===== The Ultimate Blood Mapedit Suite =====
====== * Updates * Page ====== 
Last updated with Lightning Effects, and Path Sector on Dec. 97 
As I get a chance to answer e-mails and add features or tutorials, I'll put them on this page. 
I recently found the Mapedit History File. All text in quotes are relevant dialog from this file. From my reading I think we owe all these cool new editor features (an improved BUILD) to Peter Freese and Nick Newhard of Monolith. I hope he'll add even more cool functions for the next version - Blood2 and Mapedit2. 
= 3D Edit mode keys: = 
L - Light bomb. You can set the parameters in Blood.ini. (couldn't get this to work. ) 
Ctrl-P - Change parallaxing type. (yes, there's 3 types.) 
Alt P - Change palookup 
F11 - Enable/disable panning. (Will toggle any panning motion in 3D so that you can align textures). 
Prnt Scrn - Screen capture. Numbered increments capxxx.pcx 

Added sector visibility keys: Press CtrlAlt + and CtrlAlt - to change the sector visibility values.  

    "Made sector visibility keys work with sector highlighting, so you can now highlight sectors with the RightAlt key in 2D mode, then go to 3D mode and change the visibility of all highlighted sectors."
= 2D Edit mode keys: = 
F9 - Auto stair builder. Highlight a group of sectors, then point to an adjoining sector floor or ceiling and press F9. Type 8 or 12, then press (S)tep height. The floor or ceiling you point to will be the lowest step, and carry all the way for the sectors selected. 
    " Peter implemented a raw auto stair builder. Create your stair sectors in 2D mode, without (unnecessarily) changing the heights in 3D mode. In 2D mode, use the R.Alt key to select all the stairs you want to auto-height adjust. In 3D mode, point to a sector outside the selected stairs that you want use as the base height for the stairs and press F9. Enter the stair height in pixels. Use 8 or 12 pixels or risk death by immolation; other stair heights will be too tall to walk over. Then press (S). "
F10 - Next unused Tx/Rx number. 
F12 - Toggle beeps 

waitTime and busyTime fields: These fields control the speed of door movement (time in .1 secs), and the delay before reset (time in .1 secs). 10=1 second , 250 = 25 seconds.  

= Additional Info on effects: = 
Add this to Slide Sector: 

Slide sectors can rotate! Just set the start and end angles in the on and off marker sprites. Rotation will occur around the center, as determined by the relative position of the ON marker.  

Add this to Portcullis and Z Motion Sprite:  

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 .... 

Make new section Lightning Storm:  

There are three parts to this effect. The lighting, the ambient sounds, and a strike!  
The first two effects are generated and controlled by a Trigger Generator.  
Somewhere out of the way place a sprite in 2D mode [S] and then [Alt-F6] select it as: Type: 700: Trigger Gen. , TX: unique # (100?), State 1= on, CMD 1= on, busytime=45, data1=20.  

  1. Lighting effects. 

  2. For each sector you want to flash go (Alt-F5) Type:normal, RX: (100?), OFF > ON [x] waittime = 20 (from 0-100 for different sectors) ON > OFF [x] busytime=2 go to (FX... ), set Lighting as: wave = 8, amp = -25 , freq = 5, [x] floor, [x] ceiling, [x] walls. 
  3. Sounds. 

  4. In every flashing sector place two or more SFX Gen Sprites (708). These Sprites will coincide with the light effects. Select it as Type: 708: SFX Gen, RX: (100?), waittime =15, data2=255 (distant lightning strike). Also you can place sets of two SFX with no RX: (0) which work together as a strike, a rumble of thunder, and echo effect. All these sounds can be placed in mid-air over the players head. These sets would have .... #1 - busytime = 40, waittime=15, data1=15, data2=256 (lighnting strike) #2 - busytime = 45, waittime=15, data1=18, data2=254 (thunder rumbles) 
  5. Lightning Strike. 

  6. This effect is activated by sector entry and is a one-shot. This would be from where the player wouldn't miss viewing the effect. Select a unique TX# (101?), use it for the RX#.  

    I must admit that I couldn't reveal the secret of how Monolith does the lightning strike. There are two examples, in E1M5, and E4M1. I know the strike sprite is PgDn into its sector but I couldn't duplicate the technique to hide the sprite so I came up with another way that works very well anyways.... If you can figure out their way please email me! 

    Make a mediun size square, big enought that the player could just fall into. Inside this, on the ground, press (S)prite and select #2090. Make it taller (ctrl-pad-8), make sure it's on the floor (ctrl-PgDn), set as full bright (-128 with ctrl-pad-+) and (K) blue for motion. Put cursor on floor, press (LAlt-F4) for ON. this is where the lightning will appear, right at ground level striking the ground. Press and hold (LMB to lock selection) on floor and then PgDn until the lightning strike sprite is below the surface, and a bit further. Before releasing (LMB) press (LAlt-F3) for OFF. 

    Goto 2D mode, (LAlt-F5), Type: 602: Z motion sprite. RX: (101?), State/CMD=off. 1-shot, OFF>ON: busytime = 1, wave = 1, [x] waittime = 1. ON>OFF: busytime = 1. 

    Now the only thing left is that you have a hole that you could fall into. Make a (S)prite, (R)elative it to FLAT, and select the floor texture to match it. Place it not directly over the hole if the flickering light effect is needed. You can (over head in 2D mode) place the center of the cyan circle exactly beside the hole, and in 3D mode offset it with (Ctrl- pad-arrows), and even stretch it over (pad-arrows). Then you only need to make it (B)locking to not fall through. 

Make new section Path Sector: 

Well, we finally have a good example of Path Sector. It's in Cryptic Passage: E6SL (secret level) Boggy Creek. Unfortunately the only credit is Sunstorm Interactive so we don't know exactly who created this. Anyone familiar with jet simulations will recognize the similarity to 'way-points' that the plane can fly to before taking a new heading.  

With Path Sector we have the ability to make cool moving platforms like boats or rafts, cars, trucks, trains. And they don't have to move in a straight line! The only limitation I found was that if you try more than one Path Sector (craft), it doesn't work..... 

  • Make your raft sector on the water, (LAlt-F5) to edit: Type: 612: Path Sector , TX: (100?), State 1: On , CMD : Off. Goto FX... and select MotionFX : [x] drag to be able to stay with the craft.
  • Make (S)prite, place it in about the middle of this moving sector, (LAlt-F6) to edit, Type: 15: Path Marker, wave 1=linear, busytime=50. State: off , CMD: off . And for the first marker : data1 = 0 , data2 = 1.
Place others along a path where the center of the sector will move to and change the busytimes for how long to get there, data1 = from , data2 = where to next? The Boggy Creek example has 24 markers and the last completes the loop with data1 = 23 , data2 = 0 (the first marker's data1). You can change the angles that the craft positions itself by changing [ + ] the Path Markers from 0 degrees to + or -. You can also make the craft pause at a 'way point' with waittime= 80 (longer or shorter, as you need), and can do a slowtake off by changing wave = Slowoff. 

And a few other notes given to me by Felix Drott from Copenhagen, Denmark.  

  • 1. It is possible to have the path marker sprites at different heights. This will make the floor of the moving sector move up and down while travelling between the sprites. The height of the floor will be that of the sprite. This works excellently for single plane platforms. 
  • 2. It is possible to play sounds when the car reaches path markers. Put a sector sound sprite inside the car, and data3 for the path marker sprite will be the number of the sound played. 
  • 3. You can have more than one car. Just don't let them start at the same point. The other cars will follow your Path Marker sprites. The Data: in the Path Sector indicates what 'car number' it is or at least what Path Marker Sprite to start on. By default, the first cars Data: is left zero. If you make other cars, you name them on which Path Marker number they start on. For example I had three markers and could make three cars, numbering 0,1,2. If I named one 3, then the game couldn't start and reported not finding path marker number 3. 
  • 4. The following statements are still unproven to me, as I couldn't get it to work properly... "You can have more than one track (which you couldn't in Duke3D). If you have a multiple sector car, with a higher sector to keep the player inside, you will have to make another track, with higher placed path markers." I did find that the boat in Boggy Creek was a multiple sector Path, but used only single series of Path Markers. If any markers heights were changed at all, then all the sectors that made the boat would have the same height.... I'm still hoping to find a good example of this :) 

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