

CREATING ROOMS OVER ROOMS (SECTOR STACKING)

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A Control-Z Tutorial
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NOTE: Please refer to the sector.map, 
sector1.map, and sector2.map files 
while working through this tutuorial.

1. In 2D mode,  make a basic sector, and then divide it by a third with a 
red sector line.  Go into 3D mode and texture the walls, floors, and the 1/3 sector 
ceiling with the textures of your choice; for the 2/3 sector ceiling use texture # 504 
(it looks like wood). This is the standard go-between texture that Blood uses to simulate 
3D when going from an upper-to-lower (or lower-to-upper) sector setting. Raise the "wood" 
ceiling sector by two clicks, and realign any of your textures.

2. In one corner of the sector that has the "wood" ceiling place an Upper Arrow sprite (#2331). 
Return to 2D mode, place your cursor on the arrow sprite, hold the left <Alt> key and press 
the <F6> ket to bring up the sprite dialog box. For "Type" use " 12 : Lower Stack " 
(" 6 : Lower Link" works as well in conjunction with 7 : Upper Link). Hold the left <Ctrl> key 
and press <Page Up> to raise the arrow snug to the ceiling.

3. Now you are going to make an EXACT copy of this whole sector. With your mouse cursor, 
start just above and outside the NW corner, hold the right <Alt> button and the left mouse button, 
and "capture" the whole sector by dragging the cursor down to just below and over from the SE 
corner. At this point the whole sector should turn a flashing green. Let up on the mouse button 
and the <Alt> key, and reposition the cursor in the middle of the green flashing sector. Hold the 
left mouse button down again, and press the <Insert> key. This copies the whole sector. Drag it 
over to the right and down and couple of squares. Let up on the mouse button, and hit the right 
<Alt> button once. This pastes the sector copy "almost" over the original sector.

4. Now you will need to go into the newly copied sector and make some changes. While still 
in 2D mode, position your cursor all the way over to the rlower ight side, click the left mouse 
button to reposition the 2D mapedit arrow, and enter there (reverse the process going back 
into the original sector; sneak in on the upper left side). Go into 3D mode. Copy the "wood" 
texture from the ceiling to the floor and lower the floor a couple of clicks. Replace the ceiling 
texture with a sky texture (I used # 2500). 

5. Return to 2D mode, place your cursor over the copy of the upper arrow sprite, hold the left 
<Alt> key and press <F6> to bring up the sprite dialog menu. Change the "Type" to 11: Upper Stack. 
Return to 3D mode and use <Ctrl> and <Page Down> to lower it snug to the "wood" floor. Confirm 
that it is the Lower Arrow sprite (#2332).

NOTE: The Upward Arrow uses the 12 : Lower Stack setting, and the Downward Arrow uses 
the 11 : Upper Stack setting (or  6 : Lower Link may be substituted in conjunction with 7 : Upper Link)

6. Position yourself where you want to start the game with the <Scroll Lock> key, save your 
work, and exit. You have now created a Room Over Room (or "Sector Stack").

Please refer to the sector1 and sector2 maps of the tutorial to see more advanced uses of the 
"room over room" function. To make the ramp effect, I raise the copied sectors floor and ceiling 
areas a full twenty clicks each.


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Tutorials and Sample Maps By Control-Z
(Craig Duckett - Seattle, Wa - June 21, 1997)