REDNECK RAMPAGE
MAKEMAP TUTORIAL   Swinging Glass Doors
By Speed Racer     t1024@
                   http://

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PURPOSE:          This tutorial will enable you to produce swinging
                  glass doors.
                          

     
CONSIDERATIONS:   1) Make your door sector.  You can have either one or two 
                     doors.
                 
                  2) Make a WHITE sector inside of this door sector.  
                     It should not be valid player space.  Look at 
                     SGLASSDR.MAP to clarify.
           
                  3) Insert a point along the red line where the glass will
                     be. Insure that the point is directly  beneath
                     the white sector's corner or vertex.
                     Do this for both doors.

                  4) 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.
             
                  5) 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.

                  6) 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!

                  7) 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.  


                  8) 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 appearence. Also, near
                     the door wall junction place another invalid player
                     space (I used a triangle); again this is for 
                     a framed appearance.

                  9) To insure that the doors both open in the same 
                     direction rotate the SE sprites appropriately.