============================================================================= MAP EDITING FAQ v1.0 BY JONAH BISHOP (Was Brett Gmoser's FAQ, but since he got busy with IRC, he's letting me do this version!) ============================================================================= ***NOTE: SEE SECTION 0.6 BEFORE PRINTING THIS OUT!*** CONTENTS: 0: About this FAQ 0.1 Who made ALL This? 0.1.1 How do I contact the author? 0.2 What you should have gotten 0.3 Revision History * 0.3.1 Future Additions to this FAQ 0.4 Thank-you's and Credits 0.5 Where to get this FAQ * 0.6 Printing Information 1: Information & Other Stuff 1.1 What are maps? 1.1.1 What else can I do with MAP files? 1.1.2 Can I extract the original .MAP files from the game? 1.2 What do I use to make maps? 1.2.1 Can I make maps other games? * 1.3 What is the BUILD engine? * 1.3.1 What makes BUILD different from DOOM? 2: Making Levels, basic 2.1 OK, I have the editor, how do I use this thing? 2.2 First levels suck 2.3 Your basic, one-sector, horrible level 2.4 Your basic, two-sector, horrible level 2.5 Your basic, two-sector, not-so-horrible level 2.5.1 Floor/ceiling heights 2.5.2 Changing textures 2.5.2.1 Panning and stuff 2.5.3 Skies 2.5.4 Shading 2.5.5 Slopes 3: Onto the cool stuff 3.1 Intro. 3.2 Hitags and Lotags 3.3 Sector Effectors 3.4 Locators 3.5 Music & SFX 3.6 Respawns 3.7 Activatorlocked 3.8 Activators 3.9 Checklist 4: Your not-so basic, awesome level 4.1 Intro. 4.2 Regular, DOOM-Type Doors 4.3 Swinging Doors * 4.3.1 Swinging Glass Doors * 4.3.2 Problems and fixes with Swinging Doors 4.4 Sliding Star Trek Doors 4.5 Splitting Star Trek Doors 4.6 Teeth Doors * 4.6.1 Another Way To Do Teeth Doors 4.7 Sliding Doors 4.8 Down Doors 4.9 Up/Down Doors 4.10 Rotating Subway Doors 4.11 Auto-Closing Doors 4.12 Locked Doors 4.13 Doors With Switches 4.14 Combination Door Switches 4.15 Teleporters 4.16 Water * 4.16.1 Sloped Water Sectors * 4.16.2 Swimming in Slime 4.17 Sewer Holes/Silent Teleporters 4.18 Lifts * 4.18.1 Switch Operated Lifts 4.19 Glass 4.20 Vents 4.21 Security Cameras 4.22 Collapsible Bridges/Bridges 4.23 Dukematch/Co-op ONLY Stuff 4.24 Fun With C-9 4.24.1 C-9 Activated by Switches 4.24.2 C-9 Activated by Touchplates 4.25 Rooms Over Rooms 4.26 Nuke Buttons 4.27 Secret Areas 4.28 Mirrors * 4.28.1 Making Mirrors Show Bullet Holes When Shot 4.29 Conveyor Belts/Water Current 4.30 Gears/Rotation 4.31 Subways * 4.31.1 Notes On Subways 4.32 Colored Lights 4.33 Demo Cameras 4.34 Co-op/Dukematch Starting Points 4.35 Spawning Stuff * 4.36 Active Tripbombs 4.37 Earthquakes 4.38 Light Switches 4.39 Open Door, Room Lights Up 4.40 Shooters * 4.41 Forcefields and Controlling Them 4.42 Difficulty Settings 4.43 Echo 4.44 Pulsating Lights 4.45 Elevator Transports 4.46 Blastable Walls * 4.46.1 Fixing The 'Texture Problem' 4.47 Destructible Buildings/Floor Lowering 4.48 Crushers (Engine Pistons) 4.49 Shots Fired In Sector, Ceiling Comes Down 4.50 Rotate/Rise Sector 4.51 Stretch Sector 4.52 Ceilings And Floors (Dropping) * 4.53 2-Way Trains (The Right Way to Make Them!) * 4.54 Signs That Fall When Shot * 4.55 Cranes * 4.56 Making Phones Ring * 4.57 Making the Mini-boss * 4.58 Exploding Helicopter/Car * 4.59 Making Curtains Draw Back * 4.60 The Pool Table * 4.61 Making Waves * 4.62 Fish Tanks * 4.63 Making Lights Blink * 4.64 Making Lights Blink when Shot * 4.65 Making Music and SFX Work * 4.66 Adding Your Own Music and SFX * 4.67 Level Over Level Water Trick * 4.68 Neat Tricks and Tips 5: Info And Other Stuff 5.1 Palette List 5.2 Facts On Dimensions 5.3 Sound List 5.4 Quick SE Number List 5.5 Quick Sector Tag Guide 5.6 Hints and Tips * 5.7 List of Official Levels * 5.8 List of Cheats 6: Questions And Answers 7: Utilities for DUKE * 7.1 EditArt * 7.1.1 Editing Your Own Tiles * 7.2 Doom Conversion Utilities * 7.2.1 Wad2Map * 7.2.2 Wad2Art * 7.3 GRP Utilities * 7.3.1 Kextract * 7.3.2 Kgroup * 7.4 RTSMaker 8: Finishing Up 8.1 Map Authoring Template 8.2 Uploading your level Sections that have been updated or added in this version are denoted with a [*] in the table of contents. ============== ABOUT THIS FAQ ============== 0.1 Who made ALL this? My name is Jonah Bishop. I have taken over this FAQ because Brett Gmoser got quite busy with IRC. 0.1.1 How do I contact the author? Well, you can't really contact me. Me e-mail address is not going to appear anywhere in this FAQ. BUT, you can get me by way of a message via the Apogee web site (my name on there is jonahb) or you can drop by #dukeedit on IRC. Use the server us.undernet.org with some IRC software, and come ask your questions. There will almost always be someone on #dukeedit, but in case there is not, go to either #duke3d or #buildhelp. 0.2 What you should have gotten In addition to this file (MAPFAQ10.TXT), you should have gotten the following things in the ZIP file (MAPFAQ10.ZIP): 2SSUBWAY.MAP ACCESS.MAP ADOOR.MAP BLIGHTS.MAP BRIDGE.MAP BUILDBLO.MAP C-9.MAP CAMERA.MAP CLITES.MAP COMBODR.MAP CONVEYOR.MAP CRANE.MAP CRUSHERS.MAP CURTAIN.MAP DNDOOR.MAP DOOMDOOR.MAP DRFLRCLN.MAP DRLITES.MAP ECHO.MAP ELETRANS.MAP * FAN.MAP GEARS.MAP GLASS.MAP HOLE.MAP JM-TDOOR.MAP LIFTS.MAP MANHOLE.MAP MIRROR.MAP MUSICSFX.MAP PHONE.MAP PIGFLY.MAP PULSATE.MAP QUAKE.MAP RDOOR.MAP ROTRISE.MAP SHOOTERS.MAP SHOTLGHT.MAP SHOTLOW.MAP SLDOOR.MAP SLSTDOOR.MAP SOS.MAP SPSTDOOR.MAP STRETCH.MAP SUBWAY.MAP SWDOOR.MAP SWFORCE.MAP SWGLASDR.MAP SWLIFTS.MAP SWLITES.MAP TANK.MAP TDOOR.MAP TELEPORT.MAP TWO-WAY.MAP TXTREPRB.MAP UPDNDR.MAP WATER.MAP WAVES.MAP README.1ST SFX.TXT TEMPLATE.TXT * MAPs marked with a * are either not explained in the FAQ, or explained briefly in Section 6. They were usually just put there because of one of a couple reasons; I didn't have time to explain it, it was taught in a section, just not in the way presented in the MAP, or to give you ideas. 0.3 Revision history v0.1 FAQ Created. Everything is new. v0.2 LOTSA stuff added, some errors corrected. Thanks to all the kind people that pointed them out! Added about 7 new things, many other updates. Added section 5: Finishing Up. v0.3 Again, LOTSA stuff added. Now over 50 (53 to be exact) how- to's, not including some of the things that were put into a different category. Did some reorganizing. Added a Questions and Answers section and a Info and Other Stuff section. Remade some of the maps to be step-by-step maps. V1.0 The author changes. Many errors are corrected. Remodeled tutorial maps to be easier to understand (basically changed the textures to something better looking than the Brown-block texture). Added a section on Utilities for Duke, added more how-to's, and added a part about BUILD. The FAQ is now much easier to read (as far as the steps of some of the how-to's go). 0.3.1 Future additions to this FAQ: What to look for in the next version: More 'Neat Tips and Tricks' How to make the Rising Water effect More on subways (more complex trains) How to make the ceiling blow up and enemies fall from the sky More utilities (if some are available) List of what keys do in BUILD - both 2D and 3D modes And possibly more (it depends on what I find) 0.4 Thank-you's and Credits I would like to thank the following people for helping me with this version of the FAQ: Brett Gmoser : For letting me do this version of the FAQ and for doing the FAQ in the first place! Aphelion : Thanks for your help with numerous things. The swinging glass doors were a big help. Ben Roffelsen : For his help with the 'water trick' and for his very cool Aqua levels! Jaap Menist : For his help with swinging doors and countless other ideas and pointers. He also wrote the section on the other way to do teeth-doors. 3D-Realms : For making the best game ever! And thanks for giving us an editor so quickly! Per-Erik Nilsson : For making the dimension facts. Tempest : For the many tutorials he has put out. Dave Atwater : For making the SFX.TXT file. 0.5 Where to get this FAQ Well, you already have it, but in case you lose it, or would like another version, here are some of the most reliable places to get it: http://www.3drealms.com - The official Duke3D site http://gamelords.com/duke3d - A very nice site http://www.bayserve.net/~miek/duke/ http://www.bwernicke.com/games/duke/dukebot.htm 0.6 Printing Information If you want to print this FAQ for further reference when BUILDing your levels, set your page margins to the following values before printing: Margins (in inches) Top : 0.5 Bottom : 0.5 Right : 0.6 Left : 0.6 Setting these properties will ensure that the crude drawings that have been made will print properly onto the page. You can change these settings under PAGE SETUP in most text-editors. Please follow these instructions to make sure that this FAQ prints properly. ========================= 1: Information About Maps ========================= 1.1 What are maps? Maps are user levels for Duke Nukem 3D. They are in the same format as the actual levels, and are fully customizable as far as levels go. Map files are not only for Duke 3D, but the same format is used for all of the games that use the Build engine. Build allows for many new things like moving sectors, rotating sectors, parallaxing skies, slopes, and lots of other stuff. The possibilities are endless! 1.1.1 What else can I do with MAP files? Well, not much else. MAP files are not like DOOM's system where you had WADs and PWADs. MAP files can only take in levels. 1.1.2 Can I extract the original .MAP files from the game? Yes, you can. In the \goodies\build directory of your Duke 3D CD, there is a program called KEXTRACT. Copy it to your Duke 3D directory and use the following command: KEXTRACT DUKE3D.GRP *.MAP This will extract all the original levels. Also, when you go into build, you can use the command line BUILD E?L?.MAP The first ? is the episode #, the second ? is the level. For the bonus levels of episodes 2 and 3, use ?? for level 10 and 11. Look at them and see how much work was put into them...boy! :) 1.2 What do I use to make maps? Currently, the only editor for build is BUILD by 3D Realms. It is the official editor and was used to make all the real levels. How does one obtain this editor you ask? That's simple. BUILD is on the CD that registered Duke 3D comes on in the directory \goodies\build. 1.2.1 Can I make maps for other games? No, not really. BUILD is made specially for Duke Nukem 3D. You could probably make a simple one-roomer with no objects or sprites, but nothing that good. 1.3 What is the BUILD engine? The BUILD engine is the graphics engine that DUKE runs on. Although it isn't truly 3-D, it does give a nice feel for the environment that has been presented, and it gives the player a never before seen level of interactivity in this environment. 1.3.1 What makes BUILD different from DOOM? BUILD is FAR more advanced from the DOOM engine. What makes it so much more advanced? Well here is a list: * Duke can jump, fly, swim, duck, aim up and down, and look up and down * Rooms above rooms * Multi-colored lights * Sloped floors and ceilings * Moving sectors - Subways, gears, etc. * Mirrors * Transparent Sprites * Duke can talk! * Blastable Walls * Interactive Environment including: -playing pool -Destroying complete buildings -Destroy trashcans, trash, tires, etc. -Bullet holes appear when shooting a wall -Bottles break when shot -TV screens break when shot -Footprints from blood, water, and slime -Listen to phones ring -Interact with others (the women around) * 10 weapons instead of 7 * SVGA resolutions * Completely Customizable - edit the .con files * Up to eight players via a network * You can use the bathroom and drink from fountains * And there's more! ======================= 2: MAKING LEVELS, BASIC ======================= 2.1 OK, I have the editor, how do I use this thing? Yes, at first, BUILD looks VERY complicated. It is used by with the keyboard. Since you have the actual editor, and not a pirated editor, you should have BUILDHLP.EXE in the \goodies\build directory of your CD. It's the official BUILD handbook, please read this ENTIRE thing to learn the basic keyboard commands. 2.2 First levels suck! Lets face it, your first level IS going to suck. This happens to everybody. I HIGHLY recommend you make you first level suck on purpose. This will get you used to the format and the way of doing things in BUILD. So lets get started on our first horrible level! 2.3 Your basic, one-sector, horrible level Now that you've read everything above this, it's time to make your first level. We'll start off very basic, and move on to the cool stuff. First, we'll make a one-sector room. Here's how: First, make sure you are in 2D mode. (Since you've read BUILDHLP, you know how to get there) Position the cursor somewhere on the grid. BUILD automatically starts you out in the lower-right corner. You shouldn't worry about this.....yet. Press the space bar to enter line-draw mode. Move the mouse around, see what happens. Nothing special, except that when you press the space bar again, this is where the next line will start. For now, we'll just make a square room. If you want, when you're done, you can position the cursor on one of the vertexes, hold the left mouse button and drag the vertex around to change how the room looks. Next, place the arrow somewhere in the room, and press scroll lock. This puts the starting point in. Pardon my artwork, but it should look something like this: _____________________________ The -'s and :'s represent the lines, : : and the --> is your starting point. : : : --> : : : :____________________________: At this point, you can save and run your level. Pretty cool, huh? 2.4 Your basic, two sector, horrible level After you've tried your new one-sector level, fire up BUILD and go to it. If we wanted to make and elevated surface in the middle of the room for absolutely no reason other than to learn how, we would place the cursor somewhere inside our sector, and draw a new box. We'll call the box you just made "BOX B" and the other will be "BOX A" It should look something like this: ________________________________ : ________________________ : : : : : : : BOX B : : : : : : : :______________________: : : BOX A : :_______________________________: Now, click on the outer portion, and enter 3D mode. Notice what it did. You now have the new box as walls facing outward, and you can't go in the box that you made. It's just walls. We could leave it like that, but we want an elevated platform, right? So, go back into 2D mode. Place the cursor inside BOX B. Now, hit ALT+S. Notice that the lines that make up BOX B have turned red. This means that those walls are "Two sided walls", and the box inside has now turned into what is called "Valid player space". Go into 3D Mode, and watch what happened. The room should look exactly like our one-sector room did. Utterly useless, but read on.... 2.5 Your basic, two-sector, not-so-horrible level OK, as I said, we are going to make an elevated surface. But we just GOTTA do some other things, right? :) 2.5.1 Floor/ceiling heights Go into 3D mode now, and point the mouse at BOX B. To make BOX B elevate, use the PAGE UP and PAGE DOWN keys. Try it with BOX B's floor and ceiling, along with BOX A's floor and ceiling. Our surface is now elevated. 2.5.2 Changing textures Well, we have our cool floor and ceiling heights, but we have to do something with that ugly gray texture. Well, here's how: Point the mouse to the texture you want to change. Hit the 'V' key. You will now have a screen with that ugly texture, and you can go down and see the names of everything else. It's like this because that's the only texture we've used. Later, when we use more, the ones we use will show up automatically. Anyway, for now, we want pictures. So go ahead and hit the 'V' key again to get all of the items. Scroll down till you find a cool texture, and hit enter. The wall has now changed textures. 2.5.2.1 Panning and stuff Texture panning is a great feature. You can scroll a wall up and down, possibly to meet other textures on either side. To do this, go into 3D mode. Point to the texture you want to pan. Next, hold down the shift key and use the arrows on the number pad to pan. Cool? You can also shrink and enlarge the texture (this also works for sprites) by using just the arrow keys. If you ever totally mess up a wall, you can get it back by pressing /. If you like the way you panned or shrunk a wall, you can hit the > key to do it all around. 2.5.3 Skies If you tried to change the ceiling to a sky, and it looked all wrong, you can fix that very easily. In 3D mode, point to the sky, and press the 'P' key. This is called parallaxing. It makes the ceiling (or floor for a neat effect) look like it arches and goes forever. Very cool stuff.... 2.5.4 Shading Well, to make it darker, all you have to do is point at a texture and hit the + and - keys on your numeric pad. To make the whole room dark, just shade all the walls. 2.5.5 Slopes Slopes are quite easy, actually. All you do is go into 3D mode and point at the wall/ceiling you want sloped. Then, use the [ and ] keys to slope. That's it! ============================== 3: ONTO THE COOL STUFF, BUT... ============================== 3.1 Intro. First off, please do not proceed unless you have read and done all of the above, or you will not understand anything below this. Deal? OK. Second, PLEASE read the following part... because if you understand it, you will be able to do this stuff ALL on your own. :) 3.2 Hitags and Lotags These are some of the hardest things to explain. I'm going to explain it like this: Lotags are usually defined by the game, and they describe how something is going to act. Lotags can be changed by placing the cursor on what you want to change and pressing 'T' for sectors, and 'ALT+T' for sprites. Hitags are usually defined by the user. They explain where something is going to go to, or what's going to activate it. For example, it could be where a teleporter is going to teleport to, or what switch a conveyor belt is going to stop for. Hitags are defined by using 'H' key for sectors, and 'ALT+H' for sprites. 3.3 Sector Effectors Sprite #1 Sector effectors are just what the name says. They say what will happen to a sector when you blow that crack, flip that switch, open that door, or activate that touchplate. They need Hitags and Lotags to go with them. The Lotag is the pre-set number that designates what happens to the sector. Now, if you just had a normal thing, like flickering lights, (Lotag 4) the sector effector does not need a Hitag. But, if you had something that is activated by a switch or touchplate (other than light switches, they're special) you would set the Hitag of the sector effector to the master switch's Lotag. 3.4 Locators Sprite #6 Locators can determine where a Recon Control Vehicle goes or where a subway turns or goes. You get the idea. 3.5 Music & SFX Sprite #5 One really good thing about Duke 3D is that YOU define the sounds that a door, lift, or just about anything for that matter makes. Use this to say what sound these things make when used. Stuff like teleporters and other things do NOT need this. 3.6 Respawn Sprite #9 This is used to make something appear when something happens. The event can be the killing of a dancer, or stepping on a touchplate sector. 3.7 Activatorlocked Sprite #4 These are used in locked doors. Read section 4.32. Also in combo doors, read 4.37. Basically, after hitting a switch, you have to open the door yourself. 3.8 Activator Sprite #2 These are used to activate Sector Effectors through a switch or a touchplate. They are also used in switches for doors. (see section 4.36) Basically, after hitting the switch, the door opens automatically. 3.9 Masterswitch Sprite #8 These activate sector effectors. Set the Lotag to the switch or touchplates Lotag. 3.10 Checklist There are a bunch of things you must do before you make/upload a level. Here's a checklist: Before starting on your level: [ ] I am comfortable with the editor I am using [ ] I have made my first level, and it sucks [ ] I have a good theme for my level [ ] I have planned it all out [ ] I have read this ENTIRE FAQ through, and understand how to do everything. [ ] I understand everything talked about in section 3 Before Uploading your level: [ ] I have filled out a MAP authoring template [ ] I have a story line [ ] I have gone through EVERY part of my level so many times that I think I'm going to kill myself. [ ] I have had other people use my level [ ] I have tested my level using multiplayer =================================== 4: YOUR NOT-SO BASIC, AWESOME LEVEL =================================== 4.1 Intro. Again, as before, PLEASE do not advance to this part of level making unless you have read and understood everything above it. :) This is because this section will be the part where you really make your two- sector level AWESOME. It is the stuff that was used in the real levels, and I'm going to explain to you exactly how to do everything. If in doubt, I have provided separate .MAP files for each technique, and near each set of directions, I have put what .MAP file to look in. 4.2 Regular, DOOM-Type Doors Map Name: DOOMDOOR.MAP This is easy. First, make your door sector. Make it look like this: __ __ __ : : : : This is how most doors are made. Sector A will be the : : : : door. Sectors C and B are called the recessed portion : : : : of the door. This is so that if you have a ceiling that : C: A: B: is really high, the door will otherwise flush with the : : : : wall above it, and look, well, retarded. So, lower the :__:__:__: ceiling of sectors C and B to your liking. See the sectors that face the starting position DOOMDOOR.MAP. Now, since sector A is the door, we'll work with that. Go into sector A in 3D mode. Point to the walls on either side of the sector and press 'O'. This makes it so that the door track texture doesn't move with the door. Now, lower the ceiling of sector A (Use PGDN in 3D mode) to meet the floor. Now, go into 2D mode. Give sector A a Lotag of 20. That's it! 4.3 Swinging Doors Map Name: SWDOOR.MAP These are EXTREMELY hard at first, but when you know how, you can do it with the snap of a finger. I recommend you follow these directions and make your own before you look at the example, because the example is very confusing. STEP 1: Make the following sectors: _____________________ : : : : : :__________ : : : : A : B : : : : : :_________: : : : : :___________________: They should be both valid player space, and the line separating them should be red. STEP 2: Now, we make the doors. This is the hard part. Go into sector A and make the following: ___ : : : : : : :__: It is important that you realize that you must make the doors in a valid sector. Doesn't matter which one, but a valid sector. STEP 3: You should now have something like this: _____________________ : : : : : :__________ : : : : A : B : : ___ : : : : : :_________: : : C: : : : : : : :__: : :___________________: First, make sector C valid player space by moving the cursor in it and pressing ALT+S. Give it a Lotag of '23'. Move the vertexes over to where the door will be. The upper right vertex of sector C should overlap the upper left corner of sector B. Sector C's right line should overlap sector B's left one. Get it? I hope so. :) STEP 4: Make another sector C, and place it below the old sector C. The new sector C's bottom vertexes should overlap the new sector C's top vertexes. You should have this: _____________________ : : : : : _:__________ : : : : : A :_: B : : : : : : :_:_________: : : : : :___________________: I hope you understand this part. If not, please look at SWDOOR.MAP. STEP 5: Now, the tricky part. You have to put a sector effector at the pivot points of the two doors. Sound easy? Well, kinda, but you have to get it just right. Turn grid locking off, and move the sprite to the corner, but not ON the corner vertex. Just enough so that it doesn't touch anything. Next, give the sector effectors a unique Hitag, and a Lotag of 11. STEP 6: For the next step, the docs appear to be wrong. They say change the palette number of the sector-effector to change the direction that the doors go, but actually, you have to point the SE's the way you want. If I'm not mistaken, point the SE up for it to spin clockwise, and down to spin counter-clockwise. STEP 7: Raise the floor of the door up to the ceiling, add nice textures, and you're done! NOTE: A door will not appear to work right when: The floor/ceiling is sloped The floor/ceiling is a different height than that of the doors, from the beginning of the door to the end. (i.e. A door will not work if swinging off a curb) 4.3.1 Swinging Glass Doors Map Name: SWGLASDR.MAP Swinging glass doors are an interesting addition to any level, but they require some work to get right. Although it won't take hours, making these doors does require following some precise instructions and can be a pain to get right. STEP 1: Make your door sector. You can have either one or two doors for this example. It's your choice. But throughout this example, I will be explaining how to make two doors. Having one door is exactly the same steps, just with one door. STEP 2: Make a WHITE sector inside of this door sector. In other words, it should not be valid player space. Look at SWGLASDR.MAP if you don't understand. STEP 3: Insert a point along the red line that you want the glass to be on. Make sure that the point is right below the white sector's vertex. Again, see SWGLASDR.MAP if you don't understand. Do this for both doors. STEP 4: Mask the red line from above, and change the texture to glass. Make it blockable and breakable by pressing the [B] and [H] keys on the glass in 3-D mode. So this for both doors also. STEP 5: Place the sector-effector sprites for the door just like instructed in the above section (4.3). You can also place MUSIC&SFX sprites in your doors to give them a sound when opening. STEP 6: Give both SE sprites a lotag of 11, and any hitag you choose. Now give the door SECTOR a hitag equivalent to the SE's hitag, and a lotag of 23. You're all done! 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 sprite in both doors and give it the same lotag. You're all done! Look at SWGLASDR.MAP for more help if you don't understand. 4.3.2 Problems and Fixes with Swinging Doors Map Name: NONE Ever wonder why your swinging door disappears? Don't know why it isn't swinging in the right direction? Does it not swing at all? Well this is the section for you! PROBLEM 1: My door disappears when it opens! What do I do? SOLUTION 1: This is a common problem among swinging doors and it is a mistake I have seen made several times. The problem is that a corner of your door is actually going outside of your map, and when this happens, part of your door disappears. Also make sure that the surrounding sectors are not different heights, and that they aren't sloped. PROBLEM 2: My door swings in the wrong direction! How do I fix this? SOLUTION 2: You need to fix the direction that the sector-effector is pointing. To make the door swing clockwise, the sector- effector needs to be pointed upwards. To make it swing counter clockwise, you need to point the SE down. PROBLEM 3: When I make my door, I try to move it and it loses it's unique sector sector lotag/hitag. SOLUTION 3: The 'door' sector has to be created inside the sector where it will swing into. Do not create it and then move it into another sector or the it will lose it's unique lotag/hitag. PROBLEM 4: When I open my door, the walls move with it! How do i fix this? SOLUTION 4: When you create the 'door' sector, it should be a free-standing sector. In other words the vertices should NOT be connected to any other vertices. AFTER the door sector has been made, you may move it (to the door hole) and now the vertices may overlap because they will not connect now. Be sure of this or the walls will be pulled along with the door! 4.4 Sliding Star Trek Doors Map Name: SLSTDOOR.MAP Sliding Star Trek doors, despite what you might think, are very easy. But, they can be very hard to teach by way of directions. If in doubt, look at SLSTDOOR.MAP. Pull it all apart. These doors are just 2 sides that pull apart. An example from the real game is the door leading out of the arcade in E1L1. STEP 1: Make the following sectors: _______________ ________________ : : : : : : : : : :___"___: : : : : : : : : : : : : : : D : C:A:B : E : : :__:_:__: : : : " : : : : : : :______________: :_______________: OK, now. Sector A is what we will be working with. Insert 3 vertexes on the bottom and top lines of sector A. If you're not sure what I mean, the lines to insert the vertexes are marked with a ". They should be side by side, parallel to each other. STEP 2: Slide the two middle vertexes into the exact middle. They should overlap. Next, take the top and bottom vertexes and slide them on the line that separates sector A from B, and A from C. Again, if you don't know what I mean, look at SLSTDOOR.MAP. STEP 3: You are now done constructing the door. Add some nice textures. Now, go into 2D mode. Point the cursor to one of the triangles that you made by sliding vertexes. Doesn't matter which one, top of bottom. Hit the 'T' key and give it a Lotag of 9. At this point, you can use your new door. To make the door nice, put a MUSIC&SFX sprite and a GSPEED sprite in one of the triangles. Give the GSPEED sprite a Lotag of 64, and the MUSIC&SFX sprite a lotag of 259. NOTES: 1.) The texture of the door will "squish" when it is opened. No way around it. 2.) For some odd reason, the door's sound will play twice when the door is opened. No way around this. :( 4.5 Splitting Star Trek Doors Map Name: SPSTDOOR.MAP These have got to be the COOLEST doors in the game, and they're quite easy to make. Here's how: STEP 1: Make a regular Star Trek Door. (See 4.14) STEP 2: Go into 3D mode. Choose nice textures. Point the cursor at the triangle part, and make the floor and ceiling meet in the middle. Keep in mind that the floor and ceiling of the triangles will be the floor and ceiling of the door sector when the door is open, so choose a texture like 1156. You are now done constructing the door. Just a few little things to go... STEP 3: Go back into 2D mode. Point at one of the middle triangles. Give the sector a Lotag of 26. At this point, your door is done. To make it nice, add a GSPEED and MUSIC&SFX sprite. Give the GSPEED sprite a Lotag of 128, and the MUSIC&SFX sprite a Lotag of 527. You're done! 4.6 Teeth Doors MAP NAME: TDOOR.MAP Another cool door, and it's real easy to make. STEP 1: Make the following sectors: ________________________ ______________________ : : : : : : : : : :_____________: : : : _____ : : : : :__B__: : : : D : _____ A : E : : : :__C__: : : : :_____________: : : : : : : : : : :______________________: :_____________________: They should all be valid player space. STEP 2: Raise sector A, B, and C's ceiling to match D and E's. Leave sector A's floor alone, but make B and C's floor low enough so that you can't see it, even looking down. Add nice textures. STEP 3: Give sector A a unique Hitag, and a Lotag of 29. Place one sector effector in sector B and C. Give the effectors the unique Hitag you gave sector A, and a Lotag of 22. You're done! You might want a MUSICANDSFX sprite with a Lotag of 166 in sector A, up to you. 4.6.1 Another Way To Do Teeth Doors Map Name: JM-TDOOR.MAP This is another way to make teeth-doors. Thanks goes to Jaap Menist for writing this in the first place. STEP 1: Create the following sectors. All are valid player space. +------------------+ +---------------+ | | | | | +---------+ | | | +---+ | | | | | d | | | | | +---+ | | | A | C | B | | | +---+ | | | | | e | | | | | +---+ | | | +---------+ | | | | | +------------------+ +---------------+ Sector 'A' and 'B' are the rooms, sector 'C' is the door and sectors 'd' and 'e' are the teeth in the door. STEP 2: Make all floors and ceilings equal height. (When the door is finished you may raise the ceiling of 'A' or 'B' if you like). STEP 3: Now here's a nice one; The floors of sectors 'd' and 'e' have to be lowered, so holes appear. The amount you have to lower each sector can be calculated like this: ('PixelHeight of door' / 3) - 2. So you divide the door-height by 3 and subtract 2 from the result. This is the number of times you have to hit page-down when lowering the floor of sectors 'd' and 'e' . Weird eh? It looks as if the teeth move 3 times as fast as the door. Now you have two pretty deep holes where the teeth will sink into. STEP 4: Put sector effectors in 'd' and 'e' and give them a low-tag of 22. Give them the same unique high-tag number. Put the effectors on the floor of 'd' and 'e'. STEP 5: Lower the ceilings of 'd' and 'e' to their floors. In other words, put the teeth all the way down. STEP 6: Give sector 'C' a low-tag of 29 and the same high-tag you issued for high-tags of the effectors in 'd' and 'e'. So sector 'C' high-tag is equal to the high-tag of the effectors in sectors 'd' and 'e' ! STEP 7: Lower the ceiling of sector 'C' to the ground and you're done ! STEP 8: You can put a music sprite in sector 'C' for a door sound and also an effector sprite to make the door auto-close. Now you have a door which is closed in the initial state, when it opens you see the teeth shoot up and if you stand in the doorway looking down into the holes, you get squished when the bastard shuts its mouth :) 4.7 Sliding Doors Map Name: SLDOOR.MAP This is EXTREMELY difficult to explain. So, I'm not really going to. BUT, I have provided SLDOOR.MAP. It is a step-by-step map. You SHOULD be able to do this through that map. I am VERY sorry that I cannot provide an explanation here, but it is WAY too difficult [to explain]. People got confused on a lot of my "tuff-stuff" explanations (swinging doors, etc.) anyway. :) BUT...the thing with the directions of the SE tags: Point the SE to the starting point of the door. 4.8 Down Doors Map Name: DNDOOR.MAP These are the doors that start from the ceiling and come down to the floor when activated. To make these, construct a regular DOOM-door, except instead of lowering the ceiling to the floor, raise the floor to the ceiling. Give the door a Lotag of 21. 4.9 Up/Down Doors Map Name: UPDNDR.MAP These are the doors that the ceiling of the door sector goes up, and the floor goes down. Very cool. They are constructed the same way as regular DOOM-doors, only the floor and ceiling of the door sector should meet at the middle. Give the sector a Lotag of 22 instead of 20. 4.10 Rotating Subway Doors Map Name: RDOOR.MAP These are doors that you can find in E3L6, when you first start out. To do this, first, follow the directions in section 4.23 (gears), only don't raise the gear sector, and make it a plus. (In other words, make it like RDOOR.MAP) Next, block walls as shown in RDOOR.MAP. The blocked lines are the PINK lines, and can be made by pressing 'B' on the line you want to block. Next, mask all of the blocked walls. (point at ceiling of sector, press 'M' in 3D mode). Change the textures of the masked textures to your liking. That's it! If you're still unsure on how to do this, consult RDOOR.MAP if you need more help. 4.11 Auto-Closing Doors Map Name: NONE To make a door auto-close, put a sector effector in the door sector. Give it a Lotag of 10. The Hitag is how long the game should wait before closing the door. 128 equals 4 seconds, this is usually the best. 4.12 Locked Doors Map Name: ACCESS.MAP To have a door locked, do the following: STEP 1: Put an access pad somewhere. Give it a Hitag of 212. Make up a Lotag (I like to use 3, 4, and 5) and give it to the access pad. STEP 2: Put an ACTIVATORLOCKED sprite (#4) in the door sector. Give it the Lotag that you gave the access pad. That's it! Now, that will make a blue access pad. To make a red and yellow one, you have to change the palette number of the access pad. You might want to change the key, also, if you want the player to be able to use the pad...:) Change them to one of the following: (Use ALT+P in 3D mode) 21 = Red Access pad 23 = Yellow Access Pad 4.13 Doors With Switches Map Name: ADOOR.MAP To make a door open with a switch, first make a door. Put an ACTIVATOR sprite in the door sector. Next, put a switch somewhere that will activate the door. Give the switch and activator the same Lotag. Mine is 50. Now, give the ACTIVATOR sprite a Hitag. The Hitag number is how many times the switch will work. Mine is 10000. Now, if someone sat there and hit the switch 10000 times, the door would not work anymore, but usually use this for infinite switches. 4.14 Combination Door Switches Map Name: COMBODR.MAP This is to make doors that unlock when you press a certain combination of switches. First, make a door. Put an ACTIVATORLOCKED sprite in the door sector. Give it a unique Lotag. Next, place as many DIPSWITCH sprites as you want somewhere. These will be the switches. Give them ALL the SAME Lotag that you gave the ACITVATORLOCKED sprite. At this point, if you went into the game, you would have to push all of the switches to open the door. To set which ones have to be pressed in order to open the door, give the switches that have to be ON a Hitag of 1. That's it! 4.15 Teleporters Map Name: TELEPORT.MAP Teleporters are some of the easiest hard things to make in Duke 3D, so we'll start with them first. First, make the following room: ____________________________________ : : We'll call this fig. a. The : : outside box is just your normal, : : basic room. Make the two inner : : Sectors (marked with a "T") valid : ___ ___ : Player space. If you want to make : : T : : T : : it look good, put the grid size on : :___: :___: : the biggest one, and line up the : : "T" sectors with the grid. Use the :__________________________________: teleporter tile for the floor, and raise the floor. The next step is the hard part. Place a sector- effector sprite in the middle of each of the "T" sectors. Since this is your first teleporter, make the Hitag for this sprite 1, and the Lotag 7. 1 is because this is your first teleporter, and if you made another, you would change it to 2. 7 is because that is that is the Lotag for teleporting. That's it! Notes: Note that whatever angle the sector-effector sprite is facing is the way that the player is facing when he/she comes out of the teleporter. You could have the player come out facing a wall with 10 aliens to his back...but you didn't get that idea from me! :) 4.16 Water Map name: WATER.MAP Like teleporters, water is very easy. First, make a square sector. Put another sector in the middle of it, this will be the top of the water. Next, make a sector anywhere (except in the outer part of the first one). One thing you must make sure of is that both of the inner sectors are the same EXACT size, and that they are valid player space. When you're done, it should look like this: Now comes the hard part. We're working ____________ now with the inner sector, since that is :______B_____: the water. Sector A is going to the top of the water, so change that SECTOR's Lotag to 1. This signifies that this sector __________________________ will be "on top" of the water. Do the : : same thing to sector B, but make the Lotag : ______________ : 2. This tells the game that this sector will : :______A_____: : be underwater. Next, put sector-effectors : : in the same place of sector A and sector B. :_________________________: Just like teleporters, this is your first piece of water, so make the Hitag for both sector-effectors 1, and the Lotag 7. That's it! 4.16.1 Sloped Water Surfaces Map Name: NONE To make it possible to submerge into an underwater area with a sloped floor, place the Sector Effector (with the lotag of 7) at the LOWEST point of that sector. So when your sector is sloped, the SE would be placed on the lowest axis of the sloped sector. 4.16.2 Swimming in Slime Map Name: NONE If you want to swim in slime instead of water (the water is green beneath the surface instead of blue) just give the sector-effector sprite in the water sector a palette of 8. This can be done by pressing [ALT]+[P] in 3-D mode. Other colors can be made too. A palette of 1 will make the water red (swimming in lava, for example). 4.17 Sewer Holes/Silent Teleporters Map Name: MANHOLE.MAP Now...basically...if you don't want animation/sounds/etc. when you teleport somewhere, raise the sector effector off the ground. Here's the step-by-step: STEP 1: Make 2 sectors. Big ones. Draw circles inside of these sectors. They must be the exact same size. Actually, since this is just a test, you could make squares, if you want. Now, on the first circle sector that you will jump down into to teleport to the underground sector, lower the floor so that you cannot see it looking down. You can test this by using CTRL+A and then CTRL+Z to go back. STEP 2: On the second circle, do the same as you did with the circle that you will jump into, only the opposite. (Raise ceiling so you can't see it) STEP 3: Put two sector effectors in each sector. In the first sector, lower it [the sector effector] onto the floor (we're working with the circle sectors) Then raise it about 3 or 4 above the floor. Do the exact opposite with the circle you will come out of (raise the sector effector to the ceiling and then drop it 3 or 4). STEP 4: Give both the sector effectors the same unique Hitag, and a Lotag of 7. Add nice textures. The textures and shade of both of the circle sectors should be EXACTLY equal, or it will not look totally right. That's it! 4.18 Lifts Map Name: LIFTS.MAP There are four different kinds of lifts: 1. Starts at top, comes down. Ceiling stays put. 2. Starts at bottom, comes up. Ceiling stays put. 3. Starts on top, floor and ceiling come down together. 4. Starts on bottom, floor and ceiling come down together. These are pretty easy to make. I would guess you know how to arrange the sectors (if not, look at LIFTS.MAP). Here's how you make the sector tags: (DO NOT MAKE SECTOR EFFECTORS, JUST USE H FOR FIRST #, T FOR SECOND #.) All Hitags are zero, so put the following #'s for Lotags: 1. 16 2. 17 3. 18 4. 19 For best effect, put a MUSIC&SFX sprite in the lift sector, make the Hitag and Lotag (For MUSIC&SFX sprite) 73 for Hitag, 71 for Lotag. 4.18.1 Making Switch Operated Lifts Map Name: SWLIFTS.MAP To make lifts operable by switches only, place a switch on the wall somewhere, and place an Activator sprite in the elevator sector. Give the switch any lotag you want to. Now give the Activator the same lotag. You're all done! It is recommended that you place the switch outside the elevator, not in it. I had several problems when putting a switch in the elevator, and I found that having the switch outside the elevator, works much much better. Please see SWLIFTS.map for an example of where to put the switch at. Also, using a dipswitch, which you can shoot, make it easier to operate also. 4.19 Glass Map Name: GLASS.MAP Glass, believe it or not, is fairly easy. The procedure is as follows: Make the following rooms: __________ _________ : : : : The sector in the middle should be valid : :_: : player space. Next, go into 3D Mode. : : : : Point the cursor to the ceiling of the middle : : : : sector, and press 'M'. An ugly brown texture : :_: : will appear. Press 'V' on this texture and : : : : select the glass texture. Next, go into 2D :_________: :________: mode. Point to the line with the glass texture. Press 'B' to make it so you can't walk through the glass, and CTRL+H to make the glass breakable. You've got yourself a new window! 4.20 Vents Map Name: NONE Now, there's been some wrong info here in the past, but this is the REAL way. :) Make your two sectors. One will be the vent itself, one will be the outside room that you will enter the vent from. Make the entrance to the vent look like an entrance. Next, glue the vent texture to the wall above the opening. What I mean by "glue" it is that it should be on the wall, and not turn with you. To do this, go into 3D mode, point to the wall, and press 'S'. Change the sprite to a vent texture. Next, size down the vent (4, 5, 8 and 2 keys on the numberpad in 3D mode). Point to the vent sprite in 3D mode and press the '1' key. Go into 2D mode. Point to the vent sprite. Press the 'B' key to make it block you from entering, and press CTRL+H to make it breakable. That's it! 4.21 Security Cameras Map Name: CAMERA.MAP Major improvements here: OK, place a camera and a viewscreen. Give your first camera a Lotag. Give the same number as the viewscreens Hitag. For multiple cameras linked to one view screen, just give all the cameras the same Lotag. (ex: Cameras A and B are linked to viewscreen A, so the cameras get a Lotag of 1, the view screen gets a Hitag of 1.) Notes on cameras: 1.) The angle of the camera sprite is the angle it will point. 2.) To make cameras pan, give them a Hitag. 220 is recommended. If the camera seems to be swinging way too far one way, try changing the angle. 3.) To change how far the camera looks up or down, change the shade of the camera itself. A bright shade (negative number) for the shade, will make the camera look down. But a dark shade (positive number) makes the camera look up. You can change the shade by pressing the ['] and [S] keys in 3D mode. I have found that the only way to enter a negative number for the camera, is to press the [+] key on the numberpad the amount of times your number should be. In other words, if you want to enter -20 for the shade, you will have to press [+] key on the number pad 20 times. If there is another way to enter negative numbers, please let me know. 4.22 Collapsible Bridges/Bridges Map Name: BRIDGE.MAP Bridges, despite what you might think, are extremely easy. A bridge is actually a sprite. (Check BRIDGE.MAP for sprite #) To make the bridge collapsible, like in E1L1, give the bridge sprite a Hitag. It doesn't matter what number, as long as it is unique to that bridge. NOTE: You may have to use the 'R' key on the bridge sprite to get it the way you want it. 4.23 Dukematch/Co-op ONLY Stuff Map Name: NONE To make an object appear only in Dukematch or Co-op play, go into 3D Mode. Point to the sprite with the cursor and hit the RALT+P keys. (This is to change the palette) Type in '1' to make the object "Dukematch-only". That's it! 4.24 Fun With C-9 Map Name: C-9.MAP C-9 is the source of most of the explosions in Duke 3D. Here are some facts: A.) If you shrink C-9 (Use > and < keys on numberpad in 3D Mode) all the way (widthwise), when you play the game you do not see it. It can still be operated, but only by an OOZCAN, another C-9, or a crack. B.) A C-9 sprite can be activated by an OOZCAN, crack, or another C-9. But more commonly, it's activated by shooting it, with a switch, and with a touchplate. C.) You can have a Dukematch-Only hole by making the crack Dukematch- only. (See 4.23) Well, that's it for the mile-long fact list...:) Here's how to do some stuff: 4.24.1 C-9 Activated by Switches You may have been wondering how to do this. Actually, it's easy. Put a switch somewhere. Give it a Lotag. Put a MASTERSWITCH sprite in EVERY sector that you will have C-9 explode in. Give all the masterswitch sprites the same Lotag as the switch. Next, place C-9. Put them all over (I was kinda cheap in C-9.MAP) in every sector you placed a masterswitch sprite. Next, shrink the C-9 widthwise all the way so you won't be able to see it in the game. Now, give the C-9 a Hitag equal to the switch's' Lotag. The Lotags for the C-9 are the delay before the explosion will occur. Note that if you set it to zero, it won't explode. Well, that's it. Try it! Do like I did and make the player lose lotsa health when they hit the switch! Great fun! 4.24.2 C-9 Activated by Touchplates Do the EXACT same as with switches, only replace the switch with a touchplate sprite. Very easy. 4.25 Rooms Over Rooms Map Name: SOS.MAP This is quite easy to do. First, make a big sector. Make the ceiling high, choose some nice textures. Make a place leading from that, and up a staircase or slope. Go around until you get to one of the sides of the first sector. You should something like have this: ______________________________________ : ________________________ : : : : : : : :______: : : 0 0 : : __________________________________________ : : : : : : : : : : : : : :__: : : : : : :________ : : : : : : : : : :__________________________________________: Now, the two 0's are the ending vertexes for the sloped hallway. I know they look nothing like it, but bear with me. :) Now, start making a new sector, starting from the 0's. Make it inside the first sector. DO NOT put vertexes on the lines for the first sector. just let the lines overlap. Now, travel up your slope, and go into the sector you just made. Right now, it's at regular floor height. Just raise the floor, and you've got a sector over a sector! If you need help, look at SOS.MAP. Now, the general rule for rooms over rooms, is make it the way it is above. You don't have to make it EXACTLY like it, just make sure the stacked sector is made of all white lines. Get it? Good. 4.26 Nuke Buttons MAP NAME: NONE All you have to do for a Nukebutton is put the sprite (#142) on a wall, and give it a Lotag of '32767'. Also, to end a level, put a sector-effector in a sector and give it a Lotag of '65535'. This will end the level when the player walks on the sector. 4.27 Secret Areas Map Name: NONE To make a secret area, Give the sector a Lotag of '32767'. 4.28 Mirrors Map Name: MIRROR.MAP This is pretty easy to do. Before you do this, go into MIRROR.MAP. Turn on no clipping (DNCLIP). Walk through the mirror. Weird? This is a hall of mirrors effect, and you are actually in the room behind the mirror. To make a mirror, make the following sectors: _____________________________________ : : : : ________ : : : : : :___: : : : : : : : : : : : : : : C : B : A : : : : : : :___: : : : : : : : :________: : : :____________________________________: Sector C is the room behind the mirror. As a rule of thumb, it should usually be twice as big as sector A, if not bigger. The mirror will usually work if sector C is the same size as sector A, but sometimes if you look in the mirror at different angles, it gets messed up. Now, go into sector A, in 3D mode. Point to the ceiling of sector B, and press the 'M' key. Change that ugly texture to the mirror texture, which is number 560. Next, point to the new texture and press the '1' key. This makes the wall 1-sided, and there will now be a pink background and you can't see into the other room. Next, go into 2D mode. Point to the wall that the mirror will be and press the 'B' key and 'CTRL+H' keys. This makes the wall block you and hittable. If you want Duke to say "Damn, I'm lookin' good!" when you use the mirror, give the wall (use ALT+T on the wall for Lotags, ALT+H for Hitags) a Lotag of 252. You're done! 4.28.1 Making Mirrors Show Bullet Holes When Shot Map Name: NONE To make bullet holes appear in your mirror when shot, do the exact same process as above. BUT, instead of pressing M on the ceiling (to mask the wall and change it into the mirror texture), press the [1] key. This will make a one-sided wall instead of a masked wall, and when you shoot the mirror in the game, bullet holes will appear. 4.29 Conveyor Belts/Water Current Map Name: CONVEYOR.MAP This is pretty easy. Note that to make water current, it's the same deal, just put water on the floor and give the sector a Hitag of 1. First, make your conveyor belt. Just a flat sector, maybe the conveyor belt texture for the floor. Add a sector effector. Give it a Hitag of 24, and point it the way you want the conveyor belt to go. That's it! To make it go faster, put a GSPEED sprite in the conveyor sector. Give it a Lotag of your choice. The higher the Lotag, the faster it will go. Look at CONVEYOR.MAP to learn how to make a switch turn it on and off. Pretty self-explanatory. 4.30 Gears/Rotation Map Name: GEARS.MAP To make gears, make a gear sector. You know, make it look like a gear. I didn't have the time nor the energy to make a whole lot of prongs on my gear, so I just made a cross. Just the same. Anyway, decide on a pivot point for the gear. Insert 3 sprites on the pivot point. Go into 3D mode. Make 2 of them sector effectors, and one sprite #418. Use relative alignment (R key) on sprite #418 to make it lay flat. Go back into 2D mode. Give both of the sector effectors a unique Hitag, not the same as all the other gears. I used 56. Then, give one of the sector effectors a Lotag of 1. That's it! To make the gear sound good, put a MUSIC&SFX sprite somewhere. Give it a Hitag of 8000, and a Lotag of 89. For multiple gears, do the same thing only leave out the sector effector with no Lotag. Now, you don't necessarily have to make a gear. Just keep in mind a few things: The SE1 sprite is the rotation point. Put it wherever you want. Point the sprite down to have it rotate counter-clockwise and up to have it rotate clockwise. The SE1 doesn't HAVE to be in the sector that is rotating. 4.31 Subways Map Name: SUBWAY.MAP To make subway cars, first make a subway track. Doesn't have to be too elaborate, something like a race car track. First, we'll make the engine. Make a simple square sector, for our first subway. Later, we can make bigger and better cars, but for now just use a square. Make the square valid player space. Go into 3D mode. Go into 3D mode and do anything you want to the car... i.e. make the floor higher, put nice textures, etc. Next, put a sector effector in the subway car. For the Hitag of that sector effector, we'll use the number 1. 1 is because the subway is going to start at locator number 1. For the Hitag of the sector effector, put a 6. 6 means that this is the engine of the train, and all cars will follow it. Now, the locators. Put locators (sprite #6) around the track. Each locator tells the car where to go next. Look at SUBWAY.MAP if you need an example. Now, put Lotags on the Locators. It is important that you DON'T give the first locator a Lotag, or the game will crash. Give all the other locators Lotags going in number order, from second to last. (Leave the first alone) You have your self a subway! If you need more help, look at SUBWAY.MAP. Now, if you wanted to make 2 cars, make another subway sector. Give the sector effector (you do not have to make new locators) a Lotag of 14 instead of 6. If you want to have multiple trains on one track, give the first train SECTORs a Hitag of 1, the second a 2, and so-on and so-forth. Also, to make it so the floor doesn't move with the car, go into 3D mode and point to the floor of the car. Press 'R'. 4.31.1 Notes on Subways Map Name: NONE Here is a short list of notes that might make your subway making problems disappear. Many problems can be solved with some of these notes, so read on! 1. The 'train' sector (with SE 6) has to 'touch' the 'track' sector on at least one line or the train won't move. 2. The locators should _all_ be in the same sector (the track). It is not advised to split up the track sector, but if you must do it make sure the locators are all in the same sector. 3. The pixelheight (height between floor and ceiling) of the train has to have a maximum of 104 in order to run you over. If the pixelheight is more than this the train will pass through you instead of killing you (weird eh?). 4. A train with cars behind it will travel slightly faster than a single train! So be aware that when you put 2 trains on the same track, after quite a while, they will have caught up with each other (I actually did this). 4.32 Colored Lights Map Name: CLITES.MAP To make colored lights, make a sector. Choose textures. Change the palette number (use ALT+P) of the walls, ceiling, and floor to a number from a list below. The only palette numbers for lights that seem to work are: 1 = Blue 2 = Red 7 = Yellow 8 = Green 4.33 Demo Cameras To make a camera in your level that will play back demos after they are recorded, put a sector effector somewhere (preferably where you want the camera :) ). Give it a Lotag of 27. The Hitag is how far the camera can see. Experiment a bit. 4.34 Co-op/Dukematch Starting Points To make co-op and Dukematch starting points, put a Duke sprite (his initial frame) in your level. That would be a Dukematch start. To make a co-op start, give Duke's sprite a Lotag of 1. Co-op starts should all be at the beginning, with the player 1 start. Dukematch starts should be where no player is at an advantage, i.e. near a good weapon, etc. 4.35 Spawning Stuff Map Name: NONE This section will cover three things: CANWITHSOMETHING's, killing stuff and something else comes up (i.e. kill a dancer and a monster comes) and touchplates to make monsters come up. (i.e. in E3L1, when you step on the shaded sector on the top of the building, a monster pops up out of nowhere) 1: CANWITHSOMETHING's are the garbage cans that when you "kill" them something pops out of it. To make something come out, get the sprite number of what you want to pop out. Give the can a Lotag of the sprite you want to come out. Done! 2: Kill something, something comes up. This is used for stuff like when you kill a dancer, a monster gets up and tries to kill you. What you have to do is this: STEP 1: Put a dancer somewhere. STEP 2: Put a RESPAWN sprite where you want the monster to appear after you've killed the dancer. STEP 3: Give the dancer a Hitag. Doesn't matter what, as long as it's the not the same as other dancers. STEP 4: Give the respawn sprite a Lotag. This # should be the same as the Hitag you gave the dancer. STEP 5: Give the respawn sprite a Hitag. Make it the # of the sprite you want to appear when you kill the dancer. That's it! 3: Touchplate/switch Respawns First, put a switch or a touchpate somewhere. Give it a Lotag. The Hitag of the switch or touchplate is how many times it will work. Next, put a respawn somewhere. Give it the same Lotag as the switch/ touchplate. Give the respawn a Hitag equal to the sprite number you want to spawn up. 4.36 Active Tripbombs Map Name: NONE If you don't already know how to do this, active tripbombs are sprite #2566. You might have to size it down a bit. It should be noted that the tripbomb does not arm until it 'sees' you. So place it in a place where it can easily 'see' the player. 4.37 Earthquakes Map Name: QUAKE.MAP To make earthquakes, follow these steps: STEP 1: Make the sector that will be altered during the earthquake. Make it look like the finished product of the quake, i.e. make slopes, altered floor/ceiling heights, whatever. STEP 2: Make the sector that will activate the quake. If you don't know what I mean, it's the darkened sector in QUAKE.MAP. STEP 3: Now, to add sprites. For each sector that will be altered in the quake, put a Sector Effector sprite and a Master Switch (#8) sprite, both in the same sector. Raise the two sprites to where you want the height of the floor to be before the quake. It's really hard to get it perfect. Sometimes you'll get raised floors that just won't go down. In that case, I presume you have a slope. Put the 2 sprites (Sector Effector and MASTERSWITCH on the AXIS of the slope. The last sprite to add is a TOUCHPLATE sprite (#3) in the sector that will activate the quake. (The darkened sector in QUAKE.MAP) STEP 4: Give ALL the Sector Effectors a Lotag of '2'. Give the TOUCHPLATE sprite a unique Lotag. Give the same lotag as you gave the touchplate to the MASTERSWITCH sprites. That's it! NOTES: A.) To make the earthquake make scraps of rock and metal fly around, put a sector effector sprite where you want the scraps to start. Give it a lotag of '33'. Now, if you want stuff to just roll around on the ground, keep it on the ground. To make it come from the air, raise the SE 33 sprite to the ceiling. B.) To make Duke say "Holy Shit!" when he steps on the touchplate sector, give the touchplate SECTOR a Lotag of 10225. 4.38 Light Switches Map Name: SWLITES.MAP This is easy. Here's the step-by-step: STEP 1: Make a sector. STEP 2: Set the sector brightness (Use ALT + +/- in 3D Mode) to how bright it should be when the lights are on. Then, set the shade of everything that you want dark when the lights are out. (Use '+S while pointing at the desired wall/floor/ceiling/sprite) Mine is 50, which is totally dark. STEP 3: Put a light switch on the wall. Give it a unique Lotag. Put Sector Effector sprites in ALL the sectors that will be lit up when the switch is turned on. STEP 4: Give the Sector Effector(s) a Hitag that is equal to the switches Lotag. STEP 5: Give the Sector Effector(s) a Lotag of 12. That's it! 4.39 Open Door, Room Lights Up Map Name: DRLITES.MAP I'll use the step-by-step method for this one: STEP 1: Make 3 sectors, you know, a room (to be lit up), a lit room, maybe with lights in the back, and the door sector. To make it look cool when the room lights up, make 2 extra sectors on either side. You know, make it look a bit like my map. That's the way I like it, your choice. STEP 2: Do the same thing you did in step 2 of section 4.38. STEP 3: Put a Sector Effector sprite in the door sector, and in all the sectors that will be lit up when the door is opened. STEP 4: Give all the Sector Effector sprite a unique Hitag, and a Lotag of 8. You're done! 4.40 Shooters Map Name: SHOOTERS.MAP I couldn't think of a better name for it, so this section is called shooters. You know, things that shoot shrinkers, mortars, lasers, etc. Here's how to do it: STEP 1: Make your sector that the shot will come from. Make it look nice. STEP 2: In that sector, put a Sector Effector sprite, a GSPEED sprite, and a MASTERSWITCH sprite. STEP 3: You MUST have a switch turn the shooter on, so put a switch somewhere. STEP 4: Give the switch and the MASTERSWITCH sprite a unique Lotag. Give the MASTERSWITCH sprite a Hitag of 50. STEP 5: Place the sector effector where you want the shot to come from, and angle it to where it will shoot. (The rockets and lasers aim themselves, but do it anyway, or they just crash into a wall). Give the sector effector a Lotag of 36. STEP 6: Now, to decide what to shoot. Do this by giving the GSPEED sprite one of the following Lotags: 1636 = Lizard Goobs 1625 = Alien Lasers 1650 = Mortars (Like the first boss throws) 2605 = Rockets 2556 = Shrinkers You've made a shooter! If you don't understand, look at SHOOTERS.MAP. 4.41 Forcefields and Controlling Them Map Name: SWFORCE.MAP First, make a wall that your forcefield will be on. Next, mask the wall. Make it the forcefield texture (Bigforce-#520) and make it blocking and hittable (press B and H on the masked wall in 3D mode) Now unmask the wall. To make the wall controllable by a switch, do the above and give the WALL (forcefield wall) a unique Lotag. Place a switch on the wall and give the switch the same Lotag. You're done! 4.42 Difficulty Settings Map Name: NONE This is quite easy to do. Just give monsters Lotags: 2: Skill level 2 3: Skill level 3&4 (Skill 4 just makes them respawn) 4.43 Echo Map Name: ECHO.MAP To make an echo in a sector, simply place a MUSICANDSFX sprite (#5) in the sector. Give it a Hitag of how far away the shot has to be to be echoed, and a Lotag of how much it will echo. 4.44 Pulsating Lights Map Name: PULSATE.MAP This is yet ANOTHER thing that the BUILDHLP file has wrong info on. To do this, put a CYLCER sprite (#7) in the sector. Make the shade (use ALT+S) on the walls and ceiling of the sector how dark the room will get when the lights are out, and set the shade of the cycler sprite to how bright the room will get. At this point, it will work. It will be really fast pulsating, though. To change the speed, give the cycler sprite a Hitag. Any Hitag, make it unique. Then, add a GSPEED sprite (#10). Give it the same Hitag as you gave the cycler. Then, give the GSPEED a Lotag. This is how fast the lights will pulsate. 4.45 Elevator Transports Map Name: ELETRANS.MAP First, sorry I kinda copied 3D Realms' design for my map, put that was just simply the best way to make it. :) Now, elevator transports transport you from one elevator to another, simulating rooms over rooms. They're not perfect, as sometimes they jump a little when going down. They're also hard to get perfect...but read on cuz here's the step-by-step: STEP 1: Make your elevators. They must be the same EXACT size, shape, and the ceiling should be the EXACT distance from the floor. Make your textures all EXACTLY the same (this is the hard part, takes awhile to get perfect). You then should raise the ceiling of both elevator sectors and change the "shaft" texture, as well as lowering the floors of both to change the "shaft" textures. This is important because if everything is not panned exactly as the other elevator, it will not look right at all. STEP 2: Add a sector effector sprite in both of the elevator sectors in the EXACT same spot. Use grid to be sure. (notice all of the exacts in this). Give them a Lotag of 17, and give them both the same Hitag (doesn't matter, as long as it's the same). Now, decide which elevator sector you will start on. Change the shade of that elevator's sector effector (use ALT+S in 3D mode) to something darker than the other one. I used 32. STEP 3: Give both the elevator sectors a SECTOR Lotag of 15. Next, figure out the TOP floor that the elevator will transport to. Give that floors elevator sector a Hitag of 1. Try it! If you still have trouble, look at ELETRANS.MAP for help if you need it. 4.46 Blastable Walls Map Name: HOLE.MAP STEP 1: Make the following sectors: ____________________ : : : :____ : :_A__: : :_B__: : :_C__: : : : : :____________________: Sectors A, B, and C should be all valid player space. We could have sectors A, B, and C as all one sector, but we want our hole to look cool. So make it 3, and arrange the slopes of the floor and ceiling and the heights of the floor and ceiling until you've got a nice hole. Add nice textures, the stuff inside the hole will be what it looks like when blown out. STEP 2: Put a crack sprite somewhere. It really doesn't matter where, it'll work just the same. I prefer in front of the hole. :) Make sure that it's directly on a wall, though. Give the crack a Hitag. Something unique, not the same as any other cracks. I used 213 in my map. STEP 3: Place a Sector Effector *Sprite* in sectors A, B, and C. Give them your unique Hitag, and a Lotag of '13'. STEP 4: Place a C-9 sprite in sectors A, B, and C. Now, go into 3D mode. Use the '4' and '6' keys on your NUMBERPAD to shrink the C-9 WIDTHWISE as much as possible. If you don't know what I mean, look at my map. STEP 5: Go back into 2D mode. Give each of the C-9's your special Hitag. Now, the Lotag for the C-9's is up to you. That determines how long it will be before the C-9 blows up. You can have it happen right away, a long way away so the player walks up to the hole and has C-9 blown up in his face, or all three go at different times. For now, just put 20 for the middle one, 40 for the left one, and 60 for the right one. This makes a nice explosion, and is not bad for a beginners hole. STEP 6: You're done! Play the level! In future hole designing, you might want to know this: 1. You can have the crack shatter as many sectors as you want, just make sure they are of all equal Hitags. 2. If you want a HUGE explosion that'll last about 10 seconds, fill the ENTIRE room with C-9, shrink them all, and give them your Hitag. Set them all for different times, and watch it blow! Set records for how long you can stay alive with C-9 blowing up in your face! 3. Have JUST C-9 blow a hole by replacing the crack with a C-9 sprite. Make sure it's not on the wall, and KABOOM! 4. Use KEXTRACT to extract the original levels, get ideas from them. 4.46.1 Fixing The 'Texture Problem' Map Name: TXTREPRB.MAP Are you tired of having your textures re-align when you shoot a crack in a wall with a rocket? For example, you have a wall and the texture for this wall is gray with a blue stripe in it. You shoot a crack in the wall, and the textures above and below the crack re-align, causing the stripe to move either up or down, and making it look ugly. To solve this problem, all you have to do is follow two easy steps. STEP 1: Create your hole sectors. Align your textures so that they match up with the walls next to your hole. STEP 2: Press [O] in 3D mode on the wall. Now when you shoot the crack in the wall in the game, the textures will not re-align and make it look ugly. Look at TXTREPRB.map for more help if you need it. 4.47 Destructible Buildings/Floor Lowering Map Name: BUILDBLO.MAP First, you must understand the following: To lower floors, use SE 13. Apparently, SE 13, which is used to make blastable walls, is actually a floor lowerer. But, without a GSPEED sprite applied to it, you don't see it lower the floor. Now, here's the step-by-step: STEP 1: Create the result of the building blowing up. Put a SECTOR EFFECTOR, MASTERSWITCH, and GSPEED sprite in every sector that will be affected. STEP 2: Give the GSPEED sprite a Lotag of 64 (this is just how fast the building will blow, and seems to be standard speed. Anything faster causes a VERY slow frame rate). Give the SECTOR EFFECTOR a Lotag of 13, and a unique Hitag (make it up). Give the MASTER SWITCH sprites a Lotag equal to the SECTOR EFFECTORs Hitag. STEP 3: Put a switch or touchplate somewhere. Give it a Lotag that is equal to the MASTERSWITCH sprite Lotags. Now, if you just wanted to have the floor lower, this would not work. For some odd reason, you MUST have a C-9 sprite somewhere. What I do is make a room somewhere in the corner of my map. I put 2 sprites, a C-9 sprite and a MASTERSWITCH sprite. The MASTERSWITCH sprites Lotag should be equal to the switches Lotag, and the C-9 should have the same number as it's Hitag, but no Lotag. STEP 4: Now, the C-9. Place C-9 wherever you want. Keep in mind that wherever you place the C-9, at whatever height, that's where it will blow up. Be creative with this fact along with timing! STEP 5: Give the C-9 a Hitag that is equal...to...guess...the... could it be...the switches Lotag. The Lotag for the C-9 is the time delay before it explodes. STEP 6: Put a MASTERSWITCH sprite in EVERY sector that you put C-9 in. Give it the same Lotag as the switches Lotag. You're done! 4.48 Crushers (Engine Pistons) Map Name: CRUSHERS.MAP These are like an engine piston. The ceiling of these sectors come up and down and crush you. To do this, set the sector's ceiling to how high it will go, and the floor to how low it will go (duh). Put a SECTOR EFFECTOR in there and give it a Lotag of 25. That's it! Now, my sector effectors are at different heights. This signifies the start point. 4.49 Shots Fired In Sector, Ceiling Comes Down Map Name: SHOTLOW.MAP This is a VERY simple procedure, and it's pretty cool. What it does is when an explosion is heard in the sector, it comes crashing on your head. To do this, just put a sector effector in the sector you want. Give it a Lotag of 19. That's it! 4.50 Rotate/Rise Sector Map Name: ROTRISE.MAP This is easy. Make the sector that will rotate and rise. Put an activator, and a sector effector in that sector. Now, put a switch or touchplate somewhere. Give it a Lotag. Give the activator the same Lotag as the switch. Give the sector effector a Hitag that is equal to the switch's Lotag. (Leave the Hitag alone) Give the rotate-rise sector a Lotag of 30. Now, decide on a rotation point for the sector. Put a sector effector there. Give the sector effector a Lotag of 1, and a Hitag that is equal to the switch's Lotag. Done! 4.51 Stretch Sector Map Name: STRETCH.MAP This is used to stretch a sector whatever way you want. Real cool stuff. STEP 1: Make the sector that will be stretched. STEP 2: Give that sector a Lotag of 27. STEP 3: Place 3 sprites in the sector. STEP 4: Put a switch somewhere. STEP 5: Change the three sprites to a sector effector, activator and GSPEED sprites. STEP 6: Give the switch a Lotag. Give the activator the same Hitag. Give the sector effector a Hitag that is equal to the switch's Lotag and a Lotag of 20. Point the sector effector the way you want the sector to stretch. Give the GSPEED sprite a Lotag of how far you want the sector to stretch. 4.52 Ceilings And Floors (Dropping) Map Name: DRFLRCLN.MAP The title says it all. Drop floors and ceilings, all with one sector effector. Here's how: STEP 1: Make the sector to be affected. Give THAT sector a Lotag of 28. STEP 2: Place 3 sprites in the sector: a sector effector, an activator, and a GSPEED. STEP 3: Decide what you want to drop. If it is the floor, go to step 4F. If the ceiling, go to 4C. STEP 4F: Change the angle of the sector effector sprite so that it points toward the bottom of the map. STEP 5F: Give the sector effector a Lotag of 21. Make up a number and give it to the activator as a Lotag. Give the GSPEED sprite a Lotag. This sets the rate at which the floor drops. I used 10. STEP 6F: Lower the floor to where you want it to end up. Raise the sector effector sprite to the start position of the floor. STEP 7F: Put a switch somewhere. Give it the same Lotag as the activator. STEP 4C: Change the angle of the sector effector sprite so that it points toward the top of the map. STEP 5C: Give the sector effector a Lotag of 21. Make up a number and give it to the activator as a Lotag. Give the GSPEED sprite a Lotag. This sets the rate at which the ceiling drops. I used 10. STEP 6C: Raise the ceiling to where you want it to start. Lower the sector effector sprite to the end position of the ceiling. STEP 7C: Put a switch somewhere. Give it the same Lotag as the activator. 4.53 2-Way Trains (The Right Way to Make Them!) Map Name: TWO-WAY.MAP STEP 1: Make the track for the train, the train itself (for this we'll use a simple rectangle sector), and two rooms at either end of the track (where the train will stop). STEP 2: Place three switches on the map (one in the train, the other two in both rooms at either end of the track (i.e. one in each room). STEP 3: Give the switch in Room 1 a unique lotag. In my map I gave it a lotag of 85. Give the switch in Room 2 the same lotag and the switch in the train the same lotag. STEP 4: Place an activator sprite in the train and give it the same lotag as the switches. STEP 5: Put a Sector-effector sprite in the train and give it a lotag of 30, and a hitag that is one more than the lotag of the switches. (So if your lotag for the switches was 85, the hitag for the SE sprite would be 86. Don't ask me why this is, but it works!) Make sure that the SE sprite is pointing in the direction in which the player gets on the train for the first time. This indicates which side of the train is the front side. STEP 6: Give the train sector a SECTOR LOTAG of 31. Now for the locators. Place two locators at either end of the track. (This is where the train will stop. Sometimes you have to move these in the map to get the train to stop in front of the door just right). For the locator closest to where the player will first get on the train, give it a lotag of 1, and a hitag of 1. DO NOT give the other locator a hitag or lotag. LEAVE IT ALONE! STEP 7: In 3D mode, move the cursor over the floor of the train. Press R so the floor doesn't move with the train (don't do it to see what I mean). If your train has a ceiling, do the same to it. STEP 8: Now you are all set! You can play the game now, but the train won't be as cool as some in the registered levels. This is because we have not put in any of the doors. To have the doors work properly, do the following: 1. Make the door sectors, give the SECTORS a lotag of 20 (for ceiling door) and choose textures. Place an activator sprite in each door sector. Give the activator in the door (in which the player will start at first), a lotag of two more than the switches lotag. (So if the lotag for switches was 85, the lotag for the activator in the door would be 87). 2. Give the other activator (in the other door) a lotag of one more than the switches. (So if the lotag for the switches was 85, the lotag for this activator would be 86). 3. Now comes the tricky part. For the doors to work properly, you have to do this. Make sure the door at which the player starts is CLOSED. Then make sure the other door is OPEN. This will let the doors function properly (opened when reached, closed when left). 4.54 Signs That Fall When Shot Map Name: NONE To make a sign fall to the ground when shot (like the 'No parking' sign in Episode 1, Level 1) give your sign (sprite) a hitag. Anything should do. When an explosion goes off near the sign, it will disappear and debris will scatter. 4.55 Cranes Map Name: CRANE.MAP Making the cranes that are in Level 4 of Episode 1, are actually quite easy. All it requires is the placement of some sprites. Look at the map if you still don't understand. STEP 1: Make a sector that the crane will travel down. Give it appropriate textures. STEP 2: Make one smaller sector at the end of the long sector. Look at the map if you still don't understand. This is where you will get picked up. STEP 2: Place a sprite in the sector from step 1 where the crane will stay when at rest. This is usually somewhere near the end of this sector. Change the sprite to #1222, which is the crane. Raise this sprite to the ceiling height. STEP 3: Place a sprite in the other, smaller sector, where the crane will drop things after it has picked them up. Change this sprite to #1221, which is the cranepole. Make sure it stays on the ground. STEP 4: You are now finished! When you walk into the smaller sector, the crane will travel down the long sector, pick you up, drop you off where it started, and go back to its state of rest; as long as nothing else is waiting to get picked up. 4.56 Making Phones Ring Map Name: PHONE.MAP Making telephones ring requires some work to accomplish, but it is not very hard at all. All it requires is a switch! STEP 1: Make your phone sector. Give this sector the appropriate textures. MAKE SURE YOU ARE MAKING A SECTOR, NOT A SPRITE! STEP 2: Place a sprite onto the front of the telephone. Give it a hitag of 174, and a lotag of 278. Make this sprite a switch (#132). Size the switch to the size of the front of the phone. STEP 3: Make the sprite 1-sided by pressing [1] on it. Now rotate the sprite (using the < and > keys) so that you cannot see the sprite when you look at the phone. You're all done! Look at the map in case you don't understand. 4.57 Making the Mini-boss Map Name: NONE Tired of killing the episode 1 boss and getting the end-sequence for Episode 1? Well, all you have to do is make a mini-boss out of him! No end-sequence! To make a mini-boss out of the Episode 1 boss (he shoots the mortars) just place a sprite, change it into the Episode 1 boss (#2630), and give him the palette number 21 (ALT+P in 3D mode). To spawn a mini-boss, just give the respawn sprite a hitag of 2630, a lotag equal to the lotag of the touchplate that activates it, and change the palette to 21. This does not work on the second and third episode bosses, as they will only have 1 health point and will die with one shot. 4.58 Exploding Helicopter/Car Map Name: NONE To make the exploding helicopter or exploding car that spiral out of control and blow up, just place a sprite where you want the car to be, angle it to where you want it to travel, and change it to either 1346 (Helicopter) or 2491 (Duke's space car). Make sure that the car has enough distance for it to fly before it crashes. If there isn't, it will just slide down the wall before it explodes. 4.59 Making Curtains Draw Back Map Name: CURTAIN.MAP To make curtains draw back when you flip a switch (like the movie theater in Episode 1, Level 1) you need to follow several steps. Again, look at the CURTAIN.MAP if you don't understand. STEP 1: Make your curtain (or whatever else) you want to draw back. Now place a sprite somewhere and change it into a switch. STEP 2: Lower the curtain 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. STEP 3: Give the curtain sector a lotag of 27. (Press [T] on the sector in 2D mode). STEP 4: Give the switch any lotag you wish. Now give the Sector-effector sprite a lotag of 20, and a hitag equal to the switch's lotag. STEP 5: Give the Activator sprite the same lotag as the switch's lotag. STEP 6: 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 BUILD. You are now done! 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 under the curtain. 4.60 The Pool Table Map Name: NONE The pool table found in episode 1, level 2 is a realistic effect to add to almost any level. And it is quite easy to make! All you have to do is make the table itself. Just make two rectangle sectors inside of each other and raise each to heights which make it look realistic. The outside sector should be higher than the inside sector (of course). Now just place the pockets (#903) on the table in the places that they go (make them lie flat by pressing [R] on them twice in 3D mode] and size them down to fit your table. Then place the balls on the table (#901-902) and give them different palette numbers to change the color of them. If you truly don't understand how to do it, look at the pool table in Episode 1, level 2. 4.61 Making Waves Map Name: WAVES.MAP To make waves work properly, you must follow a certain guideline. But if if you follow it, you can make waves for any water sectors (almost). First, we must go over the guideline that is required for a wave to operate correctly. The guideline is this: the sector that will be part of the wave MUST be four-sided. If it is not, the wave will not work. So, keeping this in mind, make several four-sided sectors to be affected. Place a Sector-Effector sprite in each four-sided sector and give each a lotag of 29. Then give each sprite a hitag of anything from 0 to 2047. This will determine the starting height of the wave. Then place a GPSPEED sprite in each sector, and give the lotag any value (from 0 to 2047). This will be the height of the wave once it starts. If you give the wave sectors a lotag of 2, it will be possible to submerge into the water (as long as you've made it so that you can. See section 4.16 for more details). If the waves are too high, Duke will not be able to stay afloat. 4.62 Fish Tanks Map Name: TANK.MAP Making a fish tank is quite easy. Just make the tank itself, give it a lotag of 2 (to be underwater), and give it the appropriate textures. Mask a wall in front of the tank and choose one of the opaque glass textures. Make it both hittable and breakable (by pressing [B] and [H] in 3D mode) and make it transparent (by pressing [T] on the glass). Now give the glass texture a palette number of 1 by pressing [ALT]+[P] in 3D mode. Make sure you give the glass this palette number on BOTH sides of the glass. See TANK.map if you don't understand. 4.63 Making Lights Blink Map Name: BLIGHTS.MAP To make lights blink randomly, all you have to do is follow these simple steps. In this example, we will make a light in a wall and have the light point outwards. STEP 1: Make your light sector in the wall. It should be a small triangle coming out of the wall. Lower the ceiling of this triangle sector down to the floor. Make it blockable, and choose a light texture for the wall. STEP 2: Draw some lines out from this triangle sector to form another sector in which the light will blink. Look at BLIGHTS.MAP for an example of how to draw the lines. For example, if you have a wall opposite of your triangle light sector, you should insert two points and draw lines from the corners of the triangle sector to the two points of the opposite wall. STEP 3: Place a sector effector sprite in the sector you just created, and give it a lotag of 4, and any hitag you want. The hitag is for a random flash number. STEP 4: Set the shade of the walls, ceiling, and floor of the sector created in step 2, to what you want it to be like when the lights are off. Then, set the shade of the Sector effector sprite to what you want it to be when the light is on. You can do this by pressing the ['] and [S] keys in 3D mode. Then you can enter a number for the shade. LOOK AT BLIGHTS.MAP IF YOU STILL DON'T UNDERSTAND. 4.64 Making Lights Blink When Shot Map Name: SHOTLGHT.MAP To make lights blink when shot out, all you have to do is follow a few simple steps. You can either make a light in the ceiling to be shot out, or you can make a light in the wall to be shot out. STEP 1: Make your light sector in the wall. It should be a small triangle coming out of the wall. Lower the ceiling of this triangle sector down to the floor. Make it blockable, and choose a light texture for the wall. If you are making a ceiling light, make the light sector and make it valid player space. Raise or lower the ceilings height to whatever you wish. STEP 2: Draw some lines out from this triangle sector to form another sector in which the light will blink. Look at BLIGHTS.MAP for an example of how to draw the lines. For example, if you have a wall opposite of your triangle light sector, you should insert two points and draw lines from the corners of the triangle sector to the two points of the opposite wall. You don't need to draw line out from the ceiling light sector for any shading effects. STEP 3: Give the red line that separates the triangle sector from the room sector any lotag you wish to. If you are making a ceiling light, give the light sector a hitag of anything you want to. STEP 4: Place a sector effector sprite in the sector you just created, and give it a lotag of 3. If you are making a light in the wall, give the sprite the same hitag as the walls lotag. If you are making a ceiling light, give the sprite the same hitag as the sectors hitag. STEP 5: Set the shade of the walls, ceiling, and floor of the room and other sectors , to what you want it to be like when the lights are off. Then, set the shade of the Sector effector sprite to what you want it to be when the light is on. You can do this by pressing the ['] and [S] keys in 3D mode. Then you can enter a number for the shade. LOOK AT SHOTLGHT.MAP IF YOU STILL DON'T UNDERSTAND. 4.65 Making Music and SFX Work Map Name: MUSICSFX.MAP Making music and sound effects work properly, is an art which takes a little time to master. Having ambient sounds around your level adds a ton of realism to your level, and when properly used, it can form a quite realistic setting. It takes some use of math, so be prepared. The music and sound effects sprite can be used in three different ways: 1. Activation sound: When used in a sector with a lotag, it will play a sound when the sectors lotag function is activated (i.e. - A door opening). Lotag : Number of the sound you want to play Hitag : None 2. Ambient sound: When used in a sector without a lotag, it will play an ambient sound when the player walks near. Lotag : Number of the sound you want to play Hitag : Maximum distance that the sound can be heard from. A hitag of 1024 equals the largest grid square in BUILD. 3. Echo effect: When used in a sector with no lotag, it will cause all sounds to have an echo effect. Lotag : 1000 + the amount of echo (from 0-255, 0 being the least) Hitag : Maximum distance that the sound can be heard from. A hitag of 1024 equals the largest grid square in BUILD. A list of the sound effects has been included with this file. It has been updated a little, and it shows the number of the sound, the sound name, and the .voc name in the .grp file. 4.66 Adding Your Own Music and SFX Map Name: NONE Adding your own sound effects and music to your levels does NOT require you to make your own .GRP file. It just takes the renaming of some files within your duke3d directory. 1. To add your own music, get the song that you want to play and make sure it is in the .mid (MIDI) format. Change the name of the song you want to have played to dethtoll.mid. When you enter the game, the music will be changed to whatever you have chose as the song to play. To use another level's music, use kextract to extract that level's song (when in the level, press [F5] to get the name of the song). Just make sure that the song you will be using is in the main Duke-3D directory. 2. To add your own sound effects, do the same as above, but change the name to any of the sound effects name. For example, if I wanted to change a sound of Bart Simpson saying "Cowabunga dude!" and put it in place of Duke saying "Where is it?", I would rename the file of Bart talking, to whrsit05.voc. When I enter the level and press space on the wall, you will hear Bart saying his line, rather than Duke saying "Where is it?". You just have to make sure that the sound you will be using, is in the main Duke-3D directory, or it will not work. The sound should also either be in .VOC or .WAV format before converting. 4.67 Level Over Level Water Trick Map Name: WATRWARP.MAP This FAQ will explain how to make an interesting water effect I found in the Aqua levels made by Ben Roffelsen. If you haven't seen these levels, check them out! They're some of the best out there! The water effect described briefly in this FAQ is basically this: An above water sector, a below water sector, and a passage from the above to the below that connects the two. Sound confusing? Well, it is hard to explain but here's what I mean. You have an above water area. You can go into the water and submerge into the underwater sector. Or you can take the passage (a hall for example) into a room in which you can see the underwater area. It's basically an extension of the level over level aspect of the game. Your above water 'room' is above the below water 'room' with a passage connecting the two. Here's a drawing: |--------------------------| | { | | Room {<-Window | | { | | |----| Below water | |Hall | | Sector | | | | | | | | | | | |~~~~~~~~~~~~~~~~ | | | | |~~~~~~~~~~~~~~~~ | | | Above water | | | | Sector | | ------ | | | | | | | |--------------------------| Now imagine that the Above water sector overlaps the below water sector (Where all the ~~~~~~~ marks are). The ceiling of the below water sector is lower than the floor of the above water sector. So the hall between the two is sloping down (or it is steps going down). We can either go under the water (directly from the above water sector to the below water sector) or we can go down the sloping hall, into a room in which we can look out of a window to the underwater area. Still confusing? Look at WATRWARP.MAP for a visual perspective. Well now that we know what we are doing here are the instructions for making this effect. Bear with me, as these instructions might be hard to follow. Again, look at WATRWARP.MAP if you get stuck. It should be pretty self-explanatory. ********* IMPORTANT ********* These steps are shown one by one ABOVE THE STARTING POINT in BUILD (in WATRWARP.MAP). Look there to follow what I'm doing. Play the level to see what the finished products looks like. STEP 1: Make a rectangular sector and give it nice textures. Make a rectangle sector inside the rectangle you just made. Make it valid player space (by pressing alt-s). Press [T] in 2-D mode and set the lotag to 1 (this makes the sector above water). In 3-D mode, give the floor (of this sector) the water texture. Place a sector-effector sprite (in the water) and give it a lotag of 7, and whatever you want for the hitag. This will make it possible to submerge into the water. STEP 2: Select the water sector (using the right-alt key) and press the insert key to copy this sector (consult the build documents if you don't know how to copy sectors). Move the newly formed sector to another section of the map. Change this new sector's lotag to 2 (This makes this sector underwater). Change the textures so that the ceiling has the water texture, and the walls/floor have whatever you want. Now lower the ceiling of this sector, to a height that is lower than the floor of the above water sector. Make the ceiling of the underwater sector the same height of the floor in the above water sector if you can. STEP 3: Make a side hall that extends off of the sidewalk and make it slope down. We will have a window here to see the underwater section. Insert two points into the water sector line in the above water room. Look at the map to understand. STEP 4: Make a room off the side of the underwater sector. Make it have a window, using texture #758. Give the window a palette of 1 on BOTH sides and make it transparent (I just pressed [T] once to make it somewhat transparent). STEP 5: Save your work! Select the underwater sector (along with the room and window), turn off grid locking, and move this sector as close as you can over the above water sector. We turn off grid lock so that the points that overlap won't join together. Put the underwater sector almost, but not exactly over the above water sector. Now turn on grid locking and join the two points you inserted, with the two points of the window. They will join together and there you have it! If you have any questions post a message about it on the Apogee web site, under the Duke Nukem 3D Editing message board. Again, my name on there is jonahb. Just leave a message if you have any trouble, and I'll try to help you as much as I can. This is a neat effect and I thank Ben Roffelsen for telling me how to do it. Get his Aqua levels. They are the some of the best I've seen, and I've seen a lot of levels! 4.68 Neat Tips and Tricks Map Name: NONE There are some very interesting tips and tricks that can be pulled off with the power of the BUILD engine (and sometimes using bugs too!). Below is a list of some tricks that you can do to make an interesting level. 1. Clouds - To make a sky that looks as if has white clouds floating around in it, select any tile from #1083-1087. Parallax the sky, and give the sky a palette number of 1. You have a blue sky and clouds! The following palette numbers also work: 5-Brown sky\White-brown clouds 7-Yellow clouds\Gray sky 13-Dark Gray sky (perfect for rainy conditions) 14-Green sky 24-Light Gray sky (perfect for overcast) 2. Blue Sky (No clouds) - To make a blue sky, select tile #199 for the ceiling, and parallax it 3. Ghost Enemies - Just make the enemy sprite transparent (press [T] in 3D mode) 4. Use Ambiance SFX - If you have a fire somewhere, place a Music and SFX sprite near the flame and give it the fire sound tag (lotag= 194, hitag= how far you can hear this sound) ======================= 5: INFO AND OTHER STUFF ======================= 5.1 Palette List This is a list of all of the palette numbers and their uses. Palettes affect 3 different things (I'll use the stripper for an example because that's the most used for palette change): The background (skin) the foreground (suit) and fore-foreground (just a name I made up) affects stuff like money, accessories, etc. 0 Normal 1 This can make a sprite multi-player only, also a light color. 2 Everything is red. Most often used as a light color. 3 Normal on sprites, but if applied to a SE 7 that will transport underwater, you will swim in muck instead of water. Also, set this to the floor and ceiling of a BIGORBIT parallax ceiling and/or floor, and you won't die when you enter the sector. 4 Everything is solid black 5 Normal 6 Night vision look (you wouldn't normally use this, it's for the game to designate night vision. You could use it, though.) 7 Everything has a greenish-yellow tint. Can be used for yellow lights. 8 Everything is light green. 9 Normal. 10 Foreground is red. 11 Foreground is light green. 12 Foreground is light gray. 13 Foreground is dark gray. 14 Foreground is dark green. 15 Foreground is brown. 16 Foreground is dark blue. 17 Background blue, foreground green. 18 Same as 11. 19 Background red, foreground gray. 20 Background blue, foreground gray. 21 This does a bunch of things. On most, turns foreground red. BUT, use this palette to change a regular boss to a mini-boss (doesn't end game if killed) or to make a (lemme get my manual out, here...oh yeah...) an assault trooper an assault captain. 22 Foreground is light gray 23 Foreground is yellow. 24 Normal. 25 Fore-foreground is red. 5.2 Facts On Dimensions This was taken from the Apogee message base, and was written by Per-Erik Nilsson (perni@lysator.liu.se). Everything is measured in units up how many times you press the PGUP/PGDOWN keys. For the shooting ones, aim up/down was not used. Measure Duke Standing Duke Ducking Min. height for Duke to enter a sector 11* 6 Max. height that Duke can walk onto 3 0 Max. height of floor Duke can shoot above 8(9)** 3(4)** Min. height of ceiling Duke can shoot below 10(9)** 5(4)** As above but using RPG 11 6 Max height of floor Duke can jump on to 20 0 Min. height of wall to place tripbomb on 10 4 * Duke can also enter sectors with a height of 10, but he will automatically duck. ** Second number is when only some of the shots will get past 5.3 Sound List A sound list has been provided in the ZIP file that this FAQ came in. In it, you will find the sound name, the VOC name for the sound, and the number to put in to play the sound. I did not do this list, so please do not send your comments to me. Dave Atwater (Nipplenut on Apogee) compiled the list and is responsible for it's content. The name of the file is SFX.TXT 5.4 Quick SE Number List 0: Rotate sector 1: Rotate point for SE 0 2: Earthquake 3: Random lights after shot out 4: Random lights 5: Reserved 6: Subway engine 7: Transport 8: Up open door lights 9: Down open door lights 10: Door auto close (set Hitag to delay) 11: Swinging Door 12: Light switch 13: Hole maker, floor lowerer 14: Subway car 15: Sliding door (ST 25) 16: Reserved 17: Elevator transport (ST 15) 18: Reserved 19: Lower ceiling when explosion hits sector 20: Stretch sector (ST 27) 21: Drop floor (ST 28) 22: Prong for teeth doors 23: Reserved 24: Conveyor belt of water current 25: Crusher 26: Reserved 27: Camera for playback 28: Reserved 29: Float sector 30: 2 way train (ST 31) 31: Floor rise 32: Ceiling lower 33: Jibs for earthquakes 34: Shooter 5.5 Quick Sector Tag Guide 1: On top of water 2: Underwater 9: Sliding Star Trek door 15: Elevator transport (SE 17) 16: Elevator platform down 17: Elevator platform up 18: Elevator down 19: Elevator up 20: DOOM-door 21: Down door 22: Split from middle door 23: Swing door 25: Sliding door 26: Splitting Star Trek door 27: Stretch sector (SE 21) 28: Drop floor (SE 21) 29: Teeth door prong (SE 22) 30: Rotate-rise sector 31: 2-way train 10+: Play sound when player walks on sector (+ is sound #) 32767: Secret room 65535: End level 5.6 Hints And Tips 1. Use lots of sprites. Sprites are what levels revolve around. You can't make a cool looking level without them. 2. Use shading. Lots of it. It makes for some cool effects. 3. Don't let two mirrors "see" each other. It causes problems. 4. " " " demo cameras "see" each other. It causes problems. 5. SAVE _>VERY<_ often. BUILD crashes, especially when running it through Win 95. Save every 2-3 minutes. You'll get into the habit. 6. DON'T run BUILD through Win 95. It makes it crash more often. 7. Make surprises. For example, have a player walk on a touchplate sector. Have an alien spawn up in front of him. Or, time explosions just right so that when a player blows something up, and walks over to get an item of something, a C-9 blows up in their face. 8. Unless you REALLY want to, don't waste time setting difficulty settings. People don't really use them anyway. 9. Look at the original levels and other levels for ideas. 10. Think like you want to kill the player! 5.7 List of Official Levels This information comes from the file Dukelvls.txt. For the curious, here is a listing of all the official levels in Duke Nukem 3D, and who designed them. AB - Allen H Blum III LL - Richard Bailey Gray (The Levelord) Episode 1: ---------- AB - Hollywood Holocaust AB - Red Light District AB - Death Row AB - Toxic Dump (Secret Exit to Launch Facility) LL - The Abyss AB - Launch Facility (Secret Level) AB - Faces of Death (Dukematch Only level) AB - Dukematch Level 1 (Dukematch Only level) Episode 2: ---------- AB - Moonbase LL - Incubator LL - Warp Factor AB - Fusion Station AB - Occupied Territory (secret exit to Spin Cycle) AB - Tiberius Station AB - Lunar Reactor AB - Dark Side (secret exit to Lunatic Fringe) AB - Overlord LL - Spin Cycle (secret level) LL - Lunatic Fringe (secret level) Episode 3: ---------- LL - Raw Meat LL - Bank Roll LL - Flood Zone LL - L.A. Rumble LL - Movie Set (secret exit to Tier Drops) LL - Rabid Transit LL - Fahrenheit LL - Hotel Hell (secret exit to Freeway) AB - Stadium LL - Tier Drops (secret level) AB - Freeway (secret level) Other: ------ AB - _se.map (Sector Effector Demo Map) AB - _st.map (Sector Tag Demo Map) AB - _zoo.map (Zoo Map) 5.8 List of Cheats The following is a list of all cheats in Duke: DNCORNHOLIO - Toggles god mode DNKROZ - Also toggles god mode DNSTUFF - Gives you all weapons, inventory, and keys DNITEMS - Gives you all keys, all inventory, and full armor DNINVENTORY - Gives you all inventory DNWEAPONS - Gives you all weapons DNKEYS - Gives you all keys DNHYPER - Gives you steroids DNSCOTTY### - Warps to a level (the first is for episode, the last two are for level number. DNKROZ 203 takes you to episode 2, level 3) DNMONSTERS - Toggles monsters DNCASHMAN - When the spacebar is pressed, money is thrown out DNVIEW - Same as hitting F7 (also displays message saying "You're too good to be cheating!) DNRATE - Shows the Frames per second (FPS) DNDEBUG - Shows some debugging information DNSKILL# - Changes the skill level to whatever you input for # DNBETA - Displays the message "Pirates Suck!" DNTODD - Displays the message "Register Cosmo" DNALLEN - Displays the message "Buy Major Stryker" DNCOORDS - Displays your coordinates DNSHOWMAP - Displays the entire map DNCLIP - Toggles Clipping Mode (if you walk into empty space, you die) DNUNLOCK - Unlocks all doors and opens those that are not locked ======================== 6: QUESTIONS AND ANSWERS ======================== This section is basically a set of basic questions and answers that often get asked. If you are having problems with something, look here for the answer. If you don't find it, please leave a message at Apogee asking what you want to know, and I will see if I can help you. Q: My subway is going crazy! It shoots rockets at me! Help! A: The only way to get a subway to stop firing rockets is to take the parallaxing off of the ceiling of the subway. Q: When I go into 3D mode, my screen gets all screwed up! A: OK, people on #dukeedit, #duke3d, and others on the Apogee message base are tired of people asking this question. It has been asked SO many times, and we're getting tired of it. The answer has been posted SOOOOO many times, so PLEASE don't ask this on IRC, message bases, or email. The answer to this question is that YOU HAVE TO MOVE ALL OF THE BUILD FILES TO YOUR DUKE3D DIRECTORY. Q: How do I change the direction of a sprite? A: Go into 2D mode. Point at the sprite and use the < and > keys to move the little tail. Q: BUILD keeps locking up! Help! A: Well, it really is a shame that Apogee made an editor and won't support it. But, the cause of this problem depends on where it is happening. If you are scrolling textures when it locks up, it's usually caused by your hard disk. You probably have a low-end piece of crap like Maxtor or Packard Bell. Get a new hard drive is the only solution. If it's anything else (like deleting sectors, etc.) all I can suggest is save once a minute. This sounds ridiculous, but you, like me, will get used to it. (I have a maxtor hard drive :() Q: BUILD sucks. Is there another editor available? A: No, not currently. Sorry. Q: I've noticed an error in your FAQ. A: Thanks a bunch, I'll give you credit! (You should report this IMMEDIATELY by posting a message at Apogee. You will be given credit for discovering a problem!) Q: I'm having lots of trouble with something. Where else can I go for help? A: Go to either the Apogee message board, or IRC. If your using IRC, use server us.undernet.org and go to either #dukeedit or #duke3d. There is usually always someone there who can help you. Q: How do I set difficulty levels? A: See section 4.39. Q: How do I make that cool lighting effect that looks like rippling water? A: You don't, at least not as a lighting effect anyway. You put a certain texture on the wall. The number is #853. Q: How do I place a sector effector? A: A sector effector is a sprite. Go into 2D mode. Place a sprite somewhere (press the 'S' key). Go into 3D mode. Point to the sprite you created, and press 'V'. Change it to sprite #1, the sector effector. Add appropriate tags. Q: What's the difference between pink and blue sprites? A: Pink sprites block you from going through, blue ones do not. You can toggle this in 2D mode by pressing 'B' while pointing at the sprite. Q: How can I make it so that my door frame doesn't go up and down with my door? A: Press the 'O' key in 3D mode while pointing at the door frame. ===================== 7: Utilities for DUKE ===================== The Utilities described in this chapter will allow you to change DUKE and make your own art, maps, convert DOOM art and maps to DUKE, and extract art and maps from the DUKE3D.GRP file. 7.1 EditArt EditArt can be found on the Duke Nukem 3D CD under the /GOODIES/BUILD directory. EditArt must be installed into your Duke Nukem 3D directory and the Tiles000.art-Tiles014.art must be extracted from the Duke3d.grp file using Kextract (see section 7.3 for more information). But be warned, the .art files when extracted take up almost 15 megabytes of hard-disk space! So if you don't have the disk-space to extract them, don't! 7.1.1 Editing Your Own Tiles At first, Editart can seem to be quite impossible to understand, and quite confusing to navigate around in. But after some use with it, you will find that it is quite easy to use. For a list of the keys for Editart look in the file that cam in the /GOODIES/BUILD directory called BUILDHLP.exe. It contains some VERY useful information on what keys do what and how to do certain things in parts of the program. To make your own tiles, extract tiles014.art from the DUKE3D.GRP file (see section 7.3 for more information on how to do this). If you have the disk- space, I would suggest extracting all of the .art files. Then, if you want to change an existing tile, you can do it with ease. Editing Existing Tiles ---------------------- To edit an existing tile, extract the .art file that contains the tile you want to edit. Once you have done this, start up EditArt and go to the tile you want to change. You can do this by either pressing [G] and entering the number of the tile, pressing [PGUP] or [PGDN] to get to your tile, or by pressing [V] and choosing the tile you want to edit by means of a tile selection screen (just like in BUILD). Once the tile you want to change has been selected, you can press [F12] to take a screenshot of the tile, or you can edit it within Editart itself. * If you choose to take a screenshot: Edit the tile in your favorite painting program, save it, enter Editart once again, select the tile you edited, press [U], select the file you saved your tile as (.pcx or .bmp only I think) and select the tile with the mouse and press [Enter]. The tile will now be updated with your new artwork. * If you choose to edit the tile in EditArt: Select the tile to be edited. Edit the tile to your liking (please look at BUILDHLP.EXE for the keys to EditArt). Now when you change tiles, it will ask you if you want to save the current tile. If you like your changes, press [Y], but if you do not want to save your work, press [N]. Editing Your Own Tiles ---------------------- To make your own tiles, you must extract tiles014.art from the DUKE3D.GRP file. Once you have done so, find the tile which says USER ART on it (Press [V] to get a list of tiles, just like in BUILD). You may select any of the blank slots after this tile to make your own tiles. The User Art section begins with tile number 3584. If you are using another program to make your tiles, you must follow a certain procedure. Enter Editart, go to the USER ART section, and select a blank tile. Now you must press [S] to re-size this tile. It is currently set at 0,0. You must know EXACTLY how large the tile you are editing is. So if our tile was 90 pixels by 100 pixels, we would do this: Press [S]. Enter 90 for our x-size and 100 for our y-size. Now you must press [U], select your tile, and press enter. There you go! Your tile is now in DUKE3D! 7.2 Doom Conversion Utilities These utilities are found in the /GOODIES/WAD2MAP directory on your DUKE CD. They convert DOOM 1 maps to DUKE maps, and can bring the Doom art tiles into DUKE. To use these utilities, you will need the original DOOM.WAD file. It might be a good idea to make backups of your NAMES.H and PALETTE.DAT files, because WAD2MAP overwrites them. It might also be a good idea to put these utilities in their own directory. 7.2.1 Wad2Map This utility will convert DOOM maps into DUKE maps and will change the characters and switches, lotags, hitags, etc. accordingly. Usage: WAD2MAP D:\GAMES\DOOM\DOOM.WAD E1M1 DUKE.TXT The Duke.txt file can also be found in the /GOODIES/WAD2MAP directory. This file converts the Doom walls and sprites, to walls and sprites used by Duke3d. It should be mentioned that it does a sorry job on some levels. I did a remake of episode 4, level 6 of Doom and I had to change almost EVERY wall texture myself! 7.2.2 Wad2Art This utility converts the original DOOM art into a set of tiles for DUKE. Here is how you use this program: WAD2ART D:\GAMES\DOOM\DOOM.WAD (or wherever your Doom.wad file is). This creates three files in your current directory: Tiles000.ART A large file containing all the Doom tiles Names.H The names of all the Doom tiles Palette.DAT The original DOOM palette 7.3 GRP Utilities These utilities can be found on your Duke CD under /GOODIES/BUILD. They allow you to extract things from the Duke3D.GRP file (kextract) and put together your own .GRP file (kgroup). 7.3.1 Kextract Kextract is a nice little program that will bring out every object in the DUKE3D.GRP file. This includes all of the .art files, .map files, .voc files, .mid files, and there are some more. I would not suggest you use kextract to extract all of the files. It takes up a TON of disk space and it puts about 2000 (If I remember correctly) files on your disk. If you want to fool around with that many files and that much disk space having been wasted, go right ahead. But all I usually extract is the .map files (for reference when making my own levels) and the .art files (for use in Editart). The usage for this program is this: Kextract duke3d.grp [files you want to extract] This program MUST be installed into your main DUKE3D directory to work properly. 7.3.2 Kgroup Kgroup is also a nice little program that compiles your own .grp files for future use or distribution. The usage for this program is this: Kgroup [grouped file] [@file or filespec...] This is all the information I have on this topic. If you have ANY information on this program, PLEASE leave me a message at Apogee. My name on there is jonahb. Any information would be appreciated. 7.4 RTSMaker With this utility, it is possible to make your own Remote-Ridicule sounds for use in Duke play. All you have to do is follow a couple of steps and you can have your own sounds ready for taunting your enemies in Duke-Match! This program, as well as a sample script file, can be found in /GOODIES/RTSMAKER on your Duke CD. The usage for this program is this: RTSMAKER [nameofscriptfile] - This compiles an RTS file RTSMAKER -u [nameofscriptfile] - This unpacks an RTS file The script file format is as follows: . . . You can make such script files in any text-editor. Look at sample.txt for an example of how to do this. =============== 8: FINISHING UP =============== 8.1 MAP Authoring Template The map authoring template is a small text file that tells others about your map, what the story line is (if any), whether there is new art, music, SFX, or effects (by editing the .CON files), and other useful information. One has been included with this ZIP file, under the name TEMPLATE.TXT. Fill this out before sending your level to any site for uploading! It is very useful! 8.2 Uploading Your Level The final step is to upload your level. Here are some good places to upload them: Upload them to: www.kinglink.com/duke3d.html (my personal favorite) ftp.cdrom.com head2head.com (If you have it) AOL: Keyword: 3D Realms Post them to: alt.games.apogee alt.games.duke3d