

                       ---------------------------------

                      | BUILD "HOT SHEET" by BEARD BROS.|

                       ---------------------------------





                ___    ____   _    ___   __

  DONE BY      /___/  /___   /_|  /__/  /  |

              /___/  /___   /  | /  |  /__/

                                 ___    ___    ___    _____

                                /___/  /__/   /   /  /__

                               /___/  /   |  /___/      /

              _________________________________________/



                                BEARD BROS.





        Welcome to the Beard Bros. Build Hot sheet!  We've been

busy the last few months, and haven't made any hot sheets for

UMK3 or any other games.  Here we are now making one for the

Duke Nukem 3D level editor, BUILD.  Ok, enough about us, let's

get down to business.



===============================================================================

                             Table of Contents

===============================================================================



Introduction -- Boring stuff you have to know about BUILD and our "Hot Sheet"



1)      Chapter 1 --  Drawing Lines and Making Rooms in BUILD



                      1.0 - Drawing lives and making a room

                      1.1 - Different 3D mode Modes

                      1.2 - Deleting lines

                      1.3 - Adding Verticies on lines

                      1.4 - Moving Verticies

                      1.5 - Deleting Verticies

                      1.6 - Putting Player 1 Start



2)      Chapter 2 --  Your First Cheezy Room



                      2.0 - What is a Sector?

                      2.1 - Making a Sector/Room and entering 3D mode

                      2.2 - Raising/Lowering the Ceiling and Floor

                      2.3 - Slopes

                      2.4 - Trying your cheezy level in Duke



3)      Chapter 3 --  Fixing Your Room, and Making it Look Good



                      3.0 - Changing Textures

                      3.1 - Texture Alignment and Modification

                      3.2 - Texture Shading

                      3.3 - Parallax Ceilings

                      3.4 - Multiple Sectors in a Sector



4)      Chapter 4 --  Sprites



                      4.0 - What is a Sprite?

                      4.1 - Adding a Sprite

                      4.2 - Moving a Sprite

                      4.3 - Deleting a Sprite

                      4.4 - "Flattening" a Sprite

                      4.5 - Changing a Sprite

                      4.6 - Changing the angle of a sprite

                      4.7 - Sector Effectors



5)      Chapter 5 -- Hi-Tags and Lo-tags



                      5.0 - What are hi and lo-tags?

                      5.1 - How to give a sector/sprite a tag

                      5.2 - Your first hi-tag and lo-tag (Teleporters)

                      5.3 - Water



6)      Chapter 6 -- The Little Things That Make it Happen



                      6.0 - How to Make Glass

                      6.1 - How to Make a Vent

                      6.2 - How to Make a Mirror

                      6.3 - Security Cameras

                      6.4 - Echo effect

                      6.5 - Light switches

                      6.6 - Where to get the SFX numbers



7)      Chapter 7 -- The Different Types Kinds of Doors



                      7.0 - The Regular Doom Door

                      7.1 - Swinging Doors

                      7.2 - Sliding Doors



8)      Chapter 8 -- Things That Just Make it Easier



                      8.1 - Sprite copy/move

                      8.2 - Sector copy/move



===============================================================================

Introduction                The Basics of BUILD

===============================================================================



-   First of all, if there is anything you don't understand, please refer to

    BUILDHLP.EXE that you have on the CD from your REGISTERED Duke Nukem CD.

    <ahem>. :)  There are many things we won't mention that are in there.

    But, we tried to make this as user-friendly as possible. :)



-   Don't stop to think twice if you want to E-Mail us!  If there's something

    you need to know.  72734.232@compuserve.com



-   We will not repeat ourselves, if you don't know what we're talking

    about, we likely mentioned it earlier, and you didn't read it. :)



-   MAKE SURE THAT BUILD.EXE IS IN YOUR DUKE NUKEM DIRECTORY.  You cannot

    enter 3D mode proporly if it's not.



        That should be it for now.  Just read carefully, and don't

        skip any parts.  This is organized so that you have to know

        what you're doing before going on. :)





===============================================================================

Chapter 1        Drawing Lines, and Making Rooms in BUILD

===============================================================================



        Naturally, your first .MAP is going to be cheezy.  This is good

        because it's the only way to learn, isn't it?  Now, from your

        Duke Nukem directory, type 'BUILD', and you should see a grid

        when you get into to it right?  Good.  Move the mouse around

1.0     a bit and wherever you want, press SPACEBAR.  Notice how when

        you move the mouse around, a line follows you.  Press SPACE again,

        and it will stop, inserting a vertex, and another line will

        follow you.  Don't cross lines!  You will run into problems. =)

        When you press SPACEBAR on the FIRST vertex again,

        it will stop drawing.  This is how we draw rooms in Duke.

        Oh ya, if you want to zoom in or out, press A or Z.  You can

        change the grid size by pressing G, and toggle Grid Locking

        by pressing L.  We know it's a lot to learn, but you're on

        your way to great levels!



1.1     When in 2D mode, press A and Z to zoom in and out.  When in

        3D mode, press A to move up, and Z to move down.  Press

        CAPS LOCK in 3D mode to change modes.  There are 3 modes:

        1) Regular walking - Press A, and you will move up one

           notch at a time

        2) Flying mode - Hold A, and you will float up

        3) Water mode - Same as mode 2, but you will not change

           heights.  Kinda hard to explain, so just try it out.



        If you accidentally draw a room wrong, and you are still in

1.2     line mode (the line is still following you), press BACKSPACE and you

        will delete the last line you did.  You can keep pressing it

        until you reach the first point.



        If you want to connect the line to another line, (add a vertex),

1.3     insert a point there first:  Press INSERT on the line wherever

        you want the new vertex.



1.4     If you want to move a vertex, simply click on it with the left

        mouse button, and drag it to the desired location, and let go

        of the mouse button.



1.5     When there is a vertex that you don't want, or don't need, just

        drag it over another vertex, and it will be deleted.



1.6     To put player 1 start where you like, put the white arrow where

        you like (click the RIGHT mouse button), and press SCROLL LOCK.

        This is VERY important, as if you try to start the game without

        it, you will get crushed.  (It's like putting no clipping on

        and trying to walk through the level).



===============================================================================

Chapter 2                   Your first, cheezy room

===============================================================================



2.0     What is a sector?  It is simply an enclosed area made up of

        lines.  Sectors can be any shape, but most are geometrical

        shapes (square, rectangle, polygons etc...).  Inside these

        sectors, you can put anything such as bad guys, weapons,

        items, noises, explosions, etc..



2.1     Making a sector is very very easy.  All you have to do, is

        draw a square.  It is now a sector.  Place the white arrow inside

        the box by pressing the RIGHT mouse button inside of the box that

        you have made.  Press ENTER on the KEYPAD, and you will enter 3D

        mode.  This is your first room, and this is what it looks like

        in the game.  Ugly texture huh?  Oh well, we'll fix it after.



2.2     Now, you can raise/lower the ceiling/floor height by putting the

        white plus sign (mouse) over it, and pressing PGUP or PGDN.  If

        you hold the left mouse button on the floor/ceiling, and hold

        PGUP or PGDN, you don't have to follow the floor/ceiling.

        In other words, while you are holding the left mouse button

        down, the floor or ceiling is still highlighted, and no matter

        where you point the mouse, you can still modify the object you

        are holding the mouse button down on.



2.3     Slopes have to be one of the easiest things to do in BUILD.

        All you have to do is point to the floor or ceiling that you

        want sloped, and press "[" or "]" to slope it!  Ta da!!  Now,

        what if you want it sloped the other way?  Well, it's quite

        simple.  Point to the wall that you want to be the bottom of

        the slope, and press ALT+F.  The floor will slope the way that

        you wanted now.  Neat eh?



2.4     Go back to 2D mode (ENTER on the KEYPAD), and press ESC.  A menu

        will pop up in the dialog box.  Press "A" to Save As, and type

        a name in (with no .MAP extension). <ENTER> Then press ESC again,

        and press "Q" to quit.  It'll ask whether you want to save the

        changes or not (we don't know why), but press "Y" anyways.

        Go into SETUP, and third from the bottom, select 'Select User

        Level'.  Select your level, and Launch Duke!  After, type

        BUILD and the file name that you used.  It will automatically

        put you in 3D mode.



2.5     Deleting a sector is scary as there is NO UNDO FEATURE!!  Be

        careful that you haven't worked for 2 hours on a sector, and

        accidentally delete it!  There is NOTHING you can do unless

        you previously saved it.  Point to the sector in 2D mode and

        press CTRL+DELETE.  Extra careful! :)





===============================================================================

Chapter 3                    Changing Textures

===============================================================================



3.0     By now, you probably want to get rid of that reeeally ugly

        texture.  Right?  Ok, enter 3D mode, and point to the wall.

        Press V.  You will see that same texture in the top right hand

        of the screen, and nothing else.  That's because that's the only

        texture that we have used in the level so far.  Press V again.

        Now you can see ALL of the textures, sprites, and everything

        used in the game!  Select a cool texture, and press ENTER.

        Point to another wall, and press V.  You'll notice that the

        texture that you chose is at the top of the screen now too!

        That's because now you've used it the level.  The number on the

        picture show how many walls you've used that texture on.



3.1     Point to a texture, it can be either a wall, ceiling, floor or

        whatever.  You can shrink and stretch the texture using the

        2,4,6,8 numbers on the KEYPAD.  If you want to simply move

        the texture up, down, or sideways on the wall, hold Right-Shift

        and press 2,4,6,8 on the KEYPAD.  If you really mess up the

        texture, press the '/' (slash) key, and it will go back to

        normal.  Also, you can flip a texture by pressing the F key.



3.2     You can darken or lighten a texture by pointing to the texture,

        and simply pressing the + and - keys on the KEYPAD.  Very easy.



3.3     If you have tried to place a sky texture such as the L.A.

        texture, you'll notice that it didn't quite work, right?  Well

        press "P" for Parallax, and now it won't follow you like the

        other textures.  WOW!!  =)



3.4     You can have multiple sectors in one sector.  All you have to do

        is make a box within a box...right?  Well, let's try it.  Make a

        big square, and inside that square, make a little square. (2D mode)

        Something like this:



                        --------------------------

                       |                          |

                       |         --------         |

                       |        |        |        |

                       |   1    |   2    |        |

                       |        |        |        |

                       |         --------         |

                        --------------------------



        Place the white arrow in square #1, and enter 3D mode.  Notice

        how you can't walk inside square #2.  This is because there is

        nothing inside square 2.  If you were to put no clipping on in

        Duke, and enter square 2, you would get crushed.  It's called

        VOID.  Void is the 'nothingness' of a level.  In order to make

        square #2 VALID PLAYING SPACE, you have to point to it in 2D mode,

        and press ALT+S.  The box should turn red, and the dialog box will

        say, "Inner loop made into sector".  Right?  Good.  Enter 3D mode

        and notice how you can walk through the whole area.  You can

        raise the floor and ceiling of either sector.  Try it.  Change

        the textures if you like.  This is the base of ALL levels in

        Duke Nukem.  Be sure you know how to do this, and that you

        UNDERSTAND what you are doing before moving on! :)





===============================================================================

Chapter 4                           Sprites

===============================================================================



4.0     Ok, a sprite is an object.  It can be a bad guy, weapons,

        a noise, or a sector effector.  We will talk about these

        shortly.



4.1     All you need to do to insert a sprite, is press S, either

        in 2D or 3D mode.  But for now, go to 3D mode if you're not

        already there, and press S.  You will see that same ugly,

        default texture right?  Ok, point to and press V.  The same

        as before applies, press V again to see all of the things

        used in Duke.  At the top you will notice some letters.  The

        most popular one is the S.  It is on the top row, and at the

        bottom, it will say Sector Effector, this is how you select

        a Sector Effector, or SE for short.  But for now, choose

        something, like a weapon, or a health kit.  It doesn't matter.

        Press enter when you've found the one you like.  You can move

        it either up and down the same way as textures.  Be careful not

        to move the wall up and down instead of the sprite!  Here's a

        hint: Hold the left mouse button on the sprite, and then hold

        PGUP or PGDN, then you don't have to stay on the sprite.

        If you want the sprite directly on the ceiling, press CTRL+PGUP.

        If you want the sprite directly on the floor, press CTRL+PGDN.

        You of course have to be pointing to the sprite. :)



4.2     Unfortunately, you can't move a sprite in 3D mode, you have to go

        to 2D mode to do that.  But it's the same as moving a vertex,

        just drag the sprite to wherever you want it.



4.3     Deleting a sprite is simply pointing to it and pressing Delete.

        You can be in either mode for this (2D or 3D).



4.4     If you want the sprite to be against the wall, press R until

        it's against the wall.  Somtimes they disappear, or just seem

        to disappear.  It's there somwhere, but that's because it tried

        to go against the floor, not against the wall.  :)



4.5     Changing a sprite is very easy.  All you have to do is enter

        3D mode, point to the sprite you want changed, press V twice,

        and pick the one you want!



4.6     Point to the sprite, and press the "<" and ">" keys.  The line

        on the sprite will move.  This determines which way the sprite

        is facing, or which way you will face when coming through a

        teleporter.



4.7     A sector effector is simply a sprite in a sector that makes

        something happen like a noise, or an explosion, teleport and

        stuff like that.



===============================================================================

Chapter 5                       Hi-Tags and Lo-Tags

===============================================================================



5.1     Hi-tags and Lo-tags are very hard to understand at first.  To tell

        you the truth, we don't really understand them yet.  But we will do

        our best.  A Hi-Tag on a sprite is like it's name, or identity.  If

        you wanted something to happen because of that sprite, their Lo-Tag

        would have to be the Hi-tag number.  Here's an example:



                        For security cameras, the hi-tag is how

                        many degrees it turns.  The screen that

                        you look at the cameras with have to have

                        the same hi-tag number as the cameras' lo-

                        tag number.



        Here's another example:



             Camera A has a hi-tag of 90, and lo-tag of 4  (90,4)

             Camera B has a hi-tag of 180, and lo-tag of 3 (180,3)



             Screen A has a hi-tag of 4, and no lo-tag. (4,0)

             Screen B has a hi-tag of 3, and no lo-tag. (3,0)



                If you look in screen A, (hi-tag of 4), it

                will look through camera A (lo-tag of 4),

                and the camera will turn 90 degrees.



                If you look in screen B, (hi-tag of 3), it

                will look thorough camera B, (lo-tag of 3),

                and the camera will turn 180 degrees.





                Get it?  If you don't, then read it a couple more

                times, maybe it'll help.  If not, maybe you'll get it

                as we journey through this 'hot sheet'.  That's what

                we did.  It's easier to learn by doing it. =)



5.1     To give a sector a HT, press H

        To give a sector a LT, press T

        To give a SPRITE a HT, press ALT+H

        To give a SPRITE a LT, press ALT+T



5.2     The easiest application of hi-tags and lo-tags (ht and lt), is

        a teleporter.  That's the first really cool thing we'll do.

        Make the following sectors, and place a Sector Effector (SE) in

        sectors 2 and 3:



                 -----------------------------------------

                |                                         |

                |                                ------   |

                |                               |  3   |  |

                |                               | SE   |  |

                |                   1            ------   |

                |                                         |

                |    --------                             |

                |   |    2   |                            |

                |   |  SE    |                            |

                |    --------                             |

                |                                         |

                 -----------------------------------------





        All sectors should be VALID PLAYER SPACE.  You remember how to

        do that?  Good.  Go to 3D mode, and raise the floor of

        sectors 2 and 3.  Lower the ceilings of them too, just to make

        it look good.  Put the teleporter texture on them (#626) and adjust

        the texture to make it look real (RSHIFT and 2,4,6,8...remember?)

        Now, the tagging part:  Give the SE's a Hi-tag of 1.  You give

        them 1 because it's the first thing you are doing in the level.  If you

        did another one, the ht's would be 2, the next ones 3.  Get it?  The

        lo-tag of the two SE's is 7.  You give them 7 because that tells

        Duke that that sector is for teleporting.  That's just the magic

        number that they chose.

        Save it, and try it out!



5.3     Water is quite easy, but sorta disappointing.  Okay, make two

        identical sectors.  It's probably easiest to go on the biggest

        grid setting for this.  Anyway, make sure both sectors are the

        same size.  Place a sector effector in both sectors.  The SE in

        sector A must be in the same place as the SE in sector B, and

        the other way around too.  Give the sector you want the top of

        the water to be, a low-tag of 1.  This means that the sector

        will be the surface of the water.  Give the underwater sector

        a lo-tag of 2.  This means that the sector will be underwater.

        Give the SE's a ht of 1, and lt of 7.  The same rules apply as

        the teleporter.  Ok, place the water texture on the floor of the

        top of the water, and the ceiling of the underwater sector.

        You're done!  =)





===============================================================================

Chapter 6               The Little Things That Make it Happen

===============================================================================



6.0     Glass is VERY easy.  All you have to do is this:

        Make a room (probably square, it's the easiest), and then

        make a little square inside it, like the teleporters, but

        you only need one square inside.  Make the square in the

        middle valid player space (ALT+S). Go into 3D mode, and

        raise the floor, and lower the ceiling of the little square

        sector.  This part is hard to explain, but easy to do.

        Point to the UPPER or LOWER part of the inner sector.  Then

        press 'M' to mask the wall.  The ugly brown texture again

        right?  Change it to the glass texture (it'll say in the

        bottom right "GLASS".  Go into 2D mode, and point to the line,

        and press 'B' to make the wall blockable, and then press

        CTRL+H to make it hittable.  If you want, do this to all

        four sides of the inner sector, and put a goodie inside it.



6.1     Vents are our FAVOURITE thing about Duke.  And they're easy

        to do.  But all of the other FAQ's are wrong.  They say to

        do the same thing as the glass.  But instead, you insert a

        SPRITE (S), and change it to the vent texture.  Position it

        where you like it, and that's it!!  NOTE: This won't work

        proporly unless you insert the sprite in 2D MODE.



6.2     Mirrors can be quite tricky.  But after a while, they're a

        snap.  Make the following sectors:

                                       --------------------------------

         --------------------------   |                                |

        |                          |  |                                |

        |                          |__|                                |

        |                          |  |                                |

        |            A             |B |               C                |

        |                          |  |                                |

        |                          |--|                                |

        |                          |  |                                |

         --------------------------   |                                |

                                       --------------------------------

        Both should be VALID PLAYER SPACE.  If you like, raise

        the floor, and lower the ceiling of sector B.  Place the

        mirror texture (#560) on the right-hand wall of sector B.  You

        remember how to do that?  (6.0)  The most important rule for

        a mirror is that the sector BEHIND the mirror has to be

        as big, or bigger than the sector itself (C bigger than A).

        In 3D mode, press '1' on the mirror texture to make it

        one-sided.  Go to 2D mode, and make it hittable and blockable

        If you want Duke to talk to the mirror, give the wall a low-tag

        of 252.  (ALT+T, and be sure the wall is flashing before

        you press it).  And that's IT!!!



6.3     Well, we pretty much explained these to you in 5.0, trying to

        explain hi and low-tags.  It's pretty easy:  Insert a camera

        sprite (#621), and put it where you want.  Put a viewscreen

        sprite on a wall (#429), and follow the steps outlined in 5.0.

        It's pretty easy, but it CAN be tricky.  May need to use

        Relative Alignment on the viewscreen to have it against the

        wall ("R").  Remember to keep the left mouse button depressed

        while working with objects, so that the object is still more

        or less 'highlighted'.  Even though you can't see the object,

        you can still modify it.





6.4     Echo effect is easy, and cool.  Here's how to do it:  Place a

        Music&SFX sprite in the sector you want, give it a low-tag of

        1000 + the amount of echo (0-255).  The hi-tag is how far you

        can hear the sound.  Every 1024 represents the biggest square

        on the grid.  Oh ya, don't bother putting it to 255, because

        it's ridiculously too much.  Trust us.  =)



6.5     Light switches are easy.  Make two sectors, put a light switch

        texture on any wall.  Put a sector effector in every sector that

        you want the light switch to light up.  Give the light switch a

        high-tag.  It doesn't matter what, but don't use the same high-

        tag between different sprites.  Give the SE's the same high-tag

        (because the switch and the SE's go together right?), and give

        the SE's a low tag of 12.  You give them 12 because that's just

        the special number for light switch.  NOTE:  Make the room

        really dark, because the lights are bright!



6.6     The sound effect numbers are in your DEFS.CON file.  They start

        on line 676.  Just place the number as the low tag.  Check

        BUILDHLP.EXE for more help on sound effects.



===============================================================================

Chapter 7               The Different Types of Doors

===============================================================================



7.0     The doom-type door is simple.  Most of you should know how to

        make the setup right?  Make the same setup as you did for the

        mirror, but the sizes don't matter.  The door sector (middle

        one) will be the only one we need to touch.  Bring the

        ceiling of that sector down to the floor, and give the

        SECTOR a lo-tag of 20.  Place a Music&sfx sprite in the door

        sector, and give it a low-tag of 259, place nice textures,

        and that's IT!!



7.1     Okay, it's VERY hard to do swinging doors the first time.

        After the first time, it's a snap.  We'll try our best:



        Make these sectors:





                -----------------                Naturally, both

               |                 |               sectors are to be

               |                 |-----------    valid player space.

               |      A          |           |

               |                 |     B     |

               |                 |-----------

               |                 |

                -----------------





        Somewere in sector A, make a sector the half the size of what

        the door will be.  Like this:



         -----------------

        |                 |

        |                 |-----------

        |      A          |           |    We'll call it sector C.

        |  __             |     B     |

        | |__|<-- C       |-----------

        |                 |

         -----------------



        Now, drag the vertecies over to where the door will be.

        Remember, that this is the top half of the door ok?



         -----------------

        |                 |

        |               __|-----------

        |      A  C -->|__|           |

        |                 |     B     |

        |                 |-----------

        |                 |

         -----------------



        Be sure you lay the verticies on top of the other one.  You

        are place the top right corner of C, to the top left corner

        of B.  Right?  Ok.  Make another sector C, and do the

        exact same, except to the bottom part of the door.  The

        two vertecies from the old sector C should overlap the new

        sector C.  Like this:



         -----------------

        |     A           |

        |               __|-----------

        |     Old C -->|__|           |

        |     New C -->|__|     B     |

        |                 |-----------

        |                 |

         -----------------



        Place a sector effector in each sector C.  Put them in the place

        where you want the door's pivot to be.  You will have to turn

        off Grid Locking for this.  (Press "L")  Do NOT put them on the

        line, or it won't work.  Get them as close as you can.  Give each

        SE a low-tag of 11, and each the same hi-tag.  It doesn't matter

        what the hi-tag is remember?  As long as they're the same.

        Raise the floor to the ceiling, and point the SE's to the way

        you want them to open (experiment a bit).  You can change the

        direction of a sprite by pressing "<" and ">" in 2D mode.  Add

        textures, and try it out!



