Hole in Floor (ceiling) effect
Text by Jon Hunt
Sample may by Rhett D. Baldwin
Multi- hole sample map by
Big Rodge
I call this the 'Hole in the floor' effect. It is where you can look down 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.
For this tutorial I am only going to cover the basics of how to do this effect. Once you learn how to do it, you can play around and experiment yourself somemore.
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. If you have any problems with any of these things you may pick up tutorials that will teach you how to do them at my website.
www.jonhunt.com/redneck/makemap.htm
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.Before we get started, I suggest you print out this tutorial and then load up the sample map in makemap so you can follow along.
Make your room that you want the hole in the floor. Next make the actual 'hole'. Point at the 'hole' and lower it 1 page down, lower than the surrounding floor. Give the hole texture number 13.
Next give the 'hole' a sector tag of 160.
Now place 2 sectorefectors 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.
* study the enclosed sample map. Its the best way to figure out this effect. Hell, even Rhett couldn't tell me how its done. All he could do was give me the sample map.
* for another example of this effect, look at my Ancients level for RRRA. The chinese laundry roof is done with this effect. And there are multiple sectors in each area.
As always if you have any questions email me at redneck@