======================================================================
       MAP EDITING FAQ V2.0 FOR BLOOD BY ARJAN VAN ROSSEN
======================================================================

New subjects and update on subjects are markt with *

CONTENTS

1 The main stuff
  1.0 About this FAQ
  1.1 But...I got Duke Nukem 3d...so i can make maps? Kind of!?!
  1.2 About the author of this FAQ
  1.3 How to contact the author
  1.4 Where to get this FAQ
  1.5 Updates on this FAQ
  1.6 Important things *

2 Starting with the editor
  2.0 What do i need to have
  2.1 Making a simple room
  2.2 Joining sectors
  2.3 Deleting sectors
  2.4 Moving a ceiling or floor up or down
  2.5 What you should NEVER do
  2.6 Panning
  2.7 Sky's
  2.8 Shading
  2.9 Slopes *
  2.10 copy textures
  2.11 Coop, bloodbath and single player start positions
  2.12 flipping a object
  2.13 how to place a enimie, wapen or ammo
  2.14 enimie's that only appear at certain difficutly levels *

3 On to the good stuff
  3.1.1 Making a simple door * (had a error)
  3.1.2 Locking a door with a key *
  3.1.3 Locking a door with a swich *
  3.2 Sliding doors *
  3.3 Splitting doors *
  3.4 Making water
  3.5 Making a teleport
  3.6 Moving sectors
  3.7 Rooms over rooms
  3.8 Glass 
  3.9 Moving floors
  3.10 Level ending
  3.11 phone
  3.12 Elevator transports *
  3.13 Color lights *
  3.14 Light switches *
  3.15 Blowing up walls *

=================
1. THE MAIN STUFF
=================

1.0 About this FAQ
    Why did I decide to make this Map FAQ. That's simple. I got a request
    from Gameleader to make this FAQ because loads of people would like
    to make maps but don't have a clue how to. In this first FAQ I just
    give you the basic stuff. If you need help on a thing that is not in
    this FAQ than feel free to mail me

1.1 But...I got Duke Nukem 3d...so i can make maps? Kind of!?!
    So, you got duke. So do I. But a lot of important things have changed in
    this version of the build editor. Just a example. All the sector
    effectors are removed as well as the music and FX sprites. The basic
    is still about the same but the advanced stuff is a lot harder.

    1.2 About the author of the FAQ
    Who am I. I am Arjan van Rossen A.K.A. avr. I made a few really good
    maps for duke nukem 3d and now i am starting on blood. For the record,
    I am 19 years of age and I Live in Leiden in the Netherlands.
    (which is in Europe for all you who don't know that). That's why
    there might be spelling faults in this FAQ.
    You can download some of my duke nukem 3d maps and or blood maps at my
    homepage which is at: http://www.geocities.com/TimesSquare/Arcade/2290

1.3 How to contact the author
    You can contact me by e-mail. Just mail to this address:
    v.rossen@tip.nl (please include the subject "mapfaq" without the ""'s)

1.4 Where to get this FAQ
    Well, hopefully everywhere, but for now it is on my page and on
    http://www.gameleader.com (as long as they don't remove it).
    
1.5 Updates on this FAQ
    If there are any updates you can get it on my page. Updates will ONLY be
    made if people like you are asking things. I'll include those in a update.
    
1.6 Important keys
    The 2 most important keys are ALT and F5 and ALT and F6.
    With ALT F5 you can change almost everything that has to do with rooms
    like water etc. ALT F6 changes the sprites.

1.7 What are sprites?
    Spites are objects, you can change them into anything, from a chair to
    a soundeffect. If you normaly want to change a sprite to a object, you
    need to point at the sprite in 3d mode and press the V key, you will now
    see a list with all the things you used so far, if you press V again, you
    will get all availeble art in the game. Because the list is so long, you
    can also use the G key to go to a the one you are looking for, if you know
    the number that is. (ie. sky is number 2500)

===========================
2. Starting with the editor
===========================

2.0 What do i need to have
    So, you got blood. One the ORIGINAL cd there is a editor included
    under the name Mapedit.exe, this is the official editor used for
    the original game. Copy all the files for the editor into your blood
    directory!!!!

2.1 Making a simple room
    The editor has a 2d and a 3d working area. You will start of on the grid
    in the 2d editor. First thing that you need to do is move the cursor
    around. Use the Z key to zoom out of the grid and the A key to zoom in.
    With the L key you can toggle between grid locking on or off. With the
    G key you can choice the size of the grid.
    Now, press the spacebar, by pressing on a spot it will put a
    line from one point to the other. (press the right mouse button to
    move the arrow around. This is where you are in 3d mode
    Now make a square. Make sure you connect the last point to the first.
    Use the Backspace key if you want to remove a point now go put the
    mouse in the square you just made. and press the enter on the right
    side of your keyboard. So the small enter key right bottem corner.
    Well at least that's where it is on my keyboard. This toggles between
    2d and 3d mode. Now you are in the room that you just made.
    Use the insert key to insert point in the lines
    Wow, you just made your first room.

2.2 Joining sectors
    If you draw another sector to the existing one, you will
    notice that there is a red line in between but you don't see it in
    3d mode. To remove this line and thereby join the sectors, keep
    your cursor on the first sector and press J now put it on the second
    one and press J again. And that's it. Easy isn't it?!?

2.3 Deleting sectors
    To make this part short, press CTRL and Delete to remove a sector.

2.4 Moving a ceiling or floor up or down
    Go into 3d mode. Point the cursor at the floor you wish to move up or
    down and press page Up to move it up and page down to move it down.

2.5 What you should NEVER do
    This is VERY important, NEVER try do delete a sector by moving to corners
    to 1 point, this will cause the editor the crash when you go back to 3d
    mode or sometimes immidiately in 2d mode
    
2.6 Panning
    To align the textures, press CTRL and the numlock side numbers 2,4,6 and 8
    to move the textures, use this SHIFT and 2,4,6 and 8 to make the textures
    smaller. Just using 2,4,6 and 8 will make the a lot smaller or bigger.

2.7 Sky's
    If you put a sky texture (i.e. texture 2500) on a ceiling it looks
    all wrong this is easy to fix, just point at the texture and press P
    This is Parallaxing...very cool, looks like it goes on forever!!


2.8 Shading
    Shading is very important for a map. To make a room darker, just press
    the - key. Use the + key to make it lighter again. Simple as that


2.9 Slopes
    Sloping is easy, in 3d mode press the [ and ] key to slope a floor or
    ceiling. If you hold down the SHIFT key while you slope, you will be able
    to make small sloping adjustments. With the CTRL key the slope movements
    will be somewhere beteen [] and SHIFT and []. To put a slope back to
    the original, so without any sloping in it, press \ key.
    To determen how in what direction to slope, aim at the side that needs
    to stay on the floor and press ATL and F

2.10 Copy textures
    To copy a texture on other walls just press Tab key in 3d mode while you
    point at the texture that you like to copy, press the main enter key
    to paste the texture on another wall

2.11 Coop, bloodbath and single player start positions
    This is actually very easy, this is one of the things that is easyer
    to do in Blood than in Duke Nukem 3d.
    Here's how: First place a sprite (s key), go in 2d mode if you are in 3d
    and aim at the sprite, press CTRL and F6 and change the type to:
    single player start (1) or bloodbath start (2).
    Now you have 1 start position. For coop, just put in enough single player
    starts for all the players, don't change the first start point, but with
    the 2nd you will need to change DATA1 to 1, at the 3rd change DATA1 to 2,
    and so on. Change DATA1 by pressing CTRL and F6 again and changing it.
    Press ENTER to confirm the changes. For bloodbath starts, do the same
    with the bloodbath starting points.

2.12 flipping a object
    You can flip a object or wall texture by pressing the F key, or you can
    also change it with the R key.

2.13 how to place a enimie, wapen or ammo
    This part has a big improvement over duke nukem 3d, just point at a spot
    in 3d mode and press ALT and S. Now you will get a little menu which
    enables you to pick out a wapen or a enimie.

2.14 enimie's that only appear at certain difficutly levels
    To determen at what difficutly level a enimie will apear, use the launch
    row. the number 1 to 5 is the difficulty level, if you only tick number 5
    the enimie or item will only apear at difficulty level 5. By pressing
    3, 4 and 5 it will apear at difficulty level 3, 4 and 5.
    S is for single player levels, B is for bloodbath levels and c is for
    cooplevels.

=======================
2. On to the good stuff
=======================

3.1.1 Making a simple door
     First in 2d mode
     This is the first door you need to learn. It's a simple door that
     goes up and down.
     First make 3 sectors. 
     Point at the door sector, and press ALT + F5. Now you need to
     insert the folowing stuff.
     TYPE               = 600 (Z-MOTION)
     ON -> OFF BUSYTIME = 30 (make lower to make the door open quicker)
     ON -> OFF WAVE     = 1 (LINEAR)
     OFF -> ON BUSYTIME = 30 
     OFF -> ON WAVE     = 1 (LINEAR)
     WAITTIME           = 30 
     TRIGER ON WALLPUSH NEEDS TO BE CHECKED (So the door will open when you
     push the spacebar)

   Now in 3d mode put the door in the open position, point at the door and
   press ALT and F4, this will be the position when the door is open.
   Now close the door by pointing and pressing page down. Point at the
   closed door and press ALT and F3, this will be the closed position.
   To stop the door from moving with the door, point at it and press the O
   key. Give the door a nice texture and you are done!
   To included sound in your door, put a sprite in the door, go in 2d mode
   and change it to number 709. Now change the DATA1 to 106, DATA2 to 157
   DATA3 to 106 and DATA4 to 157. You can change these data numbers as you
   want them to, test a bit with them.

3.1.2 Locking a door with a key
    To lock a door so i can only open with a key, put the cursor on the door
    in 2d mode and Press ALT and F5, now go to key and these numbers are for
    the folowing keys
    1 for skull key
    2 for eye key
    3 for fire key
    4 for dagger key
    5 for spider key
    and 6 for moon key
    To put in a key in the game, place a sprite somewhere and press Alt and F6
    change type to:
    100 for skull key
    101 for eye key
    etc.

3.1.3 Locking a door with a swich
    First make a door, now insert put a swich on a wall somewhere and press
    ALT and F6 while you aim at the swich in 2d mode and change:
    Type: 20
    TX ID: This number has to be the same as the RX ID value from the door.
    CMD: 2
    Tick the box:
    Sent when going on
    Sent when going off
    Tick the box: Push
    To let the swich make a sound change:
    data1: 203
    data2: 203

    Don't forget, aim at the door in 2d mode and press ALT anf F5, give the
    door a RX ID value the same as the TX ID value from the swich


3.2 Sliding doors
    enclosed: SLDOOR1.PCX (SCREENSHOT 1)
              SLDOOR2.PCX (SCREENSHOT 2)
    Sliding doors are one of the things that are very hard to explain.
    But I will try, first take a look at the 2 screenshot, first draw
    number 1 and then put the 2 points together so that you get a result
    as in screenshot 2.
    Press ALT and F5 in the main door area and change the folowing:
    Type = 614
    RX ID = 118
    Off->on
    Busytime = 20
    Tick waittime and change it to 30
    On->off
    Busytime = 20
    Now you need to point the new line that appears with the point to the
    door and the other end to the point where you want to door to stop closing.
    Make sure the small circle on the above the arrow is about half in the
    door.

    Now point at the 3 lines (The 2 that go up and the one that is low and
    connects those 2 lines.
    Change the 3 lines by pressing ALT and F6 and change it to:
    TX ID: 118
    cmd: 3
    Sent when:
    Tick going on
    Tick going off
    Tick push

    Now ain at those lines and on every on press the K button to make them
    a blue colour.

    To insert a sound, put i a sprite at the big door space and press
    ALT and F6, change it to:
    Type = 709
    Data1 = 106
    Data2 = 157
    Data3 = 106
    Data4 = 157
    When you don't understand it, write the question to: v.rossen@tip.nl                     
                             

3.3 Splitting doors
    Splitting doors are made in the same way as up doors like in 3.1
    Just make a door as in 3.1 and instead of pressing ALT and F3 while
    the door is on the floor, just let the door meet in the middel or where
    ever you want it to be closed. Also don't forget to change the open
    position by pressing ALT and F4 on the point where you want the door
    to be when it is open.


3.4 Making water
    Making water is one of the easy things to do once you know how.
    First make 2 sectors of equal size. 1 Will be the underwater side, the
    other the upperwater side.
    now go in 2d mode and press the S key on both of the sectors on the
    SAME spot. This way you insert a sprite. Point at the underwater sprite
    and press ALT and F6 and change the first option to lowermatter (= 10)
    and change data1 to a unique number, like 23 or 1 or 98 or something.
    As long as you don't use it twice for diffrent things.
    Now point at the underwater sector and press ALT and F5, change Wave
    to 2 (slowoff) and tick the underwater box.
    On to the upperwater part, point at the sprite and press ALT and F6.
    Change the first option to uppermatter (= 9) and change data1 to the same
    number as you used for the underwater part. Make sure the lowermatter
    sprite is on the top of the sector by pressing CTRL and Page up while in
    3d mode and pointing at the sprite. Put the uppermatter sprite at the
    bottom with CTRL and Page down.
    Please note: At the time of writing there are a lot of errors in the game.
    You need to make the sectors not to small or you will get a floating
    effect in the game, so to be sure make it big and test it a lot.

3.5 Making a teleport
    Making a teleport is again, not very difficult, you just need to know how
    Make to equal size sectors. Press ALT and F6 and enter the folowing
    things in one of the 2 sectors:
    Type = 604
    click the box: sent at on
    click the box: sent at off
    busy time = 1 (only at sent at off)
    trigger on: Enter

    Now on the other sector you need to enter these things:
    Type = 604
    state: 1 on
    Trigger on: Enter

    When you have done this, and you try to enter the teleport you will be
    killed so what you need to do is determen there you are teleported to.
    This is easy, after putting in the information above, a small circle thing
    comes in the sector which you can drag around by pressing and holding
    the left mousebutton. Drag it to the other sector, do the same with the
    circle in the second sector and drag it to the first.
    And that's all there's to it.

3.6 Moving sectors
    Moving sectors are like the boat in E2M1, They go from one part in the
    to another in a rater slow speed.
    Unlike the subway in duke, these sectors can go around in circles.
    How to make one.
    Make a sector that will move in another room.
    In 2d mode put your cursor in the sector and press CTRL and F5, now enter
    this:
    Type = 616
    RX ID: 115
    State = 1
    ON -> OFF Busytime = 255
    OFF -> ON Busytime = 255
    Now a circle will apear in the sector, put the mouse cursor on it, while
    holding the left mouse button, drag the object to the point where you
    want the sector to move to, you will now have a line indicating the
    way the sector will be moving.
    And that's it. If you want to sector to start moving as soon as you step
    on it, click the box: Trigger on: Enter. If you want the sector to start
    moving when you get off the sector, click the box: Trigger on: Exit
    The moving sector is also used for the airplanes that fly over in E2M2.

                                                          
3.7 Rooms over rooms
    To make a room above another room, first make a room, make a something
    that goes up like stairs. At the end draw another room. Now when you
    make one hole you can let the rooms look at each other by making a
    square in both sectors and put in the upper room a upperstack
    sprite = number 11, and a lowerstack = number 12 sprite in the lower
    area. Now there should be a hole in both the rooms where you can look
    at the other room. Make sure the upperstack sprite is on the ground
    and the lowerstack sprite is against the roof. For a example, look at
    my map mansion, in that map, you can view outside into the same area as
    can from the ground.

3.8 Glass
    To make glass, you will need to press the M button on a red line
    change it to texture 266.
    Then press the T key twice to make it nicer. Press B, then CTRL H, while
    you aim at the glass in 2d mode
    Now, to make it break when you shoot at it, press ALT and F6 and change
    the folowing stuff:
    Type = 511: Gib Wall
    Tick the box: Trigger at Vector
    and change data to: 11
    And that's it.

3.9 Moving floors
    Moving floors like with the train in episode 1 where you appear to be
    while you actually stay at the same spot. This is not as hard as it
    seems.
    First make a sector that will move, Press ALT and F5 while you point at
    floor. Now go to FX... and press enter. In this menu, change motion FX:
    Speed = 255 (this is the speed it goes in the train level. You can always
    make it slower or faster, just change the number.)
    angle = 512 (this is the angle the floor will be scrolling, 512 is down,
    like in the train level)
    Tick these 3 boxes:
    Pan floor (this is so that the floor will move)
    Pan always
    drag
    Windvel: needs to be the same number as speed.
    Windang: needs to be the same as angle.
    Damage type: 3

3.10 Level ending
    How to make a level end? Just folow these simple things.
    First, the sprite number you need to put in is number 318.
    Now, point at the sprite in 2d mode and press CTRL and F6, now change:
    Type = 20: toggle swich
    TX ID: 4
    cmd: 1:on
    Tick Sent when going on
    Tick Sent when going off
    Tick Push
    and Tick Dukelockout
    Change data1 to 200
    Change data2 to 200
    Now press enter to confirm
    That's all

3.11 Phone
    How to make a phone ring when you press the spacebar.
    Make your phone, now aim at the red line in 3d mode, which is in the
    front of the phone and press ALT and F6. Change:
    TX ID: 181
    cmd: 3:toggle
    sent when:
    Tick the box going on
    Tick the box going off
    Tick the box Triger on Push

    Now place a sprite in the sector of the phone and press ALT and F6 while
    aiming for the sprite, now change:
    Type: 708
    RX ID: 181
    Data2: 367
    That's it

3.12 Elevator transports
    To make a elevator, first make a sector, now attach the elevator sector
    to that sector. Next, push page down or up and go a bit down or up with
    elevator to the point where you want the next stop.
    Attach the folowing sector to that point and put the Make it how you want
    the elevator to end at that point. Now aim at the elevator in 3d mode and
    press ALT and F4, this is to point out the stop point. Now put the
    elevator back where you started and make it look like how it is going to
    start. Press ALT and F3 while you point at the elevator in 3d mode.
    Now, go into 2d mode and aim at the elevator sector. Press ALT and F5 and
    change:
    Type: 600
    Tick the box Interrubtable
    off -> on
    Busytime = 15
    wave: 1
    on -> off
    busytime = 15
    wave: 1
    Tick the box Push
    and Tick the box Wallpush

    Now if you want to elevator to make sound, place a sprite in 2d mode
    (s key) and press ALT and F6 while you aim at the sprite. Change:
    Type: 709
    data1: 105
    data2: 153
    data3: 105
    data4: 153
    Now give the whole thing a cool texture and your done.


3.13 color lights
    To make lights in different colors, aim at the sector, press ALT and F5
    and goto FX...
    now Tick the box:
    More lighting: Color lights
    and change Ciel pal2 for the ceiling, floor pal2 for the floor to:
    1 = very bright color white
    2 = green
    3 = blue
    4 = white
    5, 6 and 7 = 3 different colors red
    8 and 9 = 2 different colors yellow


3.14 Light switches
    Making a light switch is a lot of work for such a small object.
    First make a room that will light up when the switch is used. Make it
    darker as how i should be when the switch is off.
    Now place 3 sprites, 1 on the wall which will be our switch and 2 against
    the ceiling. aim at the 2 on the ceiling and press the R key twice to
    make them flat. now aim and press CTRL and pageup to put them on the
    ceiling and change them into a light graphic. Now first we will do the
    light switch, give it the correct graphic (= 1078) and press ALT and F6
    in 2d mode while you aim at it. Change:
    Type: 20
    TX ID: change this to a unique number (which has not been used in this map
    cmd: 3
    Sent when: going on  (tick this box)
               going off (tick this box)
    Triger on: Push (tick this box)
    Data1: 207 (for the sound)
    Data2: 207 (for the sound)

    Aim at the sector where everything is in and press ALT and F5, now change
    RX ID: Make it the same as TX ID from the light swich
    off -> on
    busytime: 2
    FX...:
    wave:      is only used when you want the light to go on and off as if
               the light is broken. (best used wave 9)
    amplitude: how higher the - number the lighter the room will get, to make
               a lightswitch start on, so the room is light, and you want the
               room to become dark then make it a + number
   freq:       the amount of flashes before it goes out (by a broken light)
   always tick these 3 boxes: floor, ceiling and walls

   Now aim at 1 of the sprites and press ALT and F6, now change it to:
   type: 416
   RX ID: 130
   TX ID: 132
   cmd: 3
   Tick the boxes:
   Sent when going on
   Sent when going off
   Change:
   Data1: 7
   Data2: 13
   Data4: 300

   Now aim at the other sprite and press ALT and F6 again, now change:
   Type: 21
   RX ID: 132
   TX ID: 130
   cmd: 3
   Tick the boxes:
   Sent when going on
   Sent when going off
   Vector
   Impact
   1 shot
   And that's all.

3.15 Blowing up walls
    Blowing up walls is used a lot in the game. Sometimes a whole side of the
    building gets blown to pieces.
    Here is how to do it in your map.
    First make a sector and determen what wall you want to blow up...or make
    a hole if you want to blow a hole in the wall.
    Now in 2d mode aim at the sector which will blow up. Press ALT and F5 and
    change:
    Type: 600
    RX ID = This number needs to be different for everything in your map.
    Just make up a number.
    Tick the boxes
    Trigger flags: 1 shot
    change: OFF -> ON busytime = 1
            OFF -> ON wave = 1 (linear)
    change: ON -> OFF busytime = 1
            ON -> OFF wave = 1 (linear)
    Go into 3d mode and press at the hole and press ALT and F4.
    Now close the hole or wall and aim again and press ALT and F3.
    This will set how the hole will look before and after the blow.

    Now, place 2 sprites on with the hole, 1 inside and 1 in front of the
    wall against the wall.
    Change the sprite in front of the wall by holing the cursor on it in 2d
    mode and Press ALT and F6. Now change:
    Type: 408
    TX ID: Needs to be the same number as RX ID of the hole.
    cmd: 1
    Tick the box: Sent when going on
                  Sent when going off
    Now change the sprite into a crack by pressing V twice and 3d mode while
    you aim at the sprite, now search the correct picture and press enter


    Aim at the other sprite and press ALT and F6 again. Now change:
    Type: 416
    TX ID: Needs to be the same as the RX ID of the hole.
    cmd: 1
    Tick the box: Sent when going on
                  Sent when going off
    Tick the box: Trigger on vector
    Tick the box: Trigger flags: 1 shot

    Now to add some extra explosions to it:
    Add a couple of sprites.
    Change them to:
    Type: 459
    RX ID: The same number as the hole
    waittime: Set how long to wait before they explode, set them at diffrent
    numbers for a cool eplosion. Or surprise the player by delaying one?!?
    And that's it

