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A   CONTROL-Z   TUTORIAL
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TELEPORTERS WITH LIGHTING EFFECTS

NOTE: Please refer to the teleport.map in mapedit 2D  
mode in conjunction with this tutorial. 

1. In 2D mode, draw two large rectangles which will be used as two
separate rooms.

2. At one end of these rooms make another smaller square, or alcove.
These will become your teleporters.

3. Place your mouse cursor in the first room's alcove and hold down the
left <Alt> key and press the <F5> key.

4. Toggle "Type" to 604: Teleporter, and scroll down to "Trigger On" and
insert an 'x' in the "Enter" box using the <Spacebar>.

5. This will create a sprite. Drag this sprite and place it in the
second room's alcove, using the '<' and '>' keys to position the tail of
the sprite in the direction you want to be facing when you come out of the
teleporter.

6. Repeat the above procedures (3, 4, 5) for the second teleporters, finally
dragging the newly created sprite into the first teleporter and repositioning
it's tail. That's all there is to it! You've got teleporters.

7. If you want to have the walls around the teleporter flicker or pulse, here's
how to do it. Place your cursor back in the teleporter and hold the left <Alt>
key and press the <F5> key. Scroll either up or down to "FX.." and press the 
<Enter> return key. Under "Lighting", do the following:
	Wave: 5 Sine
	Amplitude: -40    (NOTE: <PageDown> or <PageUp> scrolls by 10)
	Frequency: 0
	Phase: 0

	and put and 'x' in the following using the <Spacebar>

	x floor
	x ceiling
	x walls
	x ShadeAlways

	You can experiment with the different settings here to see the
different effects. 

8. Save your work and exit. Now in game mode you should have two rooms 
connected only by teleporters with flashing walls.

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Tutorial and Sample Maps 
By Control-Z 
(a.k.a. Craig Duckett - Seattle, WA)
June 18, 1997
 

	


