blood-faqs-mapedit    12-08-2021     64F / 1.40M  (c)  RTCM Corvin

Blood Mapedit FAQs - This page provides Editors and Builders Help with FAQ's, documents and demonstrations from the past and present.

 

filename and author Size Description
MAPEDIT FAQs
Tricks 1
NoOne
18.9 This map contains some tricks that can be done in MAPEDIT and rarely used. See TRICKS1.TXT for info when playing this map. I tried to explain stuff there.

Im expect if some of these tricks motivated you to create new and cool maps ;)
NoOne, may 2018

1. Missile Detector
2. Things Detector
3. Jump Of Faith (Proximity teleporter)
4. Hazard Sprite
5. Heavy Door
6. Breakable Boxes
7. Mighty Tchernobog
8. Proximity Door
9. Player # Detector
10. Dynamic Slope + Z-motion + Continuous Motion
11.1. Deadly Traps: Dark Hole
11.2. Deadly Traps: Fan
11.3. Deadly Traps: Spikes
12. Multi-Stage elevator
13. Dynamic Slope + ROR
14. ROR Elevator
15. Vertical fireballs
16. Active 1-dead head cerberus

 

 

Example - Lasers
BME
2.80 An attempt to make lasers and a lethal forcefield.

Instructions:
- Unzip all files to Blood folder.
- Drag LASERS.BAT onto DOSBox icon to start.

Have fun!

 

 

Example - Limited Ammo Selector
BME
3.16 Demonstration of graphical selection and limited amount.
Select ammo type (press picture) and hit the GIMME button to receive.

Instructions:
- Unzip all contents to Blood folder
- Drag LIMITAMM.BAT onto the DOSBox icon to start.

Have fun!

 

 

Example - Multi Teleporter
BME
4.52 Use the switch to select the next destination, then just step into the portal missssster caleb.....

Instructions:
- Unzip files to Blood folder
- Drag MULTPORT.BAT onto the DOSBox icon to start

Have fun!

 

 

Multi Path Sectors
BME
2.60 The 1st Path Sector has a DATA value of 1, it's Path Markers go from 1 to 4.
The 2nd Path Sector has a DATA value of 11, it's Path Markers go from 11 to 14.
The BusyTime of each Path Marker determines the Speed of the Path sector.
The WaveForm setting of the Path Sector determines the way in which it moves.
The WaitTime of each Path Marker determines how long it takes a pause.

 

 

Triggers
BME
3.49 Demonstrates different triggers for Sprite, Wall and Sector.

PUSH works with all 3 (for sector: anywhere while inside)
WALLPUSH works anywhere within the sector (not just walls)
VECTOR only seems to work with sprites.
TOUCH works best with a 'wall sprite'.
PROXIMITY works with sprite types that will exploded or disappear.
PICKUP works with weapons, ammo, and items.

---------------------------------------------------------------
INSTRUCTIONS:

1. Unzip all contents to the Blood folder or unknown maps folder.
2. Drag TRIGGERS.BAT onto the DOSBox icon and read further
instructions.

Have fun!

 

 

Mapedit - Tutorium v5-3-2015
BME
13.9 Demonstrates all working/useful Xsprite Types from 400 and up.
This is an update of the previous Tutorium map.

A few things are fixed, a few things have been added, each effect room has now a description text and there's also a teleporter for fast traveling from one end of the hallway to the other.

 

 

Particle snow test map
Tekedon
7.34 This is a small test map for the \\\"particle snow\\\" effect (plus a few fun additions). Framerate drop is significantly lower than with the regular snow sprites. This effect works through hidden gib objects in the ceiling that are triggered over and over. The effect is not perfect but it can get the job done if used correctly.

Since the snowflakes are made through triggering gib objects it can be set to turn off (stop snowing) with a smooth transition through entering a specific sector for example. Or a button. Whatever you want. There is a button in this map that will stop the snow from falling.

 

 

Secrets Setup
BME/ILMHB
3.92 How to set up the secrets counter, Normal and Super.

 

 

Working Dart Generator
Nemo
6.78 An idea I'd been toying with for a while: a fully functional substitute for Blood's totally NON-functional DARTGEN sprite. Admittedly, it's not perfect, but it does the job reasonably well.

The entire mechanism, including triggering, is contained within the single, central SLIDE MARKED sector, making it easy to copy and paste into any map. The widening in the middle of the sector is simply to guarantee triggering -- not an issue in this particular example, but observed to be a problem in another I worked on.

Actual damage is induced via the twin, invisible saw blades built into the mechanism (setting SECTOR damage produced a far less desirable result), and the TWO saws are definitely needed. Thus, the "darts" are deliberately set at low and medium heights to suggest JUMPING, rather than crouching (which WON'T work), as the way to avoid possible injury.

Adjust as desired. But note: saw blade HEIGHT should be left quite low to produce the most "realistic" effect.

 

 

3D "quakish" elevator
Tekedon
1.62 A 3D elevator that you cannot fall through even if you try.

 

 

Jump Pad
BME/ILMHB
1.56 Similar what is found in ocpjr's maps except the pad doesn't raise when triggered.

 

 

Neverending explosions
Jerry
2.10 (Retriggering Hidden Exploders) Example map.

 

 

Bloody Drums (BR-03)
BME/ILMHB
10.5 Have you ever wondered what Caleb likes to do in his spare time? ;)

Some advice: do not stand too close to the buttons, just stay where you are when the map starts and everything works just fine :)

- Use [CLR] button to clear row
- Use [INV] button to invert pattern

 

 

Mapedit - 6 Examples
BME/ILMHB
6.91 - Combination Switch Reset
- Force Field
- Fire Pit*
- New Smoke
- Snow*
- Sticky Floor

* based on Tekedon's work.

 

 

Mapedit - 3 Examples3
BME/ILMHB
7.37 - MULTI TRIGGERABLE EXPLOSION
- LIGHTING TECHNIQUES
- PHASING LIGHTS

 

 

Mapedit - 3 Examples2
BME/ILMHB
2.38 - Feather Fall
- Unbeatable Zombie
- Weapon Spawn

 

 

Mapedit - 3 Examples
BME/ILMHB
3.27 - Death Timer
- Long Jump
- See Through Portals

 

 

2 Clocks
BME/ILMHB
10.7 2 Examples; a real and a digital clock.

 

 

Blood Mapedit Tutorial6
BME/ILMHB
4.51 - CUSTOM ITEM PICKUP
- WATER DRIP
- PATH SECTOR
- PITFALL
- UPPER & LOWER LINK

 

 

Blood Mapedit Tutorial5
BME/ILMHB
7.88 - SOUNDS
- SHOOT LIGHTS
- MINEFIELD
- DUDE SPAWN
- CANNON

 

 

Blood Mapedit Tutorial4
BME/ILMHB
6.02 - 2 Way Car
- Elevators
- Kill Counter
- Stone Gargoyle
- Teleporters

 

 

Blood Mapedit Tutorial3
BME/ILMHB
6.82 - Z Door
- Split Door
- Swing Doors
- Sliding Doors
- Revolving Doors

 

 

Blood Mapedit Tutorial2
BME/ILMHB
7.36 - MIRROR
- WATER
- STACK
- CRACKED WALL
- COMBINATION SWITCH(ES)

 

 

Blood Mapedit Tutorial1
BME/ILMHB
7.26 Demonstrates the 6 most commonly used sector types:

- Z MOTION
- Z MOTION SPRITE
- STEP ROTATE
- SLIDE
- ROTATE
- COUNTER SECTOR

 

 

Ladders
Tekedon
1.27 a map with a working climbable ladder.

 

 

Text Message Tutorial v06-02-2011
BME / ILMHB
1.9 This is a small message tutorial map. There are 6 buttons generating different texts and reset after 5 seconds (when text disappears), there's even a touch plate sector that also generates one.

 

 

Doom-style Door
Control-Z
6 Tutorial and Sample Map

 

 

Swinging Door
Control-Z
2 Tutorial and Sample Map -updated directions (9-21-1997).

 

 

Two Swinging Doors
Control-Z
3 Tutorial and Sample Map

 

 

Conveyor Belt
Control-Z
3 Tutorial and Sample Map

 

 

Wall Crack
Control-Z
4 Tutorial and Sample Map

 

 

Water
Control-Z
3 Tutorial and Sample Map

 

 

See-through Water
Control-Z
2 Tutorial and Sample Map
 

 

Door with Key
Control-Z
2 Tutorial and Sample Map

 

 

Elevator
Control-Z
2 Tutorial and Sample Map

 

 

Flicker
Control-Z
3 Tutorial and Sample Map

 

 

Glass Windows
Control-Z
2 Tutorial and Sample Map

 

 

Pendulum
Control-Z
3 Tutorial and Sample Map

 

 

Earthquake
Control-Z
3 Tutorial and Sample Map

 

 

Sector Over Sector
Control-Z
5 Tutorial and Sample Map

 

 

Star-Trek Doors
Control-Z
5 Tutorial and Sample Map

 

 

Switch
Control-Z
3 Tutorial and Sample Map

 

 

Teleporter
Control-Z
2 Tutorial and Sample Map

 

 

Vehicle
Control-Z
4 Tutorial and Sample Map

 

 

ZSprite
Control-Z
2 Tutorial and Sample Map

 

 

Mirror
Control-Z
1 Tutorial and Sample Map

 

 

Multi Examples
Daniel Wilson
7 EXAMPLE LEVEL/TXT
1. (How to make explosions)
2. (How to make a DOOM door)
3. (How to make a swinging door)
4. (How to make windows/glass)
5. (How to make water)
6. (How to make true-room-over-room)
7. (How to make translucent water)
8. (How to make elevators)
9. (Gib Objects)

 


Vertical Doors
Tempest
5 Building the door in 2D mode
Finishing the door in 3D mode
Secret Areas
Copying sectors
Moving sectors
Ambient Sounds
Sector Sounds
Ambient Sfx List by Ronald Allen

 

 

Player Talk
Josh Hutchison
2.27 Here are instructions that shows you how to make the player talk.

Includes: Map

 

 

Blood Mapedit Help
Games Planet
4 Build a sector and Build a Room

 

 

MAPEDIT History File
Peter Freese/Q Studios
22 Programming history and Controls 94/12/18 to 96/01/16

 

 

Mapedit Primer 99 (Rev 1.0)
Jeff Morris
87 The purpose of this text is to help complete beginners to install and use the editing tools provided with the registered version of Blood. It will suggest a way for you to set up, and help you get familiar with the map editor.

 

 

Team Play Flags
?
1 To make your map have team play flags you will need to add flag pole sprites at each end of your map.

 

 

How to make Player SFX
Steve Graehl aka Nailer
1 Make a sector outside of your map somewhere. It only needs to hold SOUND and TOGGLE SWITCH sprites so it does not need to be big.

Inside this sector place a toggle...

 

 

Ultimate Blood Mapedit Suite Dec1997(v.2)
Michael Shire
85 -MAPEDIT QUICK REFERENCE
-Mapedit Editing and Effects
Part 1 - Getting Started, Basic Editing
Part 2 - Triggers, Motion Effects, Other Features
Part 3 - Special Effects, Traps, Sounds
-Updates

 

 

Unofficial Blood Map Edit Faq
Mark Dickneite
41 Includes: Sector and Ambient Sfx List Updated 6/25/97

Also Includes: Many example maps

doomdoor.map
blowwall.map
crush.map
floormuv.map
lifts.map
revolve.map
swdoors.map
teleport.map
water.map
-more-

 

 

MAPEDIT FAQ v. 1.0
June 20th, 1997

Jay Chapman
12 This FAQ was originally started based on the demand for a FAQ that would help people create MAPs for Blood using MAPEDIT. I saw a lot of questions. A lot I could answer so I decided to start a FAQ. I will show you how to do many things, from creating a sector, to blowing up walls and Gib effects.

 

 

MAP EDITING FAQ V3.0
Arjan Van Rossen
24

Includes: Maps and screen shots

CRACK.MAP
DOOR.MAP
EQUAKE.MAP
GLASS.MAP
LIGHT.MAP
MACHGUN.MAP
MIRROR.MAP
SECRET.MAP
TRWATER.MAP

Includes: Copying Sectors Between Two Maps FAQ by Nailer

 

 

Map Editing Faq V2.0
Arjan Van Rossen
8.05 No maps included.

 

 

Jen's Gib Tutorial
bufo
2 To make objects that take damage and blow into pieces, such as vases, deadbodies ( turning into meat chunks ), etc:

Place a sprite in 2d mode. Alt F6 to change the sprite to Type 416 ( Gib object ). Data 1 and Data 2 both contain....

Also a list containing my interpretation of the appearance of the flying pieces used by datas 1 and 2.

 

 

Nápoveda pro Mapedit
edithelp.exe
Petr Drábek
915 Includes: several editior screenshots

 

 

CONVEYOR BELTS
Nailer
1 1. In 2D mode, make a basic room. In 3D mode, adjust the ceiling
height and texture to your liking.

2. In 2D mode, create a rectangle somewhere in the room. Go into 3D mode and raise or lower it as desired. Give it a texture of your choice. Water, etc. This will become your conveyor belt.

3. Place your cursor on the conveyor belt sector in 2D mode. Enter the following input:

<ALT><F5>
Type 0 : Normal
-more-

 

 

Ambient & Sector Sfx: The Big List
Updated 6/25/97
Ronald Allen
18 A sound is a sound. Make it an Ambient Sfx (#710) and it repeats over and over. Make it a Sector Sfx (#709)and it plays up to 4 sounds in a row one sound at a time. Any sound can be used either way which means there are thousands of unexplored possibilities for creating new effects.

Tired of making doors that sound like doors. Ok, make them talk when they open. The haunted wind a little boring, why not a menacing voice in the background that repeats over and over...