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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 | ||
| 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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