, give every surface (EXCEPT the bottom and sides of the table) a texture of Tile#0. Be sure that all sprite Lo Tags match their corresponding sprites in all three areas. Additionally, the sprites must be in the same relative position in all three areas, otherwise you will experience bizarre display problems.

The last thing that you'll need to do is revisit the PARENT sector and insert Ladder Wood Sprites (Tile#3587) in order to give the table "solidity." Place the sprites relative to the floor, and in the position where the table top and bottoms will be. These sprites can be stretched to match the contour of the table.

Remember to set the blocking bit on these sprites ("B" key in 2D mode) so that they will effectively block the player from passing through the table.

And that's it! Just like lookin' up a hog's butt for a ham sammitch! By the way, don't try to use this effect in very large and open areas. It's a real frame rate killer!!

7.27 Torch Effector

To use the TORCH EFFECTOR, place the TORCH Sprite (Tile#18) in all sectors requirin' the effect. When the game is run, the lighting of them sectors being affected will flicker real random like. To ensure that the effect is seamless, all portions of the sector being affected must possess the same shadin' values. Additionally, the TORCH Effector may be Lo tagged with the followin' values so that the effect is only carried out on specific portions of the sectors:

LO-TAG AREA OF EFFECT

------ --------------

0 Ceiling | Floor | Walls

1 Ceiling | | Walls

2 | Floor | Walls

3 | | Walls

4 Ceiling | |

5 | Floor |

 

 

7.28 Conveyor Belts

This is how to make conveyor belts and other similarly moving sectors:

Make a sector and put in a sector effector sprite. Give the Sprite a Lotag of 24. The direction in which the tail points determines the direction of travel. If the tail points up, the floor moves up, etc. If you make a round sector, like in the example map, any objects you place in the sector will move to the central point that connects the different sectors after a while. You can assign a switch to activate the effect by giving the switch a Lotag equal to the Sector Effector's Hitag (give the SE a Hitag of any number not used by other SE sprites in the map).

 

7.29 Hole in the floor

This is where you can look own through a hole in the floor and see the room below. This effect was used in the large vat in the Refinery level and was also used for the roof in the Bordello level also.

I am going to assume that you are familiar with some advanced level building techniques. I am also going to assume that you are familiar with how to build underwater areas, and that you know how to copy sectors. This technique is similar to making underwater sectors. One more thing I would like to add. This effect doesn't always work. You can have everything made right, and it still won't work. Make your room that you want the hole in the floor. Next make the actual 'hole'. Point at the 'hole' and lower it (1x Page/Dn), lower than the surrounding floor. Give the hole texture number 13.

Next give the 'hole' a sector tag of 160. Now place 2 sector efectors in the 'hole' sector as in the sample map. Give the top SE a lotag of 150 and a hi tag of 3.

Now give the lower SE a lotag of 152 and a hitag of 3.

Note : This SE must be pointing down. (look in makemap 2D, and make sure the SE tail is pointing towards the bottom of your screen)

Now in your room sector place 2 more SE, just like in the sample map. Give the top one a lotag of 155 and a hitag of 3. Now give the lower SE a lotag of 152 and a hitag of 3.

Note: Every sector in your room that can 'see' the 'hole' sector must have a pair of these SE's. Example: If you have an upstairs room with a bed and night stand, and also a hole in the floor looking down. The bed sectors and night stand sectors must have these SE's.

Next make a copy of these sectors off to the side somewhere. Re work the new area so it looks like the 'hole' is in the ceiling. Now give the 'ceiling hole' sector a lo tag of 161.

Now place SE's in the 'ceiling hole' just like you did in the 'floor hole' Give the top SE a lotag of 151 and a hitag of 3. Give the lower SE a lotag of 153 and a hitag of 3. Making sure the lower SE points down.

Now put 2 SE's in the 'lower room' sector. Give the upper SE a lotag of 155 and a hitag of 2 (yes 2) Give the lower SE a lotag of 153 and a hitag of 3 (yes 3). Fire it up and it now should work.

Things to remember:

*Both 'hole' sectors MUST be the same size.

*Both "hole' SE's must be in the EXACT same place.

*It works best if the room sectors are both the same size, but it is not necessary.

*This effect is a frame rate killer! Do not use it around moving sprites or moving sectors. Do not place enemys where they can see the 'hole'.

*In the room sectors, both lower and upper, it is very important that each sector that can "see" the 'hole' have a pair of room SE's.

 

 

 

7.30 Curtains

This enables you to produce drawback curtains or doors that draw back from the centerline. Do the following for both sides of the curtain.

Make your curtain (or whatever) you want to draw back. Now place a sprite on a wall or wherever and change it to a switch.

Lower the kurtin sector's ceiling down to the 1 space above the floor. Put a sector-effector sprite, a GPSPEED sprite, and an activator sprite in the curtain sector.

Give the curtain sector a lotag of 27

Give the switch any lotag you wish. Give the Sector-effector sprite a lotag of 20, and a hitag equal to the switch's lotag.

Place the SE near where the curtains meet! If placed near where the curtains enter the wall, the effect won't work. ALSO, be sure and rotate the SE sprite so the angle is equal to the direction you want the curtains to go.

Give the Activator sprite the same lotag as the switch's lotag.

Give the GPSPEED sprite a lotag that will determine how far the curtain will draw back. 1024 is the same distance as the largest grid square in Makemap.

Make sure that your curtain doesn't draw back too far into the wall, or a Hall of Mirrors Effect will be seen. Also, press [R] to get rid of the effect on the floor (Floor acting like curtains) under the curtain. I left one side un R'ed.

 

7.31 Lifts

Elevators (lifts) can be made in two ways:

Make a small sector and give it a Lotag of 18 to lower the Sector floor and ceiling from even with the current sector to even with the closest lower sector floor and ceiling. Give the sector a Lotag of 19 to raise the sector floor instead of drop it.

Make a sector and give it a Lotag of 16 to lower the floor the same as in #1. Use Lotag of 17 to raise instead.

Each type is activated with the Spacebar. You must raise or lower the destination sector to the proper height.

7.32 Light up a sector with a switch (Sector Effector 12)

Hitag : Set equal to all other SE 12 to be used together.

Sector Lotag : none

Angle : none

Shade : Set to brightness when light is on, set sector brightness to when light is off.

Palette : Set to when lights are on.

The lights color is taken from the SE sprites Palette when the light is on, and the sectors palette when the light is off.

Default is no color. eg. palette = 0.

Both the SE sprite and the sector can have different palettes.

 

 

7.33 Mirrors

 

Make a sector the same size as the one the mirror will be in. Make sure you have enough room in your map to do this. Now Insert two points in the wall where you want the mirror to be. Point at the base of the wall and press M to make a Maskedwall, then put the Mirror texture on the Grid that appears. The Mirror texture is # 1089. Now you will see a black fish-net type texture that you can see thru. Point at it and press 1 to make it turn pink and black. Now while pointing at the wall press B and H to make it Blockable ( can't walk thru) and Hittable (breaks when shot).

Do not put two mirrors in the same room where they can "see" each other, it causes problems.

Also, make sure that the second sector is identical to the first, but reverse the positions of any objects.

Basically, make the room look like it would in a real mirror.

 

 

7.34 Yer Secret Place!

Lay out the area to be a secret place within a wall, and place textures on sides, roof, and ceiling. Draw a line across the front of the secret area to split it off as a sector, and assign it a lotag of 32767. Point to the front of the room, press M, and assign it the same texture as the walls, so it will appear hidden. Position textures as needed, and you're done!

 

7.35 Spawning Monsters or whatever…

This enables you to spawn items when flipping a switch or touchplate.

Place a switch or a touchpate somewhere. Give it any Lotag.

Place a respawn somewhere. Sprite #9. Give it the same Lotag as the switch/touchplate. Give the respawn a Hitag equal to the sprite number you want to spawn.

 

 

8. PROGRAMMING TIPS

8.1 Programming tips

Always create the complete floor of the level to the end before inserting any objects. Add the texture to it immediately. Obviously there is a "plan as you go" feeling, but this costs time. You can always stretch things afterwards.

Do not insert enemies until the end. This makes testing boring, but it is faster.

Do not let two mirrors "see" each other, this causes problems.

Don't put two demo cameras where they are within each other’s field of vision; this causes problems.

Use shadowing - Makes cool looking rooms/objects/whaever. In the simplest case - a square room should have two opposing sides. One side darker (or lighter) than the other two. Subdivide sectors to look like shadows are being cast from buildings. etc.

Select a "tile set" that fits your map's motif.

Don't use too many tiles, especially in any one scene. Try and keep it realistic. You should give your level a rating from 1-10 on comparing with a genuine RRRA level.

Store all the time – and use different names for recovery reasons. If you lose your current session (and you will do…) then you do not have too much to re-do.

Try and avoid copy & paste of too much material from existing levels. This involves serious repair work and it can screw everything up, rarely is it quicker than writing everything new.

Do look at existing RRRA levels for tricks and tips. Those are full of vitamins and contain everything! Take time to re-live your adventures and study how they were made. Use the Kextract.EXE file as mentioned in the Foreword.

Once you’ve selected a wall texture or a sprite you can change it dramatically by using the 2,4,6,8 keys on yer number pad. Fool around with this.

If you have the same texture on 2 or more walls and it doesn’t seem to be aligned right, hit the period button (.) while pointing at one of them. Try aiming the arrow at the others and play around with this until you’re comfortable with the procedure.

Making doors? Here’s a couple of tips. If you put more than one door in a sector you’ll notice that when you open one of them, they both/all open up. Give them different high tags on one of the sector effectors. (I.e.: 100,101,102 etc.)

Made a door but run into some invisible blockage when you try going through it? In either 2D or 3D point at the sector, speed and music sprites and hit the "B" on your keyboard. Check em out at ground level before you put them back in. The B key is for blockable and you may be bumping Leonard’s head on blockable sprites. (It works the other way too, if you want to make something solid that’s not.

Now you’ve got that door working, but wait, the door knob’s on the wrong side on one side of the door. Aim your cursor at it and hit the F button to flip it.

When you’re making something that requires aligning two or more sprites, like the end of a log, a truck, a juke-box and such, hold down the shift key and use the 4 or/and 6 keys on the number pad. This works great for aligning walls too.

You’ve put an air-boat sprite in yer map, but when you go to tide the dang thing, there’s still one where you just left from and yours won’t shoot it’s bazooka. Look at it in 2d, and if it’s pink, put yer cursor over the sprite and hit B. For some reason the air-boats don’t like to be blocked.

Use the RRRA MAKEMAP.EXE for RR. I could never get the MAKEMAP.EXE for the original game to work right on my computer. The stuff in the RRRA goodies folder works just fine for Redneck Rampage. The MAKEMAP.EXE that came with Redneck Rampage was real slow and kept freezing up on me right from the start, instead of waiting until I had something worth losing like the RRRA version.

If you want a road sign (or any other sprite) to be fixed in particular direction, make a small sector (rectangle) and paste it on it. Otherwise it will always "turn to look at you" when you stroll by.

 

PART 3 – REFERENCE SECTION

9. SECTOR EFFECTOR REFERENCE GUIDE

-SECTOR EFFECTOR –

0 : ROTATED SECTOR

1 : PIVOT SPRITE FOR SE 0

2 : EARTHQUAKE

3 : RANDOM LIGHTS AFTER SHOT OUT

4 : RANDOM LIGHTS

6 : SUBWAY

7 : TRANSPORT (UNDERWATER ST 1 or 2)

8 : UP OPEN DOOR LIGHTS

9 : DOWN OPEN DOOR LIGHTS

10 : DOOR AUTO CLOSE (H=DELAY)

11 : ROTATE SECTOR DOOR

12 : LIGHT SWITCH

13 : C-9 EXPLOSIVE

14 : SUBWAY CAR

15 : SLIDE DOOR (ST 25)

16 : ROTATE REACTOR SECTOR

17 : ELEVATOR TRANSPORT (ST 15)

18 : INCREMENTAL SECTOR RAISE/FALL

19 : SHOT TOUCHPLATE CIELING DOWN

20 : BRIDGE (ST 27)

21 : DROP FLOOR (ST 28)

22 : PRONG (ST 29)

23 : ONE WAY TELEPORTER EXIT

24 : CONVAIRBELT

25 : ENGINE

27 : CAMERA FOR PLAYBACK

28 : LIGHTING BOLT ENGINE

29 : FLOAT

30 : 2 WAY TRAIN (ST=31)

31 : FLOOR RISE

32 : CEILING FALL

33 : SPAWN JIB W/QUAKE

36 : SKRINK RAY SHOOTER

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Definitions:

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SE 0 : Rotate Sector

Used to rotate a sector around a pivot point.

Hitag : Set equal to Hitag of SE 1 as pivot point for sector.

Sector Lotag : none

Angle : up = Rotate all points around SE 1.

down = Rotate sector around SE 1.

Shade : none

Palette : none

Comment :

:If Relative alignment is set on the floor,( the R key ), then all

sprites and actors on the floor will rotate with the sector

SE 1 : Pivot for Rotate SE 0

Used as a pivot point for Sector Effector 0 to rotate a sector around.

Hitag : Set equal to Hitag of all SE 0 to rotate.

Sector Lotag : none

Angle : up = Rotate clockwise

down = Rotate counter-clockwise

Shade : none

Palette : none

Comment :

SE 2 : Earthquake

Used to set off an earthquake. During the earthquake the screen will shake for about 4 seconds. The sector will move in the direction that the SE sprite is pointing. If there is a slope, then it will rise during the earthquake.

Hitag : none

Sector Lotag : none

Angle : Direction to move sector during earthquake.

Shade : none

Palette : none

Comment :

:Must activate with Masterswitch.

:If there is a slope, then it will be made flat at pre-map and

raised during the earthquake to a maximum height of 4 clicks.

 

SE 3 : Random lights after shot out

Used to create lighting effect when lights are shot out. It will also set the color of light when the light is on. Make the sector shade dark when the light is out and make the SE sprite shade bright when the light is on.

Hitag : Set equal to Wall Lotag with graphic of Light or

Set equal to Ceiling Hitag with graphic of Light.

Sector Lotag : none

Angle : none

Shade : Set to brightness when light is on, set sector brightness to when light is off.

Palette : Set to Palette Lookup number when light is on.

Comment :

:Can be used with SE 12 to be turned on and off with a light

switch until the lights are shot out.

:The lights color is taken from the SE sprites Palette when the

light is on, and the sectors palette when the light is off.

Default is no color. e.g. palette = 0.

:Both the SE sprite and the sector can have different palettes.

SE 4 : Random lights

Used to make sector randomly flash in brightness. It will also set the color of light when the light is on. Make the sector shade dark when the light is off and make the SE sprite shade bright when the light is on.

Hitag : Set for Random Flash number.

Sector Lotag : none

Angle : none

Shade : Set to brightness when light is on, set sector brightness to when light is off.

Palette : Set to when light is on.

Comment :

:Can NOT be used with SE 12 to be turned on and off with a light

switch.

:The lights color is taken from the SE sprites Palette when the

light is on, and the sectors palette when the light is off.

Default is no color. e.g. palette = 0.

:Both the SE sprite and the sector can have different palettes.

SE 5 : Reserved

SE 6 : Subway Engine

Used as the Engine for a Subway. Use with SE 14 for multipe subway cars. Must be used with Locator Sprite to set track.

Hitag : Set equal to Locator Lotag for starting position.

Sector Lotag : none

Sector Hitag : All sectors within Car sector must be equal.

Angle : Set for direction of Subway.

Shade : none

Palette : none

Comment :

:Set relative align on sector floor, (R key), to make sprites move.

:If a Locator has a Hitag of 1, then the Subway will stop at that

locator for 5 seconds then continue.

SE 7 : Transport / Water

Used as Teleporter and Water Effect.

Hitag : Set equal to one other SE 7 to Transport to.

Sector Lotag : 0 = Teleporter.

1 = On top of water.

2 = Underwater

Angle : none

Shade : none

Palette: 0 = Normal/Default

> 0 = Teleporter won't play sfx or flash when used.

Sector Palette : 0 = Water

8 = Green Slime

Comment :

:If the Sector Effector Sprite is off the ground, then you will only teleport when dukes waist is at the same height as the sprite and in the same sector.

:When using with Sector Lotag 1 and 2 as water, the two sectors must be exactly the same size or you will teleport to death.

SE 8 : Up Open Door Lights

Used to light up a room when a door is opened.

Hitag : Set equal to all other SE 8 used together.

Sector Lotag : Use with any that raises the ceiling. ex: Sector Lotag 20

Angle : none

Shade : Set to brightness when light is on, set sector brightness to when light is off.

Palette : none

Comment :

:At least one SE 8 with equal Hitag must be in a sector in which the ceiling rises.

SE 9 : Down Open Door Lights

Used to light up a room when a light comes down from the ceiling.

Hitag : Set equal to all other SE 9 used together.

Sector Lotag : Use with any that lowers to floor. ex: Sector Lotag 21

Angle : none

Shade : Set to brightness when light is on, set sector brightness to when light is off.

Palette : none

Comment :

:At least one SE 8 with equal Hitag must be in a sector in witch the floor rises.

SE 10 : Door Auto Close

Used to Automatically close a door after a set delay.

Hitag : Delay until door closes. ex: 128 equals 4 seconds.

Sector Lotag : Use with all door Sector Lotags

Angle : none

Shade : none

Palette : none

Comment :

SE 11 : Rotate Sector Door

Used as a door that rotates 90 degrees when activated.

Hitag : none

Sector Lotag : 23

Angle : none

Shade : none

Palette : 0 = clockwise

1 = Counter-clockwise

Comment :

:Will also activate other SE 11 with equal Hitag values.

SE 12 : Light Switch

Used light up a sector when activated with a switch.

Hitag : Set equal to all other SE 12 used together

Sector Lotag : none

Angle : none

Shade : Set to brightness when light is on, set sector brightness to when light is off.

Palette : Set to when lights are on.

Comment :

:The lights color is taken from the SE sprites Palette when the

light is on, and the sectors palette when the light is off.

Default is no color. e.g. palette = 0.

:Both the SE sprite and the sector can have different palettes.

SE 13 : C-9 Explosive

Used to blow apart the ceiling and floor of a sector to create holes in walls

Hitag : Set equal to SEENINE, OOZCAN, or CRACK sprites to activate

Sector Lotag : none

Angle : up = both ceiling and floor come together at Pre-map.

down = Only the ceiling or the floor matches height with the

SE sprite depending on which one is closest.

Shade : none

Palette : none

Comment :

:Can be activated by a Masterswitch with equal Hitags.

:If the ceiling has a Sky texture without Parallax set, then the

tile will be replaced at Pre-map with the closest non-Sky

texture. When it explodes, the sky will change to Parallax.

SE 14 : Subway Car

Used as the Car for a Subway. Use with SE 6 for Subway engine. Must be used with Locator Sprite to set track.

Hitag : Set equal to Locator Lotag for starting position.

Sector Lotag : none

Sector Hitag : All sectors within Car sector must be equal.

Angle : Set for direction of Subway.

Shade : none

Palette : none

Comment :

:Set relative align on sector floor, (R key), to make sprites

move.

:If a Locator has a Hitag of 1, then the Subway will stop at that

locator for 5 seconds then continue.

SE 15 : Slide Door

Used as a door that slides when opened.

Hitag : Set equal to other doors to be opened at same time.

Sector Lotag : 25

Angle : Set to direction when door is closed.

Shade : none

Palette : none

Comment :

:Speed Sprite sets distance to door to open.

:Check !SE.map on how to build.

:Use MusicSFX sprite for sound.

SE 16 : Reserved

SE 17 : Elevator Transport

Used as an Elevator that transports from one elevator shaft to another to simulate going straight up from one floor to another.

Hitag : Equal to one other SE 17.

Sector Lotag : 15

Sector Hitag : 0 = Bottom Floor

1 = Top Floor

Angle : none

Shade : Darkest shade of the two SE 17 with equal Hitag is the

starting floor for the elevator.

Palette : none

Comment :

:Top and Bottom floors must be physically built at proper height

difference to work properly.

:Both Elevators must be Exactly the same size.

SE 18 : Incremental Sector Raise/Fall

Used as sector floor or ceiling raise/fall that can be activated incrementally.

Hitag : Set equal to units moved per activation.

Unit = one page-up/page-down in build.

Angle : Up = Floor will move incrementally (by Hitag #).

Down = Ceiling will move incrementally.

Palette : 0 = Start at build set height.

>0 = height set to SE Sprite in premap.

Comment:

:Sector will move in opposite direction as it is at premap.

i.e. if sector is set to SE Sprite floor/ceiling will move to set height.

SE 19 : Shot Touchplate Ceiling Down

Used to close ceiling when a shot or explosion hits within the sector.

Hitag : Equal to others to activate at same time.

Sector Lotag : none

Angle : none

Shade : none

Comment :

:Does not check to when a shot or object passes through the

sector.

:Use MusicSFX sprite for sound.

SE 20 : Bridge

Used to stretch a sector when activated.

Hitag : none

Sector Lotag : 27

Angle : Set to direction to stretch sector.

Shade : none

Comment :

:Set relative alignment, (R key), on sector to move floor.

:Use Speed sprite for distance.

SE 21 : Drop Floor

Used to make a floor or ceiling drop to the height of the SE sprite when activated by a Masterswitch.

Hitag : Set equal to others that activate at same time.

Sector Lotag : 28

Angle : up = Drop Ceiling

down = Drop Floor

Shade : none

Comment:

:Floor or Ceiling matches height of SE sprite at Pre-map then

drops to set position when activated.

:To do opposite, the SE sprite height must be put into sector.

SE 22 : Prong

Used as Door inside Teeth Prongs.

Hitag : Set equal to Hitag of Sector Lotaged 29.

Sector Lotag : 0, Outside Sector Lotag of 29

Angle : none

Shade : none

Comment:

:This Effector was not tested in the, game so use at your own risk.

It may cause problems in multi-play.

:See !SE.MAP for usage.

SE 23 : One Way Teleporter Exit

Used as an exit indicator for a one way teleporter.

Hitag: Set equal to teleporter entrance sprite Hitag (SE 7).

Angle: Actor facing on exit.

Palette: 0 = Normal/default

>0 = No Teleporter sound or flash on use.

SE 24 : Conveyor belt

Used to move sprites along the floor like a conveyor belt.

Hitag : Set equal to a switch to turn on and off.

Sector Lotag : none

Angle : Set to direction to move sprites.

Shade : none

Comment:

:Set relative alignment (R key) on sector floor to move sprites.

:Set Speed sprite equal to rate of movement.

SE 25 : Engine Piston

Used as a Piston that only goes up and down.

Hitag : none

Sector Lotag : none

Angle : none

Shade : none

Comment:

:Put SE sprite height to starting position of Piston.

:Speed sprite equals rate of movement.

SE 26 : Reserved

SE 27 : Camera for Playback

Used as a camera position to view playback of game Demos.

Hitag : Set to maximum distance for the camera to view the action of

other players. e.g. 2048 equals largest grid in build.

Sector Lotag : none

Angle : none

Shade : none

Comment:

:Camera does not always work well with extreme heights.

SE 28 : Lighting Engine

Used to create lighting effect in an area of 10000. On random activation will flash linked Lighting Bolt sprites and start sfx.

Hitag: Set equal to Lighting Bolt Sprite #4890 Hitag.

Angle: none

Shade: none.

SE 29 : Floating Sector

Used to make sector float like water or waves.

Hitag : Set to starting height of sector. 0-2047

Sector Lotag : none

Angle : none

Shade : none

Comment:

:Use Speed sprite to set height of wave.

:To use as a wave, the sector must only be made of 4 lines. Set

one wall as first wall (alt-f) next to another sector with a

SE 29 sprite in it to create a wave.

SE 30 : 2 Way Train

Used as a Train car that only goes back and forth from point A to point B.

Hitag : Set equal to a switch to activate.

Sector Lotag : 31

Angle : Set to direction of front of Car.

Shade : none

Comment:

:Use with 2 Locator sprites to define track.

:Activator with equal hitag+1 activates when car stops at point A.

Activator with equal hitag+2 activates when car stops at point B.

SE 31 : Floor Rise

Used to rise or lower sector floor when activated by an Activator or Masterswitch.

Hitag : none

Sector Lotag : none

Angle : Up = Move sector to SE sprite height when activated.

Down = Start sector height equal to SE sprite height at Pre-map.

On activation, falls to pre set height.

Shade : none

Comment:

:Use Speed to set rate of rise.

:Use MusicSFX sprite for sound.

SE 32 : Ceiling Fall

Used to rise or lower sector Ceiling when activated by an Activator or Masterswitch.

Hitag : none

Sector Lotag : none

Angle : Up = Rise sector to SE sprite height when activated.

Down = Start sector height equal to SE sprite height at Pre-map.

On activation, raises to pre set height.

Shade : none

Comment:

:Use Speed to set rate of rise.

:Use MusicSFX sprite for sound.

SE 33 : Spawn Earthquake Jibs

Used to spawn pieces of metal and rock from SE sprite during an Earthquake.

Hitag : none

Sector Lotag : none

Angle : none

Shade : none

Comment:

:Jibs will be spawned whenever a earthquake anywhere on the map.

SE 34 : Reserved

SE 35 : Reserved

SE 36 : Spawn Shot

Used to Spawn a shot every 5 seconds when activated by a Masterswitch.

Hitag : none

Sector Lotag : none

Angle : Set to direction to shoot.

Shade : none

Comment:

:Once activated, it will never stop shooting.

:Use Speed sprite to set object to shoot. e.g.

2556 : Shrink Ray

2605 : RPG

1650 : Mortar

1625 : Trooper Laser

1636 : Lizman Spit

 

 

 

 

10. SPECIAL SPRITE REFERENCE GUIDE

SECTOREFFECTOR : Sprite #1

ACTIVATOR : Sprite #2

TOUCHPLATE : Sprite #3

ACTIVATORLOCKED : Sprite #4

MUSICANDSFX : Sprite #5

LOCATORS : Sprite #6

CYCLER : Sprite #7

MASTERSWITCH : Sprite #8

RESPAWN : Sprite #9

GPSPEED : Sprite #10

ACCESSSWITCH : Sprite #130

SWITCH : Sprite #132 and all other SWITCHes

NUKEBUTTON : Sprite #142

MULTISWITCH : Sprite #146

DOORTILE5 : Tile #150 and all other DOORTILEs

DIPSWITCH : Sprite #162

VIEWSCREEN : Sprite #502

CRACK1 : Sprite #546 and all other CRACKs

MIRROR : Tile #560

CAMERA1 : Sprite #621

CANWITHSOMETHING : Sprite #1232

SEENINE : Sprite #1247

FEMPIC1 : Sprite #1280

APLAYER : Sprite #1405

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Definitions:

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SECTOREFFECTOR : Sprite #1

The Sector Effector Sprite is used to create game effects and manipulate Sector attributes. The SE is the main tool to create effects such as Earthquakes, Explosions, and Lighting Effects. Place a Sprite #1 in the sector to effect.

Lotag : See !SE.TXT for details

Hitag : Set equal to other SE Sprites with same Lotag to activate

together. See Sector Effect Reference (!SE.TXT) for more details.

Comments:

:Multiple SE Sprites can be used in a Sector to create different

effects.

ACTIVATOR : Sprite #2

The Activator Sprite is used with Switches or the TOUCHPLATE Sprite to activate the Sector Lotag function of any Sector Effectors within the Sector.

Lotag : Set equal to a Switch Lotag or a TOUCHPLATE Lotag

Hitag : 0 = normal/default.

1 = Open door only. Only works for Sector Tag 20 or 21 doors.

2 = Close door only. Only works for Sector Tag 20 or 21 doors.

TOUCHPLATE : Sprite #3

The Touchplate will activate an ACTIVATOR or a MASTERSWITCH Sprite when the player walks on the sector floor.

Lotag : Set equal to an ACTIVATOR or MASTERSWITCH Lotag.

Hitag : 0 = Activate touchplate every time player walks on the sector.

>0 = The touchplate will only activate this many times when

the player walks on the sector then never again.

ACTIVATORLOCKED : Sprite #4

The Activator locked Sprite will lock the sectors Lotag function, so it can not be activated by the player until it is unlocked with a switch.

Lotag : Set equal to a switch's Lotag to be toggled Locked and

Unlocked.

Hitag : none.

MUSICAN DSFX : Sprite #5

The Music and Sound Effects Sprite can be used 3 ways.

1. Activation Sound :

When used in a sector with a Lotag, it will play a sound when the sectors Lotag function is activated.

Lotag : Sound number.

Hitag : none.

2. Ambient Sound :

When used in a sector with no Lotag, it will play an ambient sound.

Lotag : Ambient Sound.

Hitag : Max distance the sound can be heard. e.g. 1024 equals the largest grid square in build.

3. Echo Effect :

When used in a sector with no Lotag, if will cause all sounds to have a echo effect.

Lotag : 1000 + the amount of echo from 0-255.

Hitag : Max distance the sound can be heard. e.g. 1024 equals the largest grid square in build.

LOCATORS : Sprite #6

The Locator Sprite can be used to define a track for a Subway (SE 6 & SE 14) or to define a path for PigCop Recon Cars but not both in the same map. Plus you can only have one path defined in a map.

Lotag : Set in an increasing order starting from 0 with no gaps in the count for all the LOCATOR Sprites in the map. When the Subway or PigCop Recon Car reaches the last LOCATOR Sprite, it will loop back to the LOCATOR Sprite with Lotag 0.

Hitag : If set to 1, then the Subway will stop the LOCATOR Sprite location for 5 seconds, then continue to the next LOCATOR. The PigCop Recon Car is not effected.

CYCLER : Sprite #7

The Cycler Sprite is used to make the Sector Floor, Walls, and Ceiling pulsate in brightness.

Lotag : Set the offset of how bright it will start.

Hitag : none

Palette : Set to a color if needed.

Shade : Set to how bright the sector will get. Set the sector brightness to how dark it will get.

 

MASTERSWITCH : Sprite #8

The Master Switch Sprite is used to activate a Sector Lotag or an Sector Effector Sprite after a time delay. This can only be activated by a TOUCHPLATE Sprite.

Lotag : Set equal to a TOUCHPLATE Sprite Lotag to be activated by.

Hitag : Set for time delay until activation of Sector Tag or Sector Effector Sprite.

RESPAWN : Sprite #9

The Respawn Sprite is used to Teleport in Actors and Items when activated by a TOUCHPLATE Sprite.

Lotag : Set equal to TOUCHPLATE Sprite Lotag to be activated by.

Hitag : Set equal to any Sprite Number that have a name with it in Build or Editart.

GPSPEED : Sprite #10

The GPSpeed Sprite is used to define the rate of movement for such things as Sector Tag 20 (Ceiling Door) and Sector Effector 0(Rotate Sector). See !SE.TXT and !ST.txt for more details.

Lotag : Set to rate.

Hitag : None.

ACCESSSWITCH : Sprite #130

The Access Switch is used to unlock or activate something when used with a Key Card. Use the Palette to define what card to use.

Lotag : Set equal to ACTIVATOR or ACTIVATORLOCKED Sprite Lotag to use.

Hitag : Set to play sound when activated.

Palette : 0 = Blue card

21 = Red card

22 = Yellow card

SWITCH : Sprite #132 and all other SWITCHes

The Switch is used to unlock or activate something when activated by space key.

Lotag : Set equal to ACTIVATOR or ACTIVATORLOCKED Sprite Lotag to use.

Hitag : Set to play sound when activated.

Palette : 0 = Normal play

1 = Multi-play only

NUKEBUTTON : Sprite #142

The Nuke Button is used to End a level and goto the stat screen. It can also be used to goto a bonus level.

Lotag : Set to 65535 to end a level and go to stat screen

Set to 1-11 to go to a bonus level in the same volume. Must have palette adjusted for this to work.

Hitag : none.

Palette : 0 = Default.

14 = Bonus Level.

MULTISWITCH : Sprite #146

The Multi Switch can activate 4 multiple ACTIVATOR Sprites. It uses 4 consecutive Lotags to activate each ACTIVATOR. When first switched, it activates ACTIVATOR Sprites A and D. The next time it activates ACTIVATOR Sprites B and A. etc.. C and B.. D and C.. then A and D again.

Lotag : Set equal to ACTIVATOR Sprites A,B+1,C+2,D+3

Hitag : none.

DOORTILE5 : Tile #150 and all other DOORTILEs

The Door Tiles can be used to activate ACTIVATOR Sprites when the player presses upon the wall.

Wall Lotag : Set equal to ACTIVATOR Sprite Lotag to activate.

Wall Hitag : none.

DIPSWITCH : Sprite #162

The Dip Switch is used as a combination switch with a ACTIVATOR or ACTIVATORLOCKED Sprite. All DIPSWITCH Sprites with equal Lotags will be used for the combination.

Lotag : Set equal to ACTIVATOR or ACTIVATORLOCKED Sprite Lotag.

Hitag : 0 = set to off.

1 = set to on.

VIEWSCREEN : Spirte #502

The View Screen is used to view through Cameras (Sprite # 621) placed around the map. It will view through all Cameras with equal Lotags.

Lotag : none.

Hitag : Set equal to CAMERA1 Sprites #621.

CRACK1 : Sprite #546 and all other CRACKs

The Crack Sprite is used to activate explosions,(SE 13) and other effects.

Lotag : none.

Hitag : Set equal to SE 13 Hitag to activate. See !SE.TXT for more details.

Palette : Set to 1 for Multi-play mode only.

MIRROR : Tile #560

The Mirror tile is used to place a mirror in the map. To use it you must make a one-way wall (1 key in build). Put tile #560 on that wall. The sector behind the mirror must be the size of every space that can be seen in the mirror or problems will acure.

CAMERA1 : Sprite #621

The Camera Sprite is used to be able to view through using the VIEWSCREEN Sprite.

Lotag : Set equal to the VIEWSCREEN Sprite Lotag to be viewed through.

Hitag : Set to amount of turning radius. 0 equals none.

Shade : Set to angle of facing down.

Angle : Set to direction to point.

CANWITHSOMETHING : Sprite #1232,4580,4581,4582

The Can with something is used to spawn an object when it is shot.

Lotag : Set to Sprite number with a name in build or editart to spawn when shot.

SEENINE : Sprite #1247

OOZCAN: Sprite #1879

The Seenine Sprite is used to activate explosions,(SE 13) and other effects. It can also be used to time delay explosions.

Lotag : Set equal to time delay until explosion.

Hitag : Set equal to SE 13 Hitag to activate. See !SE.TXT for more details.

Size : If the Sprite is shrunk in the x direction, then the sprite will not be seen in the game, but the explosion will.

FEMPIC1 : Sprite #1280

The Fem Pics are used to activate the RESPAWN Sprite to spawn in any Sprite with a name in Build or Editart.

Lotag : none.

Hitag : Set equal to RESPAWN Sprite to activate.

APLAYER : Sprite #1405

The APlayer Sprite is used to define where all multi-players will start in the map. You must have a minimum of 7 Sprites in the map for an 8 player multi-play game and a minimum of 7 Sprites in the map for an 8 player Coop game.

Lotag : 0 = Multi-player start position

1 = Coop-player start position

PURPLE LAVA: Sprite #4240

Works like green slime with three exceptions:

1) Hyper Destructive

2) Will cause damage to player anywhere in sector (Can't fly over).

3) Can be placed on ceiling for same sector damage effect

LIGHTING BOLT : Sprite # 4890

Lightning Bolt is used to spawn the flash position of lighting when used with Sector Effector #28.

Lotag: 0

HiTag: Set equal to Sector Effector #28 HiTag.

Note: Any number of Lighting Bolts can be attached to any Sector Effector #28.

11. SECTOR TAGS REFERENCE GUIDE

SECTOR TAGS

1 : WATER (SE 7)

2 : UNDERWATER (SE 7)

9 : STAR TREK DOORS

15 : ELEVATOR TRANSPORT (SE 17)

16 : ELEVATOR PLATFORM DOWN

17 : ELEVATOR PLATFORM UP

18 : ELEVATOR DOWN

19 : ELEVATOR UP

20 : CEILING DOOR

21 : FLOOR DOOR

22 : SPLIT DOOR

23 : SWING DOOR

25 : SLIDE DOOR (SE 15)

26 : SPLIT STAR TREK DOOR

27 : BRIDGE (SE 20)

28 : DROP FLOOR (SE 21)

29 : TEETH DOOR (SE 22)

30 : ROTATE RISE BRIDGE

31 : 2 WAY TRAIN (SE=30)

10000+ : 1TIME SOUND

32767 : SECRET ROOM

65535 : END OF LEVEL

--------------------------------------------------------------------------------

Definitions:

--------------------------------------------------------------------------------

ST 1 : Water

Used as Water Effect when the player walks on sector. If used with a SE 7 (Transport) sprite, then it will move the player to the underwater sector with ST 2.

Definition : SE 7 : Transport Underwater

Hitag : Set equal to one other SE 7 to Transport to.

Sector Lotag : 0 = Teleporter.

1 = On top of water.

2 = Underwater

Angle : none

Shade : none

Palette : 0 = Water

8 = Green Slime

Comment :

When using with Sector Lotag 1 and 2 as water, the two sectors must be exactly the same size or you will teleport to death.

ST 2 : Underwater

Used as Underwater Effect when the player moves in sector. If used with a SE 7 (Transport) sprite, then it will move the player to the underwater sector with ST 1.

Definition : SE 7 : Transport Underwater

Hitag : Set equal to one other SE 7 to Transport to.

Sector Lotag : 0 = Teleporter.

1 = On top of water.

2 = Underwater

Angle : none

Shade : none

Palette : 0 = Water

8 = Green Slime

Comment :

When using with Sector Lotag 1 and 2 as water, the two sectors must be exactly the same size or you will teleport to death.

 

 

ST 9 : Star Trek Doors

Doors that spread apart when opened like on Star Trek. Note that the wall tile on the doors will squish when opened.

Comment:

:Use MUSICANDSFX Sprite Lotag for door open sound.

:Use SPEED Sprite Lotag for opening speed.

ST 15 : Elevator Transport

Used as an Elevator that transports from one elevator shaft to another to simulate going straight up from one floor to another.

Comment:

:Maximum of 2 floors.

:Sounds are set automatically

Definition : SE 17 : Elevator Transport

Hitag : Equal to one other SE 17.

Sector Lotag : 15

Sector Hitag : 0 = Bottom Floor

1 = Top Floor

Angle : none

Shade : Darkest shade of the two SE 17 with equal Hitag is the starting floor for the elevator.

Palette : none

Comment :

:Top and Bottom floors must be physically built at proper height difference to work properly.

:Both Elevators must be Exactly the same size.

ST 16 : Elevator Platform Down

Used to Lower the Sector Floor from current Height Down to the next Sector of lower height. On next activation, the sector floor will rise up to the next Sector.

Comment:

:Use MUSICANDSFX Sprite Lotag for Sound.

Lotag = Start sound.

Hitag = Stop Sound.

:Use SPEED Sprite Lotag for rate of movement.

ST 17 : Elevator Platform Up

Used to Raise the Sector Floor from current Height Up to the next Sector of higher height. On next activation, the sector floor will drop down to the next Sector.

Comment:

:Use MUSICANDSFX Sprite Lotag for Sound.

Lotag = Start sound.

Hitag = Stop Sound.

:Use SPEED Sprite Lotag for rate of movement.

ST 18 : Elevator Down

Used to Lower the Sector Floor and Ceiling from current Height Down to the next Sector of lower height. On next activation, the sector floor and ceiling will rise up to the next Sector.

Comment:

:Use MUSICANDSFX Sprite Lotag sound.

Lotag = Start sound.

Hitag = Stop Sound.

:Use SPEED Sprite Lotag for rate of movement.

 

 

ST 19 : Elevator Up

Used to Raise the Sector Floor and Ceiling from current Height Up to the next Sector of higher height. On next activation, the sector floor and ceiling will drop down to the next Sector.

Comment:

:Use MUSICANDSFX Sprite Lotag for Sound.

Lotag = Start sound.

Hitag = Stop Sound.

:Use SPEED Sprite Lotag for rate of movement.

ST 20 : Ceiling Door

Used to Raise and Lower the Sector Ceiling from level with the sector floor up to the height of the next sector ceiling height.

Comment:

:Use MUSICANDSFX Sprite Lotag for Open and Close Sound.

:Use SPEED Sprite Lotag for rate of movement.

:Use SE 10 to make the door auto-close.

ST 21 : Floor Door

Used to Raise and Lower the Sector Floor from level with the sector ceiling down to the height of the next sector floor height.

Comment:

:Use MUSICANDSFX Sprite Lotag for Open and Close Sound.

:Use SPEED Sprite Lotag for rate of movement.

:Use SE 10 to make the door auto-close.

ST 22 : Split Door

Used to Raise and Lower the Sector Floor and Ceiling from level with the next sector floor and ceiling, then together until the floor and ceiling match height.

Comment:

:Use MUSICANDSFX Sprite Lotag for Open and Close Sound.

:Use SPEED Sprite Lotag for rate of movement.

:Use SE 10 to make the door auto-close.

 

ST 23 : Swing Door

Used as doors that swing the sector 90 degrees when activated. Note that you can activate multiple ST 23 by giving the ST 11 Sprite Hitag equal values.

Comment:

Use MUSICANDSFX Sprite Lo and Hitag to door open and close sound.

Definition : SE 11 : Rotate Sector Door

Hitag : none

Angle : up = clockwise

down = counter-clockwise

Shade : none

Palette : none

Comment :

Sector will also rise to height of Sector Effector Sprite if it is off the floor.

 

ST 24 : Reserved

ST 25 : Slide Door

Used as a door that slides when opened.

Definition : SE 15 : Slide Door

Hitag : Set equal to other doors to be opened at same time.

Angle : Set to direction when door is closed.

Shade : none

Palette : none

Comment :

:Speed Sprite sets distance to door to open.

:Check !SE.map on how to build.

:Use MusicSFX sprite for sound.

ST 26 : Split Star Trek Door

Used to do the effects of both ST 9 (Star Trek Door) and ST 22 (Split Door). Doors will spread apart when opened like on Star Trek. Note that the wall tile on the doors will squish when opened. And will also Raise and Lower the Sector Floor and Ceiling from level with the next sector floor and ceiling, then together until the floor and ceiling match height.

Comment:

:Use MUSICANDSFX Sprite Lotag for Open and Close Sound.

:Use SPEED Sprite Lotag for rate of movement.

:Use SE 10 to make the door auto-close.

ST 27 : Bridge

Used to stretch a sector when activated.

Hitag : none

Sector Lotag : 27

Angle : Set to direction to stretch sector.

Shade : none

Comment :

:Set relative alignment, (R key), on sector to move floor.

:Use Speed sprite for distance.

ST 28 : Drop Floor

Used to make a floor or ceiling drop to the height of the SE sprite when activated by a Masterswitch.

Hitag : Set equal to others that activate at same time.

Sector Lotag : 28

Angle : up = Drop Ceiling

down = Drop Floor

Shade : none

Comment:

:Floor or Ceiling matches height of SE sprite at Pre-map then drops to set position when activated.

:To do opposite, the SE sprite height must be put into sector.

ST 29 : Teeth Door

ST 30 : Rotate Rise Door

Used to rotate the sector floor 90 degrees and rise to the height of the SE 0 Sprite. Use SE 1 as the Pivot point for the sector.

Comment:

:Use MUSICANDSFX Sprite Lotag for sound.

:Use SPEED for rate of turning.

:Use SE 0 Sprite Palette for direction.

Palette 0 = clockwise

Palette 1 = counter-clockwise

ST 31 : 2 Way Train

Used as a Train car that only goes back and forth from point A to point B.

Hitag : Set equal to a switch to activate.

Sector Lotag : 31

Angle : Set to direction of front of Car.

Shade : none

Comment:

:Use with 2 Locator sprites to define track.

:Activator with equal hitag+1 activates when car stops at point A.

Activator with equal hitag+2 activates when car stops at point B.

ST 10000+ : 1 Time Sound

Used to play a sound one time when the player walks on the sector floor. Tag the sector Lotag with (10000 + sound number).

ST 32767 : Secret Room

Use Sector Lotag of 32767 to tag as a secret place to be counted at the end of level stats.

ST 65535 : End of Level

Used to end the level when the player walks on the sector floor.

12. ART TILE LIST

GRID 0

SECTOREFFECTOR 1

ACTIVATOR 2

TOUCHPLATE 3

ACTIVATORLOCKED 4

MUSICANDSFX 5

LOCATORS 6

CYCLER 7

MASTERSWITCH 8

RESPAWN 9

GPSPEED 10

JAILDOOR 11

LNRDTAG 15

SIGN1 16

SIGN2 17

TORCHFLAG 18

3DFLAG 19

WOODFRAME 20

FIRSTGUNSPRITE 21

RIFLESPRITE 22

CROSSBOWSPRITE 23

TEATGUN 24

BUZSAWSPRITE 25

DYNAMITE 26

POWDERKEGSPRITE 27

SHOTGUNSPRITE 28

ALIENARMGUN 29

HEALTHBOX 30

AMMOBOX 31

TEATAMMO 32

INVENTORYBOX 33

DOORKEYS 34

LIGHTNIN 35

DESTRUCTO 36

JSOUNDFLAG 38

TORNADOFLAG 39

AMMO 40

RIFLEAMMO 41

ALIENBLASTERAMMO 42

BLADEAMMO 43

HBOMBAMMO 47

SHOTGUNAMMO 49

KEY1 50

BEER 51

PORKBALLS 52

WHISKEY 53

MOONSHINE 55

SNORKLE 56

COWPIE 57

DOORKEY 60

BOOTS 61

HINGEPIN 62

FLAMESHADE 63

MINECART 64

MINECARTSOUND 65

MINECARTINSIDE 66

MINECARTKILLER 67

SHADESECTOR 68

MIRRORBROKE 70

SOUNDFX 71

BLINDWINDOW1 72

BLINDWINDOW1BROK 73

SHEARWINDOW1 74

SHEARWINDOW1BROK 75

BARWINDOW1 76

BARWINDOW1BROKE 77

SWITHCH1OFF 84

SWITCH1ON 85

SWITCH2OFF 86

SWITCH2ON 87

SWITCH3OFF 88

SWITCH3ON 89

SWITCH4OFF 90

SWITCH4ON 91

SWITCH5OFF 92

SWITCH5ON 93

SWITCH6OFF 94

SWITCH6ON 95

MULTISWITCH4 98

MULTISWITCH1 99

MULTISWITCH2 100

MULTISWITCH3 101

PANELCOVER1 112

SWITCH7OFF 121

SWITCH7ON 122

SWITCH8OFF 123

SWITCH8ON 124

SWITCH9OFF 127

SWITCH9ON 128

SWITCH10OFF 129

SWITCH10ON 130

MONITOR1 164

VIDGAMEBAR1 172

CONTROLPANEL1 176

TAPEPLAYER1 177

MONITOR1BROKE 199

FANSPRITE 211

FANSPRITEBROKE 215

SEMIFRONT1 220

SEMISIDE1 221

GRATE1 234

BGRATE1 235

WATERDRIP 239

WATERBUBBLE 240

WATERBUBBLEMAKER 241

LIGHT1 244

LIGHT1BROKE 245

LIGHT2 246

LIGHT2BROKE 247

BRICKWINDOW1 248

BRICKWNDOW1BROKE 249

LIGHTSWITCH2 250

UFOBEAM 252

BOULDER 256

BOULDER1 264

BLANEFLAG1 280

BLANEFLAG2 281

BRETURNFLAG 282

BPINIDFLAG 283

CHICKSIGN1 285

CHICKSIGN2 286

PLUCKSIGN 287

CHICKHEADSIGN 288

LOAFSIGN 289

NUGGETSIGN 290

PACKAGINGSIGN 291

DEBONESIGN 292

GIBLETSIGN 293

KEGHOLDERFLAG 295

TELEPORTA 296

TELEPORTB 297

WATER1 300

WATER2 320

WATERFALL 340

STEAM1 352

8TRACK 370

REDBUTTON1 371

POWEROFF 372

POWERON 373

WATER3 375

LVLBG1 403

LVLBG2 404

LVLBG3 405

LVLBG4 406

LVLBG5 407

LVLBG6 408

LVLBG7 409

LVLBG8 410

LVLBG9 411

LVLBG10 412

LVLBG11 413

LVLBG12 414

LVLBG13 415

LVLBG14 416

WATER4 420

START3DFONT 448

END3DFONT 485

BIGFNTCURSOR 512

SMALLFNTCURSOR 513

STARTALPHANUM 514

ENDALPHANUM 607

STARTWOODFONT 621

BIGALPHANUM 632

ENDWOODFONT 657

BIGPERIOD 694

BIGCOMMA 695

BIGX 696

BIGQ 697

BIGSEMI 698

BIGCOLIN 699

BIGSLASH 700

BIGPERCENT 701

THREEBYFIVE 702

BIGAPPOS 714

MINIFONT 718

STARTGRAFITTI 820

ENDGRAFITTI 823

PROPAGANDA 840

STEAM2 860

RESPAWNMARKERRED 866

LNRDSPINHED 896

YELLOWLIGHT 920

GREENLIGHT 921

ORANGELIGHT 922

REDLIGHT 923

PISTOLICON 930

SHOTGUNICON 931

RIFLEICON 932

HBOMBICON 933

CROSSBOWICON 934

BUZSAWICON 935

ALIENARMGUNICON 936

POWDERKEGICON 937

TITGUNICON 938

SMALLDOT 1045

GLASS 1056

GLASS2 1057

CRACK1 1075

CRACK2 1076

CRACK3 1077

CRACK4 1078

FOOTPRINTS 1079

MIRROR 1089

FOOTPRINTS2 1144

FOOTPRINTS3 1145

FOOTPRINTS4 1146

SLIME 1161

BOUNCEMINE 1204

BULLETHOLE 1212

GLASSPIECES 1256

BOTTLE12 1282

BOTTLE13 1283

BOTTLE14 1284

BOTTLE15 1285

BOTTLE16 1286

BOTTLE17 1287

BOTTLE18 1288

HENEGG 1290

VENDMACHINE 1291

BPIN 1292

VENDMACHINEBROKE 1293

COLAMACHINE 1294

COLAMACHINEBROKE 1296

BLOODPOOL 1303

FEATHERS 1310

BANNER 1313

SEENINE 1324

SEENINEDEAD 1325

TRANSPORTERBEAM 1338

SIXPACK 1350

WATERSPLASH2 1383

BLOOD 1391

SPARK 1396

TRANSPORTERSTAR 1398

MORTER 1416

MUD 1420

RADIUSEXPLOSION 1426

FORCERIPPLE 1427

EXPLOSION2 1441

EXPLOSION3 1442

JIBS1 1463

JIBS2 1468

JIBS3 1473

JIBS4 1478

JIBS5 1483

BURNING 1494

FIRE 1495

JIBS6 1515

BLOODSPLAT1 1525

BLOODSPLAT3 1526

BLOODSPLAT2 1527

BLOODSPLAT4 1528

OOZ 1529

WALLBLOOD1 1530

WALLBLOOD2 1531

WALLBLOOD3 1532

WALLBLOOD4 1533

WALLBLOOD5 1534

WALLBLOOD6 1535

WALLBLOOD7 1536

WALLBLOOD8 1537

OOZ2 1538

BURNING2 1539

FIRE2 1540

SMALLSMOKE 1554

SMALLSMOKEMAKER 1555

SCRAP6 1595

SCRAP1 1605

SCRAP2 1609

SCRAP3 1613

SCRAP4 1617

SCRAP5 1621

F1HELP 1633

MENUSCREEN 1641

MENUBAR 1642

KILLSICON 1643

WHISHKEY_ICON 1645

BOTTOMSTATUSBAR 1647

BOOT_ICON 1648

FRAGBAR 1650

COWPIE_ICON 1652

SNORKLE_ICON 1653

MOONSHINE_ICON 1654

ACCESS_ICON 1656

DIGITALNUM 1657

SLIDEBAR 1674

WINDOWBORDER1 1679

TEXTBOX 1680

WINDOWBORDER2 1681

INGAMELNRDTHREEDEE 1684

TENSCREEN 1685

NEWCROSSHAIR 1689

CROSSHAIR 1692

SHELL 1702

FUSE1 1752

SHOTSPARK1 1764

CROSSBOW 1774

FRIDGEDOOR 1792

WALLPAPER1 1793

WALLPAPER2 1797

CABINETDOOR1 1801

SMALLWINDOW1 1802

WALLPAPER3 1803

WALLPAPER4 1805

DRESSER1 1806

HALFDOOR1 1807

DOUBLEDOOR1 1808

GROUND1 1809

FAMPIC1 1810

FAMPIC2 1811

HALFDOOR2 1812

COILSPRING1 1813

JUKEBOX 1814

BLIND1 1815

JUKEBOXBROKE 1817

UPHOLDSTERY1 1819

WOODTEXTURE1 1820

WALLPAPER5 1821

SMALLWINDOW2 1822

DIPLOMA 1823

QUART 1824

WOODTEXTURE2 1825

DESKFRONT 1826

WOODLADDER 1827

EAST20SIGN 1828

SOUTH71SIGN 1829

WEST20SIGN 1830

NORTH71SIGN 1831

GIGDATE1 1832

BEERSIGN1 1833

FAMPIC3 1834

CALENDAR 1835

GIGDATE2 1836

FAMPIC4 1837

BANDAD1 1838

FAMPIC5 1839

FAMPIC6 1840

FAMPIC7 1841

FAMPIC8 1842

SHEARWINDOW1 1843

PRAYER 1844

FAMPIC9 1845

FAMPIC10 1846

STANKYSIGN1 1847

WOODTEXTURE3 1848

WOODTEXTURE4 1849

HALFDOOR3 1850

HALFDOOR4 1851

STORESIGN1 1852

WECARD 1853

SHELF1 1854

SHELF2 1855

SHELF3 1856

MANHOLECOVER 1857

RAG 1858

EMPTYCAN 1859

DOGGIEDOO 1860

WASTEBASKET 1861

TRASH1 1862

SNACK1 1863

POPCORN1 1864

TRASH2 1865

TRASH3 1866

TRASH4 1867

POOLCUE 1868

TRASH5 1869

TRASH6 1870

TRASH7 1871

EMPTYCAN2 1872

CLOCK1 1875

DEDKAT 1876

WOODTEXTURE5 1877

LIGHT1 1878

LIGHT2 1879

STANKYSIGN2 1880

LIGHT3 1885

LIGHT2BROKE 1886

LIGHT3BROKE 1887

WOODPLANK1 1888

CAMPSIGN1 1889

COALS 1890

GUNCLUBSIGN 1893

FIREPLACELOG1 1894

KEEPOUTSIGN 1895

JUNKSIGN1 1896

BEWARESIGN1 1898

HENXINGSIGN 1899

ROADPOST 1900

MARINASIGN 1901

FEESIGN 1902

BARBPOST 1903

FISH 1904

HORSESHOE 1905

RODNREEL 1906

HATCHET 1907

HANDTOWEL 1908

SHOETOOLS 1909

FISHMOUNT 1910

PITCHFORK 1911

BRIDLE 1912

KEYRACK 1913

OAR 1914

SADDLE 1915

SHOVEL 1916

SHELF4 1917

WHIP 1918

BOWLSHIRT1 1919

TROPHY1 1920

IDIOTBOX 1921

IDIOTBOXSIDE 1922

UNDIES1 1923

UNDIES2 1924

UNDIES3 1925

GSTRING 1926

BOWLSHIRT2 1927

BOWLSHIRT3 1928

BOWLSHIRT4 1929

TORNADO 1930

SKYTEXTURE1 1934

TINPANEL1 1935

TINPANEL2 1936

BRICKWALL1 1937

TINPANEL3 1938

BANKWINDOW1 1939

WOODTEXTURE6 1940

BRICKWALL2 1941

HALFDOOR5 1942

HALFDOOR6 1943

HALFDOOR7 1944

HALFDOOR8 1945

BLENDER 1946

PICTURECORNER1 1947

PHONEPOLEWIRE 1948

HOOKSIDE 1949

HOOKFRONT 1950

MARBLE 1951

LIGHT4 1952

LIGHT5 1953

WALLPAPER6 1954

BLANEFLOOR1 1955

SNACKSIGN1 1956

BRICKWALL3 1957

WALLPAPER7 1958

STOVEFRONTNSIDE 1959

STOVETOP 1960

CRATE 1961

WALLPAPER8 1962

WALLPAPER9 1963

BOOKSHELF1 1964

ENGINEHOUSING 1965

TAPESHELF1 1966

TAPESHELF2 1967

TAPESHELF3 1968

REELSPIN 1969

POPCORNSIGN1 1971

POPCORNSIGN2 1972

PCORNMCHN 1973

LUMBERLAND1 1974

PANEL1 1975

SMALLWOODPANEL 1976

ROSES1 1977

TREEPOT1 1978

DEDFLOWER1 1979

POTPLANT1 1980

POTPLANT2 1981

BANKSIGN1 1982

HOTELSIGN1 1983

HOTELSIGN2 1984

VAULTDOOR 1985

BANKWINDOW2 1986

BANKWINDOW2BROKE 1987

WOODWINDOW1 1988

POLICESIGN1 1989

TIKILAMP 1990

SHERIFFPIC1 1991

SHERIFFPIC2 1992

SHERIFFPPIC3 1993

FAMPIC11 1994

FILECAB1 1995

FILECAB2 1996

COOKIN1 1997

COOKIN2 1998

GRATE2 1999

PANEL2 2000

GASPUMP1 2001

OILCAN1 2002

OILCAN2 2003

BANKWINDOW1BROKE 2004

FIREMANSUIT1 2006

FIRETRUCKSIDE 2007

FIRETRUCKBACK 2008

WELCOME1 2009

POPSSIGN 2010

LUMBERLAND2 2011

FIREDEPT1 2012

SKYTEXTURE2 2013

TIKILAMPBROKE 2014

LOG 2017

LOGEND 2018

WOODTEXTURE7 2019

PCORNMCHNBROKE 2020

POPCORN 2021

BOWLINGSIGN 2022

SMALLLIGHT1 2023

PANEL2 2024

BROKETILE1 2029

NEONBOWL 2030

BROKETILE2 2036

TEXTURE1 2037

TEXTURE2 2038

BALLRETURN 2039

PINSETTER 2040

WALLNPANELBROKE 2041

POWERLINE1 2042

MUSCLESHIRT 2043

MESSAGEBOARD 2044

TROPHY2 2045

TROPHY3 2046

TROPHY4 2047

GIZMO 2048

UPHOLDSTERY2 2049

LIGHT6 2050

TEXTURE3 2051

FENCE1 2052

HALFDOOR9 2053

SHEARS1 2054

FLAGPOLE 2055

TESLACON 2056

GREENTILE1 2057

GREENTILE2 2058

CEILINGPANEL1 2059

HALFDOOR10 2060

CEILINGPANEL2 2061

WOODTEXTURE7 2062

CRACKLETXTURE1 2063

AREARUG1 2064

SMALLBROKETILE1 2065

GREENTILE3 2066

WALLCRACKLE1 2067

WALLCRACKLE2 2068

WALLCRACKLE3 2069

BROKEWOODFENCE1 2070

BLUEGRAYTILE1 2071

LIGHT7 2072

BLUEGRAYTILE2 2073

METALCABDOORS1 2074

LIGHT8 2075

BLUEGRAYTILE3 2076

WALLCRACKLE4 2077

DANGER1 2078

BODYCHART 2079

GRANITEWALL1 2080

WALLTRIM1 2081

GRAYBRICK1 2082

LIGHT9 2083

GRANITEWALL2 2084

FOLIAGE1 2085

LOONYBINFRONT 2087

WINDOWBOARDS 2088

GRAFITTINUT 2089

GRAFITTIHOUSE 2090

BROKELIGHT8 2091

CLOUDCOVER 2092

BROKELIGHT9 2093

TESLABALL 2094

DILDO 2095

TESLA 2097

FAMPIC12 2100

FAMPIC13 2103

ASPHALT1 2104

ASPHALT2 2105

FAMPIC14 2106

EYECHART 2112

SKELETONCHART 2113

MORGUE 2114

MUSIC 2115

BROWNGRAYTILE1 2116

BROWNGRAYTILE2 2117

GOAT 2118

DOLLY 2119

TOILETTANK 2120

TOILETSEAT 2121

TOILETBOWL 2122

BLINDWINDOW2 2123

BLINDWINDOW2BROK 2124

SMALLSHRWINDO1 2125

SMALLSHRWINDO1BR 2126

TRAILERPARK 2127

WOODTEXTURE8 2128

WOODTEXTURE9 2129

RAILCAR1 2130

RAILCAR2 2131

TINPANEL4 2132

TRAINWHEELS 2133

WOODTEXTURE10 2134

BOWLSHOERACK 2135

BOWLERAMA1 2136

FLAMINGO 2137

FLAMINGOBROKE 2138

HALFDOOR11 2139

FOLIAGE2 2140

AREARUG2 2141

AREARUG3 2142

CARVING1 2143

CARVING2 2144

BIGREDRUG1 2145

BIGREDRUG2 2146

SHEARS2 2147

TEXTURE5 2148

CEILINGPANEL3 2149

HALFDOOR12 2150

STATUE1 2151

STATUE1HURT 2152

STATUE1BROKE 2153

WOODTEXTURE11 2154

WOODTEXTURE12 2155

LIGHT10 2156

LIGHT10BROKE 2157

LIGHT11 2158

LIGHT11BROKE 2159

LIGHT12 2160

LIGHT12BROKE 2161

WALLPAPER10 2162

WALLPAPER11 2163

WALLPAPER12 2164

WALLPAPER13 2165

WALLPAPER14 2166

WALLPAPER15 2167

WALLPAPER16 2168

WALLPAPER17 2169

WALLPAPER18 2170

BOOKSHELF2 2171

TEXTURE6 2172

WALLPAPER19 2173

WALLPAPER20 2174

LIGHT13 2175

LIGHT13BROKE 2176

WALLPAPER21 2177

CLOCK2 2178

TEXTURE7 2179

WINERACK1 2180

WINERACK2 2181

WINERACK3 2182

DRAWERS1 2183

WALLPAPER22 2184

CARVING3 2186

FOLIAGE3 2188

FOLIAGE4 2189

MOVIEPOSTER1 2190

MOVIEPOSTER2 2191

MOVIEPOSTER3 2192

MOVIEPOSTER4 2193

MOVIEPOSTER5 2194

MOVIEPOSTER6 2195

MOVIEPOSTER7 2196

MOVIEPOSTER8 2197

MOVIEPOSTER9 2198

MOVIEPOSTER10 2199

CABINETDOOR2 2200

HALFDOOR13 2201

BOWLERAMA2 2202

DRIVEIN1 2203

MOVIE1 2210

MOVIE2 2211

MOVIE3 2212

PISSOFF 2214

PISSON 2215

LOCKSWITCH1 2224

EXPLOSION2BOT 2272

GREENSTEAM 2290

CAMPERBED1 2304

CAMPERFRONT1 2305

CAMPERFRONT2 2306

CAMPERBED2 2307

CAMPERSIDE1 2308

CAMPERSIDE2 2309

CAMPERWALL1 2310

CAMPERWALL2 2311

CAMPERFRONT3 2312

CAMPERHOOD1 2313

CAMPERBACK1 2314

BLUEPUWINDOW1 2315

BLUEPUSIDE1 2316

BLUEPUSIDE2 2317

SPARE1 2318

RIGSIDE1 2319

RIGHOOD1 2320

RIGSIDE2 2321

RIGBACK1 2322

RIGSIDE3 2323

CADDYFRONT1 2324

CADDYSIDE1 2325

CADDYHOOD1 2326

IVYBRICK1 2327

IVYBRICK2 2328

GROUND1 2329

WOODTEXTURE13 2330

WOODTEXTURE14 2331

FOLIAGE5 2332

CEILINGPANEL4 2333

BRICKWALL3 2334

BRICKWALL4 2335

BRICKWALL5 2336

BRICKWALL6 2337

RUSTED1 2338

RUSTED2 2339

RUSTED3 2340

IVYBRICK3 2341

BRICKWALL7 2342

BRICKWALL8 2343

SMALLPANEL2 2344

GROUND2 2345

CEMENT1 2346

BUSHFENCE1 2347

FOLIAGE6 2348

SMALLPANEL3 2349

BUFORD3 2350

FIREDEPT2 2351

GASSTATION1 2352

GASSTATION2 2353

SMALLCLUMP1 2354

FOLIAGE7 2355

FOLIAGE8 2356

LIGHT14 2357

IVYWOOD1 2358

RENTSIGN 2359

IVYJUNK1 2360

IVYJUNK2 2361

IVYJUNK3 2362

SMALLCLUMP2 2364

BUFORD4 2365

IVYRUST1 2366

HICKOLA1 2367

DUDEGRAFITTI 2368

DUMSIGN1 2369

SERVSIGN1 2370

BABEGRAFITTI 2371

SKEMEGRAFITTI 2372

PIGHEADSIGN1 2373

BADGRAFITTI 2374

BADDOGSWITCH 2375

GOODDOGSWITCH 2376

DOGBITES 2377

BUFORDBRICK1 2379

CATTAILS1 2380

STARSKY1 2382

RIGSIDE4 2385

RED 2390

GREEN 2391

VIEWBORDER 2520

ORDERING 2531

TEXTSTORY 2541

LOADSCREEN 2542

IVYSTONE1 2560

REDWALLPAPER 2561

BLUEWALLPAPER 2562

IRONFENCE1 2563

IRONLAMP1 2564

IRONFENCESHADOW 2565

GREENWALLPAPER 2566

SMALLIVYBRICK 2567

BAYWINDOW1 2568

IVYBAYWINDOW1 2569

IVYWALL1 2570

IVYWALL2 2571

IRONFENCEPIECE 2572

IRONLAMP2 2573

IRONLAMP3 2574

BOOKSHELF3 2575

STONEWALL1 2576

STARSKY2 2577

REDLIGHTCARVING 2578

BROWNSQUARES 2579

DRAPEWINDOW1 2580

HALFDOOR14 2581

BLUEWALLPAPER2 2582

IRONLAMP4 2583

HALFDOOR15 2584

GREENWALLPAPER2 2585

COOTFRAME1 2586

GREENWALLPAPER3 2587

REDWALLPAPER2 2588

BLANKFRAME1 2589

IRONBENCHSIDE 2590

BROWNSQUARES2 2591

STONEWALL2 2592

SMALREDWALPAPER1 2593

SPIDERWEB 2594

STONEWALL3 2596

TOMBSTONE1 2597

TOMBSTONE2 2598

TOMBSTONE3 2599

TOMBSTONE4 2600

TOMBSTONE5 2601

TOMBSTONE6 2602

DEADTREE1 2603

IRONLAMP5 2604

CARVEDDESKFRONT 2608

GIGER1 2609

GIGER2 2610

MOSSBRICK1 2611

MOSSBRICK2 2612

SMALLGRANITE1 2613

MOSSBRICK3 2614

MOSSBRICK4 2615

MOSSBRICK5 2616

NUMBER2 2619

FLAMEPOT 2620

MOSSBRICK6 2621

MOSSBRICK7 2622

STEELDOOR1 2624

CEILINGPANEL5 2625

HALFDOOR16 2627

BLUERIGBACK 2628

BLUERIGPANEL 2629

BRICKWALL9 2631

BRICKWALL10 2632

BRICKWALL11 2633

BLUEWALLPAPER3 2634

DEADTREE2 2635

BRICKWINDOW2 2636

BRICKWINDOW2BROK 2637

BUSHFENCE2 2638

SEETHRUFOLIAGE1 2640

SMALCARVEDPANEL1 2641

SEAWEED 2642

BAYWINDOWBROKE 2650

IVYBAYWINDOBROKE 2651

STAINGLASS 2652

STAINGLASSBROKE 2653

LABJUG1 2654

COPPERWIRE 2655

LABJUG2 2656

BEERKEG 2657

GOOGOO 2670

MOVIEPOSTER11 2671

MOVIEPOSTER12 2672

MOVIEPOSTER13 2673

COWPIE 2674

CABINETDOOR3 2675

HALFDOOR17 2676

ICEMACHINE 2677

FIRELOG2 2678

QUARTERS 2679

KITCHEN 2680

FREEZER 2681

ROOFTRIM1 2682

ROOFTRIM2 2683

UFOSKIN1 2684

UFOSKIN2 2685

UFOSKIN3 2686

UFOSKIN4 2687

UFOSKIN5 2688

ELECTRICEYE 2689

BUNNYPIC1 2690

ROOSTERPIC1 2691

ANGELPIC1 2692

BUNNYPIC2 2693

BUNNYPIC3 2694

WINECASK1 2695

REDBUTTONOFF 2697

REDBUTTONON 2698

COW 2700

DRIVEIN2 2701

GROUND3 2702

TARSPOT 2703

GROUND4 2704

GROUND5 2705

LEVEROFF 2707

LEVERON 2708

TINSCRAP1 2710

TINSCRAP2 2711

TINSCRAP3 2712

TINSCRAP4 2714

TINSCRAP5 2715

TINSCRAP6 2716

LINEBOXBROKE 2720

WIRESCRAP1 2721

WIRESCRAP2 2722

RUSTYSCRAP1 2723

WIRESCRAP3 2724

GIGER3 2750

GIGER4 2751

ALIENSCRIPT 2752

UFOSKIN6 2788

STARFIELD 2808

LEVEL1WALL 2816

STEELCROSSHATCH 2817

LIGHT15 2818

LEVEL2WALL 2819

LEVEL3WALL 2820

LEVELXWALL1 2821

TUNNELA2 2822

TUNNELA3 2823

TUNNELA1 2824

TUNNELA4 2825

ACCESSVALVEA 2826

ACCESSVALVEB 2827

OVERFLOWCONTROL 2828

OVERFLOW1 2829

FLOODCHAMBER1 2830

RISEDOOR1 2831

RUSTYPANEL1 2832

LEVEL4WALL 2833

RUNOFFCHAMBER 2834

MAP1 2835

MAP2 2836

EMERGRLEASEVLVA 2837

EMERGRLEASEVLVB 2838

EMERGRLEASEVLVC 2839

EMERGRLEASEVLVD 2840

IRONLADDER 2841

RISEDOOR2 2842

LEVELXWALL2 2843

LIGHT16 2844

UPHOLDSTERY3 2845

DARKBRICK1 2846

COOTFRAME2 2847

LNRDBUBBAFRAME 2848

BROKFURNACEFRNT 2849

BROKETILE3 2850

CRUMBLEWALL1 2851

PROPANETANK 2852

PROPANETANKEND 2853

WOODTEXTURE15 2854

WALLPAPER23 2855

WALLPAPER24 2856

BRICKSHADOW1 2857

GUTTER 2858

BIGPICFRAMECRNR 2859

WALLPAPER25 2860

WALLPAPER26 2861

WALLPAPER27 2862

WOODTEXTURE16 2863

TOILETPAPER 2864

WALLPAPER29 2865

WALLPAPER30 2866

WOODTEXTURE17 2867

WOODTEXTURE18 2868

WOODTEXTURE19 2869

WALLHOOK 2870

WOODTEXTURE20 2871

UNSTABLEAREA 2872

DOORJAMBHINGE 2873

DOORJAMB 2874

TREESTUMP1 2875

DEADTREE3 2876

TREEMOSS1 2877

BUSTAWIN5A 2878

BUSTAWIN5B 2879

BRICKWALL12 2880

BRICKWALL13 2881

BRICKWALL14 2882

BRICKWALL15 2883

BRICKWALL16 2884

BRICKWALL17 2885

BRICKWALL18 2886

BRICKWINDOW3 2887

SMALLWOODPANEL2 2888

SMALLWOODPANEL3 2889

BAT 2890

KAT 2891

RAT 2892

LIGHT17 2893

LIGHT18 2894

BRICKBARS 2895

BARBFENCE1 2896

BARBFENCE2 2897

BUSTAWIN4A 2898

BUSTAWIN4B 2899

BRICKWALL19 2900

SMALLGRANITE2 2901

SMALLGRANITE3 2902

TRACK1 2903

GRANITE1 2904

GRANITE2 2905

LUMPYGROUND 2906

MOSSYGROUND 2907

BRICKWALL20 2908

SLANTWOOD1 2909

SLANTWOOD2 2910

SMALLWOODPANEL4 2911

TRACK2 2912

CHAIN1 2913

CABLE1 2914

LIGHT19 2915

LIGHTRAY1 2916

LIGHTRAY2 2917

BURST 2918

TIEDWOOD 2919

SMALLWOODPANEL5 2920

WOODTEXTURE20 2921

WOODTEXTURE21 2922

RUSTYDOORJAMB 2923

IRONROCK 2924

TRACK3 2925

ROCK1 2926

ROCK2 2927

WOODTEXTURE22 2928

BRICKWALL21 2929

NODYNAMITE 2930

PIPES1 2931

PIPES1BROKE 2932

PIPES2 2933

NUKE 2934

BRICKWALL22 2935

BRICKWALL23 2936

FENCEBRICKWALL 2937

BRICKWALL24 2938

BRICKWALL25 2939

WOODCEILINGANIM 2940

LIGHT20 2944

LIGHT21 2949

AXE1 2950

COVER 2951

WELCOME 2952

NUKECAN 2953

POWERLINES2 2954

ROCK3 2955

ROCK4 2956

ROCK5 2957

ROCK6 2958

ROCK7 2959

LUMPYGROUND2 2960

TREADS 2961

SECRETSIGN 2962

ELEVATOR 2963

ALIENGRAFITTI 2964

SPIDERWEB2 2965

MOSSGROUND2 2966

PICKAXE 2967

SHOVEL2 2968

METALSTEPS 2969

IRONDOOR2 2970

ROCK8 2971

LIGHT22 2972

MOVIEPOSTER14 2973

NIGHTSKY3 2974

BROKELIGHT19 2977

BROKELIGHT20 2978

BROKELIGHT21 2979

FIREDEATH 2980

TREEPART 2990

FRAMEEFFECT1 2999

MOSSWALL1 3000

MOSSWALL2 3001

BRICKWINDOW5 3072

GROUND10 3073

FURNACE 3074

SHINGLES 3075

TILES1 3076

TILES2 3077

TILES3 3078

NOTES 3079

SMALLBRICKS4 3080

BRICKWALL26 3081

IVY1 3082

IRONPLATES 3083

EXITSIGN 3084

SEWEROUTLET 3085

BARBWIRE 3086

CAUTIONSIGN 3087

FURNACEBURNING 3088

CAUTIONBRICKWALL 3093

BRICKWALL27 3094

BRICKWALL28 3095

IRONPLATES2 3096

BRICKWINDOW6 3097

SMALWOODPNLBROKE 3098

SEWAGESIGN 3099

IRONSTEEL 3100

LIGHTTILE 3101

FUNGUSTILE 3102

FUNGUSROCK 3103

AREA11SIGN 3104

AREA6SIGN 3105

HALL23SIGN 3106

HALL8SIGN 3107

HALL5SIGN 3108

SMALWOODPNLCRACK 3109

VENTSPRITE 3110

SKYTEXTURE5 3111

CONTROLSIGN 3112

CONTROLACCESSIGN 3113

DEADTREE4 3114

TECHLIGHT1 3115

TECHLIGHT1BROKE 3116

TREEPART2 3117

CHICKENSAUSAGE 3120

GUTS 3121

NUGGET 3122

CHICKENROAST 3123

MEATSLAB 3124

WINGBONE 3130

CHICKENSKULL 3131

TURKEYHEAD 3132

TURKEYHEAD2 3133

TURKEYLEG 3134

WING 3135

FRYERHEN 3136

FRYERHEN2 3137

FRIEDLEG 3138

PIGSPREAD 3139

PIGGUTTED 3140

HANGINGCHICKEN 3141

HANGINGPLUCKED 3142

HANGINGPLUCKED2 3143

CROWBAR2 3144

HOTKNOB 3145

COLDKNOB 3146

SLIMYEGG 3147

SHOWERHEAD 3148

DRAIN 3149

DIAMONDTILE 3150

FRIDGEDOOR2 3151

POTSNPANS 3152

POT 3153

UTENSILS 3154

BRICKNSHEETROCK 3155

BRICKNSHEETROCK2 3156

TWOTONEBRICK 3157

THREETONEBRICK 3158

TWOTONEBRICK2 3159

TWOTONEBRICK3 3160

DIAMONDTILE2 3161

DIAMONDTILE3 3162

DIAMONDTILE4 3163

DARKWALLPAPER 3164

WOODNWALLPAPER 3165

WOODNWALLPAPER2 3166

WOODNWALLPAPER3 3167

MOMPIC 3168

EATPIC 3169

CHALKBOARD 3170

LIGHT22 3171

VIALS 3172

LOCKERS 3173

DADPIC 3174

GRAMSPIC 3175

AUNTIEPIC 3176

BLOODYWALL 3177

BLOODYWALL2 3178

IRONCHICKENFENCE 3179

BLOODYWALL3 3180

BLOODYWALL4 3181

BLOODYWALL5 3182

BLOODYWALL6 3183

JCPIC 3184

CHICKENFENCESHAD 3185

CHICKENFENCE 3186

EMPLOYEESSIGN 3187

STONEBALL 3188

CLEAVER 3189

SMALLHANGCHICKEN 3190

SMALLHANGCHICK2 3191

SMALLHANGCHICK3 3192

JCLUCKLOGO 3193

LCLUCKLOGOWALL 3194

CONVEYOR 3195

BLOODYCONVEYOR 3196

JCLOGOWOODPANEL 3198

APRON1 3199

IRONBARWINDOW 3200

IRONBARWINDBROKE 3201

WOODWINDOWS 3202

WOODWINDOWSBROKE 3203

WOODWNDOWBLND 3204

WOODWNDOBLNDBROK 3205

INSIDEBLIND 3206

INSIDEBLINDBROKE 3207

SEETHRUWOODWINDO 3208

SEETHRUBROKE 3209

WOODWINDOWS2 3210

MOP 3212

PAIL 3213

XATRIXSTAFF 3214

LIGHT22BROKE 3216

SHOTLOCKERS 3217

POTSNPANSBROKE 3218

POTBROKE 3219

GRAYSKY 3220

MACHINEMOVING 3221

FRAMERATEWARNING 3227

BLOODYVENTSPRITE 3229

BRICKWALL29 3230

BLOODYMESS 3232

BLOODYMESS2 3236

NEWPISTOL 3328

NEWPISTOLCOCK 3336

NEWCROWBAR 3340

NEWSHOTGUN 3350

NEWDYNAMITE 3360

RIFLE 3380

CIRCLESTUCK 3388

SHITBALL 3390

BUZSAW 3395

CIRCLESAW 3400

LUMBERBLADE 3411

FIRELASER 3420

BOWLINGBALL 3430

BOWLINGBALLSPRITE 3437

OWHIP 3471

UWHIP 3475

STOPSIGN 3584

WOODPLANK3 3585

LWPLANK 3586

WOODPLANK4 3587

WOODPLANK5 3589

WOODPLANK6 3592

LIGHT23 3594

DUSKSKY 3599

BROWN 3600

SLOTTRACKS 3602

SLOTTRACKS2 3604

PAPERBALE 3605

ALUMINUMSQUARES 3606

JUNKPILE 3607

MINECARTFRONT 3608

MINECARTSIDE 3609

WOODPLANK7 3610

WOODPLANK8 3611

WOODPLANK9 3612

WOODPLANK10 3613

BIGWOODFENCE 3614

THINWOODFENCE 3615

TRASHPILE 3619

JUNKPILE2 3620

JUNKPILE3 3621

RODBOX 3622

JUNKPILE4 3623

JUNKPILE5 3624

RODBOXEND 3625

JUNKPILE6 3626

RODBOX2 3628

JUNKPILE7 3629

JUNKPILE8 3630

STEELPANEL 3631

BIGTREE 3632

RUSTED4 3633

CROSSBEAM 3634

METALRISEDOOR 3635

JUNKPILE9 3636

METALRISEDOOR2 3637

JUNKPILE10 3638

JUNKPILE11 3639

GREENCAUTION 3640

GRASS 3642

TRUCKBEDSIDE 3643

TRUCKGRILL 3644

TRUCKBUMPER 3645

TRUCKREARWINDOW 3646

TRUCKFRONTSIDE 3647

SMALLBARWINDOW 3648

METLCROSHATCHWAL 3649

SCAFFOLD 3650

METLCRHATCHFLOOR 3651

SKINNYROLLEDMETL 3654

SKINNYROLLEDMTL2 3655

METALBOXSIDE 3656

METALBOXFRONT 3657

BROWNROLLS 3658

WHITEBOARD 3659

ROLLERS 3660

REDGLOWMETAL 3661

REDTILES 3663

METALPOST 3667

LIGHT24 3668

CONTROLJUNCTION 3669

STEELROLLPANEL1 3671

STEELROLLPANEL2 3672

REDSTEELROLPANEL 3673

REDSTEELROLPANL2 3674

TOPLIGHTRAY 3677

REDTEXTURE 3678

REDTRUCKWINDOW 3679

REDSKY2 3680

TRACK6 3681

BIGTREE2 3682

METALVENTSPRITE 3684

SMALLROCKPANEL 3686

BIGTREE3 3687

LITCROSSHATCH 3689

WOODSIDING 3690

WHITEWOODPANEL 3691

BRICKWALL30 3693

BRICKWALL31 3694

BRICKWALL32 3695

FUNGUSTILE 3698

METALBOOM 3699

MESHSPRITE 3700

ASPHALT4 3701

GREENWATER 3702

SMALLPIPESPANEL 3703

FUNGUSTILE2 3708

FACTORYWALL 3709

BRICKWALL33 3710

FACTORYWALL2 3715

FACTORYWALL3 3716

FACTORYWALL4 3717

FACTORYWALL5 3719

METALWALLPANEL 3723

CONTAMINATIONWAL 3724

CHAINLINKFENCE 3725

CHNLINKFNCEBROKE 3726

BRICKWALL34 3727

BRICKWALL35 3728

RUSTYFUNGUSPANEL 3729

BRICKWALL36 3730

BRICKWALL37 3731

BRICKWALL38 3732

BRICKWALL39 3733

BRICKWALL40 3734

BROWNSQUARES2 3736

BROWNBRICK 3737

BROWNREDBRICK 3738

BRICKWALL41 3741

BRICKSNPIPES 3743

BRICKSNPIPES2 3744

BRICKSNWINDOWLIT 3745

BRICKSNWINDOWDRK 3747

BRICKWALL42 3749

METALRIVETPANEL 3754

METALRIVETPANEL2 3755

CHAINLINKFNCE2 3758

DOUBLEDOOR2 3762

DOUBLEDOOR3 3763

DOUBLEDOOR3 3764

DOUBLEDOOR4 3765

WOODPANEL 3766

WOODPANEL 3767

WOODPANEL 3768

DUTCHDOOR 3769

TINYWOODPANEL 3770

DRAPES3 3771

BIGBARBWIRE 3777

HOLLYBUSH 3780

REDNWHITEHORSE 3782

FOLIAGE10 3783

WOODSIDING 3784

BRAYSTONSIGN 3785

GRAYWOOD 3787

WALLPAPER 3788

DECKSIDE 3789

DECK 3790

WOODTEXTURE 3791

HAYWOOD 3792

GARAGEDOOR 3793

FUNGUSWALL 3794

LIGHTBULB 3795

WALLPAPER 3797

WALLPAPER 3799

SHRUBBERY 3800

SHRUBBERY2 3801

FENCEANDBUSHES 3802

FENCEANDBUSHES2 3803

HAYBALE 3804

TWOTONEWOOD 3807

WALLPAPERNWOOD 3808

WALLPAPERNWOOD2 3809

REDSKY3 3810

ASPHALT7 3811

GROUND 3812

SINGLEBEAM 3813

DARKCROSSBEAM 3814

SINGLEBEAM2 3815

CROSSBEAM2 3816

CURVEGROUND 3817

FLOURESCENTLIGHT 3818

DOUBLEDOOR3 3819

WHITEDOORJAMB 3820

DARKWOOD 3821

TINROOF 3822

BNWCHECK 3823

WOODNBEAMS 3824

GRASS2 3825

WALLNDOOR 3827

WOODNWALLPAPER4 3828

BLACKTOP 3831

CHIPPEDPAINT 3832

CHIPPEDPAINT2 3833

CHIPPEDPAINT3 3834

WALLPIPES 3836

BOOZESHELF 3837

PORCHSIDE 3838

WALLDRAIN 3839

APLAYER 3845

PLAYERONWATER 3860

LNYDLADDER 3975

LNRDLYINGDEAD 3998

LNRDGUN 4041

LNRDTORSO 4046

DOGATTACK 4060

BILLYWALK 4096

BILLYDIE 4137

BILLYCOCK 4147

BILLYSHOOT 4162

BILLYRAYSTAYPUT 4163

BILLYBUT 4188

BILLYSCRATCH 4191

BILLYSNIFF 4195

BILLYWOUND 4202

BILLYGORE 4228

BILLYJIBA 4235

BILLYJIBB 4244

DOGRUN 4260

DOGDIE 4295

DOGDEAD 4303

DOGBARK 4305

LTH 4352

LTHSTRAFE 4395

LTHLOAD 4430

LTHDIE 4456

BUBBASCRATCH 4464

BUBBANOSE 4476

BUBBAPISS 4487

BUBBASTAND 4504

BUBBAOUCH 4506

BUBBADIE 4513

BUBBADEAD 4523

HULK 4649

HULKSTAYPUT 4650

HULKA 4651

HULKB 4652

HULKC 4653

HULKJIBA 4748

HULKJIBB 4753

HULKJIBC 4758

SBSWIPE 4770

SBPAIN 4810

SBDIE 4820

HEN 4861

HENSTAYPUT 4862

HENSTAND 4897

MOSQUITO 4916

PIG 4945

PIGSTAYPUT 4946

PIGEAT 4983

SBMOVE 5015

SBSPIT 5050

SBDIP 5085

MINION 5120

MINIONSTAYPUT 5121

UFO1 5270

UFO2 5274

UFO3 5278

UFO4 5282

UFO5 5286

MINJIBA 5290

MINJIBB 5295

MINJIBC 5300

COW 5317

COOT 5376

COOTSTAYPUT 5377

COOTSHOOT 5411

COOTDIE 5437

COOTDUCK 5481

COOTPAIN 5548

COOTTRANS 5568

COOTGETUP 5579

ECLAIRHEALTH 5595

COOTJIBA 5602

COOTJIBB 5607

COOTJIBC 5616

VIXEN 5635

VIXENPAIN 5675

VIXENDIE 5710

VIXENSHOOT 5720

VIXENWDN 5740

VIXENWUP 5775

VIXENKICK 5805

VIXENTELE 5845

VIXENTEAT 5851

 

13. BUILD MAP FORMAT

This is a whole load of gobbly gook. I never met anyone who really used this info. Indeed, it could be refering to a Duke Nukem map rather than RRRA. Nevertheless, there is some truth in it!

Here's how you should read a BUILD map file:

{

fil = open(???);

//Load map version number (current version is 7L)

read(fil,&mapversion,4);

//Load starting position

read(fil,posx,4);

read(fil,posy,4);

read(fil,posz,4); //Note: Z coordinates are all shifted up 4

read(fil,ang,2); //All angles are from 0-2047, clockwise

read(fil,cursectnum,2); //Sector of starting point

//Load all sectors (see sector structure described below)

read(fil,&numsectors,2);

read(fil,&sector[0],sizeof(sectortype)*numsectors);

//Load all walls (see wall structure described below)

read(fil,&numwalls,2);

read(fil,&wall[0],sizeof(walltype)*numwalls);

//Load all sprites (see sprite structure described below)

read(fil,&numsprites,2);

read(fil,&sprite[0],sizeof(spritetype)*numsprites);

close(fil);

}

Sector Information:

//sizeof(sectortype) = 40

typedef struct

{

short wallptr, wallnum;

long ceilingz, floorz;

short ceilingstat, floorstat;

short ceilingpicnum, ceilingheinum;

signed char ceilingshade;

char ceilingpal, ceilingxpanning, ceilingypanning;

short floorpicnum, floorheinum;

signed char floorshade;

char floorpal, floorxpanning, floorypanning;

char visibility, filler;

short lotag, hitag, extra;

} sectortype;

sectortype sector[1024];

wallptr - index to first wall of sector

wallnum - number of walls in sector

z's - z coordinate (height) of ceiling / floor at first point of sector

stat's

bit 0: 1 = parallaxing, 0 = not "P"

bit 1: 1 = sloped, 0 = not

bit 2: 1 = swap x&y, 0 = not "F"

bit 3: 1 = double smooshiness "E"

bit 4: 1 = x-flip "F"

bit 5: 1 = y-flip "F"

bit 6: 1 = Align texture to first wall of sector "R"

bits 7-15: reserved

picnum's - texture index into art file

heinum's - slope value (rise/run) (0-parallel to floor, 4096-45 degrees)

shade's - shade offset of ceiling/floor

pal's - palette lookup table number (0 - use standard colors)

panning's - used to align textures or to do texture panning

visibility - determines how fast an area changes shade relative to distance

filler - useless byte to make structure aligned

lotag, hitag, extra - These variables used by the game programmer only

Wall Information:

//sizeof(walltype) = 32

typedef struct

{

long x, y;

short point2, nextwall, nextsector, cstat;

short picnum, overpicnum;

signed char shade;

char pal, xrepeat, yrepeat, xpanning, ypanning;

short lotag, hitag, extra;

} walltype;

walltype wall[8192];

x, y: Coordinate of left side of wall, get right side from next wall's left side

point2: Index to next wall on the right (always in the same sector)

nextwall: Index to wall on other side of wall (-1 if there is no sector)

nextsector: Index to sector on other side of wall (-1 if there is no sector)

cstat:

bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B"

bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2"

bit 2: 1 = align picture on bottom (for doors), 0 = top "O"

bit 3: 1 = x-flipped, 0 = normal "F"

bit 4: 1 = masking wall, 0 = not "M"

bit 5: 1 = 1-way wall, 0 = not "1"

bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H"

bit 7: 1 = Transluscence, 0 = not "T"

bit 8: 1 = y-flipped, 0 = normal "F"

bit 9: 1 = Transluscence reversing, 0 = normal "T"

bits 10-15: reserved

picnum - texture index into art file

overpicnum - texture index into art file for masked walls / 1-way walls

shade - shade offset of wall

pal - palette lookup table number (0 - use standard colors)

repeat's - used to change the size of pixels (stretch textures)

pannings - used to align textures or to do texture panning

lotag, hitag, extra - These variables used by the game programmer only

Sprite Information:

//sizeof(spritetype) = 44

typedef struct

{

long x, y, z;

short cstat, picnum;

signed char shade;

char pal, clipdist, filler;

unsigned char xrepeat, yrepeat;

signed char xoffset, yoffset;

short sectnum, statnum;

short ang, owner, xvel, yvel, zvel;

short lotag, hitag, extra;

} spritetype;

spritetype sprite[4096];

x, y, z - position of sprite - can be defined at center bottom or center

cstat:

bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"

bit 1: 1 = transluscence, 0 = normal "T"

bit 2: 1 = x-flipped, 0 = normal "F"

bit 3: 1 = y-flipped, 0 = normal "F"

bits 5-4: 00 = FACE sprite (default) "R"

01 = WALL sprite (like masked walls)

10 = FLOOR sprite (parallel to ceilings&floors)

bit 6: 1 = 1-sided sprite, 0 = normal "1"

bit 7: 1 = Real centered centering, 0 = foot center "C"

bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H"

bit 9: 1 = Transluscence reversing, 0 = normal "T"

bits 10-14: reserved

bit 15: 1 = Invisible sprite, 0 = not invisible

picnum - texture index into art file

shade - shade offset of sprite

pal - palette lookup table number (0 - use standard colors)

clipdist - the size of the movement clipping square (face sprites only)

filler - useless byte to make structure aligned

repeat's - used to change the size of pixels (stretch textures)

offset's - used to center the animation of sprites

sectnum - current sector of sprite

statnum - current status of sprite (inactive/monster/bullet, etc.)

ang - angle the sprite is facing

owner, xvel, yvel, zvel, lotag, hitag, extra - These variables used by the game programmer only

 

SOUND EFFECTS

000/ KICK_HIT

001/ RICOCHET

002/ BULITHIT

003/ CASUL_FIRE--- PISTOL SHOT

004/ PISCOCK--- PISTOL COCK

005/ PISLOAD

006/ AK3--- HUNTING RIFLE

007/ XBOWFIRE--- CROSSBOW FIRE

008/ BUB_HURT1

009/ XBOWEXPL

010/ LASERS---ARM GUN

011/ SHRINKER---RIPSAW

012/ CRAPFLOW---BUBBLING MUD, CRAP,ETC.

013/ DYNOCLMP--- THUMP

014/ DYNEW---TNT EXPLODE

015/ CRAPSTIR---MIXER

016/ BRICDOOR---BRICK DOOR OPEN

017/ BOMBEXPL

018/ VENTBUST---ALSO, FALLING TOOLS, METAL ETC.

019/ GLASSSND

020/ GLASSHVY

021/ BUBBLES---LIKE A FISH TANK BUBBLE

022/ SPLASH--- JUMP INTO WATER

023/ BUB_HURT2---OW

024/ BUB_HURT3

025/ GASP---SOUND COMING OUT FROM UNDER WATER

026/ BUB_HURT4

027/ ONECART--- CART ROLLING, OR ROLLER DOOR

028/ MINEWIND--- WIND OR ENGINE SOUND

029/ URANUS---BEGINING SOUND

030/ COMPUTER

031/ NEON--- ELECTRIC SOUND

032/ VX_FINAL--" I 'VE DISPATCHED MY MINIONS AND CLONES..."

033/ LN_WAIT--- "IF I SIT HERE ANY LONGER I'LL HAVE ASTEROIDS..."

034/ bUB_LN1---"COME ON LEONARD.."

035/ LN_FINAL

036/ CLOCKTK---CLOCK TICK

037/ LN_STANK---"HEAD HURTS, FEET STINK..."

038/ LNRD_GRNT---LIFT

039/ CLOCKCHM---CLOCK CHIME

040/ WETFEET---SPLASH IN WATER

041/ LNRD_DEAD---YEE OUCH

042/ LAND---AFTER JUMPING

043/ END_PIPE--- OR LARGE METAL DOOR OPEN

044/ ICARUMBA--- GROCERY STORE MUSIC

045/ BUB_LN2

046/ LN_CRAP

047/ ASYAMB---NUT HOUSE MUSIC

O48/ SCUBA--- UNDER WATER

049/ TRUCK_LP2-- TRUCK

050/ COW1

051/ COW2

052/ COW3

053/ COW4

054/ COW5

055/ BUB_LN3---" OVER HERE"

056/ HARPSIC

057/ BUB_LN5---"HEY LEONARD"

058/ BUB_LN6---"UH HI"

059/ BUB_LN7--"HERE I AM"

060/ BUB_PIC1-- "SNIFF, SNORT"

061/ BUB_PIC2---"SNORT"

062/ BUB_PISS---"AH, THATS BETTER"

063/ E1L1---"...OPEN CAN OF WHUP ASS"

064/ E1L2---"DAMN, UP SHIT CREEK NOW"

065/ UFOINSID---ALSO FACTORY STEAM ENGINE

066/ LN_RODE---"...RODE HARD PUT AWAY WET..."

068/ FIRE9

069/ SQUISHED

070/ TELEPORT---"SHOOP"

071/ BGELEV01--CREAKY METAL DOOR OR FENCE

072/ LN_BNCH---"HUNGRY ENOUTH TO EAT BABYS BUTT..."

073/ GBELV02---DOOR OR ENGINE POUND

075/ TRUCK_LP

076/ SWITCH1

077/ E1L3---"DON'T MAKE ME BREAK MY FOOT IN YOUR ASS..."

078/ LN_HOTDM---"HOT DAMN"

079/ FLUSH

080/ E1L4---"SCREW WITH THE BULL..."

081/ QUAKE--ROCKS FALL

082/ SBFINAL---"CHEW ON THAT YOU PILE OF CRAP"

083/ MONITORA---SWITCH CLICK

085/ AS_AMB2---NUT HOUSE SOUND

086/ AS_AMB1

092/ DRIP3

095/ JUKEBOX

096/ AS_DROPN--- METAL DOOR GROAN

097/ AS_CRYPT---STONE DOOR OPEN

098/ AS_DRCLS

099/ LOKGATE

100/ METLGAT2---METAL DOOR LOW PITCH

101/ METLGAT2--METAL DOOR LOW PITCH

102/ E1L5---"RUN FOR LIVES"

103/ E1L6--- "BET THIS PLACE IS CRAWLING WITH SHIT MONKEYS"

104/ E1L7---"BUBAS GOTTA BE CLOSE NOW"

105/ E2L1---"WE DON'T TAKE SHIT FROM CITY SLIKERS"

107/ LN_HOLD---"HOLD ON TO YER BUTT"

108/ VX_TAKIT--- TAKE IT ALL

109/ SHOT6--- SHOT GUN FIRE

110/ CT_LAF2

111 CT_GET---"GONNA GET YA BOY"

112/ CT_LAF

113/ CT_PAIN

114/ CT_DIE

115/ PIGSOUND1--SQUEAL

116/ PIGSOUND2

117/ PIGSOUND3--OINK

118/ PIGSOUND4

119/ PIGSOUND5

120/ BR_ROAM--"-HEY"

121/ BR_RECOG---"HOW AREYA"

123/ BR_PAIN

124/ BR_DTH

125/ VX_ISTHT---"IS THAT ALL THERE IS"

126/ LASERH--RIPSAW FLY

127/ PIGSOUND6

128/ PIGSOUND7

129/ VX_DIE1---"BIT I LOVE YOU"

130/ VX_DIE2

131/ VX_DIE4-- "HELP ME"

132/ VX_DIE5--"ITS NOT OVER"

133/ VX_DIE6-- "PLEASE COME WITH ME"

134/ VX_DIE7--"I'LL BE BACK"

135/ VX_OOH

136/ VX_PAIN1

137/ VX_SEX1

138/ VX_SEX2

139/ VX_SEX3

140/ VX_GRUNT

141/ VX_THERE

142/ VX_BRNG2

143/ VX_CUMON

144/ VX_BRNG3---"BRING IT ON"

145/ VX_CLSR1

146/ VX_CLSR2

147/ VX_2FAR--"..TOO FAR AWAY"

148/ GRIND

149/ VX_BRING---"BRING IT ON"

150/ VX_BITE--"I DON'T BITE"

151/ VX_LAFF1

152/ VX_LAFF2

153/ VX_LAFF3

154/ VX_HUMM2

155/ VX_HURT2--"THAT HURT"

156/ VX_BABY2--- "OH POOR BABY"

157/ VX_MHMM

158/ THUD--FALL DOWN

159/ VX_ITS OK

160/ VX_OHYES

161/ VX_TPOT1

162/ VX_TPOT4

163/ VX_TPIN1

165/ DR_CRK8---DOOR CREAK

166/ DR_ROLL---DOOR SLIDE

169/ GUNCHANG---GUN COCK

170/ FLIES

171/ AMB_1--CRICKETS

172/ GRAVAMB---WIND

173/ HOOTOWL

174/ WOODS2

175/ CATAMB---SEWER SOUNDS

176/ E2L2---"HYOLD IT. WHATS THAT SHIT..."

177/ E2L3--"LIKE LOOKIN UP A HOGS BUTT"

184/ CNTAMB--OUTSIDE-CRICKETS,OWL,FROGS...

185/ JUNKAMB2--JUNKYARD OF FACTORY SOUNDS

194/ FIRE_CRACKLE

195/ BNS_SPCH1---"HOLY SHIT"

196/ BNS_SPCH2--"JESUS..."

197/ BNS_SPCH3--"HOT DAMN"

199/ BNS_SPCH4--YEE HAA

200/ LN_LNDHT---GRUNT

203/ LN_BITCH--:SON OF A BITCH"

204/ CT_LAND--GET OFF MY LAND

205/ BR_ROAM 2--"HOWS YA"

206/ LN_HUSH

207/ LN_PAIN

208/ LN_SLOW-- SLOWER THAN MOLASSES..."

209/ LN_PAIN4A

210/ JUG--CORK POP

211/ LN_PAIN8

212/ MONITOR--ALSO OPENING CAN

216/ JUGALUG7--DRINK WISKEY

217/ DIDDLP-- RAMPAGE MUSIC

219/ PCSCOCK--PISTOL COCK

221/ LN_STINK---"I'M ON YOU LIKE STINK ON SHIT"

222/ JIBBED1---"JESUS..."

223/ JIBBED2---"HOLY SHIT"

224/ JIBBED3---"DOUBLE BATTERED AND FRIED..."

225/ JIBBED4---"DIE YOU SON OF A BITCH"

226/ JIBBED5---"THAT BOY BLEW UP GOOD"

227/ JIBBED6--"YEE HA"

228/ JIBBED7--"ASS IS GRASS...LAWNMOWER..."

229/ LN_BACON---"MAKIN BACON..."

230/ E2L5---"CAN'T KILL ME"

243/ EXITMENU--"AAAAAH"-FALLING

245/ DSCREAM04-- FALLING DOWN

246/ SHRINK_HIT

248/ INTOMENU

253/ BR_ROAM3--"HE HE"

254/ KILLME--"YE OUCH"

255/ E2L6--"HOLD YOUR WATER BUBA"

263/ JIBBED13--"SCREW YOU"

264/ LN_BBQ--"BBQ YOUR ASS"

265/ JIBBED8--"RECON THAT BOY BUST A GUT"

266/ JIBBED9--"LIKE THAT"

267/ JIBBED10--SAME AS 265

268/ JIBBED11-- "...BUSIER THAN 1 LEGGED MAN..."

269/ HIBBED12--"..BLEW UP GOOD"

270/ LNRD_KILLED4--"JESUS..."

271/ LNRD_KILLED5--"HEAD HURTS FEET STINK..."

274/ LN_PAIN2

275/ LN_PAIN3

283/ E2L7--"ALMOST OUT OF HERE"

294/ WHIPYOU--"YEE HAA"

304/ LN_PAIN5 "DAMN"

305/ LN_PAIN6

306/ LNPAIN7

316/ HULK_ROAM

317/ HULK_RECOG

318/ HULK_ATTACK

319/ HULK_PAIN

320/ HULK_DYING

321/ HULK_SPIT

333/ CRICKET1---CHIRPING

334/ CRICKET2

335/ PIGGRUNT

341/ RESIZE-- CORK SOUND

342/ VX_TPIN2--"UN HUH"

343/ VX_TPIN4---"UMM"

344/ VX_HELPME

345/ VX_THATS

347/ SF_SPEED

348/ SF_THLAW

349/ SF_THELAW2

350/ LN_SCREW---"SCREW YOU AND HORSE..."

351/ THUNDER1

352/ THUNDER2

353/ THUNDER3

354/ BOWLSTRT---BOWLING

355/ BOWLPIN

356/ BOWLLOOP

357/ VX_LICK1

358/ VX_KICK2

359/ VX_KICK3

360/ VX_KICK4

361/ VX_HIYA

362/ VX_HIYA2

363/ SF_ATTN

364/ SF_DETH1--GASPING

365/ SG_DETH2--CHOKING

366/ SF_DETH3--GASP/CHOKE

367/ SF_FREEZE

368/ SF:FREEZE2--"FREEZE!"

369/ SF_GETYYA-- "...GET YOU BOY"

370/ SF_HANDS--"HANDS UP SON"

371/ SF_HEAD

372/ SF_HEAR

373/ SF_HEY---"HEY HEY"

374/ SF_HOLD---"HOLD IT"

375/ SF_LAFF1

376/ LN_FLYOP--"CAUGHT THAT SON OF BITCH WITH FLY OPEN"

377/ LN_SHTHD---"OND SHIT HEAD AT A TIME"

378/ SF_NAME---...NAME ASS KICKING IS MY GAME

379/ SF_OVER---"GET OVER HERE"

380/ SF_PAIN1

381/ SF_PAIN2

382/ SF_PAIN3

383/ SF_RLOAD---"... TRYING TO RELOAD"

384/ SF_RLOAD2--- MUMBLING

385/ SF_SHOOT---"STOP OR I'LL SHOOT"

386/ SF_SHOT2

387/ LN_TIGHT---"TIGHTER THAN A DUCKS ASS"

388/ DR_CLS---DOOR CLOSE

389/ SCRAPE1--- BOX MOVE SOUND

390/ YEHAA16

391/ LN_WHUP--"OPEN CAN OF WHUP ASS"

392/ CHKNFLAP

393/ CHKN_1

394/ CHKN_2

395/ CHIKDETH

396/. AMB_ROOM---FRIDGE RUN

397/ BR_ITCH---DAMN

398/ BR_SCRTH

399/ BR_SNIFF

400/ TRUKDIE

401/ ZIPOPEN-- OPEN LIGHTER

402/ ZIPPSTRK--LIGHT LIGHTER

403/ MOSQUI4

404/ FART1

406/ SQUEAKY---CREAKY DOOR OPEN

407/ CATDOOR---SLIDE DOOR

408/ JNKSWCH-- OR METAL DOOR

409/ CONVEYR--OR SAW

415/ MN_FREAK

416/ MN_PN

417/ MN_REC

418/ MN_AMB

419/ LOKDOOR--LOCKED DOOR

420/ VOMIT

421/ TOSS--SAME AS VOMIT

422/ FART2

423/ FART3

424/ FART4

425/ CHUG---DRINK THEN BURP

426/ CROWUSH--CROWBAR

427/ WUSSLAF

428/ LN_CITY "CITY FOLK"

429/ MUNCH2

430/ TESLARC

431/ BUZSAWSND--SAW

432/EVELOOP--CONVEYOR BELT

433/ PISSEND PEE

434/ PISSLOOP

435/ PISSSTRT

436/ CRAP

437/ PEE

440/ SCREAN_F

441/ SCREAM_M

442/ WISPER

443/ OVEN

444/ CREMATOR---FIRE

445/ TBLSAW

446/ TBLSAW_X

447/ FORKLIFT---BACK UP BEEPER

448/ PROJECTOR

449/ SIGNROT--SQUEAKY SIGN

450/ XBOWCOCK

451/ PWDERKEG---BOOM

452/ DG_BARK1

453/ DG_GRWL1

454/ DG_YELP

455/ DG_DIE

456/ UFO--OR MACHINE RUNNING

457/ UFOLET

458/ EGG---CRACK AND FRY

459/ HAMCAN---TINKING SOUND

460/ DROPPIE

461/ BIGDRILL---START AND STOP

462/ MINE CART---ALSO CAN BE USED AS PIPES BANGING

463/ WTRFALL

464/ SHAFT---WIND

465/ FRIDGEOP---FRIDGE OPEN

466/ FRIDGECL

467/ DG_LUNGE

468/ TORNADOSND

469/ FAN

470/ CRUSHER

471/ PLUCKER-- ALSO SOUNDS LIKE SEWING MACHINE

472/ SAWHEAD--- CUTS CHICKENS HEADS OFF

473/ STAMPER---PISTON OR POUNDING SOUND

474/ TBLSAW_--SAW STOP

475/ MORNING---BIRDS CHIRPING

476/ DG_BARK2

477/ DG_GRWL2

478/ REDNECK2---"HOT DAMN"

479/ XATRIX---CRICKETS

480/ SB_ATK1--"THROW POO POO AT YOU"

481/ SB_ATK2--"...HURT YOU"

482/ SB_CORN--"...SPIT CORN..."

483/ SB_HRT1---"HURTING ME"

484/ SB_HRT2

485/ SB_HRT3

486/ SB_LAF1

487/ SB_LAF2

488/ SB_LORD---"I'M LORD OF THIS..."

489/ SB_MIN1--"GO MINIONS"

490/ SB_MIN2--"TEE HEE HIM DOWN"

491/ SB_MIN3

492/ SB_SCK1---GROWL

493/ SB_SPT1

494/ SB_SPT2

495/ SB_DIE--- COUGH

496/ SB_IAM

497/ SB_POO

498/ BUB_HEY1

499/ BUB_HEY2

15. EDITART KEYS

Keys you will need to know if you want to select from a section of a 320*200*256 picture file (.BMP and .PCX only) and put it into the MakeMap engine.

< U > Use this to import a section of a 320*200*256 .BMP, .PCX, or .GIF.

<Enter> Convert the image that is inside the rectangular selection rectangle to the BUILD palette.

<Space> Convert the image that is inside the rectangular selection rectangle without remapping the palette.

< P > If in the picture selecting screen (after pressing U and loading the picture), you press P, then the palette of BUILD can be replaced by the palette of the displayed picture.

<PGUP/PGDN> Select tile to edit (4096 tile maximum right now).

< G > GOTO a tile by typing in the tile number.

< S > Re-size tile. The X and Y sizes can be any unsigned short integer.

< X > Ranges from 0 to 1024, and Y ranges from 0 to 240.

<Delete> Short cut key to set both the X and Y sizes to 0.

< +,- > Change the animation setting. (Default: NoAnm = 0.)

To change the animation type, press - when the value is 0. Ex: If you want an object to have 4 tiles of animation, you can animate it in 4 different sequences: (0 is the current tile)

NoAnm =4 sequence: 0,0,0,0,0,0,0,0,0,0,0,... (no animation)

Oscis =4 sequence: 0,1,2,3,2,1,0,1,2,3,2,... (oscillate)

AnmFD =4 sequence: 0,1,2,3,0,1,2,3,0,1,2,... (forwards)

AnmBK =4 sequence: 0,-1,-2,-3,0,-1,-2,-3,... (backwards)

< A > Set the animation speed of the tile. Press + and - to change the animation speed. There are 16 different animation speeds. The animation speed set here set the speed for BUILD and your GAME also. (Speed is proportional to (totalclock>>animspeed))

< ~ > This key (located just above the TAB key) allows you to center a sprite. Simply use the arrow keys to get to the desired position.

< N > Name a tile. Naming a tile simply changes the statement in NAMES.H. You should include NAMES.H when compiling so you can easily refer to sprites by name rather than by number.

< O > Optimize the size of an individual piece of artwork. Use this for tiles with invisible pixels on the sides.

< V > View and select a tile to edit.

<Space> To swap 2 tiles simply press space bar on the first tile, then space bar on the second.

<1,2,3> To swap a group of tiles, press 1 on the first tile, press 2 to remember the region between where you pressed 1 and 2. Press 3 at the place to where you want to swap all the tiles.

<ALT+U> Re-grab artwork from original pictures according to the CAPFIL.TXT file. If you press

<ALT-U> in the main screen, everything will be re-grabbed. If you press ALT-U in 'V' mode, then you should first select the range by pressing '1' and '2' on the range boundaries.

<ALT+R> Generate a Tile frequency report by scanning all maps in directory. Use in 'V' mode only.

<F12> Screen capture (saves image as a *.BMP file, starting as file name CAPTUR00.BMP and incrementing by 1 each time F12 is pressed.

<ESC> Quit.

Extra features: (if you actually want to do the artwork in EDITART or if you want to touch-up some imported art.)

< C > Change all pixels on the tile having the same color under the graphics cursor to to selected color.

<Arrows/Mouse> Move graphics cursor.

<Shift + Arrows> Select color. (on bottom right corner of screen)

<Space> Plot a pixel with the selected color.

< T > Turn drawing trail on / off.

<Tab> Select the color under the graphics cursor.

<BACKSPACE> Set the color to color 255 (transparent color).

< F > Floodfill a region with the current color and with the current color as a boundary.

< M,P> Use M to back up a tile into a temporary buffer in memory and P to restore it. It may be wise to press M before a floodfill (F) (because sometimes you miss encapsulating the region by 1 pixel, and the whole picture gets killed, etc...)

< J > Randomly plots dots of current color over any pixels having the same color as the color under the tile cursor.

< [ > Random antialias of colors in color band under graphics cursor.

< ] > Non-random antialias of colors in color band under graphics cursor.

< ; > 3-Dimensionalize an image. Makes colors in different rows of the color bar either appear to stick out or stick in to the wall.

< ' > 3D-Dimentionalize the other way.

< R > Rotate the tile in a specified direction.

< 1 > Mark the first corner of a rectangle for a copy/paste operation.

< 2 > Mark the other corner of a rectangle for a copy/paste operation.

< 3 > Paste the selected rectangle (Note: You must press 1 and 2 in that order first before pressing 3. Pretty simple 1-2-3 for copy&paste)

< 4 > Flip the copied rectangular region x-wise.

< 5 > Flip the copied rectangular region y-wise.

< 6 > Swap the x and y coordinates of the copied rectangular region.

< <>> Change the shade of the selected region.

< \ > Move the cursor to the center or the tile.

< | > Get the coordinates of the cursor.

 

PART 4 - TUTORIAL

16. BEGINNER'S GUIDE TO MAKING A LEVEL by Matt Newcomb

This tutorial will get you started with building a level from the ground up, step by step. The example maps are available from all good Redneck WebSites.

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

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.

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.

 

 

 

17. Edittset Tutorial (Editart)

Lesson 1

So you want a quick start to importing your own graphics or altering the graphics already in Redneck Rampage??? Well by cracky you are in the right place. This tutorial will NOT be the last word in Edittset but you will be able to use it if you follow these steps.

1) You must have edittset.exe in your Redneck directory.

2) You must EXTRACT the tiles from Redneck. You can do that be doing this:

a) Make sure the program kextract.exe is in your Redneck directory.

b) Type kextract redneck.grp *.art you will then have mucho megabytes of tiles00x.art files on your hard disk.

3) Start edittset by typing ----> edittset.

4) You will come up to a screen that has the default makemap tile. It is yellow and red.

5) At this point you have some options.

a) Type V This will bring up a screen filled with tiles. You can scroll using the down arrow key or page down key to view ALL the tiles

OR

b) Type G If you select G in the lower LEFT of your screen you will be able to type in a tile number and go right to it. Use 2334.

6) Go try that now. One step at a time.

7) Lets do this.

a) Start edittset. Type G and type in 2334. NOW hit F12. You have just captured that tile to a file called capt0001.pcx which is in your Redneck directory. It looks just like the tile 2334.

b) Go look at the pcx file using your favorite graphics program. Do that now.

c) Your back... good. First we will just alter the captured tile. It is slightly easier. You can use edittset. BUT why? It is a clunker.

d) Go back to your favorite graphics program and load in capt0001.pcx. Do ANYTHING you want to the pcx file. Put in text, draw scribbles… anything except add another graphic to it. Save it!

e) Not all the tiles that you extracted are images. There are empty spaces to put your art. Your art isn't usable until you place it in an art file.

f) Start edittset. From the initial screen type <G>. Then in the lower left type in 940. This will take you to tile 940 in tilesart.002 It is blank.

g) Type U In the upper left you will see capt0001.pcx select it and hit ENTER. Using your mouse and the left button select the portion of the image you want to import into your tiles002.art file.

h) When you have made your selection press ENTER. The tile will then be available for incorporation into your tiles002.art. If you think you are going to save the tile press N this allows you to name it. To make to tile usable press V. You will be asked if you want to save the tile. The choice is yours! If you elect to save it the tile will be compiled into tiles002.art.

Go and start up makemap and point at any surface. Hit V then G then type in 940 hit enter, enter and VOILA!!!!! You did it!

Lesson 2

This lesson will deal with insuring that transparent portions of new images will indeed be transparent.

1) Capture to file(see lesson 1) the tile 1829. I selected this because it has the pink background which is transparent in gameplay.

2) In your favorite graphics program change the 71 to say 4 as I did in my YooperLand map. I recommended changing the pcx at this point into a gif. I don't know why but pcx or bmp's would not work for me, they may for you.

3) Start edittset and pull you gif or pcx or whatever you chose into an editable screen. Remember how? (See lesson 1). Place the itsy, bitsy, teenie, weenie cursor on the pink area. Then press <BACKSPACE>. This will change the color under the cursor to the transparent color (which it may appear to already be).

CONSIDERASTION: During my art editing I used my favorite graphics program color picker on an unaltered tile, namely 1829. I selected the pink background and then changed the color, which was already pink on my altered tile. The color looked right but wasn't. Thats why I have added this step.

Then press <TAB>. This effectively selects the color under the cursor. Then press <C> this will change all the pixels in the file to the transparent color. Of course, you can do this for any color.

 

 

18. MAP AUTHORING TEMPLATE

When you upload your .MAP file(s) to FTP sites, BBS's and the like, you

are encouraged to include this file with the map, so that you can be

recognized for your work! We can't wait to see what you can come up with!

Redneck Rides Again 3D .MAP Authoring Template

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

Title :

Filename : xxxx.MAP

Author : Your name here

Email Address :

Misc. Author Info :

Rating compared to RRRA :

Description :

Additional Credits to :

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

* Play Information *

Episode and Level # :

Single Player : Yes/No

DukeMatch Level : Yes/No

Difficulty Settings : Yes/Not implemented

* Construction *

Base : New level from scratch/Modified ExMx/xxx.MAP

Editor(s) used :

Known Bugs :

* Where to get this MAP file *

FTP sites:

BBS numbers:

Other: