To a new Duke fanatic, the BUILD engine can be extremely daunting,
and impossible to make sense of, even experienced users can be
at a loss, when trying to build a particular game element.
What i hope to do here is to provide tutorials for beginners and
more experienced map makers, each tutorial will include a how-to
article and a downloadable .ZIP file with maps on what was
discussed in the tutorial.
*NOTE: Tutorials will be updated monthly.
 
 
 
Tutorials for experienced BUILD users

	Upward rotating doors as seen in E2l4 - go to Tutorial 1
	Blastable walls - go to Tutorial 2
	How  to  import you artwork into Editart, perfectly - go to Tutorial 3
 
 
 
Tutorials for BUILD beginners

	Doom door - remote control - go to Tutorial 4
	Teleporters - go to Tutorial 5





How to build upwards/downwards rotating doors
 
Build three sectors in a row, make sure the middle sector is slight bigger.
In the middle sector build a long thin sector, make it valid player space.
Tag this sector 0,30. Raise the sector 2 clicks from the floor.
Insert an sector effector (SE) on top of the sector's tag
Tag this SE 946,0 and point it to the right
Insert another SE at the bottom of the sector, tag it 946,1 point it to the left.
Insert an activator (A) on the central SE (the one on the sector tag)
tag the A 0,947 and point it to the left
Insert switches anywhere, tag these  261,947
Position the sprites as shown below:
sprites positions
The door is now complete.
Download the map pictured above.
TUTOR1.ZIP



HOW TO BUILD BLASTABLE WALLS
 
Build the wall with the hole already in it
The hole sector can be split up into other sectors
Slope the floors / ceilings - the slope must be at the same angle!
place an SE in all hole sectors - tag them - channel,13
place a crack (sprite # 546 -549) above the hole
Using PGDOWN slide the crack until it is over the hole.
Tag the crack sprite - channel,0
The fire extinguisher (sprite # 916) can be used instead of the crack sprite
You may want to place C9 explosives (sprite #1247) in the area
Tag all C9 - Channel , delay until explosion (delay ranges 8 - 2000)
Make sure you put a pipebomb or RPG in your level.
The wall should look like this:
Setup of blastable wall
Download the map pictured above TUTOR2.ZIP



HOW TO IMPORT ARTWORK INTO EDITART
PERFECTLY!!
First make sure your image is less than 320 x 200.
Editart tends to stuff up with smaller / larger images.
Using Editart take a snapshot of one of the end of level screens (press F12)
You will need ADOBE PHOTOSHOP or PAINT SHOP PRO.
Load the snapshot into your graphics program (I used paint shop pro).
Select  " save palette " from the COLOUR popdown menu.
Save the palette as "DUKE1" in a directory where you won't forget it.
Load in your artwork, if the artwork is large then do the following.
Change the colour density to 16 million colours.
RESAMPLE the image to half or three quarters original size.
Do not use the RESIZE option it looks crappy when playing Duke.
Change colour density back to 256 colours.
Load the "DUKE1" palette and apply it to your image.
Do not let Editart apply the duke palette, it looks shocking.
Select the last Duke palette colour (sprite background pink).
Use this as your background colour.
Select ENLARGE CANVAS and the size 320 x 200.
Save your image as a BITMAP in the Editart directory.
Open Editart.
Go to a blank tile (user art starts at #3585) and press " U "
Select your image.
Using the mouse crop the image from the pink area.
Press " ENTER ", you should see your new tile in editart.
IMPORTANT don't save images as PCX files, Editart hates them.



First build two large sectors (rooms), joined together by a smaller sector (door)
Split the door sector lengthwise into three sectors,
tag the middle sector (press " T ") 20, the tag should read 0,20
location of middle sector in doorway
The middle sector is shown above where the white arrow is
Go to 3D mode (press " ENTER " on the keypad)
Raise ceilings and place textures as shown below
textures, ceiling height, and sprite positions
In the middle of the door sector place these sprites :-
1 - SECTOREFFECTOR or SE - sprite #1
1 - ACTIVATOR or A - sprite #2
1 - MUSIC&SFX or M - sprite # 5
1 - GSPEED or GS - sprite # 10
Place 1 switch (ie ,tilenumber 136) on each side of the door sector
Go back to 2D mode
Tag sprites by pressing ALT + H (hi-tag) or ALT + T (lo-tag)
Tag the SE sprite  hi tag - 100 / lo tag - channel ( ie, 80)
Tag the A sprite hi tag - 0 / lo tag - channel (ie, 80)
Tag the M sprite hi tag - 167 / lo tag - 167
Tag the GS sprite hi tag - 0 / lo tag - 88
Tag the SWITCH sprites hi tag 0 / lo tag - channel (ie,80)
Go back to 3D mode
Left click on the ceiling of the door sector
Press PGDOWN to lower the ceiling to the floor
Congratulations!! ,you've made your door now test it
Download the map featured in the screenshots TUTOR4.ZIP


HOW TO BUILD TELEPORTERS
 
If you want to teleport a player from A to B then do the following.
Work out where you want the teleporter pads to be.
In the 2 chosen teleport areas, make a small square sector.
Make these square sectors player space (press ALT + S).
Raise the floors of these sectors about 3 clicks.
Place texture # 626 on the floor of the sectors.
Place a SECTOREFFECTOR or SE on both teleport pads.
Tag the SE's in the following manner.
Hi-tag - any number, but must be the same number for both teleport pads.
Lo-tag - 7
If  SE's aren't tagged with the same hi-tag, Duke will die when teleporting.
You can only put an SE on your first teleport pad for one way travel only.
there is no need to ad sounds - they are done automatically.
Below is a picture of a typical teleport pad.
Picture of teleport pad
Download the map pictured above   TUTOR5.ZIP










