========== Mapedit Editing
and Effects ===========
====== Part 1 - Getting
Started, Basic Editing ======
Extract the games levels -
You need the registered version of Blood (on CD) to get these programs.
They can be installed directly from the CD. The programs are: Mapedit.exe
the BEST 3D game editor to date, Barf.exe which is a Blood Extractor utility,
and Artedit.exe which will edit your own Textures file. Make a Tools directory
and place these untouched files here. Copy Mapedit and Barf to the \Blood\
Run Mapedit -
To learn all the tricks of level editing from Monolith, you should extract
the game levels from the file Blood.rff. All the sounds are in the Sounds.rff
file. Simply type: barf blood.rff -x . All the [.maps] will appear in your
blood directory. I recommend you make a Levels directory as well, and move
all these maps into that dir. These will remain unchanged, and if you want
to experiment, you can copy a level to your Blood dir and edit it without
worry of messing up the original.
E1M1.MAP for example is - Episode 1 Mission ; BB3.MAP is - Bloodbath
(Ep.5) Level 3.
You can specify to edit a map file directly on the command line with 'mapedit
file.map'. If you want to run Blood with a file type : 'blood .\file' or
To load a file press (Esc) , then (L)oad , and move to the levels dir,
select E1M1.map (return).
This is the first map you play when you run Blood and has almost all
the features in it. You start in 2D mode and see lots of lines on a grid.
White walls are outside loops (nothing past it), red walls are 2-sided
(player can walk across), blue and green walls are marked for motion (sliding
or vertical). The large yellow and brown circles are for where you can
hear ambient sounds, and lots of them overlap. Your cursor is the red cross
(white if the Grid (L)ocking is off), and player position is the white
2D Mode: Outer loops, Vertices, Movement, Inner
loops, Circles, Splitting, Deleting, Joining, Copying, Dragging.
3D Mode: Movement, Textures, Elevations, Tilting,
Shading, Panning, Parallaxing.
Sprites: Types, Attributes, Properties. Sectors:
= 2D MODE = Construction and Foundations
Outer loop -
First thing you need to create is an area to go into in 3D mode. After
starting Mapedit you'll see a grid of grey squares on black. This is 2D
mode , the overview, the way to create sectors and edit their properties.
Checking Mapedit Quick Reference, start making a sector by pointing the
red cross (cursor) and pressing the (space bar). You will notice that a
small point has appeared where you pressed the (space bar). Attached to
the point is a line. Move the curser to the next spot, press the (space
bar). To undo the last point you placed, press (backspace). Make your first
sector fairly large, eventually ending on your first point. You must close
this polygon to continue. It has white walls and is called an 'outer loop'
because there is nothing behind the wall. Zoom in and out with (A) and
(Z), change the grid size with (G), Grid locking on/off with (L). It cycles
through from all black - no grid, to 64,32,16,8,4 sizes.
The (left mouse button - LMB) is used to select the vertexes (points) on
the grid, and by pressing (LMB) and holding, you can drag the vertices
to other points. Press (insert) to insert more vertices along the lines.
You will notice that the lines will flash where the cursor is closest to,
and this is to indicate which line is to be affected if you were to add
more points. You can remove vertices by dragging 2 points together. This
is fine although you must remember to NEVER close a sector by reducing
it to less than 3 points, as there is a preffered way to delete sectors
Inner loops -
You can move your position around the large grid by using the (right mouse
button - RMB). A white arrow will now have appeared where you clicked.
This will always be at the center of the screen and is your position where
you'll move to 3D mode. To save this position press (Scroll Lock) to make
a brown arrow at the white arrows position. This is where you will appear
when playing the map, the 'player start position'. You can also slide the
screen around by pressing and holding the (RMB). Before we go there, let's
try making a 2-sided sector.
Within your large white-walled sector (1-sided walls and solid) which is
also called an 'outer loop', create two other smaller sectors using the
(spacebar); these are called 'inner loops'. Now move your cursor close
to one of these sectors, and you should see one of its walls flashing.
This wall (and sector) will be changed by now pressing (Alt-S). This should
have changed the sector walls from white to red. Red walls are 2-sided
and are like drawing a carpet on the floor of your room. You can walk over
the edges of the carpet, so it's a 2-sided wall (seen from both sides).
The other white sector is like a floor to ceiling column. It's solid and
Turn a line into a circle defined by short line segments. First press (C)
on a highlighted wall. Then move the mouse to the right place and press
'+' or '-' if you want to change the number of points on the circle. Press
(C) again to cancel the circle drawing or press the (Space bar) to actually
change the map.
You can place lines with (spacebar) to divide a sector. The computer is
smart enough to know when you are done. If it won't finish where you want
it, then re-examine how your line will split the sector exactly. You may
have to spit it again to turn solitary white walls to red.
You can DELETE the sectors although this is a bit risky, sometimes unpredictable,
and can NOT be undone! This is done by moving the cursor in 2D mode in
the sector and pressing (RCtrl-Delete). SAVE OFTEN, and to know your progress
I recommend saving them with numerical increments... ex. Room01.map , Room02.map,
Room03.map. If you make a fatal mistake you always can go back !! To turn
a 2-sided sector back to a 1-sided use (RCtrl-Delete) where the crosshairs
indicate the sector.
To remove unwanted sectors the recommended way is to make it 2-sided first,
then we will JOIN a good sector to the unwanted sector. This will merge
them to have the properties of the first one. Press (J)oin on the keeper
sector - must be adjacent and then (J)oin on the one to be removed. This
is a vital process and used often. If you find a two-sided wall while editing,
and see a texture on one side and not another, and can't get rid of it
with the (M)asking flag, then you've moved two sectors together without
(J)oining them properly. You might have to revert to a previously saved
map and retry...
You can do some useful things when you select an entire sector, or sectors.
In 2D mode you can Copy it, and in 3D mode you can raise and lower or make
brighter or darker the entire selected sector, or sectors. To Select one
or more sectors from 2D mode press (Right-Alt) and hold it. You can then
drag out a green rectangle, then release (Right-Alt) when it's large enough.
The sector, or sectors, are filled with flashing green lines. Zoom in or
out so that you can see where you want to place your copied sector, then
put your cursor on the flashing green and press and hold (LMB). Now press
(Insert), and on the bottom it will read 'Sector duplicated and stamped'.
You just have to move your mouse to place your copied sector. Release (LMB)
to place it, and press (Right-Alt) again to de-select.
Like Copying, you can select a bunch of sectors for dragging around with
(Right-Alt), then drag them to a new position using (LMB). You can also
drag only certain selected points. Press (Right-Shift) and hold it. You
can then drag out a purple rectangle, then release (Right-Shift). The just
use (LMB) on one point and all the selected points will also move. Make
sure to press (R.Shift) again to de-select points before using (Insert).
You can edit properties of sectors with (Alt-F5) and walls properties with
(Alt-F6). To select a sector just position the cursor inside the sector.
For a wall, it will flash when selected, and all red walls will have 2-sides
so position the cursor on the side that you want to edit.
= 3D MODE = Set decorating and lighting
Place your cursor within the sector and press (RMB). This is your 3D
mode location, and you can go to 3D mode , and back to 2D mode, by pressing
(Enter) on the KEYPAD or (Right Enter).
You can lock your selection in 3D mode by holding down the (LMB). This
works for ceilings, floors, sprites, and walls. This is a neccessary feature
as sometimes you can not keep the sector in view, such as when you are
raising a ceiling past your sight for example.
There are 3 different movement modes for 3D in MAPEDIT changed with (CapsLock).
Gravity: Game mode (default).
Step mode: Use A and Z to move up and down in steps.
Free mode: A and Z to move up and down freely.
3D mode is where you will select the graphics (or textures) for the walls,
floors, ceilings. You will also edit the heights of all sectors, will be
able to make sloped surfaces, and do all the lighting effects.
The current selection to be edited is the surface where the cursor is.
Move it to any surface and press (V). The first (V) press shows all the
currently used textures, and also in the case of sprites. Press (V) again
to show ALL tiles or textures (including sprites). Press (Return or L.Enter)
to accept this texture, or you can go to (G) a certain number. You can
align textures after you've made different sector heights, etc by using
keybaord (.) and (/) to reset to original. Copy a texture by (TAB) once
then move cursor to another wall and press (Return). This will paste the
copied texture. This works for sprites too.
You can change (O)rientation of a surface to 'peg a moving wall at the
bottom' or to draw from the bottom. A texture can be (F)lipped in many
ways, can be (R)elative like a wall sprite or a floor sprite, can be (M)asked
or viewed from both sides, can be made (T)ranslucent, (B)locking, and (H)itscan
Some walls have two different sections. One step on the ceiling and
one step on the floor. Normally they always have the same attributes. It
is possible though, to give both the top and bottom different attributes
by pressing keyboard (2) on that wall. (2) simply makes the bottom wall's
attributes separately editable. Press (2) on either the top or bottom wall.
Change the height of the ceiling or floor by moving the cursor to the ceiling
or floor and using (PageUp) to raise or (PageDn) to lower. Use (LMB) and
hold to maintain selection of a surface like a floor. You can raise a floor
to the ceiling, and move through it (only in the editor). If this happens
and you want to move the floor and ceiling apart just move into the sector
and you'll see a different color on the top half of your monitor and the
bottom. Put cursor on lower half and press (PgDn) to lower floor, or in
upper half pressing (PgUp) to raise ceiling. 2-sided sectors can be moved
quickly to an adjacent sectors height with (Shift - PgUp/PgDn). (Alt-PgUp/PgDn)
will allow you to specify the exact elevations. A one-story room = 128
units high, a two-story room = 256, doors 96, 112, or 128 units.
Tilting a floor or ceiling is done by pointing the cursor at the surface
and pressing the [ or ] keys. You will notice that the floor/ceiling tilts.
To make it go by smaller increments, hold (Shift). Alt+[ or ] will align
slope to adjacent floor or ceiling elevation. If it is tilting the wrong
way, press (Alt-F) on the floor/ceiling to make it tilt the other direction.
(Alt-F) is for First wall, where the tilting is relative to. If repeatedly
pressed, it will cycle through the first walls of the sector. Press (\)
to reset to 0.
Shading is done with Keypad (-) or (+) to shade any surface. You can shade
an entire sector or many sectors at once if they have been (Right-Alt)
selected in 2D mode first. Keypad (0) returns the sectors to 0 shading.
If used with (Right Shift) the (-),(+) keys will select min. or max. shading.
Panning a texture is either moving its position on the wall, or stretching
it so that it fits a wall and still looks good. Panning is done by pointing
the cursor at a wall (in 3D mode) holding (Right Ctrl) and pressing the
(2, 4, 6, or 8) key's on the KEYPAD. To pan by smaller increments, use
with (Shift). To Stretch a sector, point the cursor at a wall (in 3D mode)
and press the (2, 4, 6, or 8) keys only. To stretch in smaller increments,
use with (Shift). Reset panning or stretching to 0 with keyboard (/) .
The ceilings and floors can only be panned, but have the addition of
(E)xpanding. There are 2 types of expansions that cycle through with (E).
Parallaxing can only select certain textures to be parallaxed. These include
numbers 2500, 3678, 3491, and 3500 and some others. Once you have selected
a texture (for ceiling or floor) press (Return). You only need to press
(P) on the surface to see it as a parallaxed sky.
= SPRITES = The furniture, props, and the actors
Sprites can be placed in the map in 2D or 3D mode. These are the decorations,
enemies, weapons, etc. that enliven and decorate the map.
Press (S) to place a sprite. You will be presented with a display of
all sprites currently in the level. Pressing (V) will display the entire
art file. If you point the cursor at a wall and press (S), you will place
a wall sprite. Pointing at a floor or ceiling will place a face sprite.
Note that display of sprites in use will only show sprites of the same
type (i.e. face, wall, or flat).
(Alt+S) = Insert a sprite from a menu: Enemy, Weapon, Ammo, Item, Hazard,
Misc. Choose cancel or hit Esc to abort. Special items, such as weapons,
enemies, ammunition, and hazards are available in the pop-up menu. Press
(Alt-S) and choose the class you want by mouse-clicking on the box or pressing
the underlined letter (i.e. 'E' for enemies).
Sprites can be stretched (2,4,6,8), reset (/), moved up and down (PgUp)
and (PgDn), moved to the ceiling or floor with (Shift-PgUp) or (Shift-PgDn),
Copied and pasted with (Tab) and (Return).Types -
There are also many animated sprites like the enemies, the torches, fires,
flags, water, smoke, etc.
'Face' sprites always face the player. Examples: trees, torches, rocks,
'Wall' or 'Flat' sprites are fixed in orientation. Examples : signs, paintings,
'Floor' sprites lie flat, usually on a floor or ceiling.
To edit properties you go to 2D mode, move the cursor so that the sprite
is flashing, and press (Alt-F6). This brings up the Properties Dialog Box.
The properties of sprites can be edited so that they can be turned ON or
OFF, appear after being triggered to appear, and react to the player. These
include anything from all the sounds, earthquake effects, armies of zombies,
to just a box of ammo.
= SECTORS = Types
You can bring up the Sector Dialog Box at the bottom of the screen with
Types - Z-Motion, Z-Motion Sprite, Warp, Teleporter, Path Sector, Step
Rotate, Slide Marked, Rotate Marked, Slide, Rotate, Damage Sector, Counter
600: Z Motion -
602: Z Motion Sprite -
Z Motion is vertical movement. Fundamental 3D modelling has x,y,z co-ordinates;
the 2D mode shows x,y or 2 dimensions, the vertical height is 'z', the
3rd dimension (easy, right?) Things that move in the Z motion include:
lifts, elevators, 'Doom' doors, earthquakes that make landslides, etc.
Also used to set jagged wall openings that happen when a wall section is
exploded - sometimes creating a hole! Special keys used for this type of
sector: F2 = Toggle state of sprite or sector (ON or OFF) F3 = Show sector
OFF (closed) position. Alt+F3 = Set OFF (closed) position. F4 = Show sector
ON (open) position. Alt+F4 = Set ON (open) position.
603: Warp -
Any Sprite marked (K) for motion within this type of sector will move up
or down. This is used for hanging bodies that are lowered, a castle portcullis,
and the rising crate in E2M1.
604: Teleporter -
This sector will warp you to another level?
612: Path Sector -
This sector will teleport you to any location on the map. When used it
makes a target sprite that you can place anywhere on the map (a valid player
space), and you will be teleported there. Easy!
613: Step Rotate -
Sector follows a path. Like slide but many points?
614: Slide Marked -
Rotate in steps of marker angle. Used in BB6 for the cannon that can be
aimed. Triggering this sector. Degrees for this cannon was set to 30. It
makes the cannon move about 5 degrees and stop. One switch makes it go
ON, resulting in clockwise movement, the other makes it go off, and opposite.
The unique thing about this is the sector can stop and start but continue
going in the same direction !
615: Rotate Marked -
Slide all marked walls and sprites within sector. Used for sliding doors
like 'Star Trek' doors. These are doors not made of an actual sector but
protruding walls into a sector. Also crack that open up in ice or earth
use this because it can slide two or more wall sections apart from each
other. Like Z-Motion sprite sectors, any wall or sprite must be marked
with (K) for movement or it will be stationary. To move forward or from
the anchor to the arrow, it should be blue; opposite is green.
616: Slide -
This works similar to 614. It will rotate marked walls and sprites within
sector. An axis marker will appear that can be placed for the pivot point.
The axis marker is a yellow circle with an 'X' in it and will initially
be pointing to the right (like 3 o'clock). This is zero degrees rotation.
Zoom in close, put your cursor directly on it, press [_or_] for rotation;
use with (Shift) for fine adjustment. Negative numbers will rotate it counter-clockwise,
positive will be clockwise. Like Slide Marked, the walls and sprites must
be (K) marked.
617: Rotate -
This will slide an entire sector within a sector and all walls and sprites
within. Used for things like subway cars, and the boat in E2M1 that slides
along the water. A unique thing I've discovered about this is that sometimes
the sector rotates as it slides. This effect can be created by moving the
slide arrow point to various positions within the sector. If it is in the
exact center or on the front point there is no rotation, if it is on the
front-facing wall it will rotate 180 degrees. Experiment. :-)
618: Damage Sector -
Rotates the whole sector using the axis marker for pivot point. It will
also rotate all walls and sprites within the sector. Used for regular hinged-type
doors, cupboards, etc. and for rotating columns, huge gears, and hidden
bookcases. You should avoid the sector rotating into another sector though
- it looks weird. It is best to make the rotating sectors like doors in
the ON position, as it's easier to view them open. If you keep the State
in OFF, they will all be closed (rendered in ON) when the game starts.
Keep in mind the angle of the axis sprite should reflect where the door
is currently - ie. 90 degrees clockwise should press_] twice, to make angle:512.
619: Counter Sector -
Does damage to players and dudes while in sector. Can be specified. [see
Count objects of data1 type and trigger if >= data2. You give this sector
the sprite number of a sprite and it will count how many of them are in
the sector during the game. If it is equal or over a certain number (which
you also tell it) it will activate something. An example of this is on
level E1M4, at the "kick the heads" game. If you kick all three heads in
it will give you invinciblity. The sector counts the number of heads. If
it reaches 3 it opens the prize box. It can be any heads as long as there
are 3 or more.
You could use this to activate something when, for example, too many enemies
follow you to a room even.
Set Data1: value to the sprite number of the sprite to count.
Set Data2: to the number required before it will activate.
[Set "waittime" under Off>On: to set a pause.]
Check Off>On: [x] Send at on , and be sure to put a number in the transmit
= EDITING TIPS =
Save Often - To know your progress I recommend saving them with numerical
increments... ex. Room01.map , Room02.map, etc. If you make a fatal mistake
you always can go back !!
Left Mouse Button - Used in 2D and 3D you press and hold to lock your
selection. It is used to select the vertexes in 2D, and for any surface
or sprite in 3D. This makes editing way easier.
This page Â© Ignore
This Productions Co. Ltd.
* Main *
BLOOD and MAPEDIT by Monolith.
BUILD by Ken Silverman.
This Help File was written
by Michael Shire, Aug. 1997. (Version.1)
Thanks to the Excellent team
at Monolith for the best 3D game to date! Also to the writers of previous
John Chapman, Arjan Van Rossen,
Mark Dickneite, Craig Duckett, Jonathan Johnson, Ben Allaire
Within this document I document
some of the Special Effects and Traps used in Blood. Included are previously
overlooked effects and detailed listings to make actual objects.
Previous to using this document
you should read the "MAPEDIT README File" released with Blood, Copyright
(c) 1994-97 Monolith Productions - additional documentation by Kenneth
Silverman. This is the first source for info and I'll frequently use shortcuts
to commands you would have read from there.
Also keep my Mapedit Quick
Reference nearby. It outlines all the keys you can use in both 2D and 3D
mode. ** Throughout this document, I'll use round brackets() to denote
a keyboard press like (space bar) or (Ctrl-g). Let's start with a basic