========== Mapedit Editing
and Effects ===========
=== Part 2 - Triggers, Motion
Effects, Other Features ===
A switch -
Triggers are needed so that the player can interact with the Blood world.
You can pickup all items automatically, you press [space] to open up a
door or start an elevator, and you must sometimes throw a switch to unlock
a door, etc. Triggers can simply switch a lock to 'unlocked', or make a
series of events happen. Triggers are send by transitting commands with
Tx. to a receiving Rx. object.
An event -
The simplest is the switch. Let's make a door that will be 'locked'. This
is different from the keys that can open doors. In the door sector press
(Alt-F5). Find an unused number for receiving / trans-mitting with (F10),
set the RX:# , check Trigger Flags: [x] Locked. This is currently locked.
Next go to 3D mode, press (Alt-S) on a wall , [Misc] , and select any of
the first 7 switches. These will be already set to Type: 21: Toggle Switch.
Go to 2D, (Alt-F6) , Type:21 , Cmd: 3: Toggle , Send when: [x] Going
on , [x] Going off , the unique TX:#. Then we only have to set how it will
be triggered. For a switch - usually Trigger on: [x] Push, for the (spacebar
action). Cmd 1:On.
Let's make something trigger on an event, such as when Entering a room.
Create the sector that is going to be the room. Set it (Alt-F5) with ..
Type: 0:Normal , find a unique number TX:# , Cmd: 1: On , Send On +
Off , Trigger on [Enter].
In this example this special number that corresponds to a sector will
be TX to the RX object. It will send when [Going On and Off] the sector,
but send the [Cmd: On] only when when player [Enters] it. This can do any
of the following (and more): trigger an elevator to the current level,
open a door, send the 'On' command to an Explode object or hidden exploder
activating it, turn the lights on or off or even to start flashing, spawn
enemies to appear where they were not seen yet, spawn any items, start
an earthquake, notify you of a found secret, and lock or unlock a sector.
A sprite or wall can be set to trigger the command to transmit by a
Push (spacebar, like even when standing in the middle of an elevator) ,
Vector (shot at like with bullets), Enter (enter the sector) , Exit (ditto)
WallPush (where you must touch the wall and press spacebar).
The Commands that a trigger can transmit are:
ON: Turn the object (sector, exploder, etc.) to ON.
OFF: Turn the Object to OFF
Toggle: go from OFF->ON or ON->OFF
Link: to link Objects together
Lock: To lock the Object
Unlock: Unlock the Object
Toggle Lock: go from Locked->Unlocked or Unlocked->Locked.
=== Motion Effects ===
Doors: Swinging doors, Double swing doors, Swinging
Gates, 'Doom' doors, Portcullis, 'Star Trek' Doors, Locking Doors
Motion: Elevators, Rotating Sectors, Sliding Sectors,
Bookcase, Conveyors, Panning and Wind, Earthquake, Exploding walls.
= DOORS =
Swinging Doors -
Double Swinging Doors -
This is a standard Rotate Sector that pivots like normal house doors on
hinges. It moves when you push on it. Make a nice door opening and include
the door jamb above if needed. It is easiest to make all doors in the map
in the OPEN position. This is so that you can walk through the level as
you edit. The moving sectors we will set to be in OFF mode and will be
automatically set to OFF (closed) when the game (not Mapedit) starts.
For our example we'll draw a door at a right angle, or open 90 degrees.
Make your door sector a red 2-sided sector. Raise the door exactly to the
height of the jamb. Its good to ensure that the door pivots and swings
on only one sector. If it swings over other sectors it is rendered very
strangely. Press (Alt-F5) and edit the dialog box........
A sprite should have appeared now. Move the 'axis sprite' to where you
want it to pivot. Use [ or ] keys to change the angle. DO NOT USE THE <
OR > KEYS! Rotate it +512 for the door to open clockwise (imagine where
you want it closed), and -512 for 90 degrees counter.... Now we'll place
a Sector SFX that will activate when it goes ON and when it goes OFF. This
sound will automatically be triggered if you put it anywhere INSIDE the
active sector. There is no need to turn it ON, etc.... just set the sounds.
Type: 617: Rotate. State: Off , Cmd: On , Trigger on: Wall push Off>On:
busy=10 , wait=30. On>Off: busy=10 , wait=0
Place a Sector Sfx (Type:709). Data1:117, 2:0 , 3:117 , 4:156
Swinging Gates -
This uses the same methods as the above, but with 2 doors that open like
mirrors to each other. If you want the doors to act independantly, then
you can follow the rules above; this will make each door only open when
you 'Wall Push' on each door. The trick to interactive swinging doors is
to make them open together. To do this you will have to use a wall trigger.
In a single swinging door the sector itself (and any wall that is part
of it) is the trigger and can be set to 'Trigger on: Wall push'. Here we
will edit directly the walls facing the player. The TX: or Transmit number
of the walls will be RX: or Received by both door sectors using the same
number. Select user # >99 (F-10 to get next unused #). In 2D mode... Place
your cursor to just in front of a wall, and it should flash. Press (Alt-F6)
and edit ......
Do the same for the two sides of both doors. They should all get the same
unique TX# . Now let's edit inside the two sectors. Put your cursor in
one, (Alt-F5), and edit......
Wall: Type:Normal , TX: # , Cmd:3:Toggle , [x] Going on, [x] Going off
, Trigger on: Push.
When the axis sprite appears, just edit like the single door example, and
put Sector sound sprite in one sector (you really only need one for both),
and you're done. Save and try it... :)
Type: 617, Rotate , RX: # (same number) , Cmd 3:Toggle , [x] Send at ON
Set busytimes and waittimes , Wave1:Linear (move at constant speed) , [x]
Send at OFF.
'Doom' Doors -
In Blood there are several examples of gates that swing open. These are
done exactly like the Swinging doors except: 1) Keep the sectors at floor
level so you don't see them. 2) Place Gate sprites (ex. #1044) in the sectors,
and (R)elative them to FLAT sprites. 3) If neccessary, angle them, stretch
them, and use (PgDn) to set onto the floor. 4) Press (K) on them to mark
the sprites for movement. 5) Instead of editing the walls of the sector
for the trigger, use the same values on the Sprites (Alt-F6).
These doors are the simple vertically lowering doors or the doors that
split at waist height. Their movement is Z-Motion. Make your sector in
2D mode, press (Alt-F6) in the sector ......
Go to 3D mode, and move the door height. The textures at the sides of the
door will also move. You don't want this to happen whenever you open/close
a door, so point at the sides and press (O). You will see a text saying
"Texture pegged at bottom". Now realign the textures. When you move the
door ceiling again you'll notice that the side textures will not move.
Type: 600: Z-Motion , State:Off , Trigger flags: dudelockout? , Off>On:
busytime=10, wave=linear, waitime=10 , On>Off: busytime=10, wave=linear
, Trigger:Wallpush , [x] crush.
Set the door to the height you want it for OPEN. We will set this with
(Alt-F4) the ON position. Put your cursor on the bottom of the door sector
again, press and hold (LMB), lower the door to the floor (Ctrl+PgDn) and
press (Alt-F3), the OFF height. You can check the heights of Z-motion sectors
with (F3) OFF (closed) and (F4) ON (open). You can leave it open and save
the map with (F4) and can easily view and edit with convenience, but the
door will automatically be set OFF (of course if the State:Off) and be
rendered closed when you actually play.
** If you need to go in between a closed sector you can go there but you
may only see two different colors on the screen; one lower and one upper.
Hold (LMB) on one and press (PgUp) or (PgDn) to open the sector.
Place a Sector Sfx (Type:709). Data1:106 , 2:157 , 3:106 , 4:157
'Star Trek' Doors -
This is a Z-motion (vertical) sprite move. It's seen in E2M4. It's for
a gate sprite that goes up like a portcullis from castles. The sprite seems
to have nothing edited. It's just Type: 0 :Decoration, #1044.
This is a Z-motion (vertical) sprite move. It's seen in E2M4. It's for
a gate sprite that goes up like a portcullis from castles. The sprite needs
nothing edited. It's just Type: 0 :Decoration, #1044. Any sprite in the
controlled sector that has been (K)ed for Z-Motion will move. The sprite
is also Blocked and Hitscan (automatically?) Place this sprite where you
want it, then press (K). In 2D mode it should be a thick blue (not cyan).
Blue for up/down, depending on State: On/Off. I've tried a green (K)ed
sprite and it will NOT move opposite, if fact it won't move at all. Now
edit the sector (Alt-F5)...
[You could make the decoration sprite itself be the switch (Type:20) and
transmit to the sector.]
Sector Type: 602: Z-Motion sprite. RX# , Needs to be triggered with a switch.
Now go back to 3D mode and with cursor on floor sector press (Alt-F3).
This sets the sector where you want it OFF. With cursor on floor sector,
and hold (LMB) to lock selection if needed, press (PgUp) or (PgDn) to the
state where you want the bottom of the sprite to move to. Then press (Alt-F4)
on the sector to set where you want it ON. That's it. Now you only have
to set how it will trigger ....
Off>On: busy=10 , Wave: linear. On>Off: busy=10 , wave: linear.
(tip: busy=50 and Sine wave makes it slower and with a smooth start
The Trigger switch..........
Type: 20: Toggle , TX: # , Cmd: 3: Toggle , Send when: going on+off , Trigger
on: Push , Data1: 200 , Data2: 200 . If locked use Key: ........
Sector Sfx (Type:709). Data1:119, 2:168 , 3:119 , 4:168
Locking Doors -
These type of doors are far easier to explain with a picture. In this pic
there are four stages : A,B,C,D. If you are interested in a single sliding
door like for a cupboard door, or train compartment door, then all the
following is still used, just only one side.
Start with creating the sector where the door will be. Like pic [A],
divide the two walls which will be the sliding walls, and (K) one side
blue, the other wall green. On each of these walls now marked for motion,
press (Alt-F6) and edit the dialog box....... (select a unique TX:# to
activate with F10)...
Now when you further divide these walls into 3 sections each, all these
walls have the same TX#. Grab these points and pull the walls out to the
final length and shape as in pic [B]. You can now see why the sector shape
had slight alcoves, because the wall shapes can be created in their final
shape here, AND without touching at the center. The next step is to go
to 3Dmode and you can move around both doors and door edges and select
and position the textures (V).
Type:Normal , TX:# , Cmd3:Toggle , Trigger on:Push.
Return to 2D mode and, viewing pic [C], pull a select rectangle with
(Right Shift) around the four door points. Drag the entire door to its
final "OPEN" position. This is usually just short of flush with the side
door jambs. De-select with (Rshift). Now you can (Insert) one more point
in each "door jamb" white line, and pull the point to the door wall ...
like pic [D]. Don't worry that one color line is not visible; it IS still
there, it's only displayed that way.
If you want the door to have a narrower top jamb above the door than
what is shown you can divide the door sectors further now by connecting
the points that divide the white lines in pic [C] to the opposite one across
the corridor. This narrow section can now be lowered individually.
We will use Slide Marked for this effect. Put the cursor in the sector
and press (Alt-F5).
A directional arrow will appear. Drag the arrow to the center of the door
edge blue line. You may have to (G) for finer grid, (A) to zoom in, and
perhaps move the door edge further back, place the arrow tip, then move
the point back again. The tail end will be in the exact center of the sector,
where both doors will meet.
Type: 614: Slide Marked , RX:# (same as the door walls) , State:On , [x]
Going on + off , Off>On: Busytime (10) , Wave1: linear , Waittime (10)
, On>Off:Busytime (10)
To lock with a switch [see: Triggers]
To lock a door with a key edit the sector (or wall) and press (Alt-F5)
and set [Key = ] to :
Make sure you make the matching key sprite. The easiest way is in 3D, with
mouse cursor on floor, press (Alt-S) , (Items) , then the key. The Type:
numbers are listed here if you like:
1 = skull key 2 = eye key 3 = fire key
4 = dagger key 5 = spider key 6 = moon key
100 for skull key 101 for eye key 102 for fire key
103 for dagger key 104 for spider key 105 for moon key
Don't confuse these keys with others like: mon, don, mic, lac, or fun.
= MOTION =
Rotating Sectors -
This is Z-Motion sectors that are simple to make. See the 'DOOM DOORS'
above for tips.
First make your three sectors, one lower, the elevator shaft, and one
higher. Set the Type in 2D mode first by placing your cursor in the elevator
sector, (Alt-F5), ........
Go to 3D mode. We'll make the elevator 'car' at the bottom for this example;
you can change this later with (F3) or (F4). Set the door floor and ceiling
with (Pgup, Pgdn). When they are the correct heights place cursor on floor
sector, press (Alt-F3) to set its OFF position. Now position the elevator
car at the upper room. Ceiling first (Ctrl-PgUp) and then Floor. Press
(Alt-F4) to set its ON position.
Type: 600: Z-Motion , State:off , busytimes / waittimes , Trigger Flags:
Push , Wallpush.
You can check the heights of Z-motion sectors with (F3) OFF (closed)
and (F4) ON (open). You can leave it the sector in either mode and save
the map but the door will automatically be set OFF (of course if the State:Off)
when you actually play.
Place a Sector Sfx (Type:709). Data1:113 , 2:163 , 3:113 , 4:163. You can
also try [105,155,105,155] or [113,202,113,202]
Sliding Sectors -
As seen in E3M2 (underwater). Can be used for things like giant gears,
rotating platforms, etc. The 'revolving' sectors in E3M6 all only use panning
textures! The sector in E3M2 is made with State:Off (seems like State:On
won't make it turn). To make it permanent it can be easily turned on at
startup with RX:7 (Special game code). Just create your sector within sector
and make it 2-sided (redlines). Press (Alt-F5) to edit sector values, and
set the following:
The busytime is the speed... 80 is slow, 40 is med, 10 is fast. Set the
busytime in the second set (ON>OFF) if you want it to run backwards to
reset. Linear waves make it rotate at constant speeds. Sine wave makes
it slow to a stop, then start again, etc....
Type: 617: Rotate , Off>On: busy=80 , wave=linear , wait=0 , On>Off: wave=linear,
In FX..... Check the box for DRAG. Any others here have no other effect.
The rotate sprite that appears will have to be edited using [ + ] ONLY.
I used < + > first and was wondering for quite a while why I couldn't
get it to go negative. You'll have to turn it 360 degrees (2048) to ensure
the reset at 0. +2048 for clockwise, -2048 for rotating counter-clockwise.
You can experiment and set it at, for example, 45 degrees, and you'll see
it turn one quarter, jump back and turn again, over and over. Could be
used for some useful effect :)
Sliding Bookcase -
The ice chunks and boat in E2M1 are good examples of Sliding Sectors. It
can be also used for a moving train, or cars, etc. This will also slide
all walls and sprites in the Slide sector. First you must create a smaller
sector within a sector .To avoid bad drawing (or a possible game crash)
plan to make the sliding sector NOT pass through or touch other sectors.
We will draw these sectors in their ending postion - that is after it
has slid. If you set State:On, then when you start Blood, the game resets
this sector and moves it to the starting position. Make your sector and
press (Alt-F5) ....
A directional arrow will appear. Drag the blue arrow point to the center
of the Sliding sector, and the stub to where you want it to start. You
may have to (G) for finer grid, (A) to zoom in, and perhaps move a vector
point, place the arrow tip, then move the point back again. The tail end
will be where the sector starts its slide.
Type:616 :Slide , RX:# , State:On , Cmd: On , Triggers (RX: for on?) ,
busytimes , 1-shot?
Although I don't think you can set 'way-points' to a path (that may
be Path Sector), you can make the sector rotate 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, for example, it will rotate
180 degrees. Experiment. :-)
This is a standard Sliding Sector bookcase that moves when you push on
it. Make your sector a red 2-sided sector, make it touch the ceiling if
you want, and set all tiles around it. In the sector set ...
When the arrow appears, there is a target at both ends. Place the arrow
point in the center of the sector, and the other end where the center of
the sector will be when off. Like doors, we'll make this sector open (State:Off)
for the editor, so that we can walk into the closet. You MAY have to push
the sector to the floor(Ctrl-PgDn) to move the pointer onto the sector,
like you might have to to place a sound sprite. You can raise the sector
again after they're in place.
Type: 616: Slide , State: Off , Cmd: On , Dudelockout , Trigger on: Wallpush
, Off>On: busy=10 , wait=40. On>Off: busy=10 , wait=0.
Place a Sector Sfx (Type:709). Data1:118, 2:159 , 3:118 , 4:159
Panning and Wind -
This trick of moving textures is done with the MotionFX: Panning. Go to
your sector, (Alt-F5) ....
To figure the exact angle you want: Use the arrow keys and view the white
arrow in 2D mode or in 3D mode. At the bottom left corner of Mapedit is
x,y,ang. This is the player position and angle. 0 is directly facing to
the right... type this number in directly for what you want. That's it!
Goto FX... (return) , Motion FX: Speed = 50 (average), Angle = 0, [x] Pan
floor, [x] Pan always, [x] Drag.
To do this for a wall or vertical texture, press (Alt-F6)......
Pan x = (minus numbers = left to right) (positive = right to left) 10 is
Pan y = (minus numbers = downwards panning) (positive = upwards) 10 is
Pan always [x] for always on, else will go on when RX: is triggered.
You can pan any surface just like the conveyors. This is used for moving
water like a river or even a slow moving lake or for slow lava (tip: If
you use the lava texture it will automatically harm you when you walk on
it). To set wind that will move the player go to:
FX... , Motion FX: Wind Velocity =5 , Wind angle = 0 (see:Conveyors/angles)
, [x] Wind always.
Exploding Walls -
[See E2M7 - earth , E2M9 - ice.] This effect only shakes the world. You'll
have to add sounds and moving sectors to complete the effect. Triggered
usually by walking onto a sector. Trigger on = Enter. To complete the effect
make a Z-motion sector using F3 + F4. Set the busytime of that sector for
how slow to move the sector. Try to match up with the sprite shaker time
The trigger can TX a number to activate the 3 combined effects.
1) the Earthquake sprite that shakes the screen,
2) the Z-motion sprite that moves the ground or ceiling or the Slide-Marked
area to make a crack in the ground appear, and
3) the rumbling sound effect sprite.
Sector to trigger effect -
Type: 0: Normal , TX: Unique #. , Cmd: 1=ON , State: OFF 1-shot, DudeLockout,
Send at ON , Trigger on: Enter (or exit?)
Switching Sector -
In special unused sector have the controlling switches.....
Type: 20: Toggle , RX:(from trigger) , TX: (to Z-motion) , Cmd: 1=ON ,
State: OFF Send when: Going off , Waittime=5 (or 100 for long) , then can
send to another switch, etc...
Earthquake Sprite -
Type: 19 , RX: Unique#. , State: OFF , Data1: How long for this effect.
400 is about 1 sec. 1000 is about 3 secs.
Sound Effects -
Sector SFX: Type 709 , RX: , State:off , Cmd:off , [can have 2 sounds=
data1, data2] 358 (earth cracking) , 265 (earth rising, rumble) , Z-motion
SFX=busy:20 , wait:125
SFX Gen : Type 708 , RX: , State:off , Cmd:off , Data2: 265 (rumble)
The secret here is Z-Motion sectors that move from closed to open instantly
Begin in 2D mode by making a single sector that will be blown out. Divide
this section and make it jagged. If you want you can make it appear like
a large chunk of wall has exploded or make an actual hole through to another
Go to 3D mode and angle the ceiling and floor wedge(s) with [ + ],
and change the heights with PgUp + PgDn. This will be the way it looks
when it's blown out. You'll probably want extra explosions (oh, yes!),
so put the cursor on the floor and press (Alt-S) for Sprite Menu. Select
[Hazard], and the flame. This is already set to Hidden Exploder. (Tab)
to copy if you want, then move around a bit to set (Return) as many Hidden
Exploders as you want.
Go to 2D mode again . Set the sector(s) (Alt-F5) with .......
Position the Hidden Exploders where you want, and change the RX:# to the
unique number. You can also set them with different "waittime=" to delay
the explosions. If you want the sector to flash you can set the FX....
Lighting Effects. You could also set a burning fire sprite or smoke that
would be visible when the sector opens, or an Ambient Sound (State:Off)
of the fire with the unique RX:#.
Type: 600: Z Motion , Give it a unique RX:# (the trigger will TX:#). [F10]
Back to 3D mode. In each sector that will 'open up', press (Alt-F4)
to set its 'ON' position. Move them in Z-motion only with (Pgup) + (Pgdn)
to close the sectors. Start with the hard-to-reach ones, and on each set
the 'OFF' or closed position with (Alt-F3). View it closed or opened with
(F3) + (F4).
All you need now is a 'Crack Sprite', #1127, that you can get with (Alt-S)
for Sprite Menu, and [Misc]. You'll have to [R] it, angle the sprite, adjust
the height, and (O)rientate it on the wall in the middle if the exploded
hole. Edit this with (Alt-F6) in 2D ........
Make sure to put some dynamite (to explode the crack) somewhere in the
level, or position a TNT barrel in front of the crack, or the Fire Extinguisher
set as an 'Explode Object'.
TX:# (to match RX:#) , State:Off, Cmd:1:On , Send when: [x] Going on ,
[x] Going off .
=== Other Features ===
Room over Room, Sector Stacking, Water, Bobbing water, Underwater, Teleporters,
Mirrors, Lighting, Respawning, Single & Multiplayer, Secret areas,
Room over Room -
Sector Stacking -
New features over old 'Doom' engines is the ability to have rooms over
rooms. This works great , so long as you can not see the room above or
below each other. This is one of the main features of BUILD. This has been
further improved with the Blood engine with ... sector stacking!
New improvement to BUILD! You can set a ceiling sector to look up through
the floor of another sector. This is limited to one stack over another,
but is still a great enhancement to the 3D feel. This is similar to mirrors
that automatically draw a mirrored room when the mirror texture is selected
and placed on a wall. This same texture (#504), when used on a floor or
ceiling will allow you to 'look through' it. If you go to jump through
it on the floor to a sector below, these sectors must be EXACTLY the same
shape and size.
In your map, make a simple rectangle in the floor, (PgDn) on the sector,
and select (V) #504. This texture will be gone when you actually play the
game. Press (S) on the floor, then Goto #131.
Go to 2D mode, move cursor inside the sector, press (S), and edit the
sprite with (Alt-F6) ...
Now back in 2D mode, make another sector in a room where you want the ceiling
to have the matching hole. Remember: EXACTLY alike. It may be easier, or
neccessary for complex shapes (like E2M1, the water), to COPY the sector(s).
Type: 11: Upper Stack , Data1: (matching number - 0,1,2, etc. )
Find the sprite in 3D. You may only see it barely out of the floor.
Press (Ctrl-PgDn) to place it touching the floor.
In the ceiling sector, select (V) #504. Go to 2D mode, place the cursor
in the IDENTICAL spot for the matching sector, press (S) , and edit the
sprite with (Alt-F6) ...
Do this with (Right Alt), and drag a green box to highlight, press and
hold (LMB), press (Insert), move your mouse to place your copied sector,
release (LMB) to place it, and finally press (Right-Alt) again to de-select.
[See: Basic Editing - Copy]
In E1M1, the large courtyard uses a Stack Sector, and places them *almost*
over top each other. This is to view the sectors easier, and you won't
be confused as to which vector point belongs to which stack. Also cool
because they share the same Ambient sounds, etc.
Type: 12: Lower Stack , Data1: (matching number - 0,1,2, etc. ) Find the
sprite in 3D, press (Ctrl-PgUp) to place it touching the ceiling. That's
Some limitations are: you can't have more stacks that one pair (upper
+ lower) visible, and the sectors surfaces can't be tilted. Some bonuses:
divided or multiple Stack sectors can all work together if each sector
pair has its own matching pair of Stack arrow sprites.
Bobbing water -
Set water with tile # 2915. This will make a 'splash' sound when you jump,
and you can set the 'Goo' depth. This is how much you will sink into it,
and it ranges from 0 to 7. Set this with "Depth =" in sector dialog box.
For water that you can dive into you need to Stack Sectors. [see:Underwater]
Ambient Running water sounds are: 12, 13. 41 (waterfall) , 56 (underwater)
Bobbing water is like the water in E2M1. This water was set in FX.... Motion
FX: Speed = 10 , [x] Pan floor , [x] Pan always , Wind Velocity: 5 , Wind
ang: 0 , [x] Wind always , Continuous Motion: Z-Range = 5 , Speed = 25
, [x] Always , [x] Bob floor.
This is identical to Sector Stacking except: [Type: 9: Upper Water], and
[Type: 10: Lower water]. These will also create arrow sprites pointing
at the surface. If you change the arrow types to "Type 13: Upper Goo" and
"Type 14: Lower Goo" the water will be yellowish instead of blue.
The Overwater sector should have one of the 'watery' sprites, and the
Underwater sector will have checked the [x] Underwater. This automatically
makes you float in the water, and echo the sounds.
Some water seems transparent and you can look into the water and see
the sector. This is done by using the 'mirror' texture for 'see-through'
in both the top and bottom sectors. Then the 'water' tile is placed as
a separate sprite or sprites (2-sided), that has been made (T)ransparent,
and moved (Pg+) to touch the floor or ceiling. You are looking throught
the translucent watery tile from above and below!
To make a teleporter, first make the sector look the way you want and press
A teleporter landing sprite will appear in your sector. Move it to the
place you want it to teleport you to. You can change the angle of the teleport
landing sprite to change the direction you face after you teleport to the
Type: 604: Teleporter , Trigger On: [x] Enter.
All you need is to place tile #504 on a wall. Easy, right? There are a
few rules though:
1) You CAN have more than one mirror in a map but you must only be able
to see one at a time.
2) You must not be able to see a mirror in the reflection of another.
3) Only walls may be a mirror. You cannot give a floor or a ceiling the
4) You CAN have sectors behind the mirror, but you just shouldn't be able
to see them and the mirror at the same time (this works the same for rooms
5) You CAN have a mirror move around, as long as it doesn't break any of
the above rules.
ReSpawning Dudes -
In the bottom right corner of the sector edit box is "FX...". Press (return)
on it it to bring up another set of variables. These other values are responable
for blinking\flickering lights, conveyor belts, wind, and bobbing sectors
and damage. The first thing on the list is:
You can also have a sector 'colorized' that affects all sprites (enemies)
as well. This uses the alternate palette for everything much like how everything
is slightly 'bluer' under water. To see how it will affect the texture
you can try (Alt-P) on a surface, and change it from 0 to 15+. This is
the values you would type into the 'ceil pal2' and 'floor pal2'. If you
want it to blink normal and colored lights then set the Lighting above
to flicker, or you can set it always 'On', and eliminate the need to (Alt-P)
Wave n: name ["wave" is how you want the lights to "behave" (blink, flicker,
Amplitude: n ["amplitude" is how "strong" you want it to blink]
Freq: n ["frequency" is how often you want it to blink]
Phase: n ["phase" can be set so that many sectors are pulsing but they
all start their 'cycle' at different or sequential times. Perfect for a
'wave' of pulsing light moving down a corridor.]
[x] floor , [x] ceiling , [x] walls [these are set for which surfaces to
[x] shade always [If you don't check this you can make it set when the
sector is triggered "ON".]
[x] color lights , ceil pal2 = n , floor pal2 = n
Single Player, Multiplayer -
Make (S)prite. (Alt-F6) Type:18, Respawn. This will generate enemies from
a trigger. Example 202=Cultist w/shotgun. RX: Unique# triggered by sector
entry, etc. Data1: Sprite # of enemy to spawn. ex. 202
Secret Areas -
Single player starts. If your map is only for Single play you don't even
need the Player Start sprite. If you want to have Team play or Co-op
play then you must make the other player start points. You can make these
from 3D mode with cursor to the floor, (Alt-S) , (Items) , then the sprites.
Or from 2D mode press (S) , (Alt-F6) , Type 1:Player starts, where Data1:
is the player number (-1) specifically Data1:0 = player 1 , Data1:8 = player
7. Bloodbath requires that you make another set of markers with Type 2:
Bloodbath starts. The player numbers are created like the Multiplayer starts
End Level -
Set the sector values with (Alt-F5) and set it -
Type: 0: Normal , TX ID: 2 (reserved for secrets), Cmd: #: 64 (sends nothing)
, Send when: [x] Going on , [x] 1-shot (only get credit for finding it
once) , Trigger on: [x] Enter , [x]Dudelockout (so enemies can't trigger
First, place a wall sprite and set it to #318. Point at the sprite in 2d
mode and press (Alt-F6):
Sets the sounds of the switch with Data1: 200 , Data2: 200. Thats it .
Type = 20: toggle switch , TX ID: 4 (this is a special number to 'end the
level') , Cmd: 1:On , Send when: [x] Going on, [x] Going off , Trigger
on:[x] Push , [x] DudeLockout.
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