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.
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filename and author | Size | Description |
MAPEDIT FAQs |
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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
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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!
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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!
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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!
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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.
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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!
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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.
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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.
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Secrets Setup BME/ILMHB |
3.92 | How to set up the secrets
counter, Normal and Super.
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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.
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3D "quakish" elevator Tekedon |
1.62 | A 3D elevator that you cannot
fall through even if you try.
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Jump Pad BME/ILMHB |
1.56 | Similar what is found in
ocpjr's maps except the pad doesn't raise when triggered.
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Neverending explosions Jerry |
2.10 | (Retriggering Hidden Exploders)
Example map.
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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
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Mapedit - 6 Examples BME/ILMHB |
6.91 | - Combination Switch Reset - Force Field - Fire Pit* - New Smoke - Snow* - Sticky Floor * based on Tekedon's work.
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Mapedit - 3 Examples3 BME/ILMHB |
7.37 | - MULTI TRIGGERABLE EXPLOSION - LIGHTING TECHNIQUES - PHASING LIGHTS
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Mapedit - 3 Examples2 BME/ILMHB |
2.38 | - Feather Fall - Unbeatable Zombie - Weapon Spawn
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Mapedit - 3 Examples BME/ILMHB |
3.27 | - Death Timer - Long Jump - See Through Portals
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2 Clocks BME/ILMHB |
10.7 | 2 Examples; a real and a
digital clock.
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Blood Mapedit Tutorial6 BME/ILMHB |
4.51 | - CUSTOM ITEM PICKUP - WATER DRIP - PATH SECTOR - PITFALL - UPPER & LOWER LINK
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Blood Mapedit Tutorial5 BME/ILMHB |
7.88 | - SOUNDS - SHOOT LIGHTS - MINEFIELD - DUDE SPAWN - CANNON
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Blood Mapedit Tutorial4 BME/ILMHB |
6.02 | - 2 Way Car - Elevators - Kill Counter - Stone Gargoyle - Teleporters
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Blood Mapedit Tutorial3 BME/ILMHB |
6.82 | - Z Door - Split Door - Swing Doors - Sliding Doors - Revolving Doors
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Blood Mapedit Tutorial2 BME/ILMHB |
7.36 | - MIRROR - WATER - STACK - CRACKED WALL - COMBINATION SWITCH(ES)
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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
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Ladders Tekedon |
1.27 | a map with a working climbable
ladder.
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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.
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Doom-style Door Control-Z |
6 | Tutorial and Sample Map
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Swinging Door Control-Z |
2 | Tutorial and Sample Map -updated directions (9-21-1997).
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Two
Swinging Doors Control-Z |
3 | Tutorial and Sample Map
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Conveyor Belt Control-Z |
3 | Tutorial and Sample Map
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Wall
Crack Control-Z |
4 | Tutorial and Sample Map
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Water
Control-Z |
3 | Tutorial and Sample Map
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See-through Water Control-Z |
2 | Tutorial and Sample Map
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Door
with Key Control-Z |
2 | Tutorial and Sample Map
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Elevator Control-Z |
2 | Tutorial and Sample Map
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Flicker Control-Z |
3 | Tutorial and Sample Map
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Glass
Windows Control-Z |
2 | Tutorial and Sample Map
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Pendulum Control-Z |
3 | Tutorial and Sample Map
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Earthquake Control-Z |
3 | Tutorial and Sample Map
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Sector
Over Sector Control-Z |
5 | Tutorial and Sample Map
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Star-Trek Doors Control-Z |
5 | Tutorial and Sample Map
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Switch Control-Z |
3 | Tutorial and Sample Map
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Teleporter Control-Z |
2 | Tutorial and Sample Map
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Vehicle Control-Z |
4 | Tutorial and Sample Map
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ZSprite Control-Z |
2 | Tutorial and Sample Map
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Mirror Control-Z |
1 | Tutorial and Sample Map
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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)
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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
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Player Talk Josh Hutchison |
2.27 | Here are instructions that shows you how to make
the player talk. Includes: Map
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Blood
Mapedit Help Games Planet |
4 | Build a sector and Build a Room
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MAPEDIT
History File Peter Freese/Q Studios |
22 | Programming history and Controls 94/12/18 to
96/01/16
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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.
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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.
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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...
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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
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Unofficial
Blood Map Edit Faq Mark Dickneite |
41 | Includes: Sector and Ambient Sfx List Updated
6/25/97 Also Includes: Many example maps
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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.
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MAP
EDITING FAQ V3.0 Arjan Van Rossen |
24 |
Includes: Maps and screen shots Includes: Copying Sectors Between Two Maps FAQ by Nailer
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Map Editing Faq V2.0 Arjan Van Rossen |
8.05 | No maps included.
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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.
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Nápoveda
pro Mapedit edithelp.exe Petr Drábek |
915 | Includes: several editior screenshots
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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-
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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...
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