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HH HH"HH HH HH HH HH "YHP "YHHP" HH HH "YHHP" HH HH HH YHHP HH "YHHH HH __________ ___ ___ ___ ______ __________ | `\ | | | | | | / /~| | `| .. `\|.::| |:::| |::.|/.. /~ | -------' | HHb..:::dHHHH HHHHH |HHHHHb:Y.. | `"""""| | .HHH:::dHHHHHH HHHHH |HHHHHHHb::::|. ______| ,| .:|HHHxHHHHHHHHHbodHHHHP |HHHHHHHHbn::|:::`------. |______HHHHHHHP "YHHHHHHHHP |HHH| `HHHHHbHHb:::::...| ____ ~~~~~~ `~~"~~~ ~~~ ~~~~~~ ~~~~~~~~~~ |.:::`:::HHHH:HHH:::HHH:HHb::dHHP:HHHHHHHH:HHb::::,~~| |:::dHb::HHHH:HHH:::HHH:HHHbdHHP::HHHHHHHH:HHHb:::/::| |dHHHHb:HHHH:HHH:::HHH:HHHHHHP:::HHH....::HHHHb:/'::| dHHHHHHMHHHH:HHH:::HHH:HHHHHHX:::HHHHHHH::HHHHHXHb::| HHH"YHHHHHHH:HHH:::HHH:HHHHHHHb::HHH""""::HHHXHHHXHb| HHHH:::YHMMM!:YHHHMHHHP:HHH:"YHHb:HHHHHHHH:HHH:YHP:HHH HHHH:::::HHHH::"YHHHY"::HHH:::YHHbHHHHHHHH:HHH::Y::HHH mmmmmmmmmmmmmmmmmmmmmmm mmmmmmmmmmmmmmmmmmmmmm.. HHHHHHHHHHHHHHHHHHHHHHHHb HHHHHHHHHHHHHHHHHHHHHHHHHn """" XHHHHHHHHHR ^HHHHHHHHHHH"""YHHHHHHHHHHb. HHHHHHHHHHHHHHHHHHHP HHHHHHHHHHH HHHHHHHHHHHH HHHHHHHHHHHHHHHHHHHb HHHHHHHHHHH HHHHHHHHHHHH mmmm XHHHHHHHHHH mHHHHHHHHHHHmmmdHHHHHHHHHHP' HHHHHHHHHHHHHHHHHHHHHHHHP HHHHHHHHHHHHHHHHHHHHHHHHP' """"""""""""""""""""""" """"""""""""""""""""""" HHHHHH HH db HH db HHHHHHHH dHH .dHHb. HH HH YP HH YP HH dHHH dHP""YHb HHHH .dHHH HHHH HHHb. .db. HHHHH dHPHH HH HH HH dH' HH HH HH HH HH"Hb dP"Hb HH dHP HH HH Yb HH HH Yb. HH HH YHb. HH HH HH Yb HH HH dHHHHHH YHb.YbHP HHHHHH "YHHH HH "YH HH HH HH "YHH HH dHP HH "YHHHH" HH Yb Yb dP "B" Release v1.1 Last Updated: 27th June 1996 Written by Klaus Breuer (sz0759@rzmail.uni-erlangen.de) Contents Chapter 1 Happy lawyer dept. 1.1 Disclaimer 1.2 Trademark information 1.3 Copyright notice Chapter 2 Introduction 2.1 *A word from Klaus Breuer* 2.2 *Intended Audience* 2.3 *About the "UnOfficial" DUKE NUKEM 3D EDITING FAQ* 2.4 *Getting the "UnOfficial" DN3DE FAQ* 2.5 Adding to the FAQ 2.6 (The DN3D EDITING mailing list) 2.7 *The DN3D EDITING ftp site* 2.8 *WWW sites* 2.9 (IRC) 2.10 *Acknowledgments* 2.11 Accurate information 2.12 Help with new levels Chapter 3 Preliminary information 3.1 Intended audience for this chapter 3.2 The basics 3.2.1 Differences between the Build and DOOM engines 3.2.2 (Useful cheats for testing levels) 3.2.3 What a map consists of 3.2.3.1 Sectors 3.2.3.2 Walls 3.2.3.3 Textures 3.2.3.4 (Sprites) Chapter 4 Planning and designing a level 4.1 (Installing BUILD) 4.2 (Before starting) 4.3 [Pros and cons of using real-world maps] 4.3.1 [Advantages] 4.3.2 (Disadvantages) 4.4 [Using DOOM maps] 4.5 (Designing the level) 4.5.1 (Level types) 4.5.1.1 (Single player) 4.5.1.2 (Co-op) 4.5.1.3 (DukeMatch) 4.5.1.4 (My room/flat/dorm/house) 4.5.2 (Choosing a level type) 4.5.3 *Random tips and thoughts* 4.6 (DukeMatch level design) 4.6.1 (Monster placement) 4.6.2 (Weapon placement) 4.6.2.1 (Power weapons) 4.6.2.2 (Starting-point weapons) 4.6.3 (Ammo placement) 4.6.3.1 (Amount and location) 4.6.3.2 (Ammo Quantity Types) 4.6.4 (Health placement) 4.6.5 (Architectures) 4.6.5.1 (Large, open areas) 4.6.5.2 (Long, wide passages) 4.6.5.3 (Nooks 'n crannies) 4.6.5.4 (Balconies, bridges and tower) 4.6.5.5 (Fortresses) 4.6.5.6 (Obstacles) 4.6.5.7 (Sniper spots) 4.7 (Once your level is done) Chapter 5 [A walkthrough to creating a simple level] 5.1 [Planning] 5.2 [Getting ready] 5.3 [Creating a new map] 5.4 [The 2D screen] 5.4.1 [Map] 5.4.2 [Message window] 5.4.3 [Data window] 5.4.4 [Info window] 5.5 [Moving about] 5.6 [Creating a room] 5.7 [3D mode] 5.8 [Raising the roof] 5.9 [Textures] 5.9.1 [The floor] 5.9.2 [The roof] 5.9.3 [Flying about] 5.9.4 [The walls] 5.10 [Building the house] 5.10.1 [The house sector] 5.10.2 [Fixing the house sector] 5.10.2.1 [The carpet floor] 5.10.2.2 [Nice walls] 5.10.2.3 [Finally, the roof] 5.10.3 [Saving your work] 5.10.4 [Building a doorway] 5.10.5 [Adding a window] 5.10.6 [Glass] 5.10.7 [The sloped roof] 5.11 [Trying it out] 5.12 [Decorations] 5.12.1 [The flower pot] 5.12.2 [The picture] 5.12.3 [A hanging lamp] 5.12.4 [The burning barrel] 5.13 [The enemy appears] 5.14 [The other players] 5.15 [Taking it from here] Chapter 6 [The BUILD Editor] 6.1 [2D Mode] 6.1.1 [The Screen] 6.1.1.1 [The map] 6.1.1.2 [The Message window] 6.1.1.3 [The Data window] 6.1.1.4 [The Info window] 6.1.2 [The mouse] 6.1.2.1 [Move] 6.1.2.2 [Left button] 6.1.2.3 [Right button] 6.1.3 [The keyboard] 6.1.3.1 [Esc] 6.1.3.2 [Cursor keys] 6.1.3.3 [NumIns and NumDel] 6.1.3.4 [Spacebar] 6.1.3.5 [NumEnter] 6.1.3.6 (RightShift) 6.1.3.7 [Control-RightShift] 6.1.3.8 *RightAlt* 6.1.3.9 [Ins] 6.1.3.10 [Del] 6.1.3.11 (RightControl-Del) 6.1.3.12 [A and Z] 6.1.3.13 [G] 6.1.3.14 [L] 6.1.3.15 [J] 6.1.3.16 [Alt-S] 6.1.3.17 [S] 6.1.3.18 [B] 6.1.3.19 (C) 6.1.3.20 [T] 6.1.3.21 [H] 6.1.3.22 [Alt-T] 6.1.3.23 [Alt-H] 6.1.3.24 [E] 6.1.3.25 [< and >] 6.1.3.26 [Shift-< and Shift->] 6.1.3.27 [[ ]] 6.1.3.28 ['-M] 6.1.3.29 ['-3] 6.1.3.30 [F1] 6.1.3.31 [F2] 6.1.3.32 [F3] 6.1.3.33 [F4] 6.1.3.34 [F5] 6.1.3.35 [F6] 6.1.3.36 [F7] 6.1.3.37 (F8) 6.1.3.38 [F9] 6.1.3.39 [F10] 6.1.3.40 [F11] 6.1.3.41 [F12] 6.1.3.42 [TAB] 6.1.3.43 *Alt-TAB* 6.1.3.44 [ScrollLock] 6.1.3.45 [Ctrl-T] 6.1.3.46 [Enter] 6.2 [3D Mode] 6.2.1 [The screen] 6.2.2 [The mouse] 6.2.2.1 [Move] 6.2.2.2 [Left button] 6.2.2.3 (Right button) 6.2.3 [The keyboard] 6.2.3.1 [Cursor keys] 6.2.3.2 [CapsLock] 6.2.3.3 [PgUp and PgDn] 6.2.3.4 [V] 6.2.3.5 [Alt-V] 6.2.3.6 [NumCursor keys] 6.2.3.7 [Shift-NumCursor keys] 6.2.3.8 [/] 6.2.3.9 [.] 6.2.3.10 [F] 6.2.3.11 [Alt-F] 6.2.3.12 [P] 6.2.3.13 *Ctrl-P* 6.2.3.14 [G] 6.2.3.15 [E] 6.2.3.16 [R] 6.2.3.17 [O] 6.2.3.18 [B] 6.2.3.19 [T] 6.2.3.20 [M] 6.2.3.21 [Shift-M] 6.2.3.22 [1] 6.2.3.23 [2] 6.2.3.24 [H] 6.2.3.25 [TAB] 6.2.3.26 [Enter] 6.2.3.27 [Ctrl-Enter] 6.2.3.28 [Shift-Enter] 6.2.3.29 [Ctrl-Shift-Enter] 6.2.3.30 ['-ENTER] 6.2.3.31 ['-R] 6.2.3.32 ['-D] 6.2.3.33 ['-W] 6.2.3.34 ['-G] 6.2.3.35 ['-Y] 6.2.3.36 ['-T] 6.2.3.37 [-H] 6.2.3.38 ['-S] 6.2.3.39 ('-V) 6.2.3.40 ['-C] 6.2.3.41 ['-Del] 6.2.3.42 *Alt+-* 6.2.3.43 *CtrlAlt+-* 6.2.3.44 [F1] 6.2.3.45 [F2] 6.2.3.46 [F3] 6.2.3.47 [F4] 6.2.3.48 [F5] 6.2.3.49 [F6] 6.2.3.50 [F7] 6.2.3.51 [F8] 6.2.3.52 [F9] 6.2.3.53 [F10] 6.2.3.54 (F11) 6.2.3.55 [F12] 6.3 Typical mistakes to avoid 6.3.1 Crossed lines 6.3.2 Overlaying lines 6.3.3 (Hall Of Mirrors) 6.3.4 (Door side tracks) 6.3.5 (Unaligned Textures) 6.3.6 (Missing Player Starts) Chapter 7 How to... 7.1 Extracting the original maps 7.2 Abbreviations 7.3 (Player starting points) 7.3.1 (Notes) 7.4 Glass panes 7.4.1 *Notes* 7.5 *Invisible forcefield* 7.6 [Doorways] 7.6.0.1 Notes 7.7 Windows 7.8 (Air ducts) 7.8.1 (Notes) 7.9 Angled surfaces 7.9.1 (Notes) 7.10 Secret places 7.11 Multiplayer sprites 7.12 Level-end button 7.12.1 Notes 7.13 Level-end sector 7.14 Cameras 7.14.1 (Setup) 7.14.2 *Notes* 7.15 (Demo cameras) 7.15.1 (Setup) 7.15.2 *Notes* 7.16 Blastable walls (user control) 7.16.1 Setup 7.16.2 *Notes* 7.16.3 [Tips] 7.17 Blastable walls (triggered) 7.17.1 Setup 7.17.2 Notes 7.18 Conveyor Belts 7.18.1 Setup 7.18.2 [Notes] 7.19 Mirrors 7.19.1 *Notes* 7.20 *Garbage cans* 7.20.1 *Notes* 7.21 *Revenge of the dancers* 7.21.1 *Notes* 7.22 *Buzzing phones* 7.23 (Light switches) 7.23.1 Setup 7.23.2 7.24 [Permanently rotating sector (gears)] 7.24.1 [Setup] 7.24.2 [Notes] 7.25 Doors 7.25.1 (Standard hinged) 7.25.1.1 (Notes) 7.25.2 *DOOM-type door, remote control* 7.25.2.1 Setup 7.25.2.2 Notes 7.25.3 DOOM-type door, local control 7.25.4 (Sliding sideways) 7.25.4.1 (Notes) 7.25.5 Star Trek door 7.25.5.1 Setup 7.25.5.2 [Notes] 7.25.6 Four-way door 7.25.6.1 Notes 7.25.7 *Clamshell doors* 7.25.8 Teeth doors 7.25.9 Auto-closing doors 7.25.10 *Switch-controlled doors* 7.26 *Shrinking sector (remote control)* 7.26.1 *Setup* 7.26.2 *Notes* 7.27 (Automatic cannon) 7.27.1 (Setup) 7.27.2 (Notes) 7.28 (Lethal sectors) 7.29 (Earthquakes) 7.29.1 (Setup) 7.29.2 (Notes) 7.30 Elevators 7.30.1 Setup 7.30.2 (Notes) 7.31 (Remote-controlled Elevators) 7.31.1 (Setup) 7.32 Teleporters 7.32.1 Setup 7.32.2 (Notes) 7.33 Swimming pools 7.33.1 Setup 7.33.2 (Notes) 7.33.3 Tips 7.34 (The Grapplers) 7.34.1 (Setup) 7.34.2 (Tips) 7.35 (Overlapping sectors) 7.35.1 (Notes) 7.36 [Hiding switches] 7.37 [Bridges and Shelves] 7.37.1 *Notes* 7.38 (Minibosses) 7.38.1 (Notes) 7.39 {Morphing ramps} 7.40 *Pulsing lights* 7.40.1 *Setup* 7.40.2 *Notes* 7.41 (Vehicles) 7.41.1 Setup 7.41.2 (Notes) 7.42 Attacking Vehicles 7.42.1 (Notes) 7.43 (Two-way Vehicles) 7.43.1 (Setup) 7.43.2 (Notes) 7.44 [Water waves] 7.44.1 *Setup* 7.44.2 [Notes] 7.45 [Engine piston] 7.45.1 [Setup] 7.45.2 [Notes] 7.46 [Edge walls] 7.46.1 (Setup) 7.47 [Code switches] 7.47.1 [Setup] 7.47.2 [Notes] 7.48 [The pool table] 7.48.1 [Setup] 7.48.2 [Notes] 7.48.3 (Once-only sound effects) 7.48.3.1 (Setup) 7.48.4 *Ambience sounds* 7.49 [Tips and tricks: New and interesting effects] 7.49.1 (Ghosts) 7.49.2 *Unfreezable monsters* 7.49.3 (Falling to your death?) 7.49.4 (Malfunctioning doors) 7.49.5 *Mines* 7.49.6 (The shrinking player) 7.49.7 *Even more textures* Chapter 8 *Programming the .CON files* 8.1 *The language of the .CON files* 8.2 *Notes* 8.3 *Cute tricks* 8.3.1 *Picking up weapons* 8.3.2 *Explosive ammunition* 8.3.3 *Splat!* Chapter 9 [Utilities and add-ons] 9.1 [Editing utilities] 9.1.1 [BUILD] 9.1.2 [EditArt] 9.1.2.1 *Changing graphics* 9.1.2.2 (Adding new graphics) 9.1.2.3 [Using DOOM I graphics] 9.1.2.4 (General notes) 9.1.3 *Wad2Map utilities* 9.1.3.1 *WAD2ART* 9.1.3.2 [WAD2MAP] 9.2 [Future add-ons] 9.2.1 *Add-on software wish list* 9.2.2 Add-on software in the making Chapter 10 [Troubleshooting] 10.1 [Common questions] 10.1.1 [My 3D mode messes up] 10.1.2 *How do I copy sectors?* 10.1.3 *I'm using Windoze/Win95, and...* 10.1.4 [I can't select sprites] 10.1.5 *How do I make a flat sprite double- sided?* 10.1.6 (How do I view the original maps?) 10.1.7 *How do I use new maps?* 10.1.8 *No monsters in new maps?* 10.1.9 (How do I use the new .VOC and .MIDs?) 10.1.10 [How do I show the wall data?] 10.1.11 (I can't save the changes in BSetup) 10.1.12 (The game ends with 'MAP E1L9.MAP not found!') 10.1.13 *Can the subway speeds be changed?* 10.1.14 *How do I place active tripmines?* 10.1.15 *How do I shade a whole room at once?* 10.1.16 (How do I set the par time?) 10.2 [Bugs in the game] 10.2.1 (Holodukes) 10.2.1.1 (Bug) 10.2.1.2 (Workaround) 10.2.2 (The shrinker) 10.2.2.1 (Bug) 10.2.2.2 (Workaround) 10.2.3 (Endless ammo) 10.2.3.1 (Bug) 10.2.3.2 (Workaround) 10.2.4 Remote switch triggering 10.2.4.1 Bug 10.2.4.2 Workaround 10.2.5 (Underwater toilets) 10.2.5.1 (Bug) 10.2.5.2 (Workaround) 10.2.6 (Explosions) 10.2.6.1 (Bug) 10.2.6.2 (Workaround) 10.2.7 [Crash on shattering objects] 10.2.7.1 [Bug] 10.2.7.2 [Workaround] 10.2.8 (Breaking unbreakable glass) 10.2.8.1 (Bug) 10.2.8.2 (Workaround) 10.2.9 (Trip mines) 10.2.9.1 (Bug) 10.2.9.2 (Workaround) 10.2.10 [Phantom bullet-holes] 10.2.10.1 [Bug] 10.2.10.2 [Workaround] 10.3 [Bugs in BUILD] 10.3.1 Selecting long lines 10.3.1.1 Bug 10.3.1.2 Workaround 10.3.2 [Splitting a sector] 10.3.2.1 [Bug] 10.3.2.2 [Workaround] 10.3.3 [Selecting sprites] 10.3.3.1 [Bug] 10.3.3.2 [Workaround] 10.3.4 Autoaligning textures 10.3.4.1 Bug 10.3.4.2 Workaround 10.3.5 [Displaying memory info] 10.3.5.1 [Bug] 10.3.5.2 [Workaround] 10.3.6 [Function keys in 3D mode] 10.3.6.1 [Bug] 10.3.6.2 [Workaround] 10.3.7 (Deleting sectors) 10.3.7.1 (Bug) 10.3.7.2 (Workaround) 10.3.8 (Copying sectors) 10.3.8.1 (Bug) 10.3.8.2 (Workaround) 10.3.9 (FPU reliance) 10.3.9.1 (Bug) 10.3.9.2 (Workaround) 10.4 *BUILD wishlist* Chapter 11 Reference lists 11.1 (List of original levels) 11.1.1 L.A. Meltdown 11.1.2 Lunar Apocalypse 11.1.3 Shrapnel City 11.2 [List of tiles] 11.2.1 [Control tiles] 11.2.2 [Weapon sprites] 11.2.3 [Ammo sprites] 11.2.4 [Item sprites] 11.2.5 [Special sprites] 11.2.6 [Parallax (sky) textures] 11.2.7 (Lights) 11.2.8 [Switches] 11.2.9 [Doors] 11.2.9.1 (Technical doors) 11.2.9.2 (Normal) 11.2.10 (Floors) 11.2.11 (Walls) 11.2.11.1 (Machines) 11.2.11.2 (Space ship hull) 11.2.11.3 (Modern) 11.2.11.4 (Metal) 11.2.11.5 (Concrete) 11.2.11.6 (Stone) 11.2.11.7 (Rock) 11.2.12 (Technical-looking items) 11.2.13 (Often-used special textures) 11.2.14 [Diverse] 11.2.15 (Unclassified (please assist!)) 11.3 (List of Palettes) 11.4 {List of Sector Effectors} 11.5 *List of sounds* 11.5.1 Format of this list 11.5.2 *The sounds themselves* 11.6 (Dimensions) 11.6.1 [Units] 11.6.2 [The map] 11.6.2.1 [Walking about] 11.6.2.2 [Weapons] Chapter 12 Miscellaneous 12.1 (MAP design contest) 12.2 *PC Gaming's offer* 12.3 Conclusion 12.4 [Revision history] Chapter 1 Happy lawyer dept. 1.1 Disclaimer This FAQ is to aid in informing the public about creating additional levels for the Game Duke Nukem 3D, by 3DRealms. In no way should this promote your killing yourself, killing others, or killing in any other fashion. Also, it should not promote the building of real-world death-traps :) Additionally, Klaus Breuer claims NO responsibility regarding ANY illegal activity concerning this FAQ, or indirectly related to this FAQ. The information contained in this FAQ only reflects 3DRealms indirectly, and questioning 3DRealms regarding any information in this FAQ is not recommended. 1.2 Trademark information All specific names included herein are trademarks and are so acknowledged: 3DRealms, Duke Nukem, id, DOOM, IBM, Microsoft, Windows and MS- DOS. Any trademarks not mentioned here are still hypothetically acknowledged. 1.3 Copyright notice This article is Copyright 1996 by Klaus Breuer. All rights reserved. You are granted the following rights: 1. To make copies of this work in original form, so long as 1.1. the copies are exact and complete; 1.2. the copies include the copyright notice and these paragraphs in their entirety; 1.3. the copies give obvious credit to the author, Klaus Breuer; 1.4. the copies are in electronic form. 2. To distribute this work, or copies made under the provisions above, so long as 2.1. this is the original work and not a derivative form; 2.2. you do not charge a fee for copying or for distribution; 2.3. you ensure that the distributed form includes the copyright notice, this paragraph, the disclaimer of warranty in their entirety and credit to the author; 2.4. the distributed form is not in an electronic magazine or within computer software (prior explicit permission may be obtained from Klaus Breuer); 2.5. the distributed form is the NEWEST version of the article to the best of the knowledge of the distributor; 2.6. the distributed form is electronic. You may not distribute this work by any non-electronic media, including but not limited to books, newsletters, magazines, manuals, catalogs, and speech. You may not distribute this work in electronic magazines or within computer software without prior written explicit permission. These rights are temporary and revocable upon written, oral, or other notice by Klaus Breuer. This copyright notice shall be governed by the laws of the Federal Republic of Germany. If you would like additional rights beyond those granted above, write to the author at "sz0759@rzmail.uni-erlangen.de" on the Internet. Chapter 2 Introduction 2.1 *A word from Klaus Breuer* Well, here's the v1.1 version of the FAQ! I've had lots of feedback and got pointed into a lot of interesting directions - thanks to everyone who helped out so far! A word of caution for those of you who'ld like to print this FAQ: the table of contents alone takes up 8 pages on my printer. You're probably better off reading the whole thing with an ASCII editor (easier to search for keywords, too). Personally, I use the most excellent LIST program from Vernon Buerg (no, I'm not affiliated, just a happy user). 2.2 *Intended Audience* Since 3DRealms was kind enough to bundle their editor with the game itself, lots of people have dreamed of creating their own levels - their own worlds. However, the BUILD editor was written by hackers for hackers; documentation is scant. Thus this paper should help everybody who intends to design his own levels. However, you should be willing read all the info in here and experiment as well. If you have a problem, study this text, look at the original maps and experiment. Don't ask the Net about it right away. Creating a map is real easy. Creating a *good* map is very hard, requiring not only perseverance and patience but time and -yes- even a bit of brains ;) 2.3 *About the "UnOfficial" DUKE NUKEM 3D EDITING FAQ* Welcome to the release v1.1 of the "UnOfficial" DUKE NUKEM 3D EDITING FAQ. What does that mean? Version 1.1 is the sixth release of the FAQ, "UnOfficial" means absolutely nothing, DUKE NUKEM 3D is the name of the game, Editing is what the FAQ is all about and FAQs are [F]requently [A]sked [Q]uesti Here's how revision classification works. If a new version of the FAQ only has a small amount of information changed or added, the version number is increased by 0.1. This is called a "minor revision." If a new version of the FAQ has a substantial amount of new information changed or added, the version number is increased by 0.5. This is called a "standard revision." If a new version of the FAQ has a huge amount of added or changed information, major parts of the FAQ are rearranged, or major parts of the FAQ are rewritten, then the version number is increased by 1.0. This is called a "major revision." You may be wondering why chapter headings are enclosed in either {}'s, []'s, ()'s, or **'s. The definition of these is as follows: {} Chapters enclosed in curly brackets haven't been written yet. [] Chapters enclosed in brackets mean that the information contained in the chapter has not been updated in this or the previous FAQ. () Chapters enclosed in parenthesis mean that the information contained in the chapter has not been updated since the previous FAQ. ** Chapters enclosed in asterisks means that the information contained in the chapter is new or has been updated for the current version of the FAQ you are reading. Also, ##'s are at times found in the text - these denote questions I urgently need help on, and any feedback is especially appreciated. 2.4 *Getting the "UnOfficial" DN3DE FAQ* The "UnOfficial" DN3DE FAQ is posted every month (or earlier if a new version is released) on the following Usenet group: alt.games.duke3d The "Subject:" line of the post will be "'UnOfficial' DN3D EDITING FAQ v??.??" where "??.??" is the version number of the FAQ. The FAQ is also posted to the editing mailing list as soon as a new version comes out. An HTML version is available at http://ww.aber.ac.uk/~ngh94/duke.html New releases of the "UnOfficial" DN3D EDITING FAQ will be uploaded to internet ftp sites as soon as I find suitable sites. The file name of the upload will be "dnefaq??.faq" where "??" is the version number of the FAQ. ATTENTION: ALL BBSes, Compuserve, America Online, GEnie, and all other information services. PLEASE conform to the naming standard of the "UnOfficial" DN3D EDITING FAQ when placing this file on your system. 2.5 Adding to the FAQ If you want something added to the FAQ, please send E-mail to "sz0759@rzmail.uni-erlangen.de" (no quotes), explaining what your addition is. It will be reviewed, and if accepted, added to the next FAQ version. In the E-mail, please supply your name and E-mail address. Please note that all submissions to the FAQ become the property of the author (Klaus Breuer) and that they may or may not be acknowleged. By submitting to the FAQ, you grant permission for use of your submission in any future publications of the FAQ in any media. The author reserves the right to omit information from a submission or delete the submission entirely. 2.6 (The DN3D EDITING mailing list) Ginger (lattav@vnet.net) has set up a mailing list! To subscribe, send email to: majordomo@oozoo.vnet.net Put in the body of the message: subscribe duke3d-edit A digested version is also available, send email to the same address, but the body of the message should be: subscribe duke3d-edit-digest To unsubscribe, send the line unsubscribe to duke3d-edit-digest-request@oozoo.vnet.net The mailing list digests are archived at ftp.vnet.net/pub/duke3d 2.7 *The DN3D EDITING ftp site* We now have an ftp site where everything for editing duke maps will be found. The address is oozoo.vnet.net/pub/duke3d-edit. 2.8 *WWW sites* So far, I know of the following WWW sites which contain info about map editing (in alphabetical order): http://fluffy.neb.net/Duke http://www.3drealms.com http://www.aber.ac.uk/~ngh94/duke.html http://www.cris.com/~Demogorg/main.html http://duke3d.crystalball.com/stereo/tfiles.html http://www.ea.ucla.edu/~kd/Duke3D/index.html http://www.fluffy.neb.net/Duke http://www.frii.com/~afs/allabout.cgi/dn3d http://www.koan.com/~ryman http://www.newreach.net/~avenger/ http://www.salamander.net/~avenger/msques.html http://www.servtech.com/public/duke3d/ http://www.whiterock.com/kinglink/duke3d.html http://www.wi.leidenuniv.nl/~cwong/myindex.html 2.9 (IRC) The IRC channel of interest is #duke3dedit. Don't ask the 'The 3D mode is messing up my screen' question there. Please. 2.10 *Acknowledgments* I'd like to thank 3DRealms for bringing out such an astonishing game! After two years, we finally seem to have a DOOM killer. Also, it's real nice of you guys to add the BUILD program into the package! We've never had an editor out so fast :) Thanks to Allen H Blum III, Richard "Levelord" Gray and Kenneth Silverman for writing the Build docs. We all know you were in a big hurry and the docs nearly didn't make it to the CD, so we especially appreciate your work! ALPHABETICAL ORDER: Ahmed Hammad (aka Spasmo) (cosc19z5@bayou.uh.edu) RightShift sprite selection/nonclip move trick and helped with the sliding door. The metallic tile idea is also from him. Allen H. Blum III (Stryker@metronet.com) Thanks for showing up in the mailing list and answering questions! Especially the 'shade a whole room at once' idea is way cool. BKlehr (bklehr@aol.com) Found some more FAQ bugs. Brett Gmoser (gmoser@gramercy.ios.com) Wrote a long tutorial covering all kinds of things. Brian Gentry (gentryb@wasc.egginc.com) Found out about switch sounds. Brian Kidby (thekid@ornews.intel.com) Wrote the 'DeathMatch Level Design Guidelines v1.0' for DOOM, which I've used as a basis for my 'DukeMatch level design' section. Bullethead (???) Wrote a couple of interesting lab notes, shedding light on some more obscure parts of BUILD. Cho Yan Wong (aka Tempest) (pwong@pobox.leidenuniv.nl) Wrote several very good tutorials. Chris Longhurst (chrisl@division.co.uk) Found out about pulsing lights and clamshell doors. Dan Benge (DanBenge@ix.netcom.com) Ideas on level design and the Alice In Wonderland effect. David Moisan (dmoisan@shore.net) Many thoughts on level design. Ginger Latta (lattav@vnet.net) Has agreed to set up a mailing list, even including a digested form. She's also setting up an ftp site for us! Jeff Oliver (jroliver@cs.sci.csupomona.edu) Teleporter info. Jesse Lambert (slcsj@cc.usu.edu) Did the nice ASCII logo. Jim (jek19@ios.orci.com) Help on rotating doors. Joe Giddings (goldcard@intrstar.net) Worked out lots of info about the different palettes. John Allen Christian (hugejohn@ix.netcom.com) Info on Build keypresses (tilting floors). Jonas (JoXonoX@aol.com) Sprite flag meanings. Mark Lee (mark.lee@gecm.com) Had the idea about making bridge sprites single- sided. Mike Forst (mcforst@uniserve.com) Found out about the BIGFORCE tile. Nigel Hughes (ngh94@aber.ac.uk) Converting the FAQ to HTML format. Rober Coward (rcoward@madge.com) Found some FAQ errors and Duke bugs. RoboJim (Robojim@aol.com) Info on grapplers, garbage/stripper respawns, telephones and train setups. Samiel (samiel@fastlane.net) Wrote the tile renumbering utilities. Scatt Man (scattman@bssc.edu.au) Ambiemncve, Once-only sounds and demo camera info. Also wrote the sound list (now I don't have to do it myself, yaay!). Sir Hoppy (glenn@interaccess.com) Pointed out some errors in the air cents section. Steffen Itterheim (100606.2141@compuserve.com) Apogee Staff, is also answering questions on the mailing list - thanks! Steve C. Brown (sbrown@praline.no.NeoSoft.com) Help with F8 key. Thomas Mueller (tsmuelle@cip.informatik.uni-erlangen.de) He found out lots of basic workings like Teleporters, Swimming Pools, etc and put me on the right track in regard to sector effectors. THANK YOU! If, for some reason, I did miss you, PLEASE send me e-mail! Finally, I'd like to thank everyone who reads this FAQ, you are what the FAQ is for! 2.11 Accurate information An attempt has been made to make the information in this FAQ as accurate as possible. Unfortunately, due to the fact that the game was recently released, and updates, add-ons, and new information are being worked on each second, it's hard to keep up. 2.12 Help with new levels If you are building a new level and are experiencing trouble, feel free to contact me about it. Chances are that you are not the only one with this problem, and I can add it to the FAQ. Also, your particular difficulty could be an interesting side- effect of something else, and others might want to hear about it as well. However, *please* read the FAQ fully before asking me about anything :) Chapter 3 Preliminary information This chapter explains some of the background behind creating add-ons for Duke Nukem 3D. 3.1 Intended audience for this chapter I guess all of you have heard of the game DOOM by id Software :) Well, many of you have created add-on maps for DOOM. You know how a door works, what a sector is, what to look out for while creating a level. While Duke3Ds BUILD engine is much more powerful than id's (see below for a list of differences), it is similar enough for all the experts to skip this chapter. What? You've never created a DOOM map? Never heard of DEU? Don't know that a DOOM-style door works by raising it's ceiling off the floor? Ok, this chapter here's for you. First off, let me explain that I've created quite a few DOOM maps. Thus if I take some things for granted you don't know about, please write me and ask! That way I'll be able to work it into this chapter, making it easier to understand. 3.2 The basics Let's start by taking a look at the basics behind map building. Do yourself a favour and don't skip this section! I know many of you have met computers through Windoze or some other GUI toy and don't know much about the underlying intricacies of your system, but please - the more you know about how Duke3D works, the better your maps will be. Besides, it's fun to learn things :) 3.2.1 Differences between the Build and DOOM engines Those of you who don't know DOOM (gasp!), feel free to skip this section. The Build engine is the system used to create Duke Nukem 3D. Here's a list of the improvements over DOOM: * Looking up and down Finally, you can accurately shoot an RPG through an upper-story window without needing a target in the window. * Rooms above rooms (even if you can't display them) Build real spiral staircases and crossing corridors. * Mirrors See your enemies around corners. * Multi-colored lights Great ambience effects. * Moving/rotating sectors This is in my opinion (no, it's not humble) the best improvement. It allows you to build subways, real doors, moving stairways, squeeze through rotating gears, survive (?) earthquakes, drive around in vehicles...the possibilities are simply endless. * Transparent sprites Build ghosts and proper windows. * Flying via jetpack Fly about, attack your opponents from above. Very useful as a long drop can now kill you. * Underwater diving The obvious extension to the flying capability. Explore an underwater world, fight sharks :) * Sloping floors and ceilings This adds no end of realism! Finally, we can have sloping corridors, pyramid-shaped buildings, real domes... * Rotated sprites Doesn't seem like much, but a rotated sprite marked as 'blocking movement' can be used as a floor - and thus we can fake bridges! * Blastable walls A very nice touch - it allows you to blow (predefined) holes in walls. * SVGA support If your system can take it. Looks good, but in my eyes not so important. * Highly customizable Very nice, this. You can write your own opponent-AI, very easily add new sounds and graphics, and change the weapons simply by editing an ASCII file. 3.2.2 (Useful cheats for testing levels) Read the Duke Nukem FAQ for a list of all cheats. Here are just the codes I find myself using while testing a level: DNRATE Display the fps meter in the top left. DNCOORDS Shows your cordinates. DNSHOWMAP Show the full map. DNDEBUG Shows some interesting info in the top left. ## Anybody know what it means? Could be real useful. DNCLIP Toggle clipping. This will kill you if you walk into empty space, so use it only to quickly walk through doors and the like. DNKROZ Toggle God mode. DNUNLOCK Unlock all doors on the level. DNWEAPONS Give all weapons but no items or keys. DNITEMS Give all items and keys. DNSTUFF Gives everything. 3.2.3 What a map consists of Maps are made up of sectors (rooms), walls and sprites. 3.2.3.1 Sectors The map itself is basically just a collection of sectors. A sector is a room consisting of a floor, a ceiling and walls. Imaging a square column, looking like this: __________ |\ \ | \ \ | \__________\ \ | | Top block: Roof . \ | | . \|__________| . . . . . . . . ___________ . Player area |\ . \ . | \ . \ . | \__________\ \ | | \ | | Bottom block: Floor \|__________| The lower block is the floor, the upper block is the roof, and the player moves about in the missing bit in the middle. The edges are walls, although it's possible to make a wall intangible to the player, allowing him to cross it into another sector. Sectors can share borders with other sectors, and can include other sectors as well. Thus a room with a crate standing in the middle would consist of two sectors: The room itself, with a square sector (the crate) inside it. The crate sector would have the same ceiling height as the room, but with a slightly raised floor (forming the crate): the player can hop onto the crate, but he can't walk below it. The walls of the sector making up the crate would be intangible (invisible and not blocking player movement), otherwise it would look like a column instead. This also explains why we can't have real bridges: if we raise the floor of the bridge sector high enough, the bottom block will elongate upwards until we have a wall instead. Of course, seen from above sectors can have any shape: square, rectangular, round or kidney-shaped. 3.2.3.2 Walls Walls come in two flavours: one-sided and two-sided. Imagine carving a dungeon out of a mountain. So far you have dug two rooms, connected by a tunnel. This would translate into three sectors; two big ones connected by a smaller one: _________________________ / | _______________ / .______. | | * <- The player . . | \ .------. | \ | |_______________| \________________________| (seen from above) Obviously, the outer walls have only one side, since they consist of solid rock. But the borders between the two big sectors and the small one are two-sided walls - you can walk on both sides of them. 3.2.3.3 Textures Textures are what a wall, a floor or the ceiling actually looks like. They make the difference between a wall looking like a brick wall or a steel slab. You can also texture a floor or the ceiling. Duke has quite a lot of textures for us, ranging from plush red wall-towall carpeting to green alien slime. Some textures are even animated, meaning they look as if they were moving - water is a nice example of this. Textures always make me feel a bit like a magician - with a wave of my wand (ok: mouse) I can change a wall from flimsy straw to solid steel and back. 3.2.3.4 (Sprites) Sprites are all the objects in Duke3D: the flower pot in the corner, the switch on the wall, the alien lurking behind yu - even the player is a sprite. A sprite is always flat and two-dimensional, like a piece of paper. Even a 3D-looking alien is just a sprite: Duke3D simply shows you different sprites according to from where you're looking at the alien. Sprites exist in three forms: Standing up This sprite always faces you, looking nice and solid. A flower pot or a bottle is a typical example. Flat This sprite actually behaves like a painted piece of paper. They look weird standing in the middle of a room, so they are usually pasted on the walls (like switches or posters). Lying down These sprites are also flat, but they're lying on the ground (or hanging on the roof) instead. An example are the magazines scattered on the ground in the Red Light District (E1L2). Sprites can block movement and can be placed at any height. Thus it is possible (using sprites lying down) to create real 3D functions like bridges out of sprites. Chapter 4 Planning and designing a level This chapter looks at designing a level with BUILD.EXE, the editor supplied on the CD (in \GOODIES\BUILD). 4.1 (Installing BUILD) An awful lot of people are having an awful lot of trouble getting BUILD to run. So here's the beef: * Install Duke3D to your hard drive. * Copy everything from \GOODIES\BUILD into the Duke3D directory (NOT into a subdirectory thereof!) * Remove all read-only attributes: ATTRIB -R *.* 4.2 (Before starting) I know you're eager to start building the level (why else are you reading this FAQ?), but there are several things you should do before firing up the editor and designing away: Play the game Play the whole Duke Nukem 3D game from start to finish. All three episodes. This will give you lots of ideas on what is possible and what you'ld like to do. Look critically at how things happen: doors opening, aliens suddenly appearing, lights changing, gears rotating... View the maps Use the editor to have a close look at the existing maps. How do these doors open? What kinds of tricks were used to work around the limitations of the Build engine? How do people actually do a house - note how all walls are actually build out of one-sided walls. Things like that. Have a theme Please. Don't build yet another red light district with a sleazy bar and some dancers. We've got one already! Try to think of something original and take some time to really think about what you're trying to do: the New York traffic? A nuclear power station? An underwater base? A barren planetoid surface? Also try to think what would fit into the theme - make a list. A .TXT file with a short story setting the mood and explaining your mission is also nice. Draw a map Take some graph paper and draw the whole map first. Believe me, your level is going to be lots better this way. You'll be able to take your time and think about everything you want to include. Another approach is to just make a rough sketch of the map with a good theme and create everything 'on the fly'. That's the way it usually ends up anyway :), but the map-drawing approach does produce nicer-looking maps. Less is more Zen, yes. Also known as the KISS principle: Keep It Simple, Stupid. Remember that you have lots of tools and tricks to create a map - don't use them all! Don't include, for example, dancers just because you can. Don't use the trip mines in a non-futuristic level. Leave out the security cameras in a medieval castle (time travel theme). Rather build several levels, each based on one or two ideas. Keep it small Beginners usually make the mistake of designing cyclopian buildings. Massive forecourts, towering walls, huge gloomy halls - all empty. Rather keep the rooms small and full of detail - they will be more interesting and the game will run faster. Time You'll need loads of it. Much more than you think. Especially the shading and testing will take days. Weeks. Have a look at the original levels and see just how much time and care has been spent on them. Don't post a level which is substantially below the niveau of 3DRealms levels - nobody will like it. Data It is said that you should write what you know, and the same applies to level design. If you've never really looked hard at a subway station, don't try to create one. Read this FAQ Don't jump into drawing your level half-way through reading this FAQ - wait until you have a good idea just what is possible with the Build engine. Your first level Face it. Your first level is going to be something you'll be ashamed of after designing your third level. Don't post it. 4.3 [Pros and cons of using real-world maps] There are lots of levels based on maps of the real world. Maps of your campus (hello, first years!), maps of your dorm, your apartment, your house. The question is, should you use them? 4.3.1 [Advantages] Real-world maps are drawn by professionals (ok, ok, I've also seen houses designed by blind idiots) who know what they are doing. They don't forget to make the outer walls thicker than the inner ones. They don't forget the kitchen or the storage space. The halls are of the right width...in short, the whole map is realistic and believable. Also, it's real quick creating a level from such a map since you don't have to think and design as much. 4.3.2 (Disadvantages) Such maps are also boring. Believe it or not, but most architects didn't design their block of flats for gun-toting maniacs chasing each other through the corridors. There are too few places to hide and the map typically has a simple, utilitarian look. Scale is a hassle as well. Ever looked real closely at a subway station? It's actually very big and empty. And very boring as a Duke level. So you'll have to scale everything down by quite a lot anyway. Remember that it's great fun for yourself to run through a virtual representation of your house - but others who don't know you might find such a map terribly boring. And the biggest disadvantage of all: you don't think enough about your level. The more time you spend mentally planning your world, the better it will become. 4.4 [Using DOOM maps] With the Wad2Map program (see further below), it is now possible to convert DOOM maps to Duke3D maps. Do everybody a favour: don't. And here's why: * We've _seen_ the DOOM maps already. * They aren't designed to take advantage of the Build engine. * They aren't designed to work with the new monsters. * It's a heck of a lot of work checking a level after conversion, and it's easy to mess things up and even forget textures (HOM, here we come!). 4.5 (Designing the level) When designing a level, keep in mind that there is no formula telling you how to build a fun level. Unfortunately, I can't just tell you "Do this and that, and everybody will love your level". But I can give you some tips and pointers. 4.5.1 (Level types) There are basically four types of levels: 4.5.1.1 (Single player) Single player maps are typically large and intricate, full of detail and clever monster ambush points. They are aimed at people who play them on their own (for example, nearly everybody in Germany, as the telephone rates are simply shocking). 4.5.1.2 (Co-op) Few levels are actually designed for co-op playing only. If they are, they are larger versions of single-player levels, with a lot more monsters and perhaps the odd trap which can only be passed via teamwork. 4.5.1.3 (DukeMatch) Since the original levels in Duke3D are very very good as both single player and (usually, anyway) co-op, most people create DukeMatch-only maps. These maps are small and fast, concentrating on action instead of the surroundings. 4.5.1.4 (My room/flat/dorm/house) These levels attempt to copy a real-world place with as much accuracy as possible. These levels are typically rather boring and only of interest to the people who know the place well. 4.5.2 (Choosing a level type) Your new level will usually be one of the above - very few maps suceed at being good at everything. Happily, there's an exception to the rule: JenApt (Jennies Apartment) is an early (and great) level which excels at combining all four level types in one. Created by Jennifer Lynn (fragment@cyberramp.net), it's well worth looking at. Single player levels are easy to do - all you need is a good idea, lots of imagination and plenty of time. If you make the level large enough, you might be able to combine it with a co-op level. DukeMatch levels are surprisingly difficult to create. Not only do tastes differ (by a lot! For example, do I Hide&Snipe or Chase&Blast?), but you have to do a lot of testing to make the level just right. And even then, it'll only be just right for you, and others might not like it at all. See the section on DukeMatch level design below. The 'My very own room in VirtualReality MultiMedia CyberSpace (tm)' theme we'll leave to the Windoze-players. 4.5.3 *Random tips and thoughts* ## Feedback needed! In this section, I'ld like to simply list tips and tricks to keep in mind while designing a level, and I'll organize them better in a later release of the FAQ. * Build from the outside in. When creating a house, for example, first create a huge bonding sector, containing everything else. You can always resize it later. * Do the rough work first. Build your house (or dungeon, or subway, or whatever) like you would build it in real life: start with the outer walls, add the rough rooms, connect everything up and only then add the details: glass in the windows, different textures, etc. * Use F12 to dump the map to disk and print it out. * Use F7 a lot while playing your map to make sure the scale is all right. * Remember that scale is important! Duke levels are usually smaller that their real-world counterparts. * Take it easy on triangle-shaped sectors, the tip can look real bad. * Save your level a lot. Use the 'save (A)s' option to create several versions of your level. Thus, if an idea goes wrong, you can always return to an earlier version. The more backups you have, the happier you'll be if BUILD nukes your map. * Beware the bug! BUILD is not perfect and contains some nasty bugs capable of rending your map to pieces. See the section on Build Bugs for more info. * Scare the player. Dan Benge came up with the idea of breaking a (single player) level into scenes: lead the player into it (lots of ambience sound), lead him to the climax (octabrain in the face, whatever), reward him afterwards (triumphant music, power up, keys). Tension is very important in a level. * Most sprites are too large when just inserted as they are (especially the buttons). Make sure you scale everything right. * Have plenty of height variations: stairs, lifts, ledges. Force the player to jump, too. * Make players earn bigger and better weapons. Especially, guard the bigger ones well. * If the player falls into nukage, give him a way out (a button to press, stairs...). He should be punished for moving carelessly, yes, but not killed. * Mark secret doors - a lightly darker or mismatched texture (forcing you to look closely) will do. * Keep in mind that players will try _anything_ - if they are crazy enough to try and jump to that ledge, reward them if they make it (and punish them if they don't >:) * Avoid cliches: do you NEED a shark in every bathtub? Why yet another lizard sitting on a toilet? Should this level really contain strippers? * Pacing! Keep the player interested. This shuold also stop you from building mazes, which are plain boring to explore. * Please don't overuse the effect of monsters warping in! It's so darn unrealistic! rather open a hidden door or somesuch, and have the opponents boil out from there. * Try to make everything look as realistic as possible: wooden ceilings are usually titled and are held up with massive beams. Often, corners of rooms (especially large ones) will be held up by stone pillars. And so on. * The Ending: make it good! When the player finally managed to finish the level, make it worth his while. * Don't post half-finished levels to let others see your 'work in progress'. What for? You'll only make a bad name for yourself if you release half-baked levels... 4.6 (DukeMatch level design) The info in this section I've shamelessly swiped from the excellent 'Deathmatch level design guidelines v1.0' from Brian Kidby (thekid@ornews.intel.com). As the basis for this section was aimed at DOOM players, I haven't included as many Duke-specific things as I should. ## Please send me your thoughts and ideas, I'll be expanding this section. 4.6.1 (Monster placement) Pig cops are useful for supplying ammunition to the player. Since ammunition respawns, the question is if you want your players to fight for their ammo, especially as dead enemies don't always drop anything (it's easy to hack the GAME.CON file for this, though - see lines 1072/2862 and 188 in USER.CON). Other monsters (the leaping chaingunning lizard comes to mind) might give ammo as well, but they usually just distract from the main aim of the game - nuke your opponent! However, the placement of monsters can do a lot to generate the 'feel' for your level - minibosses might keep a large area clear for a long time, as nobody will want to get close to them if they dont have to... 4.6.2 (Weapon placement) 4.6.2.1 (Power weapons) Power weapons are defined as the favourite DukeMatch weapons: the chaingun and the rocket launcher. In nearly all DukeMatches I've played, the first priority of the players was to get one of these weapons. The second was to start using it >:) These weapons should be places as far apart as possible. This has three reasons: * Getting the gun Placing the weapons far apart forces the players to cover more ground. Thus they meet more opponents and monsters, possibly trigger traps and learn the layout of the level. * Defending the gun Many DukeMatchers will go to a power weapon and 'sit on it', waiting for the other players to show up. if the weapons are far apart, the players won't see much action during their wait, forcing them to move ot to hunt sooner - much more exciting. * Covering tracks In a new DukeMatch level, players like to keep the locations of the weapons secret for as long as possible. If the weapons are far apart, the chances of being followed are so much smaller. 4.6.2.2 (Starting-point weapons) Every starting point should have a shotgun next to it, so the players are not completely defenseless at the beginning. This also gives them more confidence to go out looking for bigger toys to use. On the other hand, some people prefere to place the starting points right next to 'normal' weapons - every start point next to a different weapon. This makes respawning interesting, as the kind of weapon available at the beginning (Shrinker vs. Trip bombs, for example) radically changes the style of play. 4.6.3 (Ammo placement) 4.6.3.1 (Amount and location) Place small amounts of ammo in high-traffic areas, and larger (not too large!) stashes in secret places. Adding a sniper spot near the bigger stashes makes life a lot more interesting, too. 4.6.3.2 (Ammo Quantity Types) Easily accessible ammo should be of the 'small quantity' type, eg single pipe bombs instead of pipe bomb boxes, as this eliminates waste when a player picks up more than he can carry. Also, larger amounts of ammo should be strategically placed (see above). 4.6.4 (Health placement) Rarely does health seem to be a problem in DukeMatch games. Usually, players either die really quickly of a massive lead overdose, or they run and hide, sniping at their opponent. If you do place health around (and I still think you should), do so sparingly, observing the same rules as for ammo. Also, place toilets and water fountains only in high-traffic areas, to avoif players disappearing for a long time to fill up their health slowly (although, if several nice sniper spots are nearby...). 4.6.5 (Architectures) First off, let me say that level layouts are always a matter of taste. Here are just some things which I like in DukeMatch levels: 4.6.5.1 (Large, open areas) Fun! Show your aim at long-range pistol shooting, have rocket launcher duels (have you mastered jumping over an approaching rocket?), fight several players at once and have lots of space to move about. 4.6.5.2 (Long, wide passages) Same as for large areas applies - running towards somebody, dodging his attacks while shooting your own is great fun. 4.6.5.3 (Nooks 'n crannies) Such areas should not be too large, but it is fun as well: * Hunting somebody through narrow, twisting passages is an adrenaline rush in itself - is he hiding behind this corner? * Lots of nice sniping spots. 4.6.5.4 (Balconies, bridges and tower) It's always fun watching your opponent walking under you, completely unaware of your presence until you pull the trigger... It's also nice blasting a sprite bridge out from under his feet :) 4.6.5.5 (Fortresses) At times, players may decide to pay a 'capture the flag' theme, with four players defending a fortress and four others trying to break it (perhaps with the aim of reaching/rescuing the dancer in the middle?). The fort should be wel armed and not too large with lots of nice sniper spots (and the odd blastable wall to enable attacks through the back). 4.6.5.6 (Obstacles) Obstacles (pillars, crates, tables, sprites) are very important in DukeMatch, as they allow you to hide and dodge enemy fire. 4.6.5.7 (Sniper spots) Snper spots greatly add to DukeMatch levels. They should always have an escape-route, though, just in case your first shot missed... One-way walls are good for this, but perhaps a bit _too_ easy. 4.7 (Once your level is done) A finished level is far from finished - lots of things remain to be done: Shading Shade your level! See how efficiently 3DRealms used light and shade in their levels? Do the same - carefully shade every single room. Add lamps and (colored) lights. Sunlight streaming through the windows. Shadows behind columns and buildings. Shade plays a major part in how realistic (and thus, how good) a level will look. Doing it well takes ages. Textures Well, we won't see the HOM (Hall Of Mirrors) effect from DOOM anymore. But make sure your textures are aligned. It's so easy to do using Build, please make sure they look alright! Nothing worse than seeing the brick texture break on the edge of a wall, clearly showing it to be fake. Use the [.] key a lot, make sure you know how it works (and save before you do, it crashed a couple of times on me). Also, don't use too many textures - the have to fit your theme and the game runs faster on fewer textures. Details 'All those tiny little details...' The TV in the corner. The discarded bottle on the street. Blood on the walls. The camera turning by just the right amount. The perfect ambience sound in the perfect place. Realism Your map must be totally convincing. As said, shade plays a large part in this, but so does the map itself: are the walls thick enough? Are they too thin? Does that texture belong here? Is it too noticable that this sprite always seem to turn to face you? Testing Lots! Play the level on your own. Play in in coop. DukeMatch it for hours (if you can't play in it for hours, something's wrong). Fine-tune it: is the window at just the right height? Is that elevator positioned in the perfect place? Testing is really important - let your friends play with your level (without you being present) and listen to their comments. Difficulty If you're told that your level is too easy, don't make it more difficult by simply adding lots more monsters! That's a typical newbie mistake - rather place the monsters in better positions and redo the layout a bit. Light Next to shading (see above), the amount of light in a level is important. While a dark, gloomy level can create great atmosphere, keep in mind that few of us enjoy paying in pitch darkness. Jokes 3DRealms added lots of in-jokes: the doomed space marine, Indiana Jones, the Terminator, the alien on the toilet... All these are jokes you can't use again: they're old now. Invent your own! Chapter 5 [A walkthrough to creating a simple level] This chapter will guide you to designing your first level. It's very much written like a cook-book - you don't have to understand exactly what you're doing; if you follow the instructions, it'll work out ok :) Details about working with BUILD can be found in the next chapter. 5.1 [Planning] Remember: we have to plan the map first. For our first map we'll build a very simple map: a storage house on a street. It will include a door, a window and have a sloped roof. 5.2 [Getting ready] If you're still in Windoze, get out. It'll do you good, and both Duke3D and Build run better under DOS. I'm assuming that you've installed Duke3D on your hard drive on C:\GAMES\DUKE3D and that your duke CD is in drive F. So now you'll have to copy the editor into your Duke3D directory as well: CD C:\GAMES\DUKE3D XCOPY F:\GOODIES\BUILD\*.* Now start up BUILD.EXE. A screenfull of legalese will pop up (in effect it says that you can't copy BUILD and should only design maps for the commercial version of Duke3D - obvious). Press ENTER to get rid of it and -voila!- you're in the 2D mode. 5.3 [Creating a new map] Press [Esc]. On the bottom, a small menu will pop up: (N)ew, (L)oad, (S)ave, save (A)s, (Q)uit Press [N]. Asked 'Are you sure you want to start a new board?', you press [Y]. Note to non-US users: the program reads your keyboard directly and thus expects you to press the key right next to [T] - for ze Germans, this would be [Z]. The new map will automatically be called NEWBOARD.MAP - overwriting any file with that name in your directory. So be sure to use 'save (A)s' the first time you save your map. 5.4 [The 2D screen] The screen in front of you now is the 2D mode, where you'll be doing all the rough work like laying out your rooms and corridors. You are currently viewing your map from above. (Changing room heights, textures, etc are done in 3D mode, so be patient). The screen consists of several parts: 5.4.1 [Map] Most of the screen is given over to the map itself. Currently it's just displaying a grid. All line endpoints and all sprites will automatically align themselves with the grid (making it easy to design rectangular rooms, for example). You can change the grid size by pressing [G] several times: try it now. You'll see the grid size shrink and then disappear (meaning the grid is switched off and you can draw anywhere). Keep pressing [G] until you see the biggest possible grid. The biggest (meaning coarsest) grid has points which are 1024 units (that's 256 pixels) apart. To see the maximum possible size of your map, use the [A] and [Z] keys to zoom your map in and out. Try it, and then zoom back to a comfortable distance. The map also shows a red cross (your mouse cursor) and a white arrow (your current position). 5.4.2 [Message window] The message window is the bit just below the map: on the left it shows the text 'DUKE NUKEM BUILD V041996 BUILD by Ken Silverman' (the version from April 1996). The right part of the message window currently just shows a red line - that's where the program will display messages and ask you for any info it needs. 5.4.3 [Data window] The data window displays info about currently selected objects (like sectors, walls or sprites) and can also show some help texts. Right now it should be empty. 5.4.4 [Info window] The info window also consists of two parts: on the left is your current (x,y) position in units as well as your viewing angle. On the right it shows how many resources you have used up already. Interesting, because it shows you the limits imposed by the Build engine: you can have a maximum of 1024 sectors, 8192 walls and 4096 sprites. 5.5 [Moving about] As said, the white arrow is your position and heading on the map. You can move about in two ways: Cursor keys Like in the game, these move your forward and backwards. You can also rotate your heading. Interestingly, it also prohibits you from walking through blocking walls - this way you can see if the player will actually be able to walk everywhere he should be. Mouse The red cross is your mouse cursor and therefore (surprise!) moved with your mouse. Pressing the right mouse button transports your position to the mouse cursor - try keeping the button pressed and moving your mouse to see what happens. 5.6 [Creating a room] So, let's start by building the street first. Move your position somewhere into the middle of the map and zoom in until you're at a nice comfortable distance (three squares of the grid should be about an inch in length). Now point the mouse at the bottom left of your currently visible map and press the spacebar. A small green square appears on a grid point and the message window displays 'Sector drawing started.' And so it has - try moving the mouse about on the screen. See that white line? That's your first wall. Move it straight up by exactly seven squares and press the spacebar again. Another green square has appeared, and you've begun drawing a new wall. Move it exactly 14 squares to the right and press the spacebar again. Draw the next wall seven squares straight down and press the spacebar. The last wall you'll end exactly on the first point created, thus forming a neat rectangle. When you pressed the spacebar for that last square, the lowest wall started flickering. This means that it's the currently selected wall. Press [Alt]-[Tab] to get some info on the wall. Don't worry about what all that stuff means - the only thing of interest right now is the Wall number: the one on the bottom is wall number 4. Move the cursor near the other walls and note how the other walls get selected. The info at the bottom, however, is not automatically updated, so you'll have to press [Alt]-[Tab] for each wall again. Just press [Tab] now and have a look at the sector info. All that stuff is explained later in the FAQ, it's not important right now. 5.7 [3D mode] Make sure the white arrow is inside this room and press the [NumEnter] key. This is the Enter key on the bottom right of the numeric keypad (the big one in the middle won't work for us). Wow! 3D! You're now inside your room. It's still somewhat narrow and has walls consisting of ugly gray stone. In 3D mode, two things are of particular interest: The mouse The mouse cursor has changed into a white cross - you use it to point at the things you want to change: walls, sprites...anything. FPS On the top left is the FPS (Frames Per Second) counter. This is the speed at which the screen is being redrawn. This number is terribly important while designing your level: if it drops too low (below 10), the level will play jerky and you won't enjoy it. The FPS are connected to the complexity of the displayed image - the more walls, sprites and textures the computer has to show on a single screen, the lower the FPS count will be. As the Levelord says: "Framerate is God!". So keep an eye on it. You can move about in 3D mode with the cursor keys. Don't use the cursor keys from the numeric keypad but the ones in the middle. You can jump back and forth between 2D and 3D mode by pressing the [NumEnter] key. 5.8 [Raising the roof] This is supposed to a street scene, right? So the first thing we'll need to do is raise the roof. Point at the ceiling and press [PgUp]. You can see it move upwards a bit, pulling the walls with it. Point at the wall in front of you and press [PgUp] again. That's another way to raise the ceiling. Raise the roof until you reach a height you feel more comfortable with. The room should now resemble a small aircraft hangar. 5.9 [Textures] Now for some magic: let's change the appearance of the walls and floor. 5.9.1 [The floor] The floor is first: we'll change it from a simple and ugly stone to a street. Point at it and press [V]. The screen clears, showing the current texture at the top left and the number '0' at the bottom left. This screen contains all floor textures you have used on your map so far, and the number '0' is the number of the currently selected texture. Press [V] again: now you'll see a list of _all_ textures in the game, including things which are actually sprites (like the weapons), but can be usd as textures if you want (although they'll usually look weird). You can move your cursor (the white box) about with the cursor keys - try it. Have a look at all the possibilities. Now press [G] (meaning Goto). The program will ask you 'Goto tile:' on the top left. Use the backspace key to erase the currently shown number and type '815'. Press [Enter]. Voila! The floor changed its appearance and now looks more like a street. 5.9.2 [The roof] Now for the roof. The street has sky above it, right? So, using [V] again we'll select tile number 89. This looks weird, not like the sky at all. So we parallax it: point at the roof and press [P]. Much better! Move around a bit, using [Ctrl]-[A] and [Ctrl]-[Z] to look up and down. (Yes, if you look too high, the texture will mess up - it's the reason most outside areas are so high and narrow in the game. Keep your eyes low for now :) 5.9.3 [Flying about] There are three movement modes available to you in the 3D view: Game Mode Here you walk around like the player in the game. Use [A] to jump and [Z] to duck. Height Lock In this mode, you're always at the same height above the floor. Use [A] and [Z] to raise and lower yourself. Float Mode You're completely unaffected by the floor and can smoothly change your height with the [A] and [Z] keys. Use the [CapsLock] to change between these modes. 5.9.4 [The walls] Currently we're still sitting in a walled-in box. Let's make this look even more like street. Point at the west wall and give it the texture number 794. Now this looks more like a house. However, I bet the windows are not perfectly aligned with the ground and you only have half the lowest row showing. So let's change the orientation of the wall texture. Point at the houses and press [O]. Hmm, the texture now hangs from the roof instead of the floor. Still not good enough. Press [O] again and raise the ceiling until you have three rows of windows, looking just right. Walk up close to it, making sure it looks ok. Now we'll copy this texture to the other four walls: Point at the west wall again and press [Tab]. This copies the texture into memory, causing some text to appear: 'Lo = 0/hi = 0/USED= 1/MEM = 8192'. (Of interest is only the 'USED' value - it shows how often we have used this texture already). Point at the three gray walls in turn and press [Enter] on each. Much better. Now we're standing on a street (or a courtyard). Note how neatly the textures fit together in the corners? That's because we stuck to the grid while designing this room in 2D mode. All textures have width and height in a multiple of 8, same as the grid. So stick to the grid, and you'll be ok. Last thing to do now is to make our house stand out. The street is on the north edge of our house, so point at the south wall and give it the texture number 723. This changes our house to a darker, more brooding one. 5.10 [Building the house] So far we have a street but no house. To design the house, we first drop back into 2D mode: press [NumEnter]. 5.10.1 [The house sector] Press [G] again, making the grid a bit smaller (exactly by half, in fact). This is now the second-biggest grid available to us. Point on the grid just below the lower left point of the street and press [Spacebar]. Don't draw on the point itself, but one grid unit below it - if you made a mistake, press [Backspace] and try again. Draw a line to the right parallel to the street, along its whole length. Press [Spacear] under the bottom right point of the street. That's the first inside wall of the house. The next wall goes straight down by 8 grid units. Keep going until you have a rectangle defining the inside of your house. 5.10.2 [Fixing the house sector] Move the white arrow inside the house sector with the mouse (notice that you can't move from the street to the house with the cursor keys, as there's a thin line of nothing (solid rock) between the street and the house) and switch into 3D mode. Yuck, there's the gray stone again. Again, we first raise the roof to a comfortable height (don't make it too high - look at the room you're in now to get an idea of the proper height). Now that we have a (somewhat long and narrow-looking) room, we fix the floor first. Let's make a red carpet on a wooden floor, like the one we saw in the Bank Roll level. 5.10.2.1 [The carpet floor] Point at the floor and give is texture number 749. Hmm, the floorboards look a bit wide. Point at them and press [E] (toggles between enlarged and normal floor). Now the wood looks better. Now how will we do the carpet? After all, we don't want wall-to- wall carpeting, we want the wood to peek out at the edges. Since a sector can only have one floor texture, the answer is to create a second sector inside the house sector. A smaller one, with the same roof and floor height as the first one, but a different floor texture. So we pop back into 2D mode and design a second sector inside the house. It looks just like the house sector, but is a bit smaller (one grid unit distance to the walls). Place the white arrow in the middle of our new sector and press [NumEnter]. Whoops! A message appears: 'Arrow must be inside a sector before entering 3D mode'. What happened? Place the arrow in the narrow space between the old house sector and the new one and press [NumEnter] again. Whooo - tight! You see, the old sector is now doghnut-shaped - we've created a solid block of stone right in the middle of it. Go back into 2D mode. Point inside the new sector and press [Alt]-[S]. The walls now turn red, and the message window says 'Inner loop made into new sector.'. Back in 3D mode we see that everything is ok now - we have our original house back. No sign of the new sector, though. That's because the new sector automagically has the same floor and ceiling of the original sector. Point at the middle of the floor, press [V] and select texture number 899. See? There's our carpet. Play about raising and lowering the roof and floor of the carpet sector to get a good understanding of what we've done just now. When you're done, set the floor and roof of the carpet sector to the same as the house sector and give all four walls a nicer texture: 783. Remember that you can use [Tab] and [Enter] to make life easier. 5.10.2.2 [Nice walls] Hmmm. The walls are suposed to have a wooden toe-rail along the bottom and a dark stripe near the ceiling, and currently they look wrong. Looks like we'll have to shift the texture up a bit: point at one of the walls and press [Shift]-[Num2] (that's the '2' key on the numeric keypad). See it move up a bit? Keep pressing [Shift]-[Num2] until the wooden toe rail is exactly right on the floor (walk up close to the wall to make sure no single line of brighter pixels is peeking underneath the wood). Now the wall is so high that the texture repeats on the upper part, so we'll lower the roof a bit. Sinve the texture is attatched to the roof, this lowers the whole wall into the floor. Point at it and press [O] (for Orientation). Move the roof again and note that the texture is now attached to the floor, not moving with the roof. Make the texture look good again by using [Shift]-[Num2]. Then lower to roof until the wall looks just perfect. Don't forget to lower the roof of the carpet sector by the same amount, otherwise it won't look right. If the other walls are not looking ok, point at the wall you've been working on and press [.]. This auto-aligns the textures of all walls (you might have to press [O] on the other three walls as well). 5.10.2.3 [Finally, the roof] The roof also isn't looking to good so far. Give it the texture number 182. And change the roof texture of the carpet sector to match, of course :) 5.10.3 [Saving your work] Nice. Now just so we don't loose everything, go back into 2D mode, press [Esc] and [A] (save As). Erase the name 'NEWBOARD' with [Backspace], type [DEMO] and press [Enter]. Now no matter what happens, we won't loose our work so far. 5.10.4 [Building a doorway] The house is well and good, but we're missing something important: a doorway out to the street. To create one, we'll need to be in 2D mode and create a sector connecting the street and the house. Move to the right of the house and zoom in a bit so you can see the grid very clearly. Move the cursor just underneath the white line defining the top edge of the house. See that little black dot on it just above the red cross? Move the cross until the dot is exactly three grid squares from the right edge of the white house sector and press [Ins]. A small green square appears: we've inserted a point on the white line, splitting it in two. Insert another point on the same line, two grid squares to the left of the first one. Now do the same thing to the bottom part of the street sector: insert two points just above the points on the house sector. These four new points will now define our doorway sector. Notice that the doorway will share two lines: the bottom one will also belong to the house, while the top one will connect to the street. Now build the door sector: point at the bottom left point and press [Spacebar], starting a new line. Point at the point on the bottom right and press [Spacebar] again. Keep doing this with the top right and the top left point. End the final line on the bottom left point, creating a rectangle which will immediately turn partly red. That's our new doorway sector. Look at it: the top and bottom lines are red (two-sided lines) and the left and right ones are white (one-sided). Let's view this in 3D: place the arrow on the street and switch into 3D mode. Doesn't look too good so far, does it? The doorway reaches all the way into the sky, appearing all wrong. So let's make it lower: walk into the doorway, point at one of the walls and keep pressing [PgDn] until the roof comes into view. The roof looks a mess because it's still parallaxed (the doorway took on the setup of the street sector - notice the floor is asphalt), so press [P] on it. Take a few steps backwards into the street and change the height of the doorway until you're happy with it (it should end just at the top of the dark windows). The walls look a bit messy, both over the doorway and inside it. That's because their textures are attached wrong - press [O] on them. Much better. Also change the doorway sectors floor, roof and wall textures to 773. Now we have a house which we can leave through a doorway and walk into the street! 5.10.5 [Adding a window] So, what's a window? Easy: just like a doorway, but with a raised floor and some glass in it. Since you now know how to build a doorway between the street and the house, go ahead and build another one somewhere to the left of the first doorway. Got two alike doorways next to each other? Textures looking ok? Right, step into the street. Point at the floor of the second doorway and press [PgUp] to raise it right up to the bottom of the black windows (looks better). All right! You've got yourself a window! However, it still doesn't look good - it's too high up, we can't look out comfortably. So, lower the roof and floor of the window sector until you can easily look into the house. Better, but now it doesn't fit the texture on the street as neatly anymore. So we'll use [Shift]-[Num8] to shift the wall texture down until it looks right. Notice how you're only shifing the wall texture over the window? Each section of a wall (separated by a point) can have its own texture, so you'll have to shift each walls texture. Remember that you can use [.] to auto-align textures for you (it auto-alignes all walls to the right of the one you pointed at, so shift the texture on the leftmost wall). 5.10.6 [Glass] Now we only need to add some glass into the window (so we can shoot it, yaaay!). Still in the street, point on the wall below the window and press [M]. The window will be walled closed with the ugly gray stone texture again. Point at it and give it the texture number 503. Voila! A glass pane! However, the white reflections on it loks wrong. Press [T] twice to make the window more transparent. You can also use [F] (Flip) and [Num4] as well as [Num6] to change the appearance of the window. (Of course, you can use these keys on any wall texture). If you make a mistake, you can reset the wall be pressing [/]. Remember to fix both sides of the glass pane. Now, all we have to do is make the glass breakable: point at it and press [B] (blocking movement) and [H] (hitscan on, meaning it can be shot). A glass pane on the very outside doesn't look to good, though - it should be in the exact middle of the window sector. Besides, it'll mess up the street texture when shattered. So, first we'll define a line where the glass will be: in 2D mide, insert a point in the middle of the left and right walls of the window sector. Point at the first point and (using [Spacebar]), draw a line across to the second point. The message 'Sector split.' will appear - the window sector is now made up of two separate sectors, and we'll put the glass on the line dividing them. But first, press [B] at the new line in 2D mode until it looks a normal red. Do the same for the upper line (where our glass is right now). Back in 3D mode, we'll remove the old glass pane by pressing [M] at it and insert the new pane by pointing just inside the window sector and pressing [M] again. Fix the window up using [Num4] and [Num6] and don't forget [T], [B] and [H]. 5.10.7 [The sloped roof] Remember we wanted to slope the ceiling of the house so it looks a bit like an A-frame? Well, of course each sector can only be sloped one way, so we'll have to split the house sector (and the carpet sector!) again: Insert a point in the middle of each horizontal wall in the house (the house walls and the carpet sector walls) so you get four points underneath each other. >From the top point, draw a line to the one just below it. The message window will say 'Loops joined.'. Keep going: connect the two points on the carpet sector ('Sector split.') and the lower two points ('Sector split.'). Now, still in 2D mode, we define the 'hinges' of the sloping ceiling. We'll hinge the roof in the middle, so first point inside the carpet sector just to the left of the new line and press [Alt]-[F]. Tis makes the selected line (the blinking one) the first line in the sector the mouse cursor is in. Do the same for the second carpet sector (the one on the right) and with both house sectors. Do the same for the second carpet sector (the one on the right) and with both house sectors. Now switch to 3D mode, point at the roof and press '[' and ']' to tilt the ceilings. (You'll have to raise the ceiling a bit - use [.] to realign the walls afterwards). If the ceiling tilts wrong, you've messed up the [Alt]-[F] bit. Make sure you've selected the right line at try again. You can use [/] to make a ceiling straight again. 5.11 [Trying it out] Let's try our new level out. Place the arrow in the street and press [ScrollLock] to set the dim red arrow which shows your starting point in the game. Caution: if the starting point is outside a valid sector, the game will crash if you try to run the map! In 2D mode, press [Esc], [Q] [Y] [Y] to exit the editor, saving your map. Now start up Duke3D by typing DUKE3D -map DEMP.MAP Fun! Walk through your creation, smash the window, look about. However, it sure gets old fast - plain walls with no decorations, and where are the enemies? 5.12 [Decorations] Let's keep our decorations simple: a flowerpot in the corner, a picture on the wall, a lamp on the ceiling and a burning barrel in the street. First call up Build again: BUILD DEMO.MAP (press [Enter] twice quickly) We find ourselves in 3D mode, at the player starting point. Walk inside the house, point somewhere at the floor and press [S] (insert sprite). Again, we're confronted with the ugly gray wall, this time standing upright on the floor. Try walking around it - note how it always faces you? Press [R] at it and see how it changes into a flat piece of paper. You can change its heading in 2D mode by pointing at the sprite (the small circle with the tail sticking out of it) and pressing [<] and [>]. Back in 3D mode, press [R] at it again - now it's flat on the floor. 5.12.1 [The flower pot] Make the sprite stand up again with [R] and press [V] to select a different sprite (number 1025). The wall changes into a flower pot! By the way, notice that sprite 1025 looked differently in the selection list? The pink bits will be transparent when the sprite is used. Now shift the flower pot into a corner: in 2D mode, make the grid a bit finer, point at the flower (now called BOTTLE7 by the program) and move it about by pressing and holding the left mouse button (you can shift the endpoints of walls in the same way, btw). All right! Now we have a flower pot in the corner of the room. Press [Tab] at it and use [S] in 3D mode to place some more pots on the floor. They will automatically shatter when hit. In 2D mode, the sprite appears pink - this means that the 'block moveemnt' flag has been set, and you can't walk through it. If for some reason you want to allow the player to walk through a sprite (fire, for example), press [B] at the sprite and watch it change color. 5.12.2 [The picture] The next sprite will be a picture on the wall. Point at the south wall and press [S] again. The flower pot appears again, but since we placed it on a wall, it's automatically flat already. Use [V] to change it into sprite number 1075 - a framed picture. Use [PgUp] and [PgDn] to position it on the wall. 5.12.3 [A hanging lamp] Next we'll hang a lamp from the ceiling. Point at the middle of the floor and press [S]. Change it into sprite number 979 (a hanging lamp). Well, not exactly hanging yet. So point at it and press [Ctrl]-[PgUp] to move it right up to the ceiling (yes, [Ctrl]-[PgDn] will place a sprite on the floor). 5.12.4 [The burning barrel] Finally, we'll place a burning barrel on the street. Walk outside and place a sprite number 1240 somewhere on the street. Note that this sprite will automatically animate to look like a burning barrel. If you had chosen one of the other three animation frames (sprites 1241 to 1243), it wouldn't have worked - - the flames would appear 'frozen' (try it). By the way, you can remove a sprite by pointing at it and pressing [Del]. You might also want to play around with the [Num2], [Num8], Num[4], [Num[6] and [/] keys. 5.13 [The enemy appears] The last thing missing is the enemy. So, go back into the house and place a sprite number 2000 in the middle of it. Ah, a PigCop! Try walking around it - note how you're always shown the correct side of the monster? Place another one next to the first one, but as number 2001. This one isn't moving, and the program calls it PIGCOPSTAYPUT (check it in 2D mode). All monsters have a STAYPUT frame - it means that they will walk around normally, but never change the sector they started in. Great for setting up ambushes. It also means that our second PigCop won't dare to leave the carpet :) Here's a cute trick: try making one of the cops transparent [T] to create a ghost :) Start the game up again, switch to God mode (type DNKROZ in the game) and watch the different behaviour of the two monsters. Note that you can place monsters in different poses to have them start up in them. For example, you can place a PigCop number 2045 (lying down) behind a low wall... 5.14 [The other players] All that's missing now is to set up the coop and DukeMatch starting positions of the other players. You'll need seven of each (the red arrow is the eight one for both coop and DukeMatch positions). Simply place sprites number 1405 (called APLAYER) everywhere you want a DukeMatch starting spot (be fair!). To differentiate the coop starting positions (which are usually all in a bunch somewhere) from the DukeMatch spots, point at them in 2D mode, press [Alt]-[T], [1] and [Enter] to give them a lo- tag of 1. 5.15 [Taking it from here] All right! Your first level! It's still a bit simple, so read through the next chapter and play around (save it first). The trick is to experiment as much as possible! Chapter 6 [The BUILD Editor] This chapter is intended as a reference to the BUILD editor, included on the CD. A big thanks to 3DRealms for giving us the very editor they used to design their levels! ## I've taken most of the info in this chapter from the build docs. I hope to extend this with lots of tips and tricks to the individual commands - so if you know anything, let me know! In this chapter, I'm describing the BUILD editor V041996 from 9/23/95. Press [F1] in 2D mode to see what version you've got. The program consists of two parts: 2D mode and 3D. 6.1 [2D Mode] 2D mode is used to design the sectors and place sprites accurately, much like a blue print. 6.1.1 [The Screen] The screen is split into four parts: 6.1.1.1 [The map] Most of the screen is taken in by the map. Shown on it are: The grid Made up of dark gray lines, the grid has 8 settings (7 magnifications and Off). All objects snap to the grid as they are places or moved. Sprites Small circles with a line indicating its facing. At high enough magnification, they will also display a tag: X Y NAME where X is the hi-tag, Y the lo-tag and NAME the name of the sprite as given in the NAMES.H file. A pink sprite is flagged as impassable. Points End points of lines are shown as small green squares. Walls Two types of walls are possible: one-sided walls are white, two-sided walls are red. Two-sided walls with the 'blocking movement' bit set are shown as pink, and glass (with the 'hitscan' flag set in addition) is a thick pink line. A wall can also display a ractangular sign at high enough resolution, showing the wall tags. Sector A sector is bounded by walls, and is not displayed as such (pity - DEU did a very good job of this, very useful). But if it is tagged, you can see a sign with the tag numbers on it, same as for walls and sprites. Mouse The mouse cursor is a red cross if grid locking is on and a white one if grid locking is off. Observer The observer (your position in 3D) is a white arrow. 6.1.1.2 [The Message window] This window shows the text 'DUKE NUKEM BUILD V041996 BUILD by Ken Silverman' (current version from April 1996). The right part is reserved for prompts like the Esc-menu. 6.1.1.3 [The Data window] The data window displays info about currently selected objects (like sectors, walls or sprites) and can also display some help texts. 6.1.1.4 [The Info window] The info window also consists of two parts: on the left is your current (x,y) position in units as well as your viewing angle. On the right it shows how many resources you have used up already. Interesting, because it shows you the limits imposed by the Build engine: you can have a maximum of 1024 sectors, 8192 walls and 4096 sprites. 6.1.2 [The mouse] Most of the time you'll have your right hand on the mouse and the left one on the keyboard. 6.1.2.1 [Move] Moves the mouse cursor (really!). Is also used to shape the selection box together with the [RightShift] and [RightAlt] keys. 6.1.2.2 [Left button] Used to drag a selected object or group of objects. 6.1.2.3 [Right button] Places the player at the mouse position. 6.1.3 [The keyboard] All keys named NumXXX are keys from the numeric keypad. 6.1.3.1 [Esc] Pops up the Esc-menu: (N)ew, (L)oad, (S)ave, save (A)s, (Q)uit. New starts a new map (after confirming with you). (L)oad pops up a selection list of all .MAP files (Caution! It doesn't ask you if you're sure, so save first before loading a new level. If necessary, abort the selection process with [Esc]). (S)ave saves the map under its current name, overwriting any map with the same name on the disk without comment. New, unnamed levels are automatically called NEWBOARD.MAP. save (A)s asks you for a name to save the current map under. All new maps should first be given a name this way. Beware that it will overwrite any map with the same name without comment. (Q)uit will quit the editor after confirming with you and offering to save your current work. 6.1.3.2 [Cursor keys] Move the player position. The player is clipped, so use the right mouse button to move if necessary. 6.1.3.3 [NumIns and NumDel] These keys will pan the player position sideways. 6.1.3.4 [Spacebar] Draw new sectors. The program is bright enough to know when you're drawing a new sector or adding to an existing one. Use [Backspace] to back up to the last point plotted. 6.1.3.5 [NumEnter] Toggles between 2D and 3D mode. 6.1.3.6 (RightShift) Used together with the mouse to select a rectangular region of objects (points and sprites) to move. Press again to deselect. Interesting note: if you drag a sprite normally (using the left mouse button), the sprite will be clipped, meaning it can't pass over high walls, into door sectors, etc. But if you select it with the right shift key first, you can move it anywhere you want. Real useful trick, this. 6.1.3.7 [Control-RightShift] Select all points of a sector, which can them be dragged with the left mouse key and stamped with [Ins]. 6.1.3.8 *RightAlt* Use together with the mouse to select all sectors within a rectangular area. Before moving the mouse, press [Ins]. Now the selected sectors can then be dragged with the mouse and stamped with [Ins] or you can rotate them with [<] and [>]. If you load a new map right after selecting sectors, you can even stamp the old sectors into the new map. To copy a sector properly is non-trivial - see 'How do I copy a sector' below. 6.1.3.9 [Ins] Insert something. If some objects are selected, it will insert these (points or sectors) - don't forget to drag them afterwards. If nothing is selected, it will insert a point on the current line. 6.1.3.10 [Del] Delete a sprite. 6.1.3.11 (RightControl-Del) Delete the current sector (the one the white arrow is in). 6.1.3.12 [A and Z] Zoom in and out. 6.1.3.13 [G] Change the grid size. 6.1.3.14 [L] Toggle grid locking. The color of the mouse cursor chages accordingly: red for locking on, white for off. 6.1.3.15 [J] Join two neighboring sectors. Press [J] in the first sector and again in the adjacent one. The adjacent one will take on all settings (ceiling height, textures, etc) of the first sector. 6.1.3.16 [Alt-S] Turn an inner sector into player space (used to create sectors within sectors). 6.1.3.17 [S] Insert a sprite. You can store a sprite in 3D mode by pressing [Tab] on it, making it the default sprite to insert. 6.1.3.18 [B] Toggle the 'block movement' flag on a line or sprite. 6.1.3.19 (C) Turn a line into a circle - move the mouse to change the circle. [+] [-] changes the number of points on the circle. [Spacebar] draws the circle. [C] aborts it. 6.1.3.20 [T] Set the sector lo-tag. 6.1.3.21 [H] Set the sector hi-tag. 6.1.3.22 [Alt-T] Set the sprite or wall lo-tag. 6.1.3.23 [Alt-H] Set the sprite or wall hi-tag. 6.1.3.24 [E] Change a sprites status list number. ## Anybody know what this does, exactly? What's a status list number? 6.1.3.25 [< and >] Change the angle of a sprite or selected sector. Use [RightAlt] to select sectors. 6.1.3.26 [Shift-< and Shift->] Change the angle of the sprite or selected sector in smaller increments. 6.1.3.27 [[ ]] This allows you to search backwards or forwards for a certain sector or wall. Select the tags to look for via [F8] (for walls) or [F9] (for sectors) and press '[' to search backwards and ']' to search forwards. If the sector or wall is found, the map will jump to it, placing the cursor at one of the points (probably the first one of the sector/wall). 6.1.3.28 ['-M] Pressing ['] and [M] together brings up a memory status window. Caution: I don't recommend using this option as BUILD gets unstable afterwards and will crash upon switching to 3D mode. Total Tiles Bytes taken up by all selected tiles? Total Sprites Bytes taken up by all selected sprites? Total Actors Bytes taken up by all actors (now what's that?) Total Memory Bytes needed for this map? Total W/Duke Bytes needed to run this map together with Duke3D? 6.1.3.29 ['-3] Pressing ['] and [3] together changes the tag display mode (very useful feature, this): 0: No tags displayed 1: Show sector tags only 2: Show wall tags only 3: Show sprite tags only 4: Show all tags 5: Show item tags only 6: Show tags of current sprite only 6.1.3.30 [F1] Shows a short help screen as well as the version number of BUILD (currently V041996). ## According to this helpscreen, [']-[1], [~], and [']-[9] should be doing something as well but they don't - anybody with more luck than me? 6.1.3.31 [F2] Increments the players x-position by one unit. Seems like a useless feature and my guess is that [F1] decremented the players position before 3DRealms turned it into a help button. 6.1.3.32 [F3] Decrements the players y-position by one unit. 6.1.3.33 [F4] Increments the players y-position by one unit. 6.1.3.34 [F5] If you are in a valid sector, this option will show some general info about your map, like its name and the number of items in it (the blue numbers mean the number of each item only found in multiplayer mode). This is particularily interesting if you want to make sure that you've got a good weapon mix with enough ammo and goodies. 6.1.3.35 [F6] If a sprite is selected, this will show a small help screen listing the numbers of all (?) sector effectors and their function. Otherwise, some more really useful info about your map is shown, this time containing the next free tag and the amount of monsters placed. 6.1.3.36 [F7] This shows a help screen listing all (?) sector tags with their function. 6.1.3.37 (F8) Allows you to search for a wall with specific hi- and lo-tags. If a sprite is highlighted, you can search for the sprite via its tags, too. '[' and ']' start the search. 6.1.3.38 [F9] As [F8], but you can search for a sector instead. 6.1.3.39 [F10] Increments the angle of the player by one unit. Looks like a singularily useless function. 6.1.3.40 [F11] Displays the message 'Grabbed wall sprite 0' - ?? ## 6.1.3.41 [F12] Takes a .PCX screen shot. Turn off the Grid before you press [F12], as it isn't shown properly. 6.1.3.42 [TAB] Show info on the current sector: Sector The number of the sector. Firstwall The number of the first wall (set with [Alt]-[F]). Interesting because: * The floor/ceiling texture orientates itself on it. * The floor/ceiling uses this line as a hinge when tilting. * Blastable walls lower the ceiling until the first lines touch - if your wall has triangular holes in it, this may be why. So make sure your first line is the lowest one. Numberofwalls The number of walls bounding this sector. Firstsprite The number of the first sprite in ths sector. Hmmm...anybody know if the first sprite is of similar importance as the first wall? ## Tags The hi and lo tags of the sector (also shown in hex). Change with [H] and [T]. Extra Describes as 'used by the game programer only'. Usually set to -1; anybody got details? ## Visibility The visibility in this sector, usually set to 0. Pixel height The height of the room in pixels. Each [PgUp] or [PgDn] in 3D mode changes this by 4 (= 256 units). Ceiling Flags The ceiling flag, shown in hex. The flags (with the keys used to change them in 3D) are as follows (the rightmost bit being number 0): 0: Set if parallaxing [P] 1: Set if tilted '[',']' 2: Set if x and y are swapped [F] 3: Set if texture size is halved [E] 4: Set if x-flipped [F] 5: Set if y-flipped [F] 6: Set if texture aligned with first sector wall [Alt-F] (X,Y) pan The x,y amount the ceiling has been panned. Use the cursor keys for this. Shade byte The amount of shade on the ceiling. 0 is normal, < 0 is lighter, > 0 is darker. Z-coordinate The z-coodinate of the ceiling. Smaller means higher. Each [PgUp] or [PgDn] in 3D mode changes this by 1024 units (= 4 pixel). Tile number The number of the ceiling texture. Use [V] to change. Ceiling heinum Amount of tilt. Palookup number Color palette to use (0 is normal). 6.1.3.43 *Alt-TAB* Show info on the current wall or sprite. The wall info is as follows: Wall Number of the wall (note that red lines are actually two walls, so it's important which sector you're in when pressing [Alt]-[TAB]). X-coordinate X-coordinate of left side of wall. Y-coordinate Y-coordinate of left side of wall. Point2 Number of the next wall to the right in the same sector. Sector Sector the wall is in. Tags The hi and lo tags for this wall, also shown in hex. ## Anybody got a list of interesting tag numbers? Flags The flag (in hex) of this wall. The flags (together with the keys to change them) are as follows (0 is on the very right): 0: Set if wall blocks movement [B] 1: Set if wall has two different textures [2] 2: Set if tile is aligned to ceiling (0 if floor) [O] 3: Set if x-flipped [F] 4: Set if masking wall (like window) [M] 5: Set if 1-way wall [1] 6: Set if hitscan enabled [H] 7: Set if transparent [T] 8: Set if y-flipped [F] 9: Set if reverse-transparent (?) [T] Flags The flags for the sprites are as follows: 0: Set if sprite blocks movement [B] 1: Set if sprite is transparent (see bit 9) [T] 2: Set if flipped Left/right [F] 3: Set if flipped Up/Down [F] 4: Set if sprite is flat upright [R] 5: Set if sprite is flat on ground [R] 6: Set if sprite is single-sided [1] 7: ??? 8: Set if hitscan enabled [Ctrl-H] 9: Set if very transparent, else slightly transparent (see bit 1) [T] Shade The amount of shade on the walls (smaller is brighter). Use [+] and [-] to change. (X,Y) repeat Used to stretch textures. Use the [NumCursor] keys to change this, press [/] to undo any accidential changes. (X,Y) pan Used to move textures. Use the [Cursorkeys] for this. Tile number The texture number used on this wall. Use [V] to set this. OverTile number The extra texture number for 1-way walls and masked walls. ## I'm not sure how this is supposed to work. On a wall with three textures (a window with glass on the maskable wall as well as two different textures above and below it) it stayed 0. Nextsector The number of the sector on the other side of the wall (-1 if there is none). Nextwall Number of the wall on the other side (only interesting if the wall is two-sided, otherwise it's -1) Extra Usually -1, and described as 'used by the game programmer only'. Which makes it irresistable :) ## Anybody got more info? Wall length Wall length in pixels. The grid at maximum size has a square width of 64 pixels. Pixel height Height of the wall in pixels. 6.1.3.44 [ScrollLock] Set the starting position to the current players position. Caution: if this position is set to an invalid position (outside a sector), the game will crash when you try to run this map. 6.1.3.45 [Ctrl-T] Toggle tag box display on the sprites, walls and sectors. 6.1.3.46 [Enter] Displays the text 'Highlighted line pointers checked'. ## Anybody know what this means? It sure doesn't protect you from invalid lines... 6.2 [3D Mode] 3D mode is where it's at! Here you stand right in your map and can change anything: floor/ceiling height, textures, etc. It's where you'll be spending most of your time. This mode is also what really makes BUILD stand out from other editors like DEU - you can spend a long time in here, fixing up your level to look just right. No more guessing around with the alignment, easily set the height of your rooms, see what everything looks like before you fire up the game itself...lovely. 6.2.1 [The screen] The screen shows the map as viewed from the players position. Two things deserve special note: FPS meter On the top left the current fps rate is shown. Keep an eye on tis while editing and don't make a room so complex that the fps drops too low! Also remember that others may be using a slower computer than you, so lets keep the fps high, ok? Mouse Yes, the little white cross is the mouse pointer, no it doesn't change color according to the 'grid locked' status, and yes, you move it with the mouse :) Also, sprites displayed in blue (palette 1, change via [Alt]-[P]) are only available in multiplayer mode. 6.2.2 [The mouse] Again, you'll be spending your time with the right hand on the mouse and the left on the keyboard. 6.2.2.1 [Move] Believe it or not, but moving the mouse actually changes the mouse cursors position on the screen, enabling you to point at anything you can see! Yes! 6.2.2.2 [Left button] Pointing the mouse at something, pressing the left mouse button and keeping it pressed keeps that object selected, even if the mouse pointer somehow strays from it (for example, when changing the height of an object). 6.2.2.3 (Right button) ## Anybody know if the right mouse button serves any useful function? I know of none (in 3D mode!). 6.2.3 [The keyboard] Lots of funny buttons for you to press! 6.2.3.1 [Cursor keys] Moves the player around, just like in the game. Press [LeftShift] to speed up your movement. 6.2.3.2 [CapsLock] This key cycles through the three different movement modes available to you: Game Mode Here you walk around like the player in the game. Use [A] to jump and [Z] to duck. Height Lock In this mode, you're always at the same height above the floor of the current sector. Use [A] and [Z] to raise and lower yourself. Float Mode You're completely unaffected by the floor and can smoothly change your height with the [A] and [Z] keys. 6.2.3.3 [PgUp and PgDn] Allow you to change the height of the object you're pointing at: raise or lower ceilings, floors and sprites. If you point at a wall, the corresponding ceiling will change height. Press [Ctrl]-[PgUp]/[PgDn] to move a sprite exactly to the ceiling/floor. 6.2.3.4 [V] Change the selected tile or sprite. 6.2.3.5 [Alt-V] This is supposed to change something called a 'Groudraw height map'. To me it just looks like it's selecting a tile as well. ## Anybody knows what's going on here? 6.2.3.6 [NumCursor keys] On a wall, these keys change the size of the texture. This means you're able to re-use textures for many different things, scaling them exactly as needed (perhaps showing only a certain part). Using these keys on a sprite will change the size of the sprite. Very useful indeed. Finally, the textures on a ceiling or floor can only be resized using [E], so these keys just scroll the texture, enabling you to align it accurately. 6.2.3.7 [Shift-NumCursor keys] Usable only on walls and ceiling/floors (sprites will ignore the shift key and resize instead), these keys shift the offset of the texture. In effect you're moving the texture without resizing it. 6.2.3.8 [/] Used to reset a texture or sprite to normal (undoes the effects of [Shift]-[NumCursor] and [NumCursor]). 6.2.3.9 [.] This key will try to auto-align all walls to the right of the selected wall if they are using the same texture. Caution: this has caused my system to crash on several occasions - - save before you try this! 6.2.3.10 [F] Flips the selected floor/ceiling 8 possible ways. Walls and sprites can only be flipped 4 ways. 6.2.3.11 [Alt-F] Determines whether the ceiling or floor texture aligns to the first wall. This is especially useful for tilted floors. 6.2.3.12 [P] Toggle parallaxing on floors or ceilings. This only works well on some textures (like 89..96, the cityscapes). 6.2.3.13 *Ctrl-P* Change the type of parallaxing used (three different types are available). 6.2.3.14 [G] This is supposed to give a floor height-mapping. ## Like [Alt]-[V], this doesn't seem to work for me. 6.2.3.15 [E] Toggles the tile size of floors/ceilings between normal and enlarged. 6.2.3.16 [R] Toggle floor/ceiling tiles between relative and absolute alignment. In absolute alignment, floor and ceiling tiles are aligned to the grid itself (thus allowing you to align them neatly to the usual rectangular floors). In relative alignment mode, the tiles align themselves to the first wall (set with [Alt]-[F] in 2D mode). This is very nice for odd-shaped, rotated, or moving sectors. 6.2.3.17 [O] Changes the wall texture orientation. A wall texture can start either on the floor or on the ceiling. This is particularily useful when building windows (make sure that the wall above and below looks ok) or DOOM-type doors (make sure the texture moves with the door). 6.2.3.18 [B] Toggle the 'block movement' flag on a wall. Usually used for glass panes, force fields or sector boundaries, as a one-sided wall always blocks movement anyway. 6.2.3.19 [T] Toggle the transparency flag on a wall or sprite. There are three stages: slightly transparent, very transparent, and opaque (normal). Of course, this only works on two-sided walls. Try it on monsters to create ghosts - pity it doesn't work on players >;) 6.2.3.20 [M] Point at the floor below a sector edge and press [M] to create a maskable wall. In effect, you're giving the sector edge a two- sided wall which is most often used in creating glass panes. 6.2.3.21 [Shift-M] Make a maskable wall just like with [M], but only on one side. This way you're able to create walls where you can only see through in one direction, for example. A window created this way will only show you the glass texture from one side. And you won't be able to shoot through it from the wrong side, either: it will be marked with floating bullet-holes, instead. When shattering it from the visible side, the bullet holes stay in the air... 6.2.3.22 [1] Create 1 one-way wall. Only possible on a two-sided line, this command will create a wall which only has a texture on one side. Monsters can see through this wall and will attack you, walking through the wall (if they're allowed to). 6.2.3.23 [2] If a wall consists of two sections (a top and a bottom one, like you find with windows), pressing [2] will allow you to separately edit the upper and lower texture. 6.2.3.24 [H] Toggles the hitscan bit on a two-sided wall. If this bit is set (default is off), the wall will react to bullets (shattering if it is glass, showing bullet holes if it is normal). If you set the hitscan bit on a sprite, the sprite will block bullets even if it doesn't block you. However, turning off the hitscan bit on a destructable sprite (like a bottle) has no effect. 6.2.3.25 [TAB] This remembers the current object (sprite or texture) and places it in the buffer. According to the Build documentation, it not only remembers the tile number, shade and texture setup, but also the cstat. Whatever that is. Some text appears, showing you what you have just selected: name, lo- and hi-tag, number of times used in map (only if you point at it), and MEM (amount of low RAM free?). If the graphic toggle is on (use [']-[G]), an image of the selected texture is shown as well. Press [TAB] again on the same texture to turn that display off. Use one of the keys below to paste the object back. Note that you have to use the big [Enter] key, not the one at the numeric keypad: 6.2.3.26 [Enter] Copy the selected object to whatever you're currently pointing at (meaning you can replace sprites and textures this way). Shade and (for textures) the x-repeat values are copied as well, while the y-repeat is modified to make the pixels square. 6.2.3.27 [Ctrl-Enter] Copies the selected texture to all walls in a closed loop. Use this to change the appearance of a whole room at once. 6.2.3.28 [Shift-Enter] Copy the shade value only. 6.2.3.29 [Ctrl-Shift-Enter] This function auto-shades a sector: Make one of the walls the lightest shade and another one the darkest one. Point at the lightest wall and press [Ctrl]-[Shift]-[Enter] - all walls on the loop will be smoothly shaded. Somehow, this function never worked very well for me: wall shading is very harsh and non-smooth, so I usually shade by hand. 6.2.3.30 ['-ENTER] Pressing ['] and [Enter] copies the tile only, leaving everything else (especially the shade!) as it is. 6.2.3.31 ['-R] Toggles the FPS display on and off. This is only good for taking screenshots, as the FPS is one of the most important considerations in level design. 6.2.3.32 ['-D] This is supposed to change the skill mode, but on my system only the text '(something something) not found' flashes up and nothing changes - skill mode stays at 1. 6.2.3.33 ['-W] This toggles the sprite display between several modes: Display all Sprites No Effectors (Sprites 1..10 are not displayed) No Actors (No players or monsters are shown) None (No effectors or actors shown) This is nice if you want to do some changes to the map without being bothered by monster images. 6.2.3.34 ['-G] This toggles the display of the selected texture (via [TAB]) on and off. 6.2.3.35 ['-Y] ## Listed as 'Toggle purple background', I haven't found out what it does yet. 6.2.3.36 ['-T] Allows you to change the lo-tag of the selected object. 6.2.3.37 [-H] Allows you to change the hi-tag of the selected object. 6.2.3.38 ['-S] Allows you to directly type a shade value for the selected object. Very nice for setting the shade on goodies to 128 (= -128, as 127 is max. shade and you can't enter negative numbers) to make them very visible from far away. 6.2.3.39 ('-V) Changes the visibility of a sector (how fast it darkens with distance). 6.2.3.40 ['-C] Changes the global shade of a sector to the shade of the object currently selected. 6.2.3.41 ['-Del] ## Sets the cstat to 0. Anybody know what a cstat is? 6.2.3.42 *Alt+-* Changes the visibility of the current sector. 6.2.3.43 *CtrlAlt+-* Changes the global visibility for the whole map (careful with this!). 6.2.3.44 [F1] Shows a short help menu, listing the less-commonly used commands. Pres [F1] to remove it again. 6.2.3.45 [F2] Increments the players x-position by one unit. Seems like a useless feature and my guess is that [F1] decremented the players position before 3DRealms turned it into a help button. 6.2.3.46 [F3] Decrements the players y-position by one unit. 6.2.3.47 [F4] Increments the players y-position by one unit. 6.2.3.48 [F5] Nukes the 3D display, forcing you back to 2D. Strange function indeed :) My guess is that the system tries to display the same text it does in 2D mode and messes up the graphics along the way. 6.2.3.49 [F6] Same as [F5]. 6.2.3.50 [F7] Same as [F5]. 6.2.3.51 [F8] Same as [F5]. 6.2.3.52 [F9] Rotates the players view left a bit. 6.2.3.53 [F10] Rotates the players view right a bit. 6.2.3.54 (F11) Changes the gamma correction (makes the screen lighter). This is not terribly useful, as the settings aren't saved and the gamma seems to reset when moving between some sectors. 6.2.3.55 [F12] Takes a .PCX screen shot. 6.3 Typical mistakes to avoid This section contains, in no particular order, common errors which you should avoid: 6.3.1 Crossed lines By this I mean bounding lines from the same sector crossing each other. While the game will allow this, it usually looks bad. 6.3.2 Overlaying lines Overlaying lines very often leads to mysterious graphics glitches (a door texture suddenly spilling onto the floor is a typical example). Rather place the lines very close to each other (using Grid lock off). 6.3.3 (Hall Of Mirrors) The Hall Of Mirrors (HOM) is caused by a missing texture and is only really possible if BUILD is about to crash or you converted a DOOM map via WAD2MAP. 6.3.4 (Door side tracks) Make sure the side tracks of doors don't move up with the door if building a DOOM-type door. Use [O]. 6.3.5 (Unaligned Textures) Aaargh! Unaligned textures are one of the most ugly design errors around, and BUILD makes it so easy to avoid them! Use [.] a lot, and look at all the corners to make sure the textures fit. 6.3.6 (Missing Player Starts) Make sure there are at least 7 co-op and 7 DukeMatch player starts in your map (the 8th one in each case is the normal player starting point). Chapter 7 How to... This chapter is intended as a cookbook: how to create different effects. If you find out something new, please let me know and I'll add it here. 7.1 Extracting the original maps It's a very good idea to extract the original maps for Duke3D and see how 3DRealms did things. It has the additional effect of making you realize just how much work is in these levels :) The command KEXTRACT DUKE3D.GRP *.MAP will extract all map files from Duke's group file. 7.2 Abbreviations In order to easily describe tags, sector effectors and the like, I use some abbreviations: Bomb A sprite with the tile number 1247 (yellow gasbottle), x-shrunken as narrow as possible. It is intangible to the player, but blows up when triggered. [x,y] The tags of a sprite or wall: x is the hi-tag, y the lo-tag. Example: [0,34] describes a hi-tag of 0 and a lo- tag of 34. (x) Tile number (refers to sprites, too). Example: (621) is the camera sprite. Controller A special sprite (tile numbers 1..10) which is not shown at game time and controls the environment in some way: S Sector effector Example: S [100,256] means to insert a Sector effector with the hi-tag 100 and the lo-tag 256. A Activator T Touchplate L Locked activator M Music and SFX L+ Locator C Cycler D Master switch R Respawn Sp Speed 7.3 (Player starting points) Player starting points are marked by sprite number 1405. You'll need to place at least 7 players (the player start position is automatically included, so you don't have to set a sprite there specifically for it). Dukematch starting points have no tags. Coop starting points have the tag [0,1]. 7.3.1 (Notes) * As far as I know, you can place any amount of dukematch starting points. ## Anybody knows what happens with too many coop starting points? 7.4 Glass panes Glass panes are simply two-sided walls maskable walls (created by pointing on the floor in front of a two-sided line and pressing [M]) with the 'block movement' [B] and 'hitscan' [H] flags set. The texture has to be glass (503). 7.4.1 *Notes* * To create unbreakable glass, simply use a glass sprite instead of the glass texture. 7.5 *Invisible forcefield* Often, you'll want to place an invisible forcefield someplace (it ripples if hit, but doesn't damage the player). Simply build a glass pane, using sprite 230 instead. This tile can be made so transparent/dark as to be completely invisible. 7.6 [Doorways] A doorway is nothing but a sector connecting two other sectors. Simply lower the roof a bit, align the textures (use [O] and [.]) and you're ready to go. 7.6.0.1 Notes * You can make arching doorways by splitting the doorway into several sectors and tilting the roof or even the floor. 7.7 Windows A window is simply a sector with a raised floor and a lowered roof which has been inserted into a normal wall. Follow these steps to insert a window into a standard wall (made up of one-sided walls): * We'll assume the wall goes from east to west. * In 2D mode, split each of the lines making up the wall twice where you want the window to be, forming a rectangle of points. * Connect these rectangles with lines; a new sector will be created. This is your window sector. * Switch to 3D mode. Raise the floor a bit and lower the roof of the window sector until the window looks about right. * If you want, insert a glass pane in the window sector. It'll look especially good if you split the window sector, adding the glass in the exact middle of the window sector instead of on the edge. * Align the textures. You can auto-align by pointing to the left-most wall and pressing [.]. 7.8 (Air ducts) Air ducts are just sprites in fron of holes in the wall. They will break automatically. 7.8.1 (Notes) * Useful sprites are 407 (rotating fan) and 595 (metal grate). * Make the duct itself nice and narrow, about as wide as the grid at maximum size (1024 units or 256 pixels). * For the duct inside, you can use the textures 342 and 343. Use 341 for a hole broken in the duct. * If the above textures are used, the air duct sound is created automatically. 7.9 Angled surfaces To tilt a sector surface (roof or ceiling), point at it and press the '[' and ']' keys. 7.9.1 (Notes) * The surfaces will always use the first line of the sector as hinge. To set the first line, point at it in 2D mode and press Alt-[F]. * To undo your changes, press [/]. * Use RightShift-'[' or ']' for small changes and LeftShift-'[' or ']' for very small changes. 7.10 Secret places To mark a sector as secret, just tag it [0,32767]. A player will be credited for finding it as soon as the sector is entered. 7.11 Multiplayer sprites To make an object appear only in multiplayer (coop or DM) play, use Alt-P to give it a palette of 1. 7.12 Level-end button Also called the nukebutton, this sprite (142) is used to end the level. Tag it [0,x], where x can be: 32767 End level, go to status screen and then on to the next level. 1..11 End level, go to level 1..11 (eg. [0,10] would take the player to the (secret) level 10). 7.12.1 Notes * To get the secret-level color on the nukebutton, set its palette to 14. 7.13 Level-end sector Tag a sector [0,65535] to end the level when a player enters this sector. 7.14 Cameras You can place cameras around the map, which will relay an image to one or more viewscreens. 7.14.1 (Setup) The security network consists of three objects: Channels A channel transports the video data from the camera(s) to the viewscreens. It is just a number. Cameras (621) [Mobility,Channel] They have to be sprites, and can be placed anywhere in a room, facing in any direction. Using the lo-tag, you can even set the camera mobility: higher numbers allow the camera to move through a wider arc. Some example numbers: 0: Immobile 128: Very jerky (too short) - not recommended 256: Normal panning Viewscreens (502) [Channel,0] Viewscreens have to be sprites, too. 7.14.2 *Notes* * The camera shade controls the down-angle: 0 is horizontal, -80 is most common, -128 is maximum down. * If several cameras share a channel, the viewscreen connected to this channel can cycle through all connected camera views. * It is advisable to hide the viewscreen behind a harmless forcefield (230), to cause the well-known purple circles when it's being shot at. * Mobile cameras shouldn't be flipped, as the animation isn't flipped as well. * The angle of the camera should point into the iddle of the desired panning arc. The arc angle is easily calculated: 90x = 512. * Don't place the cameras too close to the walls. 7.15 (Demo cameras) Demo cameras can be placed anywhere and will automatically film duke from the outside when recording a demo. Neat. 7.15.1 (Setup) The camera is just an S[ViewDistance,27]. Don't use the sprite itself. 7.15.2 *Notes* A ViewDistance of 7000 works fine. 7.16 Blastable walls (user control) Such walls can be blown up by detonating something close to them (a pipebomb, RPG, etc). 7.16.1 Setup * First build the wall with the hole already in it (usually consisting of several sectors with angled floors and ceilings). * In each of these sectors, place an S [Channel,13]. On the wall to be blasted, place a (possible semi- transparent) crack [Channel,0] (546-549), facing the player. Fire extinguishers (916) can be used, too. * If you want, place bombs on both sides of the wall for realism [Channel,DelayUntilExplosion]. A delay of 8 is very short, while 2000 takes ages before it explodes. 7.16.2 *Notes* * A wall with a crack on each side will blow ok, but the other crack will remain hanging in mid-air. * Blastable walls retain no bullet holes until they blow. * Here the first line of a sector is important again - the floor and ceiling are moved together until the first wall sides touch. So if your wall shows some triangular holes, this is where to look: make sure your first walls (set with Alt-F4) are the lowest ones. * If you give the crack a palette number of 1, it can only be blown in multiplayer games. * It might also be a good idea to create a wall with a nicely blasted hole in it and cover it with a nicely solid wall, thin as paper. Then blast this thin wall completely away, revealing the hole - this is often easier than laborously building a hole made up of dozens of sectors, each with its own sector effector... 7.16.3 [Tips] * Use texture 852 (blasted concrete) on the inside of the hole. * Carefully align the wall textures. Especially the sideways alignment is important, as the wall looks real bad if this is not done properly - use the [.] key. 7.17 Blastable walls (triggered) The work just like user-controlled blastable walls, except that they can only be blown by program control, not by the user. They are triggered by a T [0,Channel], and you can even add a time-delay from the moment T is activated to the explosion of the wall. 7.17.1 Setup * First build the hole just as outlined above. However, you won't need to place a crack. * In just one of the hole sectors, add a D [Delay,Channel]. Delay ranges from 0 to 255, 255 being longest. * Place at least a bomb [Channel, Delay] in the same sector as D. Delay ranges from 8 (blow right away) to over 2000 (take ages, can be used for nasty traps) with typical values being 8,16 or 32. For realism, place some of these on both sides of the wall as well. * Place a T [0,Channel] in any sector. It will go off as soon as the player enters the sector. 7.17.2 Notes * You can blow several walls open simultaneously, but don't use different delays - the world shakes, but the holes only appear when the highest-numbered D blows. 7.18 Conveyor Belts Conveyor belts are sectors which will transport any sprite on them in a certain direction. 7.18.1 Setup * S[0,24] in the conveyor belt sector, facing in the direction the belt should move. * Optionally, add a Sp[0,BeltSpeed] to change the belts speed. 7.18.2 [Notes] * You might have to rotate the sectors floor to make it look right - I've had a belt going one way and the texture scrolling another way... * To create running water, just set the sector tag to [0,1]. * Typical conveyor belt tile is (1156). 7.19 Mirrors Mirrors are interesting in that they require a rather large room behind the mirror (check E1L1 for example). This room must be able to contain any part of the room visible in the mirror, otherwise you'll get graphics glitches. A mirror is in effect a masked wall (created by pointing on the floor in front of a two-sided wall and pressing [M]) with the texture 560. Then make the mirror single-sided by pointing at it and pressing [1]. Finally, point at it and press [B] and [H] to set the 'block movement' and 'hittable' flags. 7.19.1 *Notes* * You can make the mirror unbreakable by now setting the 'block movement' and 'hittable' flags. It will still be broken by an explosion close to it, though. * Mirrors have a range limit - if they're viewed from too far away, they'll default to showing a parallaxed sky texture. * If the 'mirror room' is too small, weird graphic glitches can occur. * Also, the 'mirror room' has to have the same floor/ceiling height as the room being viewed - you'll get glitches when jumping/ducking if it isn't. * If you set clipping and walk through the mirror, you: - will die if you leave the mirror room, - get stuck if you deactivate clipping, and - notice graphic glitches underneath the mirror (viewed from inside). 7.20 *Garbage cans* Garbage cans (1232) can spawn something else when shot - just set its tag to [0,ObjectToSpawn]. You can't spawn every possible object though (I tried toilets :), but things like shotgun ammo (49) work well. 7.20.1 *Notes* * Rubbercans (1062) can't be made to spawn something, they always create rats. Although, of course, this can be changed in the GAME.CON file (line 204). * A garbage can can spawn a garbage can :) This way you can also see that the default sprite size is too large: the spawned cans are quite a bit smaller than the original ones. 7.21 *Revenge of the dancers* When a dancer is shot, you can make an enemy appear. Just set the dancer sprite to [Channel,0] and place one or more R [SpriteToAppear,Channel] anywhere. 7.21.1 *Notes* * You can make lots of things appear, I've even had success with burning barrels (1240). * If you try to spawn an invalid object (like another dancer or a sign), the respawn spark appears (including the sound), but nothing warps in. This might be used to faze players. * A dancer can spawn a weapon, preferably in the same place as the dancer. This makes it look as if the woman was armed (wonder where she hid that Devastator). 7.22 *Buzzing phones* To have a phone buzz if the player tries to activate it, place a switch (132) on the phone (967), tag it [174,278] and rotate it away from the player to make it invisible. 7.23 (Light switches) Light switches turn the light in one or more sectors on and off ('on' is the brightness of the S, 'off' is the original light level). 7.23.1 Setup * Place a switch (eg 164) [0,Channel] sprite anywhere. * The sectors to light up need an S [Channel,12]. 7.23.2 * You can use several switches on the same channel, they operate simultaneously. * Switches work just fine if used on their own - perhaps this could be used by players to communicate? * The hitag of the switch controls the sound the switch makes on activation. 0 is the normal 'click', but try the others... 7.24 [Permanently rotating sector (gears)] You can set up a sector to keep rotating around a midpoint, like the gears in E1L3. 7.24.1 [Setup] First, build your sector. If the floor is to be visible, make sure that you've set the texture alignment to 'relative' (use [R]) so it rotates with the sector. You'll need these tags: S [Channel,0] Defines a rotating sector. S [Channel,1] Defines the sector rotating axis. The direction defines the rotation: up is clockwise, down is counterclockwise. Sp [0,Speed] Default rotation is rather fast, so you might want to add an Sp[0,64] for slower movement. M [HearingDistance,SoundNumber] The distance obviously depends on the size of your rotating sector - try 8000. Good SoundNumbers to use are 87 (grinding gears) or 89 (machine at work). 7.24.2 [Notes] * The two S must be on top of each other, as the sector will behave strangely otherwise. I've had gears rotating around an arbitrary midpoint causing a HOM when moving over you. * M is usually placed on the pivot point, too. * A gear will pick you up if it sweeps towards you. To make pushing/squashing gears, raise the floor of the rotating sector all the way up to the ceiling. 7.25 Doors Ignoring simple doorways, real doors come in several flavours, consisting of one or more moving sectors, sector tags and some controllers. Note that all controllers must be inside the door sector(s), not right on the edge (turn off grid locking ond place it real close to the edge, if necessary). 7.25.1 (Standard hinged) A hinged door opens by rotation 90 degrees sideways. The door sector [0,23] contains three special sprites: S [Channel,11] The location of the sector effector defines the rotation axis, the direction the rotation direction: up counterclockwise turn down clockwise turn Sp [0,Speed] Speed ranges from 8 (very slow) to over 1000 (real fast). ## I think you can leave this away for a default speed, but I'm not sure about this. M [Sound2,Sound1] Sound1 is the sound number to play when the door is opened, Sound2 when it's closed. Usually, these sounds will be the same. 7.25.1.1 (Notes) * Take care to set the ceiling texture to 'not relative' using [R], otherwise it'll rotate with the door. * Make sure that the door doesn't rotate out of its original sector (for example, into a room with a higher ceiling) as the graphics will mess up. Thus the sector containing the door sector has to be large enough. * You can open/close several doors simultaneously (building double doors, for example) by allocating each door the same channel. * Do not attatch any part of the door to any other sector, the whole thing will twist (creating interesting effects, btw). * Turn off grid locking [L] to position the S as close as possible to the edge of the door. 7.25.2 *DOOM-type door, remote control* A DOOM-type door is actually a thin sector of its own. It closes by lowering its ceiling down onto the floor. This door opens by remote control (a switch) by raising the ceiling from the floor, delays a moment, and lowers the ceiling onto the floor again, closing the passageway. 7.25.2.1 Setup * Switches (132) [0,Channel] can be placed anywhere. Must be sprites. * The door sector [0,20] contains 4 controllers: M [ClosedSound,MovingSound] (eg 0,167) Sp [0,Speed] (eg 0,88) S [OpenDelayTime,Channel] A [0,Channel] 7.25.2.2 Notes * Switches can be hidden by letting the sprites face the wall and adding another sprite facing the player on top of it (as done in the toilet of E1L2 with the blowdryer). * If the door is half-open at game start, it will close automatically. * Don't make OpenDelayTime (the time to wait after closing the door again) too short! A door with a value of 128 will close real quick. If the time passes before the door has fully opened, it will malfunction (could be used by design, though). 7.25.3 DOOM-type door, local control These work in the exact same way as the remote-controlled version, but you don't need a switch to open them - just press on the door itself. Simply build the door as above, leaving the S and A controllers out. 7.25.4 (Sliding sideways) While most doors simply move the floor or ceiling (aka DOOM-type doors) or moving/rotating a sector, the sliding door is made up of one-sided walls which are shrunk by a sector wrapped around them. A perfect example can be found in E1L3, just to the right of your starting point. Since I found that I'm no good at explaining this in words, allow me to use some cheapo ASCII graphics to guide you through a step-by-step design :) We have a doorway where we want to insert a sliding door. It shall slide into the left wall: - ---------------*................*----------------- | | | | Key: * Point | | . 2-sided wall | | | 1-sided wall | | | | | | - ---------------*................*----------------- We start by adding a sector inside the doorway sector: - ---------------*................*----------------- | | *...............*| | .| | .| | .| *...............*| | | - ---------------*................*----------------- Note that the new sector goes nearly all the way across. I usually try to avoid overlaying unrelated lines, as they can cause ugly graphics glitches. Give the new sector a tag of [0,25]. Next we simply extend the inner part of the left wall across, forming the door itself: - ---------------*................*----------------- | | P1 *...............*| P2 *-------------\ .| *.| P3 *-------------/ .| P4 *...............*| | | - ---------------*................*----------------- The door has a triangular endpoint, you'll see why as we shift points 2 and 3 (marked as P2 and P3 above) onto the points 1 and 4 (marked as P1 and P4 in the sketch): - ---------------*................*----------------- | L1 | P1/P2 *------------ ..*| \ .| *.| / .| P3/P4 *------------...*| | L2 | - ---------------*................*----------------- And here's why it's triangular: so we still see a bit of the sector below; we now insert some sector effectors into it: * S[Channel,15] * M[DoneSound,MovingSound] * Sp[0,DistanceToOpen] If you open the door now, the lines L1 and L2 (on the left) will twist backwards. To avoid this, move P1/P2 and P3/P4 a bit to the left, insert a point in L1 and L2 and move this point down (or in P2s case, up) onto the line so you get this: - ---------------*................*----------------- | L1 | P1/P2 *--*------------ ..*| \ .| *.| / .| P3/P4 *--*------------...*| | L2 | - ---------------*................*----------------- Voila! Press against the door to open it. Sorry about the ugly sketches, but the above is a lot easier to understand than the gamboozle that was here in v0.4 of the FAQ :) 7.25.4.1 (Notes) * A typical sliding door texture is 447. * Changing the heading of the sector effector produces interesting (and usually, buggy) results. 7.25.5 Star Trek door This door slides sideways, compressing its texture as it does so. The door is activated by pressing against it. 7.25.5.1 Setup This door is very similar to the sliding door. Let's assume your doorway goes from north to south and the star trek door thus slides east/west: * Create the sector containing the doorway. * Using horizontal lines, split this sector into three sectors. * Extend the doorway sectors walls into the middle sector of the doorway, forming the doors themselves. Let the doors meet in the middle. * Now tag the middle sector: [0,9] * Add two sprites to the middle sector: M[0,Sound] (eg. [0,259]) Sp[0,OpeningSpeed] (eg. [0,64]) And that's all! 7.25.5.2 [Notes] * If you extend the middle sector straight to the east and west (like the sliding door), the door texture will be longer although part of it will be hidden. This will make sure that you can hardly see the compressing effect while the door opens. * The door sound is played twice (bug). Thus my Star trek doors are always totally silent. 7.25.6 Four-way door These doors open in both directions (up/down and left/right) at the same time when activated. Simply build a star trek as above, but let the floor and ceiling of the middle sector meet in the middle and give the middle sector a tag of [0,26]. These doors look very nice indeed :) 7.25.6.1 Notes * It is possible to get these doors to misbehave: try triggering a low, long door again while it is already opening. The roof will start to close again while the walls are still opening. Now the door will be difficult to navigate: as the roof opens, the walls close and vise versa. Of course, this can be fixed by triggering the door again in quick succession, but it interesting to know. * The above bug can be used for special doors - simply design the walls to be open at the start, and the door will react as above. You can get through it if you run, though. 7.25.7 *Clamshell doors* Clamshell doors split horizontally when opening - the top half disappears into the ceiling, the bottom half into the floor. Just build a DOOM-style door, but tag the door sector [0,22] and make sure the floor and ceiling meet in the middle. 7.25.8 Teeth doors ## I've found some info on building teeth doors, but I didn't get them to work. The BUILD docs say that teeth doors weren't tested in the game and might make trouble in multi-play. 7.25.9 Auto-closing doors Simply add an S[DelayTime,10] in the door to auto-close. 7.25.10 *Switch-controlled doors* Every door can be opened via a switch as well: Simply add a switch somewhere and tag it [ActivationSound, Channel]. Inside the door, place two effectors: S [OpenDelayTime,Channel] A [0,Channel] 7.26 *Shrinking sector (remote control)* This will shrink a sector (for example a curtain) on the flick of a switch. Pressing the switch again will regrow the sector. 7.26.1 *Setup* * Place one or more switches anywhere [ActivationSound,Channel]. * Inside the sector to shrink [0,27], place three controllers: S [Channel,20] facing the movement direction. A [0,Channel] Sp [0,OpeningDistance] 7.26.2 *Notes* * Don't open the sector too wide - it will move through the wall, creating ugly HOM effects. * Have a look at the floor if a hanging sector moves - it looks strange. Use [R] to get rid of the effect. 7.27 (Automatic cannon) An automatic cannon will fire an object every 5 seconds in a certain direction as soon as it's been activated by a masterswitch. 7.27.1 (Setup) Place an S with [0,36], marking the shot spawn shot. Aim it whereever you please. Add an Sp[0,ObjectNumber] in the same sector. ObjectNumber is the tile number of the object to fire from S. Add a D[0,TriggerChannel] in the same sector. You can hook, for example, a T[0,TriggerChannel] anywhere to start the gun up. 7.27.2 (Notes) * I've found the following objects to be possible ammo: 1360 Psionic blast. Aimed slightly down, and has a limited range. 1625 Laser. 1636 Spit. Aimed slightly down, and has a very limited range. Makes no noise at all. 1641 Freeze blast. Always aimed at player, but has no effect on him. Looks cool, though :) 1650 Mortar. The mortar ball drops down at a steep angle and explodes on impact. 2556 Shrink ray. 2605 RPG. Will always aim at player, regardless of aim or LOS. 7.28 (Lethal sectors) To make a sector instantly lethal to the player (even in God mode), parallax BIGORBIT as the ceiling. 7.29 (Earthquakes) Earthquakes have three effects: * The screen shakes for about 4 seconds and the earthquake sound is played. * Sectors can tilt. * All SE[0,33] on the whole map spawn rocks and debris. 7.29.1 (Setup) Place an S[0,2] on every sector to tilt. Place an D[0,TriggerChannel] in the same sector. If you want, place S[0,33] anywhere on the map. Earthquakes have to be triggered, for example with a T[0,TriggerChannel] anywhere. 7.29.2 (Notes) * To tilt sectors, they have to be tilted on the map by a maximum of 4 clicks (you can tilt more, but it won't have any effect). Such sectors are shown flat at startup. * You can put S[0,33] anywhere - they are triggered by any earthquake on the map. Try putting them slightly under the floor, or high in the air for special effects. * The build docs claim that a sector will move in the S[0,2] direction during an earthquake, but I've never seen that. 7.30 Elevators Elevators come in two kinds: those where just the floor moves (open elevator) and those where the ceiling moves as well (closed elevator). Both rely totally on sector tags: except for the sound, no controllers are used. 7.30.1 Setup An elevator is simply a sector that moves from the nearest low floor to the nearest high floor. Thus the only important thing really is setting the floor heights of the adjacent sectors properly. Tag the sector according to the desired elevator type: [0,16] Open elevator [0,18] Closed elevator 7.30.2 (Notes) * You can set an elevator at the top or the bottom to start with, it doesn't make a difference. You can even set it at half-way. * Elevators must be the right size. If the elevator seems to go on forever, the ceiling of the first room is too high - try fiddling with this or pressing [SpaceBar] in the game to reverse the elevators direction. * There are two more sector tags available to elevators: [0,17] (open elevator) and [0,19] (closed elevator). They're supposed to control the starting position of the elevator, but _you_ do that already simply by placing the elevator at the desired starting height. ## Anybody know what's going on? 7.31 (Remote-controlled Elevators) Remote-controlled elevators are just like ordinary elevators, except that they're operated via a switch somewhere (or several switches, of course). 7.31.1 (Setup) To turn an ordinary elevator into a remote-controlled one, just add an A[Channel,0] in the elevator sector and place switches tagged [Channel,0] anywhere. 7.32 Teleporters Teleporters move players instantly between any two points. 7.32.1 Setup Teleporters are not sectors, just sector effectors. They do need the floor tile 626, though. S [Channel,7], facing is the same the arriving player should face. 7.32.2 (Notes) * A teleporter without a floor tile 626 only act as receivers. * A single teleporter without a destination will kill the player. * If the S is off the ground, the teleporter is silent - useful for transporting players around the map without telling them about it (see E1L1, falling down the airduct, as an example). * When using more than two teleporters on the same channel, you always land on the teleporter with the lowest sprite number. If teleporting from the lowest sprite number, you end u on the next-highest one. * Teleporters don't work if you fly over them. * Don't create a teleport sector with two of the walls being masked, blocked and hitable. It messes up. * ## I've had strange effects when firing rockets into two teleporters set up in a line - the rocket reappeared _behind_ me, angled slightly to the right (thankfully :) Any ideas? 7.33 Swimming pools Swimming pools allow the player to jump into the water and dive around under the water surface. 7.33.1 Setup A swimming pools consists of at least two sectors: one is the room above the water, one is the room below it. An teleporter secretly moves the player (and any other objects, like pipebombs) between the levels as required. The sectors sharing the water surface have to be the exact same size and shape (of course). The teleporter connecting them needs a unique channel number. Above-water sector [0,1] S [Channel,7] Below-water sector [0,2] S [Channel,7] 7.33.2 (Notes) * The floor/ceiling types for the water surface don't matter - all objects will always be transported correctly, water will splash, etc. This allows you to generate hidden traps, mud, etc. * If you split a pool into several sectors (for example in order to create a pool with a shallow and a deep end), you have to split the above-water sector as well and add a sector effector in each new sector, each with it's own channel. * Interesting things happen if the S is not exactly on the floor (use [Ctrl]-[PgDn]). * Don't place a toilet underwater. While Duke can use it, he won't be able to surface anymore afterwards (bug). 7.33.3 Tips * Nothing to stop you from adding sector to the below-water sector, forming an underwater tunnel leading somewhere else; perhaps even surfacing in a different pool. 7.34 (The Grapplers) Grapplers are hooks descending from the ceiling which will pick up objects (including players), transport them somewhere else and drop them off again. 7.34.1 (Setup) * Add a crane pole [Channel,0] (1221) at the place where something is to be picked off. Place it in its own sector, as the crane will pick up anything that moves into this sector. * Place the crane itself [Channel,0] (1222) at the destination point. 7.34.2 (Tips) * Grapplers don't pick up everything - I'm still fiddling around to try what is actually transported. Players are, as are monster corspes. * As the crane move across the ciling, it's a good idea to place some kind of raised texture there (353 works well). 7.35 (Overlapping sectors) While DOOM was 2.5D because of its strictly 2D map, Duke3D is 2.75D: while the data structure allows you to design several sectors over each other, the graphic engine can't display more than one ceiling and one floor over each other at a time. This means you can't: * Build a real bridge. * Build two windows over each other. * Build a house missing a wall, showing several floors over each other. However, you can: * Build a house where you can actually walk on the roof (as long as the house doesn't have windows). * Build corridors crossing over and under each other. * Build a house with two stories above each other, as long as the windows are on opposite sides of the house (and facing into different sectors). Building overlapping sector is easy: Just draw the first sector, move floor and ceiling where you want them, then draw another sector overlapping the first one. Try it! 7.35.1 (Notes) * Two overlapping sectors cannot share a double-sided wall, but you can connect them with a separate sector (for example, a sloping tunnel or an elevator). * Don't use overlapping sectors unless you have to! Editing them is very little fun indeed, as the 2D editor has trouble differentating between the sectors and it's hard joining sectors, etc. * Note that you can build real 3D floors (walkable above and below) by using sprites rotated flat as floor (set the 'blocking' flag). It's hard work, though - see the secton on bridges. * Be careful when building overlapping sectors - monsters can get confused if theres somebody else in the overlapping room, and the sound will come from there as well. Use it sparingly. 7.36 [Hiding switches] To hide a switch, simply turn its facing towards the wall. It is advisable to place a different sprite facing the player over it, so he knows where to press (unless you _really_ want to hide it). 7.37 [Bridges and Shelves] We actually cheat a bit in order to build a bridge: it's made up of sprites! Take the sprite, rotate it flat to the floor, mark it as 'blocks movement' and then raise it into the air - you'll be able to walk on and underneath it. So far, I have found two typical bridge sprites, but any sprite will work: 513 Stone bridge, as found in E1L1. 609 Metal bridge with holes in it, found in E1L6. 7.37.1 *Notes* * Building a solid-looking bridge (one having width) actually takes some time, as you have to mess around with the side walls too (also sprites) which can take ages. * It's possible to make a bridge droppable (try using a pipebomb on the bridge in E1L1) by tagging the sprites [Channel,0]. Bridges with the same channel with collapse simultaneously. I've tried channels 254 and 255 with good results. * Keep in mind that the visible overlapping of sprites is calculated by looking at the sprite center. Thus if you place several small sprites (bottles) on a single large sprite (a wooden board), the board will overlap some bottles when viewed diagonally. Thus you should build larger objects of several small sprites. * Especially bridges often suffer from the above problem. One way to (partly) fix this is to make all the sprites single-sided, with the sprites only visible from outside (press [1] and use [F],[<] and [>] to rotate them until it looks right). * It's perfectly possible to create a multilevel building out of nothing but sprites. It's a hell of a job, however. 7.38 (Minibosses) In episodes two and three, the boss from episode one makes a comeback, but in a 'light' version: he's smaller, more easily killed and the level doesn't end when he's dead. To create such a boss, just give him (2630) the palette number 21. 7.38.1 (Notes) * As far as I know, it's not possible to spawn an enemy with a palette different to 0, so it seems that we can't spawn minibosses. * No other minibosses are defined in the .CON files, thus I don't think that this trick also works on the other two bosses. 7.39 {Morphing ramps} 7.40 *Pulsing lights* Pulsing lights are made up of several sectors which light up in sequence, causing a 'running light' effect. This can be used nicely to point a player towards an emergency exit, for example. 7.40.1 *Setup* You'll need several sectors in a line. Each of these sectors should contain a C[0,LightTime] and an Sp[0,LightSpeed]. The sectors themselves should be dark and the C's light. LightTime is the sequence in which the sectors light up (higher ones first). A typical sequence would be 0,256,512,768,1024,... This also controls how many sectors are lit at the same time. With a difference of 200, the light pulse is about 4 sectors long. With 400, it's 2 sectors (not as smooth). LightSpeed is the speed at which the light pulse travels along the sectors. 7.40.2 *Notes* * Nowhere is it written that the sectors have to be in a straight line or, indeed, any line at all. * The C and Sp effectors have to face in the same direction or they won't work. 7.41 (Vehicles) Vehicles (simply a sector with a raised floor, a lowered roof or both) can be set up to travel from their original position to a pre-determined closed path, which they will follow. 7.41.1 Setup * The vehicle sector requires an S [LocatorNumberToStartAt,6]. The position of this controller determines the rotation center when turning, and its direction the facing of the vehicle. LocatorNumberToStartAt is usually 0 if you have only one vehicle on the route. * Mark the route with several L+ [Pause,VisitingOrder]. A Pause of 0 means smooth movement, a 1 means a short pause at the _next_ L+. The controllers are visited in their VisitingOrder, starting from 0. * Use [R] on the vehicles floor texture to make it move with the vehicle. 7.41.2 (Notes) * The vehicle must start in the same sector as its route, as the game will refuse to run otherwise. Thus you can't, for example, cause a car to come out of a low garage and circle around outside afterwards. * You can have several vehicles following the same route. * You can also design a vehicle using several sectors, but they will rotate individually at each L+. Rather use a 'bounding' sector, containing the S - see the attacking spaceship in E2L1 for an example. * The whole route must be in one sector - you cannot move a vehicle through several sectors. * You can only have one route defined per map. * To have sprites move with the vehicle, they must be in the same sector as the S[0,6]. 7.42 Attacking Vehicles To make a vehicle attack any visible player with rockets (like the space fighter at the start of E2L1), just parallax the ceiling of the vehicle. 7.42.1 (Notes) * To have a vehicle move about under an parallaxed sky without shooting at you, give the sky or the floor a palette (any palette except 0 will do). Palette number 3 works well. 7.43 (Two-way Vehicles) A two way vehicle moves back and forth between two points when activated (for example, with a key). 7.43.1 (Setup) * The vehicle needs a tag of [0,31], an S[Channel,30] and an A[0,Channel]. S points in the direction of vehicle movement. * Two locaters L+[0,0] and L[0,1] need to be placed to mark the stopping points of the vehicle. L[0,1] is the locator visited first by the vehicle. * Place one or more switches [0,Channel] anywhere, including on the vehicle. 7.43.2 (Notes) * The vehicle moves off in the direction of its S. If it doesn't find an L+, it will keep moving forever, passing straight through the wall. * Vehicles don't have to start near an L+, they will move there on their own. * On both locators, channels are triggered which can be used to automatically open dors, switch on lights, etc. The channels are Channel+1 for the L+[0,1] and Channel+2 for the L+[0,0]. Thus if you used channel 6 for a two-way train, channel 7 would be triggered when the train reaches the first stop. 7.44 [Water waves] It's possible to have the floor of a sector move up and down. Several of these sectors in series can give the effect of a travelling water wave. 7.44.1 *Setup* A wave sector actually changes its floor tilt value. Thus, simply define several 4-walled sector in a row, adding a single S [WaveShape,29] in each. You can add an Sp[0,WaveHeight] in the sector as well. 7.44.2 [Notes] * Wave sectors must be four-sided. * The floor tilts along the first line of each sector, so make sure you've set it properly (use [Alt]-[F]). * WaveShape/WaveHeight range from 0 to 2048. * If you tag the wave sectors [0,2], you'll be able to swim underneath the water (see Swimming Pools for details). Duke won't be able to stay afloat if the wave is too high, though. 7.45 [Engine piston] In designing machines, you often want a piston moving up and down, squashing anything wandering underneath. 7.45.1 [Setup] Simply add an S [0,25] in the sector. 7.45.2 [Notes] * This effector moves the ceiling down to the height of the S and back up. * You can add an Sp or M to taste. 7.46 [Edge walls] The end of the playing map in an outdoors setting is always a problem - how to avoid simply using a very tall building and instead closing off with an (impassable) low wall? 7.46.1 (Setup) * Build a low wall around your world. Use any texture you like. * Set the ceiling texture of the wall to the same as your main ceiling. Usually, this will be 89 (LA). * Parallax it. If your main ceiling is already parallaxed, the upper part of the wall will disappear. * Lower the ceiling to the floor. 7.47 [Code switches] Code switches are buttons which have to be pressed in a certain way before activating something. An example is the 3-way dip switch used to unlock the red gate in E1L2. 7.47.1 [Setup] Set up the switches anywhere, tagging them [Status,Channel]. Status is the required state for activation: 0 (off) or 1 (on). Channel is the same for all code switches belonging together, and is used as the lo-tag of the A or L tags activating whatever is supposed to happen. 7.47.2 [Notes] * Personally, I find these boring. I just cycle through them in order and the door or whatever opens real quick. * You can place the switches all over the level, if you like. Not a nice thing to do :) 7.48 [The pool table] Everybody (myself included) was very impressed with the pool table in E1L2. It's easy to make your own, and perhaps you can use this to design other toys. Reading this, I also realize why 3DRealms didn't answer our request for a reset button :) 7.48.1 [Setup] The table itself is just a table with a raised wall around it. The trick is in the sprites used: just add balls (901 and 902) and (flat) pockets (903). 7.48.2 [Notes] * The balls will move nicely when pushed. They will remain at the same height, floating through the air if necessary. * Use different palettes on the balls to create different colors. 7.48.3 (Once-only sound effects) Often, you'll want a sound effect to be played only once when a player enters a sector. An example is Duke talking at the beginning of E1L1. 7.48.3.1 (Setup) Give the sector a lotag of 10000+SoundNumber. 7.48.4 *Ambience sounds* Simply place an M[Range,SoundsFrom] anywhere. Every now and then, an ambience sound will be played. SoundsFrom is the number of the lowest sound to play, Range is the number of sounds to look at for random selection of the sound to play. For example: M[231,3] would randomly select a sound from the sound numbers 231,232,233,234. Sadly, not all sounds can be used as ambience sounds (see the list in the reference section). 7.49 [Tips and tricks: New and interesting effects] It is often the case that users find new and interesting effects for sector functions that the designers never thought of. If anybody finds something like that, please let me know and I'll put it here. 7.49.1 (Ghosts) You can make enemies transparent or even rotated (2D or messed-up flat things). They'll still attack normally. Transparent enemies are particularily effective in dark places. 7.49.2 *Unfreezable monsters* If you give a monster a palette of 1 (blue), it can't be frozen. 7.49.3 (Falling to your death?) Scaring the player is high on anybodies list for levels. So let the player fall down a deep shaft (aaaaarrrggh) with a teleporter hanging in the air at the bottom, transporting him somewhere else (causing a safe landing). 7.49.4 (Malfunctioning doors) Doors malfunction if the closing time is too short (see the section on doors). This can cause a nice paranoia effect. 7.49.5 *Mines* It's possible to take a trip mine, shrink it real small and put it in it's very own sector somewhere on the floor. Done properly, you can create a proximity mine which can only be seen if the player is paying attention >:) 7.49.6 (The shrinking player) Called the Alice In Wonderland effect, this requires you to take a long hallway and gradually make everything bigger - the floor gets wider, the walls higher, the sprites bigger... The opposite works as well, of course. Problems: * Enemies can't be resized (they're animated). * The map will show it all. 7.49.7 *Even more textures* Remember to only add your own graphics into your maps if you really have to - they make your final package large and unwieldy and, after all, Duke3D already contains LOTS of textures. You can also cleverly resuse old textures by resizing them - if you elongate a texure until it breaks into streaks and then make the streaks wider, you get a nice metallic effect. Chapter 8 *Programming the .CON files* In this chapter I'll attempt to explain just what the .CON files are about and how they work. 8.1 *The language of the .CON files* Here's just some stuff I wrote up when I still only had the shareware version - in the next version of this FAQ I'll expand on this: state Defines a subroutine. ends Called via state . See state rats for an example. include Includes in the code. /* */ Comment block (can be several lines) // Comment to end of line spawn Creates on nearest floor. See also ifspawnedby. ifrnd If x is smaller than Random(255) then . See state rats for an example. debris Creates an exploding debris shower. is the debris graphic: Normally SCRAPn: SCRAP1 : Metal barrel pieces SCRAP2 : Edged metal barrel pieces SCRAP3 : White fluff SCRAP4 : Gray/brown boxes SCRAP5 : Gray/brown squashed boxes SCRAP6 : Pottery shards is the amount*3 of debris to show. Typical values are 2,3,4,5 or 12. guts Similar to debris, but throws guts about, which cause a blood splat on the ground. is guts graphics: JIBS1..JIBS6 hitradius <1 2 3 4> Causes damage in radius (always 1024). Damage is normally WEAKEST WEAK MEDIUMSTRENGTH TOUGH (see USER.CON). addweapon Add weapon with ammo to players inventory. addammo Add amount of ammo for weapon in inventory. killit Remove current actor. sizeto Resizes an actor. palfrom Changes actor palette. sound Play sound locally. globalsound Like sound, but heard in whole map. ifhitweapon Execute if hit by weapon. ifhitspace TRUE if player is pressing the spacebar. ifcansee TRUE if player can see this object. ifwasweapon Checks to see what weapon hit the actor: THROWFLAME Flamethrower RADIUSEXPLOSION Exploding device RPG Rocket launcher FIREEXT Fire extinguisher SHRINKSPARK Shrinker beam SHOTSPARK1 Bullet COOLEXPLOSION1 ? KNEE The Mighty Foot FIRELASER Laser ifspawnedby TRUE if actor was spawned by object . ifsquished TRUE if actor was squished. ifpdistg TRUE if distance to player > x. ifpdistl TRUE if distance to player < x. addphealth Add to players health (can be < 0). resetplayer Player resets in DM mode. Some fun objects to spawn: (see DEFS.CON as well) AMMO Pistol ammo. BURNING Starts fire on nearest floor, burns out soon. Doesn't start if no player near. COLA Small first-aid box. EXPLOSION2 Nuke explosion. Image only - no damage... EXPLOSION2BOT Top part of explosion. Image only FIRE Small flame, burns out soon. FIRE2 Shorter fatter flame, permanent, can be stamped out. OOZ Slime stretching to the ceiling. PIGCOP Pig Cop (can be spawned!). RAT Squeak! SHIELD Armor SHRINKEREXPLOSION Green oval shrinker impact - image only. STEAM Hissing steam, causes damage, horizontal. 8.2 *Notes* Just some random notes - I'll rewrite the whole of this chapter anyway in the next FAQ. * The language is C - so if you can program in C, you won't need this chapter at all as you can work nearly everything out yourself. * The commands are case-sensitive. 8.3 *Cute tricks* Here are some nice tricks to do with your .CON files - if you know of any other, let me know! ## 8.3.1 *Picking up weapons* Don't you hate it when you have the RPG selected, are running towards somebody, run over the shotgun and automatically pick it up, selecting it as your current weapon? With this patch you'll have to press [SpaceBar] to pick up any weapon. It's easy, too: look in GAME.CON at line 874. See all the requirements that have to be true before Duke will pick up the shotgun? Well, just add the work 'ifhitspace' (must be in lowercase) to the end of that line and you're done! Of course, you'll have to do this with all other weapons as well, but I'm sure you're able to handle that. The disadvantage? Unless you hack around a bit yourself, you'll have to press spacebar to pick up an existing weapon as ammo as well. 8.3.2 *Explosive ammunition* Lots of fun can be had with the SHOTSPARK1 actor (the spark created by a bullet striking anything). After line 1404 in GAME.CON, add the following lines: ifactioncount 3 { hitradius 1024 WEAKEST WEAK MEDIUMSTRENGTH TOUGH spawn EXPLOSION2 debris SCRAP2 2 sound PIPEBOMB_EXPLODE } What does this do? ifactioncount is probably the animation frame number; we use it to make sure the code is only executed once per shotspark. hitradius causes damage in a 1024 unit radius, with the most damage in the middle of the circle. spawn spawns an object named EXPLOSION2 at the actors spot. In this case, the actor is SHOTSPARK1. This line makes sure the explosion animation is shown. debris throws some debris around, but not much (try "SCRAP1 10"). sound plays the proper sound for the explosion. { } are the begin/end delimiters of the "if" command. So your bullets now cause more pain and suffering and more fun for you. However, even the lowly pigcops are suddenly really dangerous. Because, you see, the monster bullets generate SHOTSPARK1's as well... 8.3.3 *Splat!* Lots more fun can be had with SHOTSPARK1. Try adding this line just after line number 1404 in GAME.CON: if actioncount 3 { spawn PIGCOP } This will cause a pigcop to appear every time you fire a shot. As soon as he shoots at you, eight more pigcops warp in. And then 72 more. And then... Soon your system will hang itself. Thus rather don't shoot. Take the jetpack, fly high up the street in E1M1 and shoot and the wall. The pigcops appear and immediately fall to a messy death many stories below >:) Chapter 9 [Utilities and add-ons] 9.1 [Editing utilities] This section contains all programs which can be used in editing somehow. 9.1.1 [BUILD] The BUILD program is currently the only Duke3D .MAP editor in existence. Personally, I don't think that it will be replaced anytime soon :) Documentation to it are in the file BUILDHLP.EXE (press [F2] while viewing and give a filename to create an ASCII file instead of printing all that stuff) and in this FAQ. 9.1.2 [EditArt] EditArt is also included on the Duke3D CD and allows you to change the graphics included in Duke3D. If effect, it allows you to extract/import graphics (use somethig else to actually edit the graphics). You'll first have to extract the .ART files using the command KEXTRACT DUKE3D.GRP *.ART Watch out, though: this will create the files TILES000.ART to TILES014.ART, taking up nearly 15MB of space on your drive. If you just want to change part of the graphics, try extracting a single .ART file: KEXTRACT DUKE3D.GRP TILES000.ART Documentation to EditArt are in the Build Docs; here are just some notes: 9.1.2.1 *Changing graphics* To extract a tile from a .ART file to a .PCX file, use [PgUp] and [PgDn] to select the tile. You can also use [V] or [G] (Goto). Press [F12] to create a CAPT0000.PCX file in your directory, containing just the tile. Edit this tile with your favourite graphic tool. While EditArt can also edit graphics (as the name suggests), I prefere to use something like NeoPaint or somesuch. The guys at 3DRealms used Dpaint, so make sure you save as an 8-bit 256 color PCX, preferably in 320x200 format. Then go back into EditArt, select the tile again and press [U] to import the .PCX file. After selecting the image, use the mouse to drag the rectangle over the whole image (grabbing all of it) and press [Enter]. Voila! Now all you have to do is keep the changed .ART file in your Duke3D directory, and the game will load the new graphics automatically on starting. 9.1.2.2 (Adding new graphics) Adding new graphics is fun and easy: simply modify the TILES0014.ART file. It contains only a single tile, called 'user art'. You can replace this and all others in the .ART file using the above method. User art starts at tile number 3584. Now you can access the graphics like any other tiles in BUILD. 9.1.2.3 [Using DOOM I graphics] Adding DOOM graphics is less easy - here's a step-by-step account on how to do it (there's probably an easier way, but I haven't found it yet): * Extract TILES0014.ART from DUKE3D.GRP, as explained above. * Back up your PALETTE.DAT and NAMES.H files, preferably by copying them in their own directory (I use the same one I backup my .CON files into). * Convert the DOOM graphics (you'll need the original DOOM.WAD): WAD2ART D:\GAMES\DOOM\DOOM.WAD (You'll find WAD2ART in the \GOODIES\WAD2MAP directory on your Duke3D CD) This'll take a while, but you only need to do it once. * You now have three new files in your directory: NAMES.H, PALETTE.DAT and TILES000.ART. * Call up EditArt and select the graphics you want to convert (tiles start at number 462). Press [F12] to make a screendump of each. * Rename TILES000.ART to something else in case you want to convert more DOOM art later. Best to place it in its own directory, together with the new NAMES.H and PALETTE.DAT. * Restore your original NAMES.H and PALETTE.DAT files. * Call up EditArt, select an empty tile and import the DOOM .PCX screens as explained in 'Adding New Graphics' above. * The sprites are going to need a fair amount of retouching. 9.1.2.4 (General notes) * All files must be 320x200x256. So even if you have an 64x64 tile, you'll have to stamp it into a 320x200 image to import it properly. * If one graphics format doesn't work for you, try another one. Personally, I have the least problems using BMP. * Tiles with a 2^n size (like 16, 32, 64, 128, 256) seem to make the least problems when importing. * Note possible palette problems. While EditArt can convert a palette for you, it usually sucks, so do it yourself before loading the image. 9.1.3 *Wad2Map utilities* The Wad2Map programs (included on the Duke3D CD) allows you to convert your DOOM .WAD pages to .MAP format, as well as converting the graphics. You will need the original DOOM.WAD file (called an IWAD file). I very highly recommend copying the WAD2EXE directory into its own subdirectory on your hard drive, as you'll be overwriting some of your files (PALETTE.DAT and NAMES.H) from Duke3D otherwise. In any case, make a backup of your original PALETTE.DAT and NAMES.H files. Also, don't forget to remove line 733 from DUKE.TXT as the conversion won't work well with it (the cautious amongst you can just comment it out - put a semicolon (;) before it). The utilities consist of two parts: 9.1.3.1 *WAD2ART* Converts the DOOM textures (I've only tried this with DOOM I so far) to TILE*.ART format. Usage: WAD2ART D:\GAMES\DOOM\DOOM.WAD (or wherever your DOOM.WAD file is). This will create three files in your current directory: TILES000.ART A huge file containing all the DOOM graphics. NAMES.H The names of all the new tiles. PALETTE.DAT The original DOOM palette. 9.1.3.2 [WAD2MAP] Here's what we all want: a program to automatically convert the DOOM maps to Duke3D maps! Unfortunately, the system crashes when trying to convert a PWAD (add-on WAD file) for DOOM. We get around this by using DEU (Doom Editing Utility) or a similar tool to change the first level of the original DOOM (the IWAD) to the PWAD. To find out how to do this, read the DEU docs. There are two ways to make a .MAP from a .WAD: with conversion (trying to convert the DOOM walls and objects to Duke3D walls and objects - the recommended method) or without conversion (for those brave souls who want to try to run everything on DOOM graphics and can face reprogramming every single sprite). With conversion: WAD2MAP D:\GAMES\DOOM\DOOM.WAD E1M1 DUKE.TXT Without conversion: WAD2MAP D:\GAMES\DOOM\DOOM.WAD E1M1 The DUKE.TXT file is an ASCII file listing the things to be converted. You're very welcome to mess around in it and try to improve it. If you create a perfect one, let me know! Note that there's still plenty of work to be done on a fully converted .WAD. You'll have to load it into BUILD and check every single object, sector, texture (the HOM is back!) and wall. I've had some walls crash on me after conversion, and I haven't yet found out why - seems to be caused by sprites hanging about in midair. If you did the WAD->MAP without conversion, you'll have to use DOOMs PALETTE.DAT (automagically created for you) _and_ you'll have a lot of work in front of you: not only do none of the doors etc work, but you'll have to shift the graphics for the sprites as well. But you'll be able to play DOOM maps with DOOM textures in Duke3D (wheeee). 9.2 [Future add-ons] This section contains a list of vapour-ware :) Both software users are wishing for and projects currently in the making are listed here. 9.2.1 *Add-on software wish list* Attention programmers! Here is a wish list, created by the DN3D players, of add-on software that should be made for DN3D. If you would like to make an addition to this list, please send me E- mail. Additionally, if you are planning on creating one of these utilities, tell me, and I'll move it to the "Add-on software in the making" chapter. * A DEU-like pre-editor for the rough work (to be fine-tuned later by BUILD.EXE). Ideally, this preeditor would be network-capable to allow several people to work on a level simultaneously. * Automatic .CON file patcher to allow easy inclusion of .CON modifications. * Lots of additional graphics, allowing the building of realistic 'normal' street and house maps. * A program to organize and keep track of additional .MAP files. Ideally, this would allow us to enter a description to each map, find a map quickly and launch it straight into Duke3D. 9.2.2 Add-on software in the making This chapter tells about add-on software which is being currently worked on. If you are working on something that is not in here, please send me E-mail so I can put it in. In this section, you can also request help on creating some add- on software. Chapter 10 [Troubleshooting] 10.1 [Common questions] 10.1.1 [My 3D mode messes up] A common lament. You've forgotten that the entire \GOODIES\BUILD directory has to be copied into your Duke3D directory. The 3D mode requires the DUKE3D.GRP or the TILESxxx.ART files to work properly. 10.1.2 *How do I copy sectors?* Copying sectors is non-trivial. If done normally, all red lines turn white and the copy is messed up. To copy a sector, you'll have to create a holding shell for it first. This shell must be the exact same size and shape as the sector to copy and must consist of white lines (single-sided). Now select the original sector using RAlt-Mouse. Press [Ins] before moving the mouse. Move the sector onto the holding shell and press [Ins]. Voila! You might ask why bother if you have to build the holding shell anyway? Well, the sector being copied can _contain_ plenty other sectors. And it's copied perfectly, complete with textures, shading, tags... 10.1.3 *I'm using Windoze/Win95, and...* Tough luck; I don't have any pity for people who can't exit Windoze to play DOS games. 10.1.4 [I can't select sprites] If you can't seem to select a sprite, there are two possible reasons: * Two sprites are overlapping each other. In this case, the sprite _is_ blinking, but you aren't seeing it. Try to move the sprite anyway. * You've switched the grid off. Sprites can only be selected if a grid is shown on the screen. 10.1.5 *How do I make a flat sprite double-sided?* Point at it in 3D mode and press [1]. 10.1.6 (How do I view the original maps?) Extract them from the DUKE3D.GRP file: KEXTRACT DUKE3D.GRP *.MAP 10.1.7 *How do I use new maps?* Start Duke3d with DUKE3D -map mapname.map 10.1.8 *No monsters in new maps?* This can have two reasons: * Most user maps are for DukeMatch only, and thus don't contain any monsters. * You've started the map like this: DUKE3D /map mapname.map Try DUKE3D -map mapname.map 10.1.9 (How do I use the new .VOC and .MIDs?) If you get new .VOC and .MID files with a new level, simply copy them into your Duke3D directory. Duke3D has a list of all sounds (VOC) and music fies (MID) in the DEFS.CON - if it finds a file with the same name in its main directory, it will use this one instead. 10.1.10 [How do I show the wall data?] If lots of sprites are real close to a wall, it can be difficult showing the wall data with [Alt]-[TAB]. Press [G] several times to turn off the grid - now you'll only be able to select walls. 10.1.11 (I can't save the changes in BSetup) That's because you didn't remove the read-only attribute from your files after copying them from the CD-ROM. Try this: ATTRIB -R *.* 10.1.12 (The game ends with 'MAP E1L9.MAP not found!') Yes, user maps loaded via the '-map' parameter are loaded as E1L8. If you end the level, the program automatically looks for the next level, E1L9 and dies if it doesn't find it. Thus if you want to play several levels behind each other, call the others E1L9.MAP (or E1L10/E1L11.MAP) and copy them into your Duke3d directory. 10.1.13 *Can the subway speeds be changed?* No - Todd Replogle confirmed that the subways run at a fixed speed. 10.1.14 *How do I place active tripmines?* Use tile number 2566 instead of 27 (ammo). 10.1.15 *How do I shade a whole room at once?* First select the sectors to shade using RAlt-Mouse in 2D mode. Then switch in 3D mode, point at any wall and shade away! Afterwards, press RAlt in 2D mode again to deselect the sectors. This trick works with visibility setting as well. 10.1.16 (How do I set the par time?) You can't set a par time in your .map file - the times are stored in USER.CON, line 329 ff. We'll have to wait until somebody writes a simple .CON patcher (hint, hint). 10.2 [Bugs in the game] The game itself contains some interesting bugs, none of them serious. 10.2.1 (Holodukes) 10.2.1.1 (Bug) Not sure if this is a bug or not, but holodukes can be distinguished from Real Men easily: * They don't cast shadows. * They don't glow in night vision. 10.2.1.2 (Workaround) None known. 10.2.2 (The shrinker) 10.2.2.1 (Bug) If you shrink something (a monster or a dancer) and then freeze it, it will stay small when it thaws. 10.2.2.2 (Workaround) Don't allow shrinkers and freezers in the same level if this bugs you. 10.2.3 (Endless ammo) 10.2.3.1 (Bug) If you freeze, for example, a pig cop, it might drop a weapon. If you then allow it to thaw and freeze it again (easy, because it's already severely weakened), it might drop another weapon. Repeat until you're sick of it. 10.2.3.2 (Workaround) None known. If you want to keep ammo away from the players (for shame!), don't add the freezer. 10.2.4 Remote switch triggering 10.2.4.1 Bug If a switch is placed on a thin wall, you can trigger it from the other side of the wall. 10.2.4.2 Workaround Place switches on thicker or even outside walls. 10.2.5 (Underwater toilets) 10.2.5.1 (Bug) Somebody actually had the idea of placing a toilet underwater... But when Duke uses it, he's unable to surface again. 10.2.5.2 (Workaround) None - drown the bastard ;) 10.2.6 (Explosions) 10.2.6.1 (Bug) Explosions are often clipped incorrectly, and you can see a part of a wall or sprite overlapping it. 10.2.6.2 (Workaround) None - this seems to be caused by the fact that the clipping for a sprite is worked out from its midpoint - if the sprite is big and unhappily placed, the clipping can fail. Not terribly serious, though. 10.2.7 [Crash on shattering objects] 10.2.7.1 [Bug] If you break too many objects at the same time (I shot an RPG into a very well-stocked bar) the game will crash. 10.2.7.2 [Workaround] Don't place too many breakable objects near each other while designing a map. ## Anybody found out the limit? 32? 64? 10.2.8 (Breaking unbreakable glass) 10.2.8.1 (Bug) Glass marked as unbreakable can still be shattered by an explosion (bomb) nearby. 10.2.8.2 (Workaround) None known. ## 10.2.9 (Trip mines) 10.2.9.1 (Bug) Trip mines don't work well with mirrors or moving sectors: They don't reflect in the mirror (looking completely wrong), and the beam breaks up in a moving sector, creating a rather strange effect. All this grief is because the beam is actually a collection of sprites. 10.2.9.2 (Workaround) None known. Just don't place trip mines in such a way that the beam hits a mirror. 10.2.10 [Phantom bullet-holes] 10.2.10.1 [Bug] If you design a one-sided glass wall and shoot at it from the wrong side, bullet-holes will appear in the glass. If you then shatter if from the right side, the bullet holes will stay in mid-air. 10.2.10.2 [Workaround] Who cares? 10.3 [Bugs in BUILD] Like any complex CAD software, BUILD has some bugs as well. Some of them we have to be aware of, most are just weird. 10.3.1 Selecting long lines 10.3.1.1 Bug If a line is too long, you can't select it anymore by moving the cursor near it. Thus you also can't insert new points on it, for example. 10.3.1.2 Workaround Keep the lines short by inserting points on too long olines: shorten the line, insert a point, lengthen the line again, move the newly inserted point into the middle of the line. 10.3.2 [Splitting a sector] 10.3.2.1 [Bug] Splitting a sector containing another sector (like a door) is often a bad idea. I've had lots of sectors disappear on me already. 10.3.2.2 [Workaround] None known so far. Save your work first. 10.3.3 [Selecting sprites] 10.3.3.1 [Bug] If several sprites are exactly over each other, they don't start to flicker as they are selected. 10.3.3.2 [Workaround] Be aware of this, try to move the sprite anyway. 10.3.4 Autoaligning textures 10.3.4.1 Bug When pressing [.] in 3D mode to autoalign textures, the system hangs at times. 10.3.4.2 Workaround I don't know of any workaround to this. Save before your press [.], and don't use it needlessly. 10.3.5 [Displaying memory info] 10.3.5.1 [Bug] When pressing [']-[M] to display the memory info, the system will be unstable, crashing when returning to 3D mode. 10.3.5.2 [Workaround] None known. Don't use this function, you don't need it anyway. 10.3.6 [Function keys in 3D mode] 10.3.6.1 [Bug] In 3D mode, the function keys [F5], F[6], F[7] and F[8] evidentially try to display the same help screens as they do in 2D, messing up the graphics in the process. 10.3.6.2 [Workaround] Simply press [NumEnter] twice to jump to 2D mode and straight back into 3D. 10.3.7 (Deleting sectors) 10.3.7.1 (Bug) You can run into LOTS of trouble when deleting sectors. 10.3.7.2 (Workaround) Here are some general tips on deleting sectors: * Remove all sprites (including sector tags, etc) from the sector before deleting it. * Don't delete a sector by collapsing it (moving all points over each other). * To delete a two-sided sector, join it with the sector around it. 10.3.8 (Copying sectors) 10.3.8.1 (Bug) Copying sectors doesn't work properly - the copied sectors can't be inserted into existing sectors (the lines turn one-sided). 10.3.8.2 (Workaround) None known so far - it seems to be far easier to build things several times over than to copy them. It _must_ be possible, though: I just can't believe that E3L10 (Tier Drops) was built on-site. And E3L1 shows part of E3L2, obviously copied. 10.3.9 (FPU reliance) 10.3.9.1 (Bug) It would seem that BUILD runs somewhat unstable on a system without an FPU (like an 486SX). This is not a terribly serious bug IMO, as most people are using 486DXs or Pentium CPUs these days. 10.3.9.2 (Workaround) Download a good emulator. ## Anybody know any exact ftp locations? 10.4 *BUILD wishlist* Here's a wishlist for features in BUILD - most of them are pretty simple and could be fixed with a simple patch (hint, hint). If some hero out there decides to create a BUILD replacement, please keep these in mind :) * Fix the bugs mentioned above. Especially the one about copying sectors. * Auto-repeat the '[' and ']' keys in 3D mode. It's real irritating to press these buttons 101 times to get the tilt just right. * Reach normal player height in float mode at the touch of a button. I often find myself switching to Game Mode just to set the height above ground correctly. * Center view button. If case you've looked up and down and now need to see the world as the player will. * User-buildable help screens. These would allow you to create your own help screens. * Allow us to change sprite numbers in 2D mode. * Control the grid spacing via the number keys on the top of the keyboard. * Have a Grid on/off toggle key. It's irritating switching through the grid resolutions all the time. * Allow us to scale selected sectors. * Allow circle drawing via midpoint and radius selection (creating a new sector). * Allow us to tag several objects to change at the same time. * Allow us to set most values directly. This especially applies to the Wall->Sector pointers, but is also good for flags, room heights, etc. * 3D option to copy a sprite with _all_ settings (tags, shade, scale, height...everything). * Allow us to use [F7] in Build like we can in the game itself, to make sure we can get the scaling right. Chapter 11 Reference lists This chapter contains useful reference material which you might even want to print out and keep handy while designing levels. 11.1 (List of original levels) I very very often refere to the original levels ("Now just how did they achieve this neat effect?") but don't know the names and level numbers by heart. More info (like par times, etc) can be found in USER.CON, line 325ff). 11.1.1 L.A. Meltdown E1L1 Hollywood Holocaust E1L2 Red Light District E1L3 Death Row E1L4 Toxic Dump E1L5 The Abyss E1L6 Launch Facility (secret) E1L7 Faces Of Death (multiplayer) E1L8 User Map (if your map isn't named ExL2.MAP, this is where it'll end up) E1L9 Multiplayer 3 (like User Map) E1L10 Multiplayer 4 (like User Map) E1L11 Multiplayer 5 (like User Map) 11.1.2 Lunar Apocalypse E2L1 Spaceport E2L2 Incubator E2L3 Warp Factor E2L4 Fusion Station E2L5 Occupied Territory E2L6 Tiberius Station E2L7 Lunar Reactor E2L8 Dark Side E2L9 Overlord E2L10 Spin Cycle (secret) E2L11 Lunatic Fringe (secret) 11.1.3 Shrapnel City E3L1 Raw Meat E3L2 Bank Roll E3L3 Flood Zone E3L4 L.A. Rumble E3L5 Movie Set E3L6 Rabid Transit E3L7 Fahrenheit E3L8 Hotel Hell E3L9 Stadium E3L10 Tier Drops (secret) E3L11 Freeway (secret) 11.2 [List of tiles] This section contains a list of all tiles in the game, sometimes with a short explanation. A number like x,y or x..z denotes an animation sequence. 11.2.1 [Control tiles] 0 Ugly wall texture Default texture when creating new maps - is used as a marker to tell you to fix the textures. 1 Sector Effector Is invisible at game time, and is used to manipulate sectors and cause all kinds of special effects. Is usually placed inside the sector to effect. See list further on. 2 Activator Invisible at game time, use together with switches or touchplates to activate sector effectors in the same sector. 3 Touchplate Invisible at game time, it triggers an activator or masterswitch when a player enters the sector the touchplate is in. 4 ActivatorLocked Invisible at game time. It can be used to toggle a sectortag effect (meaning you can, for example, toggle the underwater flag of a sector by pressing a switch). 5 MusicAndSFX Invisible at game time, it handles music and sound play. 6 Locator Invisible at game time, it's used to define movement paths. 7 Cycler Invisible at game time, it pulses the light level in a sector. 8 MasterSwitch Invisible at game time. Triggered by a touchplate, it activates the sectortag function or a sector effector. 9 Respawn Invisible at runtime, it teleports in sprites when triggered by a touchplate. 10 GPSpeed Invisible at runtime, it sets movement speeds (for example, speed of closing doors). 11.2.2 [Weapon sprites] 21 The pistol. 22 The chaingun. 23 The RPG launcher. 24 The freezer. 25 The shrinker. 26 The pipebomb. 27 The tripbomb. 28 The shotgun. 29 The devastator. 11.2.3 [Ammo sprites] 37..39 Freezer ammo. 40 Pistol ammo. 41 Chaingun ammo. 42 Devastator ammo. 44 RPG ammo. 46 Shrinker ammo. 47 Box of pipebombs. 49 Shotgun ammo. 11.2.4 [Item sprites] 51 Small medkit. 52 Large medkit. 53 Portable medkit. 54 Armor. 55 Steroids. 56 Scuba gear. 57 Jetpack. 58 Spacesuit. This was evidentially planned as an item, but now we can just use it as decoration. 59 Night vision goggles. 60 Access card. Change the palette to set the cards color. 61 Protective boots. 100..115 Atomic health. 11.2.5 [Special sprites] 513 Bridge sprite Used to create a walkable bridge like in E1L1 near the exit. 11.2.6 [Parallax (sky) textures] Note that parallaxed space textures will make the relevant sector lethal to the player. 80,82,83 Moon surface. Can also be used as plain wall texture. 81 Moon surface with earth. Can also be used as plain wall texture. 84 Stars. Can also be used as plain wall texture. 85..87 Earth from space. Can also be used as plain wall texture. 88 Bright star with moon. Can also be used as plain wall texture. 89 Dark city scape. 90 Dark city scape, red windows. 91 City scape, lots of lit windows. 92 City scape with advertising (?) sign. 93 Just like 90. (Anybody know why? ##) 94 Solid red color. 95 Stars, like those over a desert. 96 City scape with many many lit windows. This texture seems messed up - some pink stripes are seen. 11.2.7 (Lights) 120 Vertical oval technical light, shootable. 121 Broken version of 120. 122 Horizontal oval technical light, shootable. 123 Broken version of 122. 124 Horizontal rectangular light (two neo tubes), shootable. 125 Shot version of 124. 126 Square technical light in four sectors. 127 Wavy technical light. 128 Rectangual technical light, consisting of 3 lamps. 225 Long narrow blue light (up/down), used in windows of space station. 229 Like 225, but left/right. 11.2.8 [Switches] 130 Locked access switch (requiring card). 131 Open access switch. 132,133 Horizontal slot switch. 134,135 Vertical slot switch. 136,137 Rotating switch. 138,129 90 degree switch. 140,141 Massive power switch. 142..145 Endlevel switch with animation. 146..149 Multiswitch. 161,163 Red button switch. 164,165 Flat square switch. 166,167 Rotating lit switch. 168,169 Circular lit switch. 170,171 Access switch 11.2.9 [Doors] Doors consisting of two tiles are usually splitting doors. 11.2.9.1 (Technical doors) 150 Rising door with red panel. 151 Door side wall, fits 150. 152,153 Dark door, light row at top and bottom. 154,155 Door with circular pattern. 156 Modern dark blue door. Nice multipurpose tile. 157 Sliding door with nuke pattern on it. 158 Solid metal door with cross on it. 159 Narrow steel door with blue grip. 226 Locker door with space logo on it. 227 Locker door like 226, but plain. 242 Standard rising door with yellow/black tracks and cross-pattern. 243 Garage door in poor condition, good wall texture as well. 11.2.9.2 (Normal) 245 Light hotel door with small label. 11.2.10 (Floors) Most of these tiles can be used for walls as well, of course. 181 Smooth modern stone with circle pattern on it. 182 Dark gray tile. Useful for kitchen walls. 183 Dark gray tile with grid pattern. 184 Gray modern lined, looks like columns behind bars. 191 Scruffy ractangular tiles. 200..202 Animated green slime. 210 Many light ovals on dark background. Can probably be usefully resized. 211 Patterned square stone tiles (gray). 216 Square gray stone tile. 220 Square gray stone tile with rounded edges. 228 Square metal tiles with thin dark border. 11.2.11 (Walls) While these textures can be creatively used for anything, they sure look like walls to me. 11.2.11.1 (Machines) 185 Four gray machines with an indirect light above them. 186..190 Green pipes on tiles. Use 191 for same background without the pipes. 192 Like the tiles from 186, but lit by a single lamp. 222 Technical panel in green machine. 247 Fuse panel (?) set in gray wall. Fits 251. 11.2.11.2 (Space ship hull) 233 Light tech wall with green stripe. 234 Manoeuvre thrusters. 235 Solar panels. 236 Triangular pattern. 237 Thick stripe. 248 More hull. 11.2.11.3 (Modern) 204 Dark rounded edge on light gray, use with 205. 205 Two parallel dark stripes on light gray, use with 204 to create a special wall/door/sign. 207 Gray technical-looking wall with patterned stripe. 209 Similar to 207, but without the stripe. 212..215 Similar to 209. 217 Gray technical wall with two baby-blue (!) stripes on it. 223 Dark blue wall with metal rivets and light pipes lenghtwise. 224 Barred panel (?) for wall 223. 246 Light wall with embossed arrow pattern. 249,250 Like 246, but overgrown with slime. 251 Light wall with blue strip, lit from small lamps. Fits 247. 252 Like 251, but without the lamps. 11.2.11.4 (Metal) 193 Black metal, lit from the upper right. 194 Narrow metal strips, belonging to 193. 244 Dark corrugated metal, lit from lamp above. 11.2.11.5 (Concrete) 195 Heavy concrete, like inside of factory. 196 Reinforced concrete, fits to 195. 197 Reinforced concrete with lights, fits to 195. 254 Long thin heavy-looking concrete with lichens. 11.2.11.6 (Stone) 231 Heavy tiled dark stone, with lichen on it. 232 Similar to 232, but patterned. 241 Smooth white stone (marble?). 11.2.11.7 (Rock) 238 Light rock with vertical dark fissures. 239 Light rock with stones in it, fits 238. 240 Irregular gray rock, could be used as blasted stone. 11.2.12 (Technical-looking items) 11,12 The floating demo recording camera. 203 Computer module with chips on it. 160 Steel pistons with green slime. 11.2.13 (Often-used special textures) 70 Broken mirror. This texture is set automatically when a mirror is broken. 161 Dark door tracks. 198 Milk glass. 230 Invisible forcefield. Doesn't hurt you if touched, can be dimmed to invisibility. 852 Broken concrete Typically used inside blasted holes or damaged walls. 11.2.14 [Diverse] 20 A hollow frame, used in the status bar of the game. 30 The health box from the status bar. 31 The ammo box from the status bar. 33 The inventory box from the status bar. 218 Long thin gray metal plate with a rivet in the top. 219 Tree trunk. 221 Metal cover with space logo embossed on it. 11.2.15 (Unclassified (please assist!)) 62 Small red sphere. 63 Small yellow sphere. 64 Small green sphere. 199 Solid light blue. 206 Wall edge? 208 Wall edge? (similar to 206). 253 Long thin texture, door track? 11.3 (List of Palettes) Textures and sprites can be set to their own palette via [Alt]-[P]. The palette info (together with distance shading and translucence effects) is stored in PALETTE.DAT. Here's a list of all useful palettes found so far: 0 Default The standard palette. Used on a key, it defines a blue keycard. 1 Blue A sprite with this palette will only appear in multi-player mode. 2 Red 3 Normal Use this on the floor or ceiling to create non- attacking vehicles under parallaxed skies. 4 Special Makes sprites solid black - usful for turning forcefields invisible, for example. 6 Night-vision 7 Yellow 8 Green Changes water to green slime. 10 Red clothing 11 Light green clothing 12 Light gray clothing 13 Dark grey clothing 14 Dark green clothing. Set the nukebutton palette to 14 to have it show up in the proper 'secret level button' color. 15 Brown clothing. 16 Dark blue clothing. 17 Blue skin, green clothes. Nice trooper palette - gives them a blue, alien skin. 18 Light gray clothing. 19 Red skin, grey clothes. 20 Blue skin, grey clothes. 21 Red card Defines a red keycard. Causes red clothes, too. A miniboss is created by setting a BOSS1 to this palette. 22 LIght gray clothes. 23 Yellow card Defines a yellow keycard. 24 Nice trooper palette - gives them a red and blue uniform. 25 Turns accessories red (like money from a stripper). 26+ Seems to cause trouble, sometimes the sprite can't be changed back. 11.4 {List of Sector Effectors} This section will explain all sector effectors in detail. 11.5 *List of sounds* Except for some typos and formatting, I took this section straight from Shane King aka Scatt Man (scattman@bssc.edu.au). Thanks loads! 11.5.1 Format of this list Sound Number Used in build. Sound Name This is the name that Duke Nukem uses internally to reference the sound. .VOC file name The .voc files are stored in the duke3d.grp file. Min/Max frequency adjustment A random value between these two limits is chosen each time the sound is played. Priority If there are too many sounds to be played at once the higher (I think) priority sounds get played. Attributes * Bit 0 (%) Repeat This sound will be played over and over. * Bit 1 ($) Ambient Sound This sound can be used as an ambient sound. * Bit 2 (#) Duke Talk This sound will follow the player. * Bit 3 (@) Adult Mode This sound will only be played if adult mode is on. * Bit 4 (!) Random Ambient Sound This sound can be used as a random ambient sound. Volume adjustment Used to make the sound louder or softer. Sample rate (Khz) Multi means the .voc file has multiple blocks. Description of sound A + in any section denotes that the section is not defined, hence following sections are also not defined 11.5.2 *The sounds themselves* + SLIM_PAIN slimpn 0 0 3 ----- 0 + 0 KICK_HIT kickhit 0 0 4 ----- 0 5.988 Duke's Mighty foot hits 1 PISTOL_RICOCHET ricochet 0 0 0 ----- 4096 5.988 Pistol ricochet of solid object 2 PISTOL_BODYHIT bulithit 0 0 0 ----- 0 5.988 A bullet hits somebody 3 PISTOL_FIRE pistol -64 0 254 ----- 0 5.988 Pistol firing 4 EJECT_CLIP clipout 0 0 3 ----- 0 5.988 Duke ejects a used clip 5 INSERT_CLIP clipin 512 512 3 ----- 0 5.988 Duke inserts a new clip 6 CHAINGUN_FIRE chaingun -204 -204 254 ----- 512 10.989 Chaingun firing 7 RPG_SHOOT rpgfire -32 0 4 ----- 0 5.988 RPG Firing 8 POOLBALLHIT poolbal1 0 0 0 ----- 0 8 A poolball is hit 9 RPG_EXPLODE bombexpl -1024 1024 254 ----- 0 multi A RPG rocket explodes 10 CAT_FIRE catfire 512 768 4 ----- 0 5.988 Freeze Ray Firing 11 SHRINKER_FIRE shrinker -512 0 4 ----- 0 8 Shrinker Ray Firing 12 ACTOR_SHRINKING shrink 0 0 2 ----- 0 8 Somebody being shrunk 13 PIPEBOMB_BOUNCE pbombbnc 0 0 2 ----- 6144 5.988 Tink of a pipe bomb bouncing 14 PIPEBOMB_EXPLODE bombexpl -512 0 128 ----- 0 multi A pipe bomb being detonated 15 LASERTRIP_ONWALL lsrbmbpt 0 0 3 ----- 0 5.988 A laser trip bomb being placed on a wall 16 LASERTRIP_ARMING lsrbmbwn 0 0 3 ----- 0 5.988 Beeping of a laser trip bomb about to explode 17 LASERTRIP_EXPLODE bombexpl -512 0 4 ----- 0 multi A laser trip bomb exploding 18 VENT_BUST ventbust -32 32 2 ----- 0 5.988 Breaking a vent or fan 19 GLASS_BREAKING glass -412 0 3 ----- 8192 8 Glass window being smashed 20 GLASS_HEAVYBREAK glashevy -412 0 3 ----- 8192 11.025 Glass items being broken 21 SHORT_CIRCUIT shorted 0 0 0 ----- 6500 8 Duke gets an electric shock 22 ITEM_SPLASH splash 0 0 2 ----- 0 multi Item dropped into water 23 DUKE_BREATHING hlminhal 0 0 255 --#-- 0 + 24 DUKE_EXHALING hlmexhal 0 0 255 --#-- 0 + 25 DUKE_GASP gasp 0 0 255 --#-- 0 8 Duke catching breath after being under water 26 SLIM_RECOG slirec06 0 0 3 ----- 0 11.025 Green slime sights Duke 27 ENDSEQVOL3SND1 KICKHEAD 0 0 254 ----- 0 11.025 Duke kicks bosses head at goal 28 DUKE_URINATE pissing 0 0 4 ----- 0 5.988 Duke going to the toilet 29 ENDSEQVOL3SND2 GMEOVR05 0 0 254 ----- 0 8 Duke "Game over" 30 ENDSEQVOL3SND3 CHEER 0 0 254 ----- 0 11.025 The crowd cheering Duke 31 + 32 DUKE_PASSWIND + 33 DUKE_CRACK WAITIN03 0 0 255 --#-- 0 8 Duke "What are you waiting for, Christmas?" 34 SLIM_ATTACK slimat 0 0 3 ----- 0 11.025 Green Slime Attacking 35 SOMETHINGHITFORCE teleport 0 0 2 ----- 8192 5.988 Something hitting a force field 36 DUKE_DRINKING drink18 -128 128 2 --#-- 0 11.025 Duke drinking water 37 DUKE_KILLED1 damn03 0 0 255 -@#-- 0 8 Duke "Damn" 38 DUKE_GRUNT exert 0 0 2 --#-- 0 11.025 Duke - Uuugh 39 DUKE_HARTBEAT hartbeat 0 0 0 ----- 0 5.988 Duke's heart beating 40 DUKE_ONWATER wetfeet 0 0 4 ----- 0 11.025 Duke splashing through water 41 DUKE_DEAD DMDEATH -64 64 255 --#-- 0 8 Duke's death scream 42 DUKE_LAND land02 0 0 2 ----- 0 8 Duke Landing on the ground (Not hurt) 43 DUKE_WALKINDUCTS ductwlk -64 128 2 ----- 0 multi Duke walking in air ducts 44 DUKE_GLAD + 45 DUKE_YES yes 0 0 255 --#-- 0 + 46 DUKE_HEHE + 47 DUKE_SHUCKS + 48 DUKE_UNDERWATER scuba 0 0 2 ----- 0 multi Duke underwater with scuba 49 DUKE_JETPACK_ON jetpakon 0 0 4 ----- 0 8 Duke turning jet pack on 50 DUKE_JETPACK_IDLE jetpaki 0 0 1 ----- 0 8 Duke with jet pack on 51 DUKE_JETPACK_OFF jetpakof 0 0 2 ----- 0 8 Duke turning jet pack off 52 LIZTROOP_GROWL + 53 LIZTROOP_TALK1 + 54 LIZTROOP_TALK2 + 55 LIZTROOP_TALK3 + 56 DUKETALKTOBOSS duknuk14 0 0 255 -@#-- 0 8 Duke "I'm Duke Nukem and I'm coming to get the rest of you alien bastards" 57 LIZCAPT_GROWL + 58 LIZCAPT_TALK1 + 59 LIZCAPT_TALK2 + 60 LIZCAPT_TALK3 + 61 LIZARD_BEG chokn12 0 0 3 ----- 0 multi Alien shaking head when not quite dead 62 LIZARD_PAIN + 63 LIZARD_DEATH + 64 LIZARD_SPIT lizspit 0 0 0 ----- 0 8 Lizard spitting at Duke 65 DRONE1_HISSRATTLE + 66 DRONE1_HISSSCREECH + 67 DUKE_TIP2 shake2a 0 0 255 --#-- 0 8 Duke "Shake it baby" 68 FLESH_BURNING fire09 -256 0 0 ----- 6100 multi Fire crackling 69 SQUISHED squish 0 0 3 ----- 0 8 Someone is squished 70 TELEPORTER teleport 0 0 0 ----- 0 5.988 A teleporter is used 71 ELEVATOR_ON gbelev01 0 0 0 ----- 0 8 Elevator is used 72 DUKE_KILLED3 thsuk13a 0 0 255 -@#-- 0 8 Duke "Uugh, this sucks" 73 ELEVATOR_OFF gbelev02 0 0 0 ----- 0 8 Elevator stopping 74 DOOR_OPERATE1 slidoor -256 0 0 ----- 0 11.025 Metalic Sliding Door 75 SUBWAY subway 0 0 0 ----- 0 multi A subway train 76 SWITCH_ON switch 0 0 0 ----- 0 multi Click of a switch being used 77 FAN fan 0 0 0 ----- 0 + 78 DUKE_GETWEAPON3 groovy02 0 0 255 --#-- 0 8 Duke "Groovy" 79 FLUSH_TOILET flush 0 0 3 ---$- 0 multi Toilet being flushed 80 HOVER_CRAFT hover 0 0 0 ----- 0 + 81 EARTHQUAKE quake 0 0 0 ----- 0 multi Earthquake rumble 82 INTRUDER_ALERT alert 0 0 0 ----- 0 5.988 Warning alarm 83 END_OF_LEVEL_WARN monitor 0 0 0 ----- 0 8 End of level warning 84 ENGINE_OPERATING onboard 0 0 0 ---$- 0 multi Low pitched grind of engine operation 85 REACTOR_ON reactor 0 0 0 ---$- 0 multi High pitched hum of reactor 86 COMPUTER_AMBIENCE compamb 0 0 0 ---$- 0 11.025 Computer operation sound 87 GEARS_GRINDING geargrnd 0 0 0 ---$- 0 5.988 Turning gears grinding together 88 BUBBLE_AMBIENCE bubblamb -256 0 0 ---$- 0 multi Water bubbling 89 MACHINE_AMBIENCE machamb 0 0 0 ---$- 0 11.025 Thumping of machine operating 90 SEWER_AMBIENCE drip3 0 0 0 ----- 0 11.025 Drip into water 91 WIND_AMBIENCE wind54 0 0 0 ---$- 0 multi Gust of wind 92 SOMETHING_DRIPPING drip3 0 0 0 ----- 9000 11.025 Loud drip 93 STEAM_HISSING steamhis 0 0 0 ----% 8192 8 Steam hissing from pipe or pot 94 THEATER_BREATH + 95 BAR_MUSIC barmusic 0 0 254 ---$% 0 11.025 Dance music in bar (as in bar in e1l2) 96 BOS1_ROAM bos1rm 0 0 3 ----- 0 11.025 Boss 1 screaming 97 BOS1_RECOG bos1rg 0 0 5 ----- 0 8 Boss 1 sees Duke 98 BOS1_ATTACK1 chaingun 0 0 3 ----- 0 10.989 Boss 1 using chaingun 99 BOS1_PAIN bos1pn 0 0 3 ----- 0 8 Boss 1 in pain 100 BOS1_DYING bos1dy 0 0 3 ----- 0 8 Boss 1 biting the dust 101 BOS2_ROAM b2atk01 0 0 3 ----- 0 11.025 Boss 2 screaming 102 BOS2_RECOG b2rec03 0 0 3 ----- 0 11.025 Boss 2 sees Duke 103 BOS2_ATTACK b2atk02 0 0 3 ----- 0 11.025 High pitched scream as boss 2 attacks 104 BOS2_PAIN b2pain03 0 0 3 ----- 0 11.025 Boss 2 in pain 105 BOS2_DYING b2die03 0 0 3 ----- 0 11.025 Boss 2 dying 106 GETATOMICHEALTH teleport 2048 2048 255 ----- 0 5.988 Sound when Duke picks up a health atom 107 DUKE_GETWEAPON2 getsom1a 0 0 255 --#-- 0 8 Duke "Come get some" 108 BOS3_DYING b3die03g 0 0 3 ----- 0 11.025 Boss 3 Dying 109 SHOTGUN_FIRE shotgun7 0 512 254 ----- 0 11.025 16bit Shotgun blast 110 PRED_ROAM roam06 0 0 3 ----- 0 multi Trooper sees Duke 111 PRED_RECOG predrg 0 0 3 ----- 0 multi Trooper sees Duke 112 PRED_ATTACK gblasr01 256 256 3 ----- 7680 8 Trooper fires at Duke 113 PRED_PAIN predpn 200 500 3 ----- 0 8 Trooper screaming in pain 114 PRED_DYING preddy 0 400 3 ----- 0 multi Trooper dying 115 CAPT_ROAM predrm 0 200 3 ----- 0 multi Lizard Captian roaming 116 CAPT_ATTACK chaingun 0 0 3 ----- -200 10.989 Lizard Captain attacking with chaingun 117 CAPT_RECOG predrg -400 0 3 ----- 0 multi Lizard Captain sees player 118 CAPT_PAIN predpn -200 100 3 ----- 0 8 Lizard Captain in pain 119 CAPT_DYING preddy -200 100 3 ----- 0 multi Lizard Captain dies 120 PIG_ROAM roam29 -200 400 3 ----- 0 multi Pig Cop roaming 121 PIG_RECOG pigrg -200 400 3 ----- 0 8 Pig Cop sees Duke 122 PIG_ATTACK shotgun7 -256 256 4 ----- 0 11.025 16bit Pig Cop fires shotgun 123 PIG_PAIN pigpn 100 800 3 ----- 0 8 Pig Cop grunts in pain 124 PIG_DYING pigdy -800 100 3 ----- 0 8 Pig Cop death squeal 125 RECO_ROAM jetpaki 0 0 3 ----- 0 8 Recon Car Moving 126 RECO_RECOG pigrg 0 0 3 ----- 0 8 Recon Car sees Duke 127 RECO_ATTACK gblasr01 256 256 3 ----- 7680 8 Recon Car firing at Duke 128 RECO_PAIN pigpn 0 0 3 ----- 0 8 Recon car grunts in pain 129 RECO_DYING pigdy 0 0 3 ----- 0 8 Recon Car Dies 130 DRON_ROAM snakrm 0 0 3 ----- 0 multi Drone roaming 131 DRON_RECOG snakrg 0 0 3 ----- 0 11.025 Drone sees Duke 132 DRON_ATTACK1 snakatA 0 0 3 ----- 0 11.025 High pitches zzzzz when drone attacks Duke 133 DRON_PAIN snakpn 0 0 3 ----- 0 11.025 Drone in Pain 134 DRON_DYING snakdy 0 0 3 ----- 0 11.025 Growl when Drone dies 135 COMM_ROAM commrm 0 0 3 ----- 0 11.025 Fat commander roaming 136 COMM_RECOG commrg 0 0 3 ----- 0 11.025 Fat Commander sees Duke and says "Die Human" 137 COMM_ATTACK commat 0 0 3 ----- 0 11.025 Fat Commander attacking and says "Suck it down" 138 COMM_PAIN commpn 0 0 3 ----- 0 11.025 Fat Commander in pain 139 COMM_DYING commdy 0 0 3 ----- 0 11.025 Extended scream of commander dying 140 OCTA_ROAM octarm -200 0 3 ----- 0 8 Octobrain roaming 141 OCTA_RECOG octarg 0 0 3 ----- 0 8 Octobrain sees Duke 142 OCTA_ATTACK1 octaat1 0 0 3 ----- 0 8 Octobrain firing at Duke 143 OCTA_PAIN octapn -400 0 3 ----- 0 8 Octobrain screaming in pain 144 OCTA_DYING octady -400 -100 3 ----- 0 8 Octobrain dying 145 TURR_ROAM turrrm 0 0 3 ----- 0 + 146 TURR_RECOG turrrg 0 0 3 ----- 0 + 147 TURR_ATTACK turrat 0 0 3 ----- 0 + 148 DUMPSTER_MOVE grind 0 0 0 ----- 0 11.025 Grinding wheels of dumpster 149 SLIM_DYING slidie03 0 0 3 ----- 0 11.025 Green Slime dying 150 BOS3_ROAM b3roam01 0 0 3 ----- 0 11.025 Boss 3 roaming 151 BOS3_RECOG b3pain04 0 0 3 ----- 0 11.025 Boss 3 sees Duke 152 BOS3_ATTACK1 b3atk01 0 0 3 ----- 0 + 153 BOS3_PAIN b3rec03g 0 0 3 ----- 0 11.025 Boss 3 in pain 154 BOS1_ATTACK2 rpgfire 0 0 3 ----- 0 + 155 COMM_SPIN commsp 0 0 3 ----- 0 11.025 Fat Commander spinning 156 BOS1_WALK thud 0 0 3 ----- 0 multi Thump as Boss 1 walks 157 DRON_ATTACK2 snakatB 0 0 3 ----- 0 11.025 Drone attacking 158 THUD thud 0 0 0 ----- 0 multi THUD! 159 OCTA_ATTACK2 octaat2 0 600 3 ----- 0 multi Octobrain attacking with teeth 160 WIERDSHOT_FLY octaat1 0 0 3 ----- 0 8 Octobrain firing 161 TURR_PAIN turrpn 0 0 3 ----- 0 + 162 TURR_DYING turrdy 0 0 3 ----- 0 + 163 SLIM_ROAM sliroa02 0 0 3 ----- 0 11.025 Green Slime roaming 164 LADY_SCREAM FSCRM10 -256 0 254 -@--- 0 8 Woman screaming when hit 165 DOOR_OPERATE2 opendoor -256 0 0 ----- 0 11.025 Swinging door 166 DOOR_OPERATE3 edoor10 -256 0 0 ----- 0 11.025 Sliding door 167 DOOR_OPERATE4 edoor11 -256 0 0 ----- 0 11.025 Sliding door 168 BORNTOBEWILDSND 2bwild 0 0 254 ---$- 0 11.025 Born to be wild music 169 SHOTGUN_COCK shotgnck 96 192 3 ----- 0 11.025 Shot gun being cocked 170 GENERIC_AMBIENCE1 grind 0 0 0 ----% 0 11.025 Grinding Sound 171 GENERIC_AMBIENCE2 enghum 0 0 0 ---$- 0 multi Engine humming 172 GENERIC_AMBIENCE3 lava06 0 0 0 ---$- 0 8 Lava 173 GENERIC_AMBIENCE4 bubblamb -256 0 0 ---$- 0 multi Water bubbling 174 GENERIC_AMBIENCE5 phonbusy 0 0 0 ----- 0 11.025 Phone Engaged 175 GENERIC_AMBIENCE6 roam22 0 0 0 ---$- 0 multi Octobrain like sound 176 BOS3_ATTACK2 + 177 GENERIC_AMBIENCE17 myself3a 0 0 255 --#-- 0 8 Duke "Hmmm, don't have time to play with myself" 178 GENERIC_AMBIENCE18 monolith 0 0 0 ---$- 0 11.025 Wierd alien ambience 179 GENERIC_AMBIENCE19 hydro50 0 0 0 ---$- 0 11.025 Water ambience 180 GENERIC_AMBIENCE20 con03 0 0 0 --#-- 0 11.025 Duke "Hmmm, looks like I have the con" 181 GENERIC_AMBIENCE21 !prison 0 0 255 --#-- 0 multi "Ha Ha Ha, too late Nukem, we're in control now" 182 GENERIC_AMBIENCE22 vpiss2 0 0 255 --#-- 0 + 183 SECRETLEVELSND secret 0 0 255 ----- 0 11.025 Secret Level 184 GENERIC_AMBIENCE8 amb81b 0 0 0 ---$- 0 8 Far off alien ambience 185 GENERIC_AMBIENCE9 roam98b 0 0 0 ---$- 0 multi Muffled voice 186 GENERIC_AMBIENCE10 h2orush2 0 0 0 ---$% 0 8 Water flowing 187 GENERIC_AMBIENCE11 projrun 0 0 0 ---$% 0 8 Movie Projector 188 GENERIC_AMBIENCE12 blank 0 0 0 ----- 0 5.988 A blank .voc file 189 GENERIC_AMBIENCE13 pay02 0 0 255 -@#-- 0 8 Duke "Damn, those alien bastards are going to pay for shooting up my ride" 190 GENERIC_AMBIENCE14 onlyon03 0 0 255 --#-- 0 8 Duke "What, there's only one of you?" 191 + 192 GENERIC_AMBIENCE15 rides09 0 0 255 --#-- 0 8 Duke "I think I'll climb aboard" 193 GENERIC_AMBIENCE16 doomed16 0 0 255 --#-- 0 multi Duke "That's one doomed space marine" 194 FIRE_CRACKLE fire09 0 0 254 ---$- 0 multi Fire crackling 195 BONUS_SPEECH1 letsrk03 0 0 255 --#-- 0 8 Duke "Let's rock" 196 BONUS_SPEECH2 ready2a 0 0 255 --#-- 0 8 Duke "Ready for action" 197 BONUS_SPEECH3 ripem08 0 0 255 --#-- 0 8 Duke "Rip 'em a new one" 198 PIG_CAPTURE_DUKE !pig 0 0 255 -@--- 0 multi "Got you now, you bastard, and we're gonna fry your arse" 199 BONUS_SPEECH4 rockin02 0 0 255 --#-- 0 8 Duke "Rockin'" 200 DUKE_LAND_HURT pain39 0 0 255 --#-- 0 8 Duke landing from a height and hurting himself 201 DUKE_HIT_STRIPPER1 damnit04 0 0 255 -@#-- 0 8 Duke "Damn it" 202 DUKE_TIP1 dance01 0 0 255 --#-- 0 8 Duke "You wanna dance?" 203 DUKE_KILLED2 damnit04 0 0 255 -@#-- 0 8 Duke "Damn it" 204 PRED_ROAM2 roam58 0 0 3 ----- 0 multi Trooper roaming 205 PIG_ROAM2 roam67 -200 400 3 ----- 0 8 Pig Cop roaming 206 DUKE_GETWEAPON1 cool01 0 0 255 --#-- 0 8 Duke "Cool" 207 DUKE_SEARCH2 whrsit05 0 0 255 --#-- 0 8 Duke "Whare is it?" 208 DUKE_CRACK2 COMEON02 0 0 255 --#-- 0 8 Duke "Come on" 209 DUKE_SEARCH pain87 0 0 2 --#-- 0 8 Umph, Duke pressing on walls 210 DUKE_GET getitm19 -64 64 255 ----- 0 8 Beep when Duke picks up an item 211 DUKE_LONGTERM_PAIN gasps07 -192 0 255 --#-- 0 8 Duke gasping 212 MONITOR_ACTIVE monitor 0 0 0 ----- 0 8 Monitor beeping when changing camera 213 NITEVISION_ONOFF goggle12 0 0 0 ----- 0 multi Turn on or turn off night vision googles 214 DUKE_HIT_STRIPPER2 damn03 0 0 255 -@#-- 0 8 Duke "Damn" 215 DUKE_CRACK_FIRST knuckle 0 0 3 ----- 0 multi Duke cracking his knuckles 216 DUKE_USEMEDKIT ahh04 0 0 255 --#-- 0 8 Ahhh 217 DUKE_TAKEPILLS gulp01 0 0 255 --#-- 0 8 Gulp when Duke uses steroids 218 DUKE_PISSRELIEF ahmuch03 0 0 255 --#-- 0 8 Duke "Ahhh, much better" 219 SELECT_WEAPON WPNSEL21 128 128 3 ----- 0 8 Changing weapon sound 220 WATER_GURGLE h2ogrgl2 0 0 1 ---$- 9000 multi Water trickling 221 DUKE_GETWEAPON4 wansom4a 0 0 255 --#-- 0 8 Duke "Who wants some?" 222 JIBBED_ACTOR1 AMESS06 0 0 255 --#-- 0 8 Duke "What a mess" 223 JIBBED_ACTOR2 BITCHN04 0 0 255 -@#-- 0 8 Duke "Bitchin'" 224 JIBBED_ACTOR3 HOLYCW01 0 0 255 --#-- 0 8 Duke "Holy Cow" 225 JIBBED_ACTOR4 HOLYSH02 0 0 255 -@#-- 0 8 Duke "Holy Shit" 226 JIBBED_ACTOR5 IMGOOD12 0 0 255 -@#-- 0 8 Duke "Damn I'm good" 227 JIBBED_ACTOR6 PIECE02 0 0 255 --#-- 0 8 Duke "Piece of cake" 228 JIBBED_ACTOR7 GOTHRT01 0 0 255 --#-- 0 8 Duke "Ooow, that's gotta hurt" 229 DUKE_GOTHEALTHATLOW needed03 0 0 255 --#-- 0 8 Duke "Oooh, I needed that" 230 BOSSTALKTODUKE !boss 0 0 255 ----- 0 multi "Who the hell are you?" 231 WAR_AMBIENCE1 WARAMB13 -512 0 255 !---- 0 5.988 Plane fly past 232 WAR_AMBIENCE2 WARAMB21 -512 0 254 !---- 0 5.988 Plane Crash 233 WAR_AMBIENCE3 WARAMB23 -512 0 254 !---- 0 5.988 Plane fly past 234 WAR_AMBIENCE4 WARAMB29 -512 0 254 !---- 0 5.988 Plane fly and alien scream 235 WAR_AMBIENCE5 FORCE01 0 0 0 --#-- 0 11.025 Duke "Now, this is a force to be reackoned with" 236 WAR_AMBIENCE6 QUAKE06 0 0 0 --#-- 0 11.025 Duke "I ain't afraid of no Quake" 237 WAR_AMBIENCE7 TERMIN01 0 0 0 --#-- 0 11.025 Duke "Hmhm, terminated" 238 WAR_AMBIENCE8 BORN01 0 0 254 !--$- 0 11.025 Duke "Born to be wild" 239 WAR_AMBIENCE9 NOBODY01 0 0 0 --#-- 0 11.025 Duke "Nobody steals our chicks - and lives" 240 WAR_AMBIENCE10 CHEW05 0 0 0 -@#-- 0 11.025 Duke "Its time to kick arse and chew bubble gum, and I'm all out of gum" 241 ALIEN_TALK1 MUSTDIE 0 0 255 -@#-- 0 11.025 "Duke Nukem must die" 242 ALIEN_TALK2 DEFEATED 0 0 255 -@#-- 0 11.025 "Earth attack force defeated" 243 EXITMENUSOUND item15 0 0 0 ----- 0 8 Exit menus 244 FLY_BY flyby -256 256 3 ----- 0 multi Startup sound (at nuke symbol) 245 DUKE_SCREAM DSCREM04 0 0 255 ----- 0 8 Duke scream when he falls from a great height 246 SHRINKER_HIT thud 0 0 3 ----- 0 multi Shrinker ray hit wall 247 RATTY mice3 0 0 0 ----- 0 11.025 Mice squeeking 248 INTO_MENU bulithit 1024 1024 0 ----- 0 5.988 Enter menus 249 BONUSMUSIC bonus 0 0 255 ----% 0 22.050 Music at end of level screen 250 DUKE_BOOBY BOOBY04 0 0 255 --#-- 0 8 Duke "I should have known that those alien maggots booby trapped the sub" 251 DUKE_TALKTOBOSSFALL DIESOB03 0 0 255 -@#-- 0 multi Duke "Die you son of a bitch" 252 DUKE_LOOKINTOMIRROR lookin01 0 0 255 -@#-- 0 8 Duke "Damn, I'm lookin' good" 253 PIG_ROAM3 pigrm -200 400 3 ----- 0 8 Pig Cop roaming 254 KILLME killme -128 0 0 ----- 0 11.025 Pod-female saying "Kill me" 255 DRON_JETSND ENGHUM 1300 1300 0 ----- 0 multi Engine humming 256 SPACE_DOOR1 hydro22 0 0 0 ----- 8192 11.025 Space door/elevator open/up 257 SPACE_DOOR2 hydro24 0 0 0 ----- 0 11.025 Space door/elevator close/down 258 SPACE_DOOR3 hydro27 0 0 0 ----- 8192 11.025 Space door/elevator open/up with stop 259 SPACE_DOOR4 hydro34 0 0 0 ----- 0 11.025 Space door open/close 260 SPACE_DOOR5 hydro40 0 0 0 ----- 0 11.025 Pressure release 261 ALIEN_ELEVATOR1 hydro43 0 0 0 ----- 0 11.025 Noisy elevator 262 VAULT_DOOR vault04 0 0 0 ----- 0 11.025 Slow moving door 263 JIBBED_ACTOR13 LETGOD01 0 0 255 --#-- 0 11.025 Duke "Let God sort 'em out" 264 DUKE_GETWEAPON6 HAIL01 0 0 255 --#-- 0 11.025 Duke "Hail to the King baby" 265 JIBBED_ACTOR8 BLOWIT01 0 0 255 -@#-- 0 11.025 Duke "Blow it out your arse" 266 JIBBED_ACTOR9 EATSHT01 0 0 255 -@#-- 0 11.025 Duke "Eat shit and die" 267 JIBBED_ACTOR10 FACE01 0 0 255 -@#-- 0 11.025 Duke "Your face, your arse, what's the difference?" 268 JIBBED_ACTOR11 INHELL01 0 0 255 -@#-- 0 11.025 Duke "See you in hell" 269 JIBBED_ACTOR12 SUKIT01 0 0 255 --#-- 0 11.025 Duke "Suck it down" 270 DUKE_KILLED4 dscrem18 0 0 255 --#-- 0 8 Duke strained scream 271 DUKE_KILLED5 pisses01 0 0 255 -@#-- 0 11.025 Duke "This really pisses me off" 272 ALIEN_SWITCH1 aswtch23 0 0 0 ----- 0 11.025 Splat switch 273 DUKE_STEPONFECES happen01 0 0 0 -@#-- 0 11.025 Duke "Shit happens" 274 DUKE_LONGTERM_PAIN2 dscrem15 0 0 255 --#-- 0 8 Medium length scream 275 DUKE_LONGTERM_PAIN3 dscrem16 0 0 255 --#-- 0 11.025 Short scream 276 DUKE_LONGTERM_PAIN4 dscrem17 0 0 255 --#-- 0 11.025 Even shorter scream 277 COMPANB2 CTRLRM25 0 0 0 ---$- 0 11.025 Oscillating alien sound 278 KTIT ktitx 0 0 254 ---$- 0 8 Duke "This is KTIT, K tit. Bringing you the breast, er, the best tunes in town" 279 HELICOP_IDLE hlidle03 0 0 255 ---$% 0 5.988 Helicopter blades spinning 280 STEPNIT LIZSHIT3 0 0 254 -@#-- 0 11.025 Splat as Duke steps in it 281 SPACE_AMBIENCE1 monolith 0 0 0 !---- 0 11.025 Wierd alien ambience 282 SPACE_AMBIENCE2 hydro50 0 0 0 !---- 0 11.025 Grinding moving sound 283 SLIM_HATCH slhtch01 0 0 3 ----- 0 11.025 Green slime hatching 284 RIPHEADNECK rip01 0 0 254 -@#-- 0 11.025 Duke "I'll rip your head off and shit down your neck" 285 FOUNDJONES jones04 0 0 0 --#-- 0 11.025 Duke "We meet again, Dr Jones" 286 ALIEN_DOOR1 adoor1 0 0 0 ----- 0 11.025 Very noisy door 287 ALIEN_DOOR2 adoor2 0 0 0 ----- 0 11.025 Splatty door 288 ENDSEQVOL3SND4 GRABBAG 0 0 254 ----% 0 11.025 Duke Nukem Title music 289 ENDSEQVOL3SND5 name01 0 0 250 ----- 0 8 Duke "My name's Duke Nukem" 290 ENDSEQVOL3SND6 r&r01 0 0 251 ----- 0 8 Duke "After a few days of R & R, I'll be ready for more action" 291 ENDSEQVOL3SND7 lani05 0 0 252 ----- 0 8 Lani "Ohh, come back to bed Duke" 292 ENDSEQVOL3SND8 lani08 0 0 253 ----- 0 8 Lani "I'm ready for some action now" 293 ENDSEQVOL3SND9 laniduk2 0 0 254 ----- 0 8 Lani & Duke make love 294 WHIPYOURASS WHIPYU01 0 0 255 --#-- 0 8 Duke "It's down to you and me, you one eyed freak" 295 ENDSEQVOL2SND1 gunhit2 0 0 249 ----- 0 22.050 Gun hit 296 ENDSEQVOL2SND2 headrip3 0 0 250 ----- 0 11.025 16bit Head ripped off 297 ENDSEQVOL2SND3 buckle 0 0 251 ----- 0 22.050 Unbuckle jeans 298 ENDSEQVOL2SND4 jetp2 0 0 252 ----- 0 11.050 Throw off jetpack 299 ENDSEQVOL2SND5 zipper2 0 0 253 ----- 0 11.050 Undo zipper 300 ENDSEQVOL2SND6 news 0 0 254 ----- 0 11.050 Open newspaper 301 ENDSEQVOL2SND7 whistle 0 0 255 ----- 0 11.050 16bit Whistle Duke Nukem theme 302 GENERIC_AMBIENCE23 2ride06 0 0 255 --#-- 0 8 Freeze ray hit somebody 303 SOMETHINGFROZE freeze 0 0 3 ----- 0 22.050 Duke "Damn, that's the second time those alien bastards shot up my ride" 304 DUKE_LONGTERM_PAIN5 pain54 0 0 255 --#-- 0 8 Uww 305 DUKE_LONGTERM_PAIN6 pain75 0 0 255 --#-- 0 8 Ugh 306 DUKE_LONGTERM_PAIN7 pain93 0 0 255 --#-- 0 8 Oww 307 DUKE_LONGTERM_PAIN8 pain68 0 0 255 --#-- 0 8 Uuughh 308 WIND_REPEAT wind54 0 0 0 ---$% 0 multi Repeating gust of wind 11.6 (Dimensions) Here are some facts on the dimensions of Dukes world. Keep in mind, though, that you'll want to scale down real-world places to make them faster and better-looking in Duke. 11.6.1 [Units] All (x,y,z) coordinates are in units; irritatingly, it seems that the (x,y) units are different to the (z) units. At a rough estimate, I would say that 16 (z) units = 1 (x,y) unit. 2 (x,y) units = 1 pixel (normal texture) 8 (x,y) units = 1 pixel (shrunk using [E]) 128 (z) units = 1 pixel (normal texture) Floors are raised by 1024 units every time [PgUp] or [PgDn] is pressed. Viewing Duke via [F7] in a narrow corridor, I would estimate 1024 units to be about 2.6m in the real world (meaning 1m is roughly 400 units). If I remember the weirdo US units correctly, 1 foot would be about 128 units. 11.6.2 [The map] Maximum grid width is 1024 units. In the following paragraphs, height values are shown as z- coordinate difference, with the number of [PgUp]-keypresses in square brackets behind it: 11.6.2.1 [Walking about] 3072 [3] Max. height difference for stairs. 6144 [6] Min. sector height to enter while ducked. 10240 [10] Min. sector height to enter (will duck automatically for 10). 16384 [16] Height of standard sector created. 20480 [20] Max. jumpable height. 11.6.2.2 [Weapons] Numbers in brackets mean that only some of the shots will make it. 3072 [4096] (3 [4]) Max. height of floor to shoot over while ducked. 4096 (4) Min. height to place tripbomb on when ducked. 5192 [4096] (5 [4]) Max. height of ceiling to shoot under while ducked. 6144 (6) Max. height of ceiling to shoot RPG under while ducked. 8192 [9216] (8 [9]) Max. height of floor to shoot over while standing. 10240 [9216] (10 [9]) Max. height of ceiling to shoot under while standing. 1024 (10) Min. height to place tripbomb on when standing. 11264 (11) Max. height of ceiling to shoot RPG under while standing. Chapter 12 Miscellaneous 12.1 (MAP design contest) Joseph G. Geisler III is holding a MAP design contest - he's setting up an HTML page (adress so far unknown to me) with MAP ratings (good idea, _I_ wanted to do that! :). So send your maps to him at dubljay@baltimore.net, you might even win something (keyrings, T-shirts). His announcement was dated 6th Jun 1996, so don't be surprised if he got swamped and stopped his offer :) 12.2 *PC Gaming's offer* PC Gaming is another page that makes your maps accessible to the world. Submit the levels in .ZIP form and include a screenshot as well. http://www.compusmart.ab.ca/mknox/pcgaming.htm 12.3 Conclusion Phew! Well, that is all I have! I hope this FAQ proves to provide a good resource for DN3D Editing information. If you have any suggestions, questions, additions, or comments for the FAQ, send me e-mail at "sz0759@rzmail.uni-erlangen.de". Thanks for reading the FAQ! -Klaus Breuer SUPPORT YOUR SHAREWARE COMPANIES! REGISTER YOUR SHAREWARE! 12.4 [Revision history] v0.1 First release of the DN3D EDITING FAQ as an RFC. (16. May 1996) v0.2 RFC II, added how-tos and changed the format a bit. (20. May 1996) v0.3 RFC III, added more how-tos, extended reference list. Released to the mailing list only. (24. May 1996) v0.4 First non-RFC release, added lots of info, including a beginners tutorial and BUILD reference. Plenty of typos fixed. (25. May 1996) v1.0 First 'real' release of the FAQ. Lots more info, including thoughts on level design and more how- tos. Plenty of errors removed, first version of Museum included. v1.1 More errors removed, list of sounds, better Museum, some ideas for .CON file hacking, nice ASCII logo. (27. June 1996)