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A   CONTROL-Z   TUTORIAL
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TWO BASIC ROOMS SEPARATED BY A
VERTICAL SLIDING ("DOOM"-STYLE) DOOR
WITH PERTINENT SOUND EFFECTS

NOTE: Please refer to the doomdoor.map in mapedit 2D  
mode in conjunction with the seven parts of this tutorial. 
The map is divided into seven areas which coincide with these 
seven parts, with the finished product labeled "7" (and where 
you'll start if you play the map).

ONE BASIC ROOM

1. In 2D mode, draw a rectangle using the <Spacebar> to insert 
points and the mouse cursor for direction. (see "1" in doomdoor.map). 

If you make a mistake laying down these initial points or lines, you 
can backup using the <Backspace> key. You can adjust or realign the 
points of your rectangle by selecting a point with your left mouse 
button, holding it down, and releasing it in the chosen  position. 

When you are happy with the shape of your rectangle, press the 
left <Enter> return key to go into 3D mode.

2. In 3D mode,  position the flashing cursor on the wall or ceiling 
and press the <Page Up> key 10 times to raise the ceiling.

With your cursor on a wall, hit the letter <V> key twice and select 
a texture of your choice using the <(> down-arrow key (I selected 
texture # 194) and hit the <Enter> key to paste. 

Copy this texture using the <Tab> key, and then hold down the 
left <Ctrl> key and press the left <Enter> return key to paste 
this texture automatically on the three remaining walls. 

Position the cursor on the ceiling, hit the letter <V> key twice, 
and select a texture of your choice (I selected texture # 215). Hit 
the <Enter> return key to paste.

Next, position the cursor on the floor, hit the letter <V> key twice, 
and select a texture (I used texture # 44). Hit <Enter> return key to paste.

To shade the walls to make your room look more realistic, place the 
cursor on one of the longer walls of the rectangular room and hit the 
rightmost <-> minus key in the upper right-hand corner of the Number Pad 
to a shade that is significantly darker than the other walls. (I hit 
this <-> key 15 times). With the cursor still on this shaded wall, hit 
the <Tab> key. Now turn to the opposite wall (the other long wall), place 
the cursor on it, and hit the <Enter> return key.

You now have a basic four-sided room with two shaded walls. But a wall is 
no good if you can't get in or out of it, so you'll need to make a doorway.

TURNING ONE ROOM INTO TWO ROOMS SEPARATED BY A DOORWAY

3. 	Creating a doorway in the middle of your rectangular room is a 
good way of making two inter-connected rooms. You'll need to divided the 
single room with this doorway by inserted new points (with the <Insert> key) 
and moving them about with the left mouse button held down and released when 
they are in position. (Please refer to "3" in the doomdoor.map).

4.	To better give the illusion of two separate rooms, it is best to 
raise the ceilings on both sides of the doorway. To do this, we start by 
creating a separate sector where the doorway is by adding two red lines on 
either side (connecting the points on either side of the doorway using the 
left mouse key and <Spacebar> key). When this task is complete, you will have 
three separate sectors (two large ones, the rooms,  divided by a smaller one, 
the doorway). 

Go to 3D mode, and raise the ceilings in the two larger rooms (but keep the 
ceiling of the doorway where it is). I raised my ceilings by hitting the 
left <Enter> return key five times. Realign the textures of the wall created 
above the doorway by placing the cursor on it, holding down the right <Ctrl> 
button and using the <(> or <(> on the Number Pad. Do this on both sides, and 
on the walls inside the doorway as well. (Please refer to "4" in the doomdoor.map)

ADDING A VERTICAL SLIDING DOOR TO THE DOORWAY

5.	In 2D mode, divide the doorway sector into 3 sectors itself, by placing 
4 more points with the <Insert> key and connecting them with the cursor and 
<Spacebar>. Place the red cross-shaped cursor in the middle sector of the three 
doorway sectors, hold down the left <Alt> key and press the <F5> key. This will 
bring up the Trigger/Channel Menu at the bottom of the screen.

	Use the <(> up-arrow key (NOT the arrow keys in the Number Pad) to 
change "Type 0: Normal" to "Type 600: Z Motion". Use the <®> right-arrow key 
to scroll down the "Interruptable" and to toggle an 'x' in the check box using 
the <Spacebar> key. Next, continue scrolling to the "OFF®ON" section until you 
come to "busyTime = 0", and type in 25 here. Scroll down to "wave: 0 Sine" and 
use the <(> up-arrow key to change it to "wave: 1 linear". Scroll down 
to "waitTime = 0", toggle an 'x' in the box with the <Spacebar> key. Scroll 
one over and change "waitTime = 0" to 25. Scroll down to the ON->OFF section 
and change "busyTime = 0" to 25 as well. Scroll down and make "wave: 0 Sine" 
read "wave: 1 linear." Finally, scroll to Trigger On: section, and toggle an 'x' 
in the WallPush box using the <Spacebar>. Hit the left <Enter> return key to save 
your input.

	There should now be a white-tag in the middle doorway sector that 
reads "Z Motion Off".

	In 3D mode, place the cursor on a middle sector wall of the doorway 
and press <Page Down> and <Page UP> once. You'll notice that the wall textures 
move up and down as you move this ceiling section up and down. To prevent this 
from happening, position your cursor one of the door sector walls and press the 
letter <0> key (for Orientation). It will prevent this texture from moving when 
your door slides up and down, but now it needs to be re-aligned using the 
right <Ctrl> key and the Number Pad up and down arrows. Make sure and orient and 
re-align both walls of this door sector. Now trying <Page Down> and <Page Up> to 
confirm that the texture no longer moves when the door sector moves. Please refer 
to "5" in the doomdoor.map file.

6.	Next, while still in 3D mode, place the cursor on the ceiling where the door 
is located (middle sector in the doorway). This will actually become the bottom of 
the vertical sliding door when it is lowered to the floor. You may want to change 
this texture to something else (I used texture # 20 and adjusted it with the 
letter <E> key). With the cursor still on this ceiling part, hold the left <Alt> 
key and press the <F4> (you'll see a brief "Set on FloorZ" message at the top of 
your screen). 

	Now,  position yourself immediately under the ceiling of the door section 
and begin lowering in with the <Page Down> key (You can begin lowering it with you 
cursor pointed at one of the walls, but eventually you'll want the cursor positioned 
on the lowering ceiling itself). Keep lowering the ceiling until it is right down 
on top of you and seems to "squish " you to the floor (causing the screen to be 
nothing more than two solid colors, in my case gray and brown). With the cursor 
still pointing at the lowered ceiling, hold the left <Alt> key and press the <F3> 
key. This will tell the door how far to come down when it slides open and closed. 
You can toggle the door back up to the up position at this point by hitting just 
<F4>, and lower it again by hitting the <F3> key. While it is in the lowered position, 
you may apply door textures on both sides (I used texture # 22). "Squash" yourself 
back under the door, put your cursor back on the lowered "ceiling", and toggle <F4> 
to return the door back to the open position. 

In 2D mode, position the white arrow where you'd like to start when you play the 
game and press the <Scroll Lock> key. This is where you will start in game mode. 
Save your work, and exit. Start your map up in game mode and confirm that the 
door works as planned. (Please refer to "6" of the doomdoor.map)

ADDING SOUND EFFECTS TO THE OPENING AND CLOSING DOOR

7. 	You'll notice after testing your door in game mode that it doesn't 
make any sound opening or closing. That is because it is up to you to add the 
sound effect.

	In 3D mode, place the cursor on the floor of the door sector and press 
the letter <S> key to set down a sprite (it will be the gray brick # 0 sprite 
unless you've <Tab> saved a sprite previously). Place you cursor on the sprite, hit 
the letter <V> twice, and then the letter <G>. This will bring up the GoTo Tile Box 
which allows you to "go to" textures quickly if you know the right number. Type 
in 2520 (this is the number of the Sound Effects sprite) and press the left <Enter> 
return key.

	Go to 2D mode, and make sure that the "Sector SFX" sprite is in the door 
sector (if not drag it there using the left mouse button). Place the red cross-shaped 
cursor on the Sound Effect sprite, hold the left <Alt> key and press the <F6> key. 
In the Trigger/Control Menu that appears at the bottom of your screen, scroll over 
to the third column (using the <®> right-arrow key) to "Data 1: 0" and type in 110 
(do not hit the left <Enter> return key until enter all the data). Scroll down to 
Data 2 and enter 203. Scroll down to Data 3 and enter 110 again. Scroll down to 
Data 4 and enter 203 again. These are the tagged sounds of the door sliding and 
stopping. Now, hit the left <Enter> return key to save your input. 

	Save your work and exit. Now in game mode you should have two rooms 
separated by a door that makes sounds when it opens and closes.


Tutorial and Sample Maps 
By Control-Z 
(a.k.a. Craig Duckett - Seattle, WA)
June 13, 1997
 

	


