-------------------------------REDNECK RAMPAGE------------------------------


OFficiAL-LiKE TeChnikAl GyDE - bY ALeX maYBErrY & maL BLacKWelL.

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

EXAMPLE MAPS AND ADDITIONAL TEXT (N) BY NEWC (MATT NEWCOMB)




OPENIN' COMMENTS:


Now, don't go thinkin' that this here document is gonna give you all

the info you needs to know to build this stuff, 'cause it ain't. It's

really only just a guide for ya. But armed with this document, you

should be able to inspect the original levels in REDNECK RAMPAGE and

decipher eggsackly how we did things. In order to edit the original

levels, you'll need to extract them first with that there 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. This should

be enough to get you fooly funxional, so let's git on with the good

stuff.



THEM SPECIALIZED EFFECTS:


These here are a few of them new effects and gadgets that we done

come up with in REDNECK RAMPAGE. There's prolly a few that we forgot,

and maybe even a couple that was just too much trouble to document,

but damnit, we done our best. Anyway, that's all I gots to say about

that.



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 |

(N)IN THE EXAMPLE MAP (GD_TRCH) I USED SPRITE #1495 FOR THE FIRE.

USE THIS FOR FIREPLACES AND OTHER PLACES THAT REQUIRE A

CONSTANT FLAME. USE #1494 FOR FLAMES THAT BURN ONLY A SHORT

TIME AND THEN GO OUT.-NEWC

PUSH SECTOR:


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)

(N) IN THE EXAMPLE MAP (GD_PUSH) I MADE FOUR CRATES THAT CAN

BE PUSHED ONLY IN ONE DIRECTION EACH (NORTH, SOUTH, EAST,AND

WEST) IN THE STARTING SECTOR AND ONE THAT CAN BE PUSHED IN ALL

FOUR DIRECTIONS IN THE ADJOINING SECTOR. YOU CAN USE ANY

COMBINATION OF WALLS (i.e. NORTH AND EAST, WEST AND SOUTH, ETC).

-NEWC



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)

(N) IN THE EXAMPLE MAP (GD_BAREL) I MADE A BARREL SECTOR AND

A SMALL DOORWAY AND GAVE BOTH THE LOTAG OF 857. THE SECTOR TAG

DOES NOT AFFECT THE DOORWAY, BUT WORKS FINE ON THE BARREL.-NEWC


UP OPEN DOOR LIGHTS (SE 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.

(N) IN THE EXAMPLE MAP (GD_SE8) I MADE TWO SECTORS DIVIDED BY A

RISING DOOR. THE SECTOR EFFECTOR IS GIVEN A LOTAG OF 8 AND PLACED

INSIDE THE ROOM YOU WANT TO LIGHT UP WHEN THE DOOR OPENS AND

ANOTHER S.E.8 IS PLACED INSIDE THE DOOR SECTOR. CHANGE THE SHADE

OF THE ROOM WITH THE MINUS KEY ON THE NUMBER PAD WHILE POINTING AT

EACH WALL AND THE CEILING AND FLOOR. IF YOU MAKE A ROOM WITH MANY

SECTORS, EACH ONE MUST HAVE A S.E.8 AND BE SHADED TO THE BRIGHTNESS

LEVEL IT WILL BE WHEN THE DOOR IS CLOSED. SHADE THE S.E. SPRITE

TO THE BRIGHTNESS VALUE THE ROOM WILL BE WHEN THE DOOR IS OPEN.

GIVE THE ROOM YOU WANT TO EFFECT THE HITAG OF 1 TO KEEP THE CEILING

FROM LIGHTING UP.-NEWC


JAIL DOORS (New 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.

(N) THIS ONE IS PRETTY MUCH EXPLAINED THOROUGHLY. SEE EXAMPLE

MAP GD_JDOOR.


KEYS:


Doors requirin' 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 correspondin' 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:


Wooden Doors

Lock Sprite Lotag Corresponding Key

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

0 Key #1 (Lo-Tag 100)

1 Key #2 (Lo-Tag 101)

2 Key #3 (Lo-Tag 102)


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):


Metal Doors

Lock Sprite Lotag Corresponding Key

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

3 Key #1 (Lo-Tag 100)

4 Key #2 (Lo-Tag 101)

5 Key #3 (Lo-Tag 102)

(N) IN THE EXAMPLE MAP (GD_KEYS) I MADE TWO DOORS, ONE WOOD,

ONE METAL. THE WOOD DOOR IS A SWING TYPE AND THE METAL IS A

LOWERING TYPE. THE LOCK SPRITE FOR THE WOOD DOOR IS SET AT

1 AND THE CORRESPONDING KEY'S LOTAG IS SET AT 100. THE METAL

DOOR'S LOCK SPRITE LOTAG IS 5 AND THE KEY LOTAG IS 101.-NEWC

ENEMY BEHAVIOR


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).

(N) IN THE EXAMPLE MAP (GD_ENEM) I MADE SIX ROOMS, FIVE OF

WHICH CONTAIN BILLYRAY SPRITES. EACH ONE HAS A DIFFERENT

BEHAVIOR. THE PALETTE IS ASSIGNED BY POINTING AT THE SPRITE

AND PRESSING ALT+P IN 3D MODE, THEN TYPE IN THE NUMBER.

MAKE SURE YOU TYPE RDELVIS AND RDALL AT THE START.-NEWC


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. And that's all I got t'

say 'bout that.

(N) IN THE EXAMPLE MAP (GD_VIXEN) I MADE SIX ROOMS, FIVE OF WHICH

CONTAIN VIXENS WITH DIFFERENT PALETTE NUMBERS. THE LAST (QUEEN)

WILL END THE GAME WHEN YOU KILL HER. THE ONE YOU GIVE THE

PALETTE OF 25 WILL USE KICK ATTACKS AS WELL AS SHOOT AT YOU.

MAKE SURE YOU TYPE IN RDELVIS AND RDALL WHEN YOU START.-NEWC


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.

(N) IN THE EXAMPLE MAP (GD_TRNAD) I MADE THREE ROOMS, TWO

OF WHICH CONTAIN TORNADOES. THE SECOND ONE HAS THE PALETTE

OF 33. TYPE RDELVIS AND RDALL AT START.-NEWC


KILLER TRUCKS & OTHER TYPES OF VEHICULAR 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.

(N) THIS IS GETTING ON MY NERVES. WHY IS THIS FILE OUT IF THERE

IS NOT MORE INFO? ANYWAY IN THE EXAMPLE MAP (GD_TRUKS) I MADE

TWO ROOMS: ONE YOU START IN AND THE OTHER HAS A TRUCK IN IT.

I KNOW THE TRUCK LOOKS TERRIBLE, I AM TRYING TO FIGURE OUT

HOW TO MAKE IT LOOK LIKE E1L1 TRUCK. ANYHOW, TO MAKE THE TRUCK

YOU MAKE A SECTOR, TURN IT RED, AND RAISE IT FROM THE FLOOR.

PUT WHATEVER TEXTURES YOU WANT ON IT. PUT IN A SECTOR EFFECTOR

AND GIVE IT A LOTAG OF 6. GIVE THE TRUCK A LOTAG OF 800.

PUT THE SECTOR EFFECTOR IN THE TRUCK SECTOR. USE PAGE UP IN 3D

MODE AND RAISE THE SECTOR EFFECTOR TO JUST ABOVE THE TRUCK.

GO INTO 2D MODE AND PUT IT INSIDE THE TRUCK SECTOR.

NOW PUT IN SOME LOCATOR SPRITES (L+). GIVE THEM ALL LOTAGS

THAT INCREASE BY 1, BUT LEAVE THE ONE IN FRONT OF THE TRUCK

AT LOTAG 0. THIS IS HOW COMPUTERS SEE THE NUMBER 1 IN A

SEQUENCE. EVERYTHING IS NUMBERED FROM 0 TO 9, NOT FROM 1 TO 10.

ANYWAY, IF YOU PUT IN FIVE LOCATORS THEIR LOTAGS WILL BE 0,1,2,

3,4. MAKE THE CLOSEST ONE HAVE A LOTAG OF 0, THE NEXT ONE YOU

WANT IT TO GO TO 1, THEN THE NEXT ONE 2, AND SO ON. THE LAST

LOCATOR MUST BE NEAR THE FIRST, SO THE TRUCK STARTS ALL OVER.

IF YOU GET IN FRONT OF IT YOU DIE!! ALSO MAKE SURE YOUR LOCATORS

ARE NOT TOO CLOSE TO THE WALL, OR IT WILL CAUSE VIEWING TROUBLE.

ALSO YOU CANNOT MAKE THE TRUCK CROSS RED LINES, IT CRASHES THE

GAME.-NEWC


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 a UFO-B 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).

(N) IN THE EXAMPLE MAP (GD_UFO) I MADE A BIG SECTOR WITH A UFO

IN THE CENTER. GIVE THE UFO SECTOR A HITAG OF 49. PUT LOCATOR

SPRITES IN A PATTERN YOU WANT THE UFO TO TRAVEL AND LOTAG THEM

INCREMENTALLY STARTING WITH NO LOTAG FOR THE FIRST, 1 FOR THE

SECOND, ETC. GIVE ONE LOCATOR A HITAG OF 1 AND WHEN THE UFO

REACHES THAT ONE IT WILL DROP A HULK GUARD. WHEN YOU KILL

THE HULK GUARDS THE UFO WILL STOP AND TURN ON A BEAM. WALK INTO

THE BEAM AND YOU WILL BE TAKEN TO A SMALL ROOM, WHICH IS JUST

OUTSIDE THE SECTOR WITH THE UFO.-NEWC


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.

(N) IN THE EXAMPLE MAP (GD_SAW) I MADE A BUTTON AND A SAW.

IT LOWERS JUST FINE BUT RISES TOO HIGH. I PLACED IT IN ITS

OWN SECTOR AND LOWERED THE SECTOR INTO THE FLOOR TO SEE IF

THAT WOULD MAKE IT RISE TO ITS PROPER HEIGHT, BUT IT MAKES NO

DIFFERENCE. THE SAW STILL RISES TO THE CEILING. I EVEN TRIED

TO LOWER THE CEILING PART OF THE SECTOR, BUT IT JUST WENT INTO

THAT PART AND WAS EVEN WITH THE MAIN SECTOR'S CEILING. IF YOU

CAN FIGURE OUT HOW TO DO IT, LET ME KNOW AND I'LL UPDATE THIS.

-NEWC


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.)

(N) IN THE EXAMPLE MAP (GD_SHADE) I MADE A BIG SQUARE

BUILDING AND MADE A SHADOWED SECTOR AROUND ONE SIDE OF IT

TO GIVE THE LOOK OF THE SUN HITTING FROM ONE SIDE. I PUT

A CHICKEN AND A PIG IN THE SECTOR AND THE SHADESECTOR SPRITE.

THEN I SHADED THE PIG, CHICKEN, AND THE WALLS, GROUND, AND

SKY TO MY PREFERENCE. YOU WILL NOTICE THE PIG AND CHCKEN

SHADE VALUES CHANGE AS THEY PASS IN AND OUT OF THE SECTOR.

YOU WILL ALSO NOTICE THAT YOUR GUN CHANGES SHADE WHEN YOU

PASS THRU IT, TOO.-NEWC


LIGHTNING SPRITE:


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).

(N) IN THE EXAMPLE MAP (GD_LTNIN) I MADE A ROOM WITH A WINDOW

AGAINST THE WALL. I MADE IT BY INSERTING TWO POINTS ON THE

WALL, THEN DREW A LINE FROM ONE POINT, OUT AWAY FROM THE WALL,

AND DOWN TO THE NEXT POINT TO MAKE A RECTANGLE, THEN ENDED ON

THE FIRST POINT TO TURN THE LINE BETWEEN THE TWO POINTS RED.

I THEN PUT THE DRAPEWINDOW (#2580)TEXTURE ON THE WALL TO GIVE THE

APPEARANCE OF A WINDOW. NEXT I GAVE THE TOP OF THE INSIDE

OF THE WINDOW THE #2577 SKY TEXTURE BUT DID NOT PARALLAX IT.

IT IS A SMALL ENOUGH SPACE THAT THE PLAYER WOULD NOT NOTICE

IT UNLESS THEY WERE LOOKING FOR IT SPECIFICALLY. SO FAR THIS

IS THE ONLY TEXTURE I HAVE FOUND THAT WILL ACTIVATE THE

SPRITE INSIDE A ROOM. IF YOU USE IT FOR THE OUTSIDE AREA

SKY, IT WILL ACTIVATE THE SPRITE PLACED IN ANY SECTOR THAT

IS UNDER THE SKY.

-NEWC


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.

(N) IN THE EXAMPLE MAP (GD_CLIMB) I MADE TWO RAISED SECTIONS.

I PUT THE WOODLADDER SPRITE (#1827) AGAINST THE WALL OF ONE

SECTION AND MADE FOUR LADDERWOOD SPRITES. THEY ARE ORANGE WITH

THE LETTERS 'LW' ON THEM. THEN I MADE ABOUT SIX CHAIN SPRITES

(#2913) AND RAISED THEM AND STACKED THEM SO THEY LOOK LIKE ONE

CHAIN AND PUT FOUR LADDERWOOD SPRITES ON THEM. YOU MUST MAKE THE

LW SPRITES LAY FLAT BY POINTING AT THEM AND PRESSING 'R' IN 3D

MODE UNTIL THEY LAY FLAT. THEN I STRETCHED THE POWERLINES SPRITE

(#2954) FROM THE CHAIN TO THE OTHER RAISED SECTOR. YOU CAN CLIMB

THE LADDER AND THE CHAIN AND WALK ACROSS THE POWERLINE TO REACH

THE OTHER SIDE. NOTE: YOU MUST MAKE THE LADDERWOOD SPRITES AND

THE POWERLINES SPRITE BLOCKABLE BY POINTING AT THEM IN 2D MODE

AND PRESSING 'B'.

YOU CAN STACK THE LADDERWOOD SPRITES EITHER DIRECTLY ABOVE EACH

OTHER, OR YOU CAN STAGGER THEM OUT WITH THE TOP THE CLOSEST TO

THE LADDER AND THE BOTTOM THE FARTHEST AWAY FROM IT, AS I HAVE

DONE.-NEWC


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

the 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).

(N) THIS IS VERY INTERESTING! I COULD NOT GET THE THING TO

SPAWN ONCE!! I TRIED EVERYTHING!!! BUT I FOUND A NEAT TRICK:

WHEN YOU MAKE A MASKED WALL, YOU CAN MAKE A BIG GLASS ROOM

BY STARTING A NEW WALL FROM THE VERTEX OF A MASKED WALL!!

COOL!!-NEWC


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!

Ain't it grand?


(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).

(N) IN THE EXAMPLE MAP (GD_CART) I MADE A MINE CART AND GAVE

THE OUTER SECTOR A LOTAG OF 42. SINCE IT WILL TRAVEL TO THE

EAST, I GAVE IT THE HITAG 40. NEXT I INSERTED THE MINECART

AND MINECARTINSIDE SPRITES. THE MINECART SPRITE HAS A LOTAG

OF 256 FOR DISTANCE AND A HITAG OF 32 FOR SPEED. THE

MINECARTINSIDE SPRITE HAS A LOTAG OF 1, WHICH IS THE NUMBER

OF THE SECTOR. WHEN YOU MAKE A SECTOR, IT GETS A NUMBER.

THE NUMBER OF THE SECTOR IS FOUND BY PLACING THE MOUSE

POINTER IN THE SECTOR AND PRESSING TAB.-NEWC


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 destoy. 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).


So you still followin this? Not too

complicated, eh? Well, that's 'cause we

ain't finished yet! There's still LOTS more

to this here effect, but that's the price you

gotta pay for blowin' shit up. Okay, so

let's move on and try to figger out the rest

of this.


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.


HEY!!! WHERE YA GOIN'! WE AIN'T DONE YET!!!

Don't go thinkin' you're all ready to make a

DESTRUCTO area just yet, 'cause we got another

little wrinkle to through in here and

complicate things even more for ya.


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. Good luck

to ya!

(N) IN THE EXAMPLE MAP (GD_BOOM) I MADE TWO ROOMS. ONE

CONTAINS A RAISED SECTOR THAT HAS FOUR SECTORS INSIDE IT:

ONE IN EACH CORNER. I PLACED THE EXPLOSION AND DESTRUCTO

SPRITES IN EACH SECTOR. EACH EXPLOSION SPRITE HAS A LOATG

OF 100. SINCE THERE IS ONLY ONE EXPLOSION SPRITE IN EACH

SECTOR, THE LOTAGS ARE THE SAME. IF YOU PUT MORE THAN ONE

EXPLOSION SPRITE IN A SECTOR, THE LOTAGS MUST INCREMENT BY 1.

THE SECOND ROOM HAS THE SECTOR THAT WILL BE THE END RESULT

OF THE EXPLOSION. IT IS THE SAME EXCEPT FOR TEXTURE, AND

THE CENTER SECTOR HAS BEEN LOWERED TO BE EVEN WITH THE FLOOR.

NOTE HERE THAT YOU MUST PUT THE END RESULT TEXTURE ON THE

CEILING OF THE END RESULT SECTOR, OR THE CEILING WILL BE

MESSED UP. THE END RESULT SECTORS GET ONLY THE EXPLOSION

SPRITES.-NEWC



3D GEOMETRY EFFECT (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.


PARTICULARS:



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 suface (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!!

(N) THERE IS NO EXAMPLE MAP FOR THIS. IF YOU WANT TO SEE IT,

GO TO E2L6 MAP AND GO TO THE FAR RIGHT SIDE IN 2D MODE. YOU

WILL SEE A SECTOR THAT CONTAINS A BIG DRILLING MACHINE WITH

THE LADDERWOOD SPRITES (MENTIONED ABOVE IN THE CLIMBING

SECTION). THIS IS THE PARENT SECTOR. TO SEE THE CHILD SECTORS

YOU MUST ZOOM OUT IN 2D MODE AND USE THE RIGHT MOUSE KEY TO

JUMP TO THE FAR BOTTOM RIGHT SIDE OF THE GRAY AREA. I SAW NO

DIFFERENCE BETWEEN USING THIS AND NOT USING IT.-NEWC



----------------------------------THIS BE DONE--------------------------------