

		.---- The Official --------------------------.
		|                                            |
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		|  B    b   U      U   Ii   l       D    d   |
		|  B    b   U      U   Ii   l       D     d  |
		|  Bbbbb    U      U   Ii   l       D     d  |
		|  B    b   U      U   Ii   l       D     d  |
		|  B    b   U      U   Ii   l       D    d   |
		|  Bbbbb     uuuuuu    Ii   LLLLLL  Ddddd    |
		|                                            |
		`-------------------------- F A Q  v0.91 ----'



                            ********************
                           * ------------------ *
                          *  TEST RELEASE v0.91  *
                           * ------------------ *
                            ********************
                             


	This FAQ has been written by Steffen "Duke Addict" Itterheim
	with the help of all the people listed in the credits.
	Send E-Mail to 100606.2141@compuserve.com or for Compuserve
	members: 100606,2141


NOTE:   For several reasons I made this another Test Release, feel free
        to upload this FAQ in other areas though. But be aware that the final
        version will change noticeably. It will have the _SE/_ST tutorial,
        a sample map for certain other effects not covered in these maps
        and I'll be rewriting most parts of the FAQ. Work on that has
        already begun. But I'm not sure as to when it'll be released
        because it's hard to say how much time I'll find to work on it in
        the near future. Some sections aren't finished yet and some
	descriptions are erroneous (I'm aware of that, it's nothing serious)
	but I hope you'll like it anyway. :)
 
 
 
 
 
			.==============.
			|              |
			|   CONTENTS   |
			|              |
                        `~~~~~~~~~~~~~~'





		.========.
		| PREFIX |
                `========'

	(A) INTRODUCTION
	(B) ADDING TO THE FAQ
	(C) COPYRIGHT NOTICE


		.========================.
		| [1] GENERAL BUILD HELP |
                `========================'

	[1.01] BUILD BASICS
		[1.01.1]	-=> 2D Mode <=-
		[1.01.2]	-=> 3D Mode <=-
	[1.02] How to load new levels into Duke?
		[1.02.1]	-=> How to make an episode <=-
	[1.03] How to load Duke levels in BUILD?
	[1.04] How to make sectors?
	[1.05] How to delete lines?
	[1.06] How to copy sectors?
	[1.07] How to make a sector in a sector?
	[1.08] How to change textures?
	[1.09] How to shade textures?
	[1.10] How to squeeze/stretch textures/sprites?
	[1.11] How to rotate sprites?
	[1.12] How to stop sprites from rotating?
	[1.13] How to make skies?
	[1.14] How to make slopes?
	[1.15] How to define player starting positions?
	[1.16] How to make things for Multiplayer mode only?
	[1.17] Things you can do with the Palette...
	[1.18] How to shade multiple sectors at once?

	
		.=========================.
		| [2] SPECIAL MAP OBJECTS |
                `========================='

	[2.01] What are Low-Tags and High-Tags (Lo-tags/Hi-Tags)?
	[2.02] What are Sector Effectors?
	[2.03] What are Locators?
	[2.04] What are MUSICANDSFX sprites?


		.==================.
		| [3] LEVEL DESIGN |
                `=================='

	[3.01] How to make secret areas?
	[3.02] How to make an end-level switch/sector?
	[3.03] How to make doors?
		[3.03.1]  	 =-> Simple Doors (with sound)  <=-
		[3.03.2]  	 =-> Swinging Doors             <=-
		[3.03.3]  	 =-> Star Trek Doors            <=-
		[3.03.4]  	 =-> Split Star Trek Doors      <=-
		[3.03.5]  	 =-> Teeth Doors                <=-
		[3.03.6]  	 =-> Auto closing Doors         <=-
		[3.03.7]  	 =-> Locked Keycard Doors       <=-
		[3.03.8]  	 =-> Doors with changing lights <=-
	[3.04] How to make elevators?
	[3.05] How to make dropping floors?
	[3.06] How to make teleporters?
	[3.07] How to make water?
	[3.08] How to make one-sided walls?
	[3.09] How to make masked walls/translucent textures?
	[3.10] How to make force fields?
	[3.11] How to make vents?
	[3.12] How to make bridges?
	[3.13] How to make overlapping sectors?
	[3.14] How to make breaking glass windows?
	[3.15] How to make mirrors?
	[3.16] How to make security cameras?
	[3.17] How to make playback cameras?
	[3.18] How to make rotating sectors?
	[3.19] How to make rotating gears?
	[3.20] How to make conveyor belts?
	[3.21] How to make exploding walls?
	[3.22] How to make earthquakes?
	[3.23] How to make a "subway"?
	[3.24] How to make waves?
	[3.25] How to make differently colored sectors?
	[3.26] How to make light switches?
	[3.27] How to make crushing ceilings?
	[3.28] How to spawn monsters/items?
	[3.29] How to make an object shooter?
	[3.30] How to make ambient sounds?
	[3.31] How to add your own SFX and music?
	[3.32] How to add difficulty settings?
	[3.33] How to make parallaxed walls?
	[3.34] How to sever two connected sectors?
	[3.35] How to make Duke's flying car/helicopter?


		.=====================.
		| [4] TROUBLESHOOTING |
                `====================='

	[4.01] I can't switch to 3D mode correctly in BUILD!
	[4.02] I can't find !SE.TXT mentioned in BUILDHLP.EXE!
	[4.03] BSETUP says "can't save"!
	[4.04] BUILD using Network/Sound/Music/etc.
	[4.05] Why can't I see the new insular sector?
	[4.06] What to do when a sector ceiling matches the floor?
	[4.07] I can't find KENBUILD.TXT mentioned in WAD2MAP.EXE!
	[4.08] How MAPs can get corrupt...
	[4.09] BUILD bug list


		.================.
		| [5] REFERENCES |
                `================'

	[5.01] Keyboard Commands Reference Chart
		[5.01.1]	-=> 2D Mode Keys <=-
		[5.01.2]	-=> 3D Mode Keys <=-
		[5.01.3] 	-=> Note on ALT+(CTRL+) +/- <=-
	[5.02] SECTOR EFFECTOR Reference
	[5.03] SECTOR TAGS Reference
	[5.04] Textures'n Tiles reference
	[5.05] All Duke Nukem 3D sound effects
	[5.06] MAP Authoring Template v2.0
	[5.07] Palette colors reference


		.================.
		| [6] APPENDICES |
                `================'

      <=--------------------------------------------=>
      | [6.01] THE DUKE NUKEM 3D TROUBLESHOOTER v1.8 |
      <=--------------------------------------------=>

             <=----------------------------=>
             | [6.02] EDITART HELP DOCUMENT |
             <=----------------------------=>


		.================.
		| [7] COMPLETION |
                `================'

	[7.01] The Credits!
	[7.02] Revision History
	[7.03] The End!
 
 
 
 
 
			.============.
			|            |
			|   PREFIX   |
			|            |
                        `~~~~~~~~~~~~'





.==================.
| (A) INTRODUCTION |
`=================='


	Welcome to the Official Build FAQ!


This (F)requently (A)sked (Q)uestions document is supposed to aid people in
developing Duke Nukem 3D levels and getting used to the editor BUILD.
Doom/Heretic/Hexen editing skills shouldn't be required to learn Build, but
it's helpful to know at least the basics like sectors, walls and sprites and
how they're handled in the game. For the complete 3D game editing novice it'll
still be a hard thing to learn Build, but keep in mind that you would need a
lot more time to learn any other non-Build editor.

You can find BUILDFAQ.ZIP for download at many sites and forums, the latest
version can always be retrieved from Apogee's Compuserve forum (GO APOGEE).

NOTE: This is not a replacement for BUILDHLP.EXE !!!
      Having read BUILDHLP.EXE is still highly recommended!
      As of yet there's no real step-by-step tutorial for BUILD
      in this FAQ. I recommend at least to print out the references
      near the end of this FAQ, they will help you a lot if you have
      them at hand while editing.
      However, I believe this FAQ adds a great amount of help to
      all those BUILD novices out there. It's still hard work, but
      a lot easier to get the hang of BUILD. Have fun!



.=======================.
| (B) ADDING TO THE FAQ |
`======================='


Well, wherever you notice that there's something missing or you like to comment
on the FAQ, send e-mail to 100606.2141@compuserve.com or CIS: 100606,2141.
Especially if there's a gap somewhere or something hasn't been mentioned at
all and you know how that works or have at least a rough idea of it, write it
down and send it to me. I'll appreciate it! :)

Some things you should pay attention to before making any submission:

 1) I prefer descriptions in the mail, NOT as a separate file - if possible.
 2) If you're making sketches DO NOT USE TABS, use blank spaces instead.

I plan on including a tutorial for the sample maps _SE.MAP and
_ST.MAP. If you'd like to explain the functions in one or more
of these rooms, mail me which you want to work on and in which
map. I still miss any input on that topic, so please notify me
if you can describe one or more of these rooms!

Please note that all submissions to the FAQ become the property
of the author and that they may or may not be acknowleged.
By submitting to the FAQ, you grant permission for use of your
submission in this FAQ.



.======================.
| (C) COPYRIGHT NOTICE |
`======================'


The Official Build FAQ - Copyright 1996 by Steffen Itterheim
All rights reserved.

You can make copies of this FAQ and distribute them as long as:

 1) the FAQ is complete and not modified.
 2) it is distributed via electronic media and not put on cover CDs,
    in magazines and the like without my prior written permission.
    Distribution is limited to all Online Services, if you want to
    distribute it in any other form you'll have to ask for permission.
 3) there's no fee charged to get this file except for common online fees.
 4) the filenames are kept in its original form:

	zipped file: BUILDFAQ.ZIP
	   contents: BLDFAQxy.TXT (xy is the version number in Vx.y format)
                     FILE_ID.DIZ
 5) you use the contents of FILE_ID.DIZ in the description or if it has to
    be on one line use the following text (x.y being the correct version):
    "The Official BUILD FAQ vx.y - compiled by Steffen Itterheim"

If you want to make printed copies of this FAQ, except for private use, you
have to ask for permission. Contact me at 100606.2141@compuserve.com or CIS:
100606,2141.
 
 
 
 
 
			.============================.
			|                            |
			|   [1] GENERAL BUILD HELP   |
			|                            |
                        `~~~~~~~~~~~~~~~~~~~~~~~~~~~~'





.=====================.
| [1.01] BUILD BASICS |
`====================='


		---------------
[1.01.1]	-=> 2D Mode <=-
		---------------


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

 2d mode is one half of the total editor.  It is necessary to use 2d mode in
 the construction of any map as it is 2d mode that is used to draw and modify
 physical sectors. The screen in 2d mode displays the edit area (looks like a
 grid), the command line (where menu's appear and where you'd type input when
 needed, just to the right of the message: BUILD, By Ken Silverman), the
 information area (displays pertinent information about selected objects), and
 the statistics bar (includes cursor position and angle, and resource
 information like used and total available sectors, walls and sprites).
 The edit area is where most of your work in 2d mode is done.  On the 2d mode
 edit area you will see the following:

1) Grid:  This is the graph-like series of lines that overlay the edit area.
   The intersection points of these lines are the points on the grid that the
   cursor will lock to when placing or moving objects like sprites and vertices.

2) Mouse Cursor:  This is indicated by a red or white cross in the edit area
   and can be moved with the mouse.

3) Player Position:  This is from where your view would be in 3d mode. It
   appears as a white arrow which points in the direction the view will face
   in 3d mode.

4) Vertices:  These are the endpoints of lines and the corners of sectors.
   They are represented by small green boxes.

5) Lines/walls:  Lines define walls and divisions between sectors.  A white
   line is a one sided wall that has valid player space on only one side,
   while a red line is a two sided wall that has valid player space on both
   sides.

6) Sectors:  An area enclosed by white or red lines (or a combination of both)
   is a sector.  A sector can be made up of any number of lines/walls and can
   take on any geometric shape.

7) Sprites:  Sprites are objects in the game.  They are represented by colored
   dots with a long "tail."  The tail points in the direction the Sprite is
   facing (default: north).

8) Signs:  Signs appear within sectors, along lines/walls, and over sprites
   whenever those objects have been tagged with a palette, HiTag or LoTag
   greater than zero.

9) Colors:  There are color codes that are useful in determining the type of
   effect that has been placed on the objects found in 2d mode.  These color
   codes vary depending on the object. Generally, a pink object (wall or
   sprite) is a solid (impassable, blockable) object, and a double thickness
   pink/blue line is also attributed as having "HitScan." A red cursor appears
   when grid locking is on, and a white one appears when grid locking is off.
   A white line is a one sided wall, while red lines have two sides.
   Note: While a line is pink, it will not also indicate visually in red as
   being a two sided wall as it is assumed that only two sided walls can be
   made to be blockable.


***Editing in 2d mode:

Mouse:	Movement of the mouse will position the cursor in the edit area window.

Left button-Click:  	     Used to select an object.
Left button-Click and drag:  Used to manipulate a vertex or sprite.
			     Dragging the mouse with the left click held will
			     move the nearest object with the mouse cursor.

Right button-Click:  	      Used to place the Player Position Cursor.
Right button-Click and drag:  Used to move the Player Position Cursor as you
			      move the mouse.

Keyboard:   Most commands are initiated with the keyboard.  The following is a
---------   list of commands available in 2d mode.  Note: a command that starts
	    with "Num" is only activated with the numeric keypad.

Esc:		Gives you the file menu with the following commands: New, Load,
		Save, Save as, and Quit.

New:		Starts a new map (asks for confirmation).

Load:		Loads a map from the list of all maps found in edit directory.
		Loading a new map will not give you an automatic opportunity
		to save current work as in most applications.

Save:		Saves whatever map youre working on as its current title.
		Un-named maps will be saved as "NEWBOARD.MAP".

Save as:	Allows you to choose a file name for the map you are working on
		and saves it as that filename.  It is not required that you use
		the .map extension when naming your file.  Also, using this
		feature to save a map that already exists with that name will
		automatically overwrite the file without a warning.

Quit:		Will allow you to escape to the operating system. An option of
		saving your work is given after you confirm your desire to exit
		BUILD.

NumEnter:	Toggles mode from 2d to 3d.

Arrow Keys:	Used to turn and move the Player Position Cursor (white arrow).

Left-Alt:	Used with arrow keys to strafe the Player Position Cursor left
		or right. [Note: The default key in BSETUP for strafing is
		Right-CTRL]

Left-Shift:	Used to increase the movement speed of the Player Position
		Cursor.  Hold left-shift while using the cursors for movement.

Right Shift:	Hold this key as you drag the mouse (left click and hold) to
		select a group of vertices for movement. Selected objects will
		blink.  You may then move all of the selected objects as one
		by clicking and dragging any of the highlighted objects.

Right Alt:	Another group selection tool that can be used for duplicating
		sectors, or moving them around. Used exactly like "Right Shift".
		When objects are selected in this way the selected objects are
		indicated with sectors filled in with diagonal flashing lines.

Space:		Used to place vertices when drawing sectors.  The space bar
		will always create a new vertex unless the mouse is directly
		over an existing vertex when it is pressed.  There are other
		conditions that will prevent a newly placed vertex to share or
		link with an existing vertex including but not limited to
		non-grid locking mode, and trying to build a sector in sector
		that meets the outer sector at only one (starting) vertex.

Backspace:	Use the backspace when drawing new sectors (spacebar) to remove
		the last vertex you placed.  You can use multiple backspace
		keypresses to completely undo the sector creation.

Insert:		Inserts a new point along an already existing line when the
		mouse cursor has highlighted the line.  Also can be used to
		copy or duplicate a group of sectors that have been selected
		with the "Right Alt" key.

Delete:		Used to delete sprites.

Scroll Lock:	Used to set the starting position for Duke in game mode.
		A brown arrow (similar to player position cursor) is left
		wherever the player position cursor was placed.

A:		Used to zoom in on  the map (higher detail, less view area).

Z:		Used to zoom out on the map (lower detail, more view area).

G:		Used to cycle through the various grid resolutions.  There are
		six different settings from no grid to 16x.  The default size
		is 4x and each size is exponential (twice the next size in area).

L:		Used to toggle "grid locking". When grid locking is on the
		mouse cursor is red and all objects will snap to grid points.
		When grid locking is off the mouse cursor is white and all
		objects will float free (true placement).

J:		Used to join two sectors.  Press J once over first sector and
		a second time over the second sector you wish to join.

RightCtrlDelete	Used to delete sectors. Recommend saving map before attempting
		sector deletes.

Alt-S:		Used inside a white walled sector to create valid player space
		on both sides.  This command will turn the walls of a newly
		placed sector in a sector with red lines.

S:		Drops a sprite at the mouse cursor position.

B:		Sets "Blocking" on walls and sprites under the mouse cursor.
		Object will now appear pink.

Alt-F:		Use Alt-F to set the "first wall" of a sector. The "first wall"
		is used in determining the pivot point for angled floors and
		ceilings in 3d mode. Also, the floor and ceiling textures align
		themselves from the "first wall" if "relative alignment" mode
		is on (press R on floor/ceiling).
		The "first wall" also plays an important role in the creation
		of certain effects like the exploding walls.

C:		Change a line into a circle.  After first press move the mouse
		to choose the size of the circle, use -/+ to change the number
		of vertices around the circle. Press "C" again to cancel the
		selection or use SpaceBar to change the map by adding the
		circled line.

T:		Use inside of a sector to add a "LoTag" to that sector. You
		will then input your LoTag value in the "Command Line" window
		(center of screen).  Use this command again if you wish to
		change your LoTag value.

Alt-T:		Use to add a "LoTag" to a sprite or wall. Use the mouse to
		highlight the sprite or wall you desire to change the
		"LoTag" for.

H:		Used inside of a sector to add a "HiTag" to that sector.

Alt-H:		Used to affect "HiTag" for sprites and walls.

E:		Change a sprites status list number. [Note: shouldn't be used]

< and >		Changes the angle of a sprite.  Use the mouse cursor to
		highlight the sprite first.

Shift < or >:	Changes the angles of sprites in smaller increments.

Ctrl-T		Turn tag boxes on/off.  Useful when fine tuning the position
		of many closely grouped sprites.  The demolition triggers in
		E1M2 come to mind as being a good example of an area where
		turning tag boxes off must have been mandatory to correctly
		position the sprites in 2d mode.

Tab:		Use this key to display the attributes of a sector. Attributes
		appear in the information window.

Alt-Tab:	Used to see the attributes of sprites and walls.

[ and ]		Used to search backwards and forwards for a specific sector or
		wall. Select the tags to search with F8 for walls or F9 for
		sectors.  If an object is found the cursor will jump to one of
		the points of that object.

Enter:		Displays "Highlighted line pointers checked" [has no function]

M:		This brings up a memory status window.  This has been reported
		to cause problems with BUILD and there is no real reason to use
		this key. [Note: In most cases BUILD will crash the next time
		you try to switch to 3D mode after using this key]

3:		This useful command will change the way tag signs are displayed
		in the following way:

		0:	No tags displayed
		1:	Sector tags only
		2:	Wall tags only
		3:	Sprite tags only
		4:	All tags
		5:	Item tags only
		6:	Shows only current sprite tags (highlighted sprite).

F2-F4:		Affects the Player Position by tiny increments. No apparent use.

F5:		If cursor is in a valid sector a number of map statistics will
		be shown. Blue numbers are those that are only found in
		Dukematch mode.

F6:		Shows more information about your map included the number of
		monsters.

F8:		Used with [ and ] for wall searches.

F9:		Used with [ and ] for sector searches.

F10:		Affects the angle of the Player Position by tiny increments.

F11:		Unknown, Displays "Grabbed wall sprite/picnum #"

F12:		Will save a PCX screen shot of current view.  Recommend grid
		turned off before use.


Duke Addict 100606.2141@Compuserve.com
--------------------------------------

 This is just a rough insight into BUILD editing basics. I'm sure that there
 are things missing or the descriptions may be a bit short. But on the other
 hand I tried to focus on things not mentioned in BUILDHLP.EXE. This is sort
 of an add-on to the official help file.

 The 2D editing mode is a top view of your level. It only displays the lines,
 vertexes and sprites without any textures nor shading or similar stuff. In 2D
 mode you will create the basic layout, the form of your level and place
 sprites.
 When you start a new Map (in BUILD referred to as "Board") you will see a
 purple crosshair like the one in Duke, some gray lines (the grid) and a white
 arrow. This arrow is your current position, you can change it by clicking
 the right mouse button anywhere on the map. This white arrow also helps you
 to define the single player starting position. Move the arrow (by either
 clicking the right mouse button or using the arrow keys) to the desired
 location and let it face the desired position. Now press "Scroll Lock" on
 your keyboard (left to the "Pause" key) and you've just set your player's
 starting position. This starting position is displayed as a brown arrow, but
 you can't see it right now because the white arrow covers it.
 By pressing A respectively Z you can zoom in and out in 2D mode.
 For now I recommend you to load a small map which you know, I'd say E1L1.MAP.
 I think most of us know this level by heart! :)
 (Btw, you can extract maps from DUKE3D.GRP by using KEXTRACT.EXE, extract all
  *.MAP files.)
 You will notice those square grey lines, this is the grid. The grid size can
 be changed by pressing G. All vertices and sprites will align to this grid,
 unless you didn't turn off Grid Locking by pressing L (not recommended).
 At the bottom you can see an empty status bar, this can be later filled with
 information by pressing TAB or ALT+TAB. This is only for advanced BUILDers.
 By pressing SPACE you get into the sector drawing mode. A white line will now
 follow your cursor movements. Press SPACE again to place a vertex. Try to
 shape a regular, 6-sided sector. If you're ready to close the sector, move
 your cursor over the first placed vertex, the one you began drawing at and
 press SPACE. Sector editing mode will end and you have now formed your first
 sector.


Vertices:

 All lines start and end at a vertex, vertices are the most basic structure in
 every map. You will see the vertices as small, green squares, always (!)
 connected to a line (or the other way round <g>). Vertices form the shape
 of a sector (a sector being a bunch of lines which form a closed shape).
 Wherever a wall has a fold you'll find a vertex at this point. Of course there
 are vertices on straight lines, now what are they used for? That's simple,
 you can select only one texture per line, and if you want to make have a
 straight line but more than one texture at that line you divide the line by
 inserting one or more vertices, so you'll be able to assign different textures
 to this straight line. You can insert new vertices into existing lines by
 highlighting the line and pressing INSERT at the desired location. Note that
 the new vertex will automatically snap to the grid, so it may move off the
 position you wanted it to have. Don't turn Grid Locking off, this is no good
 for vertices. You will see where this can be useful as you learn more but to
 avoid frustration simply keep Grid Locking on, always. You can see whether
 grid locking is on by looking at your cursor. If it's purple then grid locking
 is turned on, if it's white it is off and you can move all vertices and
 sprites freely. You can switch grid locking on and off by pressing L.
 You can drag vertices the same way as sprites, highlight the vertex so that
 it'll pulsate and press and hold the left mouse button, then move your mouse
 and still keep holding the button. Release the button if your vertex is at the
 desired location.


Sprites:

 By pressing S you can insert a sprite. Your first sprite will look like a
 small circle with a line attached to it. The line defines the direction the
 sprite is facing. You can rotate the sprite with the , and . keys (< and >).
 Note that not all sprites can be rotated, they will always face the same
 direction in 3D mode - these sprites are always facing the player. Sprites
 which can't be rotated (or better for which it doesn't matter which direction
 they're facing) are things like the fire hydrant, trees, vases, guns and ammo
 and a lot more. "Rotatable" sprites are all monster (also referred to as
 actor) sprites. Sprites can also be rotated and placed somewhere in mid-air,
 all bridges you can go under in Duke are formed out of tricky placed sprites.
 The third form of sprites are flat sprites, mainly all sorts of textures. They
 can be pasted on walls to form posters, switches, text and a lot more things.
 After changing sprites in 3D mode to something sensible you will notice that
 most of the sprites have names in 2D mode, so you can recognize them more
 easily, but only if you zoom in close enough. Some will even carry numbers,
 these are the sprite's High-tag (hitag - the first digit) and Low-tag (lotag -
 the second digit) values. Their function will be explained later.
 You will notice that when zooming out the sprite's description and tags will
 disappear and if you zoom further the sprites itself will also disappear. This
 effect is quite useful in large maps where you could probably see thousands
 of sprites at once, so they're simply not displayed if you zoom far enough.
 I think you can imagine that displaying thousands of sprites would make BUILD
 very, very slow. :)
 You can drag around sprites by moving your crosshair (I will refer to it as
 cursor) near to the sprite and then holding the left mouse button and
 dragging the sprite. You will notice that the sprite will be highlighted if
 your cursor comes close, it'll pulsate fast between two colors. You may also
 notice that this happens to lines as well. As a matter of fact, one line will
 always pulsate as well although you wanted to select this sprite. Don't worry,
 if your sprite is pulsating you won't drag the line (in fact, you can't drag
 lines anyway, only vertices). You will notice that if your sprite is somewhere
 near a vertex that either the sprite or the vertex will pulsate. So you will
 either drag the vertex or the sprite.
 If you get close to a sprite and it doesn't pulsate then there are two or more
 sprites at the same position facing the same direction.
 It happened to me that after moving a switch or similar sprite away from a wall
 it wouldn't go back to that wall, it always remained at the next closest grid
 line. You can easily paste such a sprite to the next wall, in the opposite
 direction the sprite is facing, by pressing O when the sprite is selected.
 If you have this problem with sprites hanging in mid-air you can align them
 to the floor or ceiling if you're in 3D mode. Point at the sprite and press
 either CTRL+PGUP or CTRL+PGDN.


Lines:

 You can't do much with lines in 2D mode. You can't move them around, this is
 done by dragging the vertices of a line. There are only a few things you can
 do, for example highlight a red line and press B. You will notice that the
 line turns purple. This means you can't no longer walk over this line, even
 if there's no big height difference between the two sectors nor a texture.
 It is blocked. This is mostly used for windows the player shouldn't be allowed
 to go through. Now I think I'll have to explain the difference between red
 and white lines. The white lines resemble "solid walls", they can't be crossed
 by the player even if you did not explicitly block them. One side of the wall
 faces the sector it helps to form, this side of the wall can have textures and
 contains valid player space. The other side can't be seen, this white wall
 can be seen as a separation line between valid player space and NULL space,
 space where the player will never be able to get to. White lines are also
 often referred to as single-sided lines. Now you can probably imagine what
 red lines are. They're connection lines between two sectors, they have two
 sides and thus can be approached from two sides (thus the synonym two-sided
 line). A good example for red lines is a window or a door.
 If you zoom close enough you will notice a small white dot on highlighted red
 lines, this is an indicator for where your vertex would be inserted if you'd
 wanted to insert one by pressing the INSERT key.
 Sometimes it appears that lines (and sprites as well) have thick lines. This
 is not a bug but represents the hitscan state of the line. If the line is
 thick it will block shots. Press H to toggle hitscan on and off.


Sectors:

 Sectors are made up of lines, each sector is a closed polygon containing
 valid player space (this also implies sectors whose ceiling is lowered to the
 floor, although Duke can't enter this sector it is valid space; you can clip
 through that in BUILD's 3D mode). There's not much you can do with sectors
 in BUILD, you can copy them by selecting one or more sectors with the Right
 ALT key. Hold it and move the mouse while holding down the left mouse button,
 then press INSERT to copy the selected sector(s) and move your mouse to the
 new location of the sectors.


		---------------
[1.01.2]	-=> 3D Mode <=-
		---------------


Duke Addict 100606,2141
-----------------------

 Press ENTER on the *keypad* to switch to 3D mode.
 Your current position must be in a sector or Build won't switch to 3D mode.
 I recommend that you load E1L1.MAP first so that you'll have something to
 look at. ;)
 You'll notice that everything seems to be like in the game, except that there's
 no status bar and weapons and in the level are many strange sprites which don't
 appear in the game. But first you need to know that you can walk around like
 in Duke while your mouse controls the white cursor. Moving that cursor over a
 wall or floor texture or a sprite means that you selected this thing. For
 example point at any texture or sprite and press V twice. You will now be able
 to select a different texture for this wall/sprite. Note that by changing a
 sprite's texture you also change its behavior. If you change a liztroop to
 a trashcan texture it'll behave like a trashcan as well. If you change it to
 a simple wall texture you'll see a weird piece of texture rotating in air.
 But you could also try to paste it on the floor, press R repeatedly to see
 what you can get. Also try to press O, the sprite will then be pushed back
 and pasted onto the wall.
 On the topleft corner you can see the frames per second which Build can display
 in this resolution while looking at the momentary direction. Always remember
 the Levelord's words: "Framerate is god!". If the value drops below 15 the
 motion is jerky, everything below 10 is hardly playable. But note that if
 you're editing in 640x480 your framerate will be significantly higher if you
 actually play it in 320x200 mode.
 In 3D mode you can also change sector floor and ceiling heights, simply point
 at a floor or ceiling and press PGUP or PGDN. If you hold down the left mouse
 button before pressing PGUP/PGDN you will be able to keep raising a ceiling
 for example even if it's no longer on the screen. This left mouse button
 feature is very useful, sort of an "editing lock" on the selected object.
 This also applies to slopes. By pressing [ or ] while pointing at a floor or
 ceiling you can slope it. You can change the sloping direction by pointing at
 one of the sector's walls and press ALT+F. If nothing happens or it's still
 the wrong direction try another wall. You will understand this ALT+F key
 better after reading through the other chapters.
 You know by reading BUILDHLP.EXE how to move up and down but you can also look
 up and down. Simply press CTRL+A or CTRL+Z.
 Another thing you should know is that by pressing E you can make floor/
 ceiling textures look more detailed (smaller). Press E again to switch back
 to the normal size floor/ceiling texture.



.==========================================.
| [1.02] How to load new levels into Duke? |
`=========================================='


Craig Hubbard 102344,2235
-------------------------

 One way is to run setup and choose "Select User Level." You'll be shown all
 the available .map files.


Duke Addict 100606,2141
-----------------------

 Use the command line parameter "MAP" to load new levels. Assuming you'd like
 to play a level named MYFIRST.MAP type the following:
 DUKE3D MAP MYFIRST
 Note that the extension .MAP can be omitted and the parameter MAP does not
 need any preceding / or - .



		------------------------------
[1.02.1]	-=> How to make an episode <=-
		------------------------------


Duke Addict 100606,2141
-----------------------

 To make an episode (level after level) you'll have to rename your levels to
 ExLy.MAP format, whereas x stands for the episode (1-3) and y for the level
 number (1-11). If you plan to replace all six levels in the first episode
 then rename your levels to E1L1.MAP, E1L2.MAP, E1L3.MAP and so on and put them
 in your Duke3D directory.
 For the freaks out there: you can change the level names by editing the USER.CON
 file.


Phantom 72734,2553
------------------

 You can even change the level names in user.con and start the game as you
 normally would.  The new level name will replace the original as long as the
 the new map file is in your duke3d directory.  You can also change the names
 of the midi files for each level.  Rearrange them or add new ones.  I used a
 midi file of the theme from "Mission Impossible" and a few others and they
 all worked fine <g>.



.==========================================.
| [1.03] How to load Duke levels in BUILD? |
`=========================================='


Craig Hubbard 102344,2235
-------------------------

 Type "kextract duke3d.grp *.map" at the DOS prompt and you will be rewarded.


Duke Addict 100606,2141
-----------------------

 Use the KEXTRACT utility to extract all *.MAP files from DUKE3D.GRP and then
 load BUILD and choose one of the extracted levels to load. Their naming scheme
 looks like this: ExLyy.MAP (whereas x is the episode number 1-3 and yy the
 level number 1-11).


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

 In the \goodies\build directory of your Duke 3D CD, there is a program called
 KEXTRACT. Copy it to your Duke 3D directory and use the following command:
 KEXTRACT DUKE3D.GRP *.MAP
 This will extract all the original levels.  Look at them and see how much
 work was put into them...boy! :)



.=============================.
| [1.04] How to make sectors? |
`============================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        First, make sure you are in 2D mode.  (Since you've read BUILDHLP,
        you know how to get there)   Position the cursor somewhere on the 
        grid.  BUILD automatically starts you out in the lower-right corner.
        You shouldn't worry about this.....yet.  Press the space bar to enter
        line-draw mode.  Move the mouse around, see what happens.  Nothing
        special, except that when you press the space bar again, this is where
        the next line will start.  For now, we'll just make a square room.
        If you want, when you're done, you can position the cursor on one of
        the vertexes, hold the left mouse button and drag the vertex around
        to change how the room looks.  Next, place the arrow somewhere in
        the room, and press scroll lock.  This puts the starting point in. 
        Pardon my artwork, but it should look something like this:

        _____________________________    The -'s and :'s represent the lines,
        :                            :   and the --> is your starting point.
        :                            :
        :          -->               :
        :                            :
        :____________________________:
        
        At this point, you can save and run your level.  Pretty cool, huh?



.=============================.
| [1.05] How to delete lines? |
`============================='


Eric C. Reuter 74567,1510
-------------------------

 To delete a line, drag the vertices on top of each other and the node will be
 deleted. If you inadvertantly connect 2 white walls with 2 parallel lines,
 lets say; maybe your trying to make a door sector or such. You realize you
 don't want that sector there, but if you drag the vertices (that are on the
 white walls, actually) you will drag the white wall lines with you, which is
 no good, of course. You can delete the sector by joining it with a neigboring
 sector. Place the cursor on sector outside of the one you dont want, hit "J".
 Move to the offending sector, hit "J" again. Sectors will be combined with
 the same floor and ceiling heights, and the red line will dissapear. Vertices
 will be left behind, however on the white sector walls.



.=============================.
| [1.06] How to copy sectors? |
`============================='


Eric C. Reuter 74567,1510
-------------------------

 All right, this is tricky, but very doable. This can be a little buggy, even
 when you do it correctly. You must FIRST draw a white sector "box", big enough
 to contain your copied sector into, in the place you want it. You then take
 the copied sector, with its now white walls, and drop it into this box. You
 will need to match the number of nodes on the outside of your copied sector,
 so inert enough on the white box you made to contain the copied ones. You
 then drag each node of the enclosing box till they match up and join with the
 copied sectors. If its done right, the lines will turn red.

 You can copy sectors by holding down the right alt key and holding down the
 left mouse button and dragging a box around the sector. It will highlite. You
 can then press INSERT while holding the left mouse button. Keep holding it
 and drag it to its new location, if you forget to keep holding the mouse
 button while pressing insert you will have a nasty problem of 2 sectors
 directly overlapping each other. You can't just drag the sector anywhere, you
 need to create a white wall sector within the sector you want to copy the
 sector or group of sectors into. you place the sector copy within this white
 wall sector and then drag the nodes / vertices of the white sector in to
 connect to the copied sectors nodes. Obviously if the copied sector has 12
 nodes, you will need to insert nodes on your white sector so that you can
 drag them together.

 It would be nice to just "drag and drop". A "template" is not really required,
 just a big enough "box" to hold the copied sectors. I just add the needed
 nodes to the outer box after I've copied in the sectors. Then I just drag the
 points from the white walled "box" into the copied sectors's nodes, pretty
 much as I add them.


Levelord 74722,2520
-------------------

[About the sector copy problem:]

>> An easy example of this is to just paint a sector [A]. In the middle of it
create another sector [B] and make it a player space (ALT-S), and raise it a bit
from the floor. If you now try copying this inner sector [B] to somewehere else
in the same outer entity [A], the new sector [C] becomes a non-player space
sector (white lines) that cannot be converted into a player space. Furthermore,
quite often this seems to corrupt the map itself ! <<

 ...here's what he is doing wrong - before he makes a copy of the inner
 sector [B], he MUST make a white wall sector [D], also inside sector [A] that
 the copy of [B] (aka [C]) can fit into.  Then he can copy and move the new
 sector [C] into the non-player space of sector [D].  Sector [D] must be the
 exact same size as [C].  Get it?


Neil Fawcett NEIL@mcs.co.uk
---------------------------

 If the sector you are copying is a player space (red-lines) then you must copy 
 the duplicate sector into an empty sector that matches it perfectly in size and
 positions of its vertices. (I'm called this sector a "shell" !)

Try the following example...
1) Paint a sector [A].
2) Paint another small sector [B] in it and make it a player space (Alt-S it).
   Go into 3D mode and raise it slightly so you can at least see it !
3) Create another sector [C] somewhere else in [A] that is identical in shape to
   [B] and has all its vertices in the same places etc. DONT DO ANYTHING ELSE
   WITH IT - LEAVE IT AS A NON PLAYER SPACE !
4) Now copy sector [B] and move the copy directly into [C]. Amazing... you have
   now made a copy of [B] ! Go into 3d mode and you can see two identical inner
   sectors.
   Note: You will need grid locking on, and the vertices to be on this grid
   to get the vertices to join.
5) Let out a huge sigh of relief !

So basically in order to copy a sector you must have of first created a "shell"
sector which is identical in shape and vertices to the original. Then you copy
the original sector and place the copy in this "shell".

If [B] had other sectors painted in it of any type (player or non-player) these
would also appear correctly ! YOU DO NOT NEED TO WORRY ABOUT THESE IN THE
DESTINATION SECTOR ! Try the above example again but this time with a couple of
other sectors in [B]. Try both a player (red lines) and non-player (white lines)
in it for example.

Now the fun really start when you have a complicated outer player space sector
which is, say for example, made up of 20 vertices all over the place. How do you
create a destination sector ("shell") which is exactly the same size and shape ?
Ok try this example:
1) Paint a Sector [A].
2) Paint another small sector [B] in it and make it a player space (Alt-S it).
   Go into 3D mode and raise it slightly so you can at least see it !
3) Copy sector [B] to somewhere else in [A] creating a new sector [C]. This
   sector suffers from the problems we have all encountered:- it is a non-player
   space and cannot be converted etc...
4) To get over this paint a new sector [D] roughly around [C]. Not covering it,
   but just roughly around it leaving some space between the two. After this
   you should have a non-player space sector [C] (a duplicate of [B]) 
   surrounded by another non-player space sector [D]. This is basically
   our "shell" sector again.
5) Make sure that you have the same number of vertices in [D] as [C] and then
   one by one drag each vertex of [D] onto the corresponding vertex of [C].
   As you do this you should see each line of [C] becoming a two sided line
   (red line). Note: You will need grid locking on to get the vertices to match.
6) Once you have done this [D] should have disappeared and [C] should now be a
   true copy of [B].

This isn't as complicated as it sounds. However, if the sector you are 
duplicating doesn't fit nicely onto the grid then you will probably have to
adjust the duplicated version in order to do the above techniques.
Once its been converted back to a player space (red-lines) you can then worry
about reshaping it back to how it should be.
I've messed around with this for a couple of hours and haven't encountered any
problems yet.



.==========================================.
| [1.07] How to make a sector in a sector? |
`=========================================='


Eric C. Reuter 74567,3307
-------------------------

 Connect your lines to make your sector in 2D mode. Put the cursor within 
 the new sector's boundaries and try ALT-S to make it a red sector. It will
 have the same foor and ceiling texture as the surrounding sector, so in 3D
 mode you won't see it until you highlite the area and either lower or raise
 the floor / ceiling or increase / decrease the brightness. Once you've "got
 it", you can change textures etc.


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        If we wanted to make and elevated surface in the middle of
        the room for absolutely no reason other than to learn how, we would
        place the cursor somewhere inside our sector, and draw a new box.
        We'll call the box you just made "BOX B" and the other will be "BOX A"
        It should look something like this:
        ________________________________
        :   ________________________    :
        :   :                      :    :
        :   :      BOX B           :    :
        :   :                      :    :
        :   :______________________:    :
        :          BOX A                :
        :_______________________________:

        Now, click on the outer portion, and enter 3D mode.  Notice what it
        did.  You now have the new box as walls facing outward, and you can't
        go in the box that you made.  It's just walls.  We could leave it like
        that, but we want an elevated platform, right?  So, go back into 2D
        mode.  Place the cursor inside BOX B.  Now, hit ALT+S.  Notice that
        the lines that make up BOX B have turned red.  This means that those
        walls are "Two sided walls", and the box inside has now turned into
        what is called "Valid player space".  Go into 3D Mode, and watch what
        happened.  The room should look exactly like our one-sector room did.
        Go into 3D mode now, and point the mouse at BOX B.  To make BOX B 
        elevate, use the PAGE UP and PAGE DOWN keys.  Try it with BOX B's  
        floor and ceiling, along with BOX A's floor and ceiling.  Our surface 
        is now elevated.


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

 Sector in sector can be used for infinite purposes, but is in general needed
 when you'd like to add a feature to an already built room.
 Such features include raised floors or lowered ceilings, trigger sectors for
 sector effectors, musicsfx and other special sprites (explained later), or
 confined areas for monsters.
 The easiest way to build a sector within a sector is to draw a normal sector
 within a sector you've already created.  This is accomplished in 2d mode with
 the space bar and mouse.  Each press of the mouse will create a new vertex
 for your sector and to complete your sector you'd place the final vertex over
 the first vertex you placed (you must be in grid locking mode <L key> for
 this to work).
 After the sector is created, you'll notice the walls are white.  This new
 sector is "invalid player space."  That means that nothing exists in the
 center of your sector.  You have, in essence, created a gap of nothingness
 within your previous sector.  To make the sector in sector valid player
 space, enter 2d mode and position the mouse cursor within your new sector.
 Then, hit alt-s.  You'll notice all of your lines have changed color from
 white to red.  Red lines are two sided walls that have "valid player space"
 on either side.  You may now affect that sector in sector as you wish in 3d
 mode.
 Also note that it is possible to create a sector in sector with "valid player
 space" by simply drawing over your sector.  In effect, you'll be placing the
 same exact sector twice on top of the other. When finished with your second
 placement of the sector all of the white lines will turn red.



.================================.
| [1.08] How to change textures? |
`================================'


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------


          Point the mouse to the texture you want to change.  Hit the 'V'
          key.  You will now have a screen with that ugly texture, and
          you can go down and see the names of everything else.  It's
          like this because that's the only texture we've used.  Later,
          when we use more, the ones we use will show up automatically.  
          Anyway, for now, we want pictures.  So go ahead and hit the 'V'
          key again to get all of the items.  Scroll down till you find
          a cool texture, and hit enter.  The wall has now changed textures.


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

 To select a texture in 3d mode (not possible in 2d mode), you must first
 position your mouse cursor over the texture you wish to change, then hit the
 "V" key.  The screen shown will contain all of the textures you've used thus
 far in your map.  If this is the first texture you've changed, there will only
 be a single brown/gray brick wall to choose from.
 To see the complete selection of textures, hit the "V" key a second time. This
 will allow you to scroll around and select any of the available textures from
 Duke3d or ones that you've created with Editart.
 On the first texture screen, the numbers next to each texture show the number
 of times that texture appears (# of walls) in your map.  On the second texture
 selection screen, the texture number and any notes are also displayed while
 the cursor is over any given texture. Some textures have a message attached
 to them (Door1, door2, mirror1, etc.), some are just pictures you'll have to
 examine for yourself.
 In texture view mode, you'll often see textures that are bordered by an ugly
 pinkish color. In Duke3d this pink color is considered as "invisible."  Most
 textures with that pinkish border are meant to be used as sprites.  The
 exceptions are the mirrors, fans and grates, and force fields.  Note: Although
 you may place fans and grates at textures (example in E3M1) these are most
 effective as sprites so that they can be animated and affected by the player
 (shot and damaged).



.===============================.
| [1.09] How to shade textures? |
`==============================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

          Well, to make it darker, all you have to do is point at a
          texture and hit the + and - keys on your numeric pad.  To make
          the whole room dark, just shade all the walls.


Duke Addict 100606,2141
-----------------------

 You can change a sector's light level by shading the floor texture darker.


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

 Shading of objects (textures, sprites and sector floors and ceilings) is
 accomplished with the plus and minus keys (+/-) of the numeric keypad.  In 3d
 mode point the mouse cursor over the object you wish to change the light level
 of and use the minus key (-) to lower the light level and the plus key (+) to
 raise the light level.
 Shading is often considered the most time consuming aspect of BUILDing for
 beginners.  To help in that end, a BUILDer may affect the shade of many areas
 at once!  This is accomplished by using 2d mode to group select an area
 (Right-Shift, mouse drag, and Right-alt, mouse drag).  Once the area is
 selected, go into 3d mode and point the mouse cursor at any of the selected
 areas.  When affecting the shade of that sprite, or texture all of the linked
 sprites and textures in your group select will also be affected!



.=================================================.
| [1.10] How to squeeze/stretch textures/sprites? |
`================================================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

      Texture panning is a great feature.  You can scroll a 
      wall up and down, possibly to meet other textures on
      either side.  To do this, go into 3D mode.  Point to
      the texture you want to pan.  Next, hold down the shift
      key and use the arrows on the number pad to pan.  Cool?
      You can also shrink and enlarge the texture (this also
      works for sprites) by using just the arrow keys.  If you
      ever totally mess up a wall, you can get it back by
      pressing "/". If you like the way you panned or shrunk a
      wall, you can hit the > key to do it all around.



.===============================.
| [1.11] How to rotate sprites? |
`==============================='


Dame' D. Lackaff 102404,2065
----------------------------

 If you put the cross hair on the sprite, and press the '<' or '>' keys, you
 can rotate the sprites, the 'TAIL' shows the front of the sprite. You can
 press SHIFT + '<' or '>' to fine tune the sprite's position.



.===========================================.
| [1.12] How to stop sprites from rotating? |
`==========================================='


Craig Hubbard 102344,2235
-------------------------

 Point at your vent of choice and press "R" to rotate it. This will flatten it
 vertically so you can place it against a wall and it won't move. Hit "R"
 twice for floor sprites (magazines, sewer covers, etc.). Hitting "R" the
 third time will return the sprite to "normal" mode. :)



.===========================.
| [1.13] How to make skies? |
`==========================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

           If you tried to change the ceiling to a sky, and it looked
           all wrong, you can fix that very easily.  In 3D mode, point
           to the sky, and press the 'P' key.  This is called parallaxing.
           It makes the ceiling (or floor for a neat effect) look like it
           arches and goes forever.  Very cool stuff....


Duke Addict 100606,2141
-----------------------

 Note that by pressing CTRL+P you can toggle between three different modes
 of parallaxing. You'll have to see which produces the best effect.



.============================.
| [1.14] How to make slopes? |
`============================'


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

      Slopes are quite easy, actually.  All you do is go into
      3D mode and point at the wall/ceiling you want sloped.  Then,
      use the [ and ] keys to slope.  That's it!


Duke Addict 100606,2141
-----------------------

 Note that floor and ceiling slopes (in the same sector) are linked
 together. It's not easy to explain, well you simply can't have the floor
 slope facing west and the ceiling slope facing north. However they can
 be differently sloped, so the floor slope can go down to the west and
 the ceiling slope can go down as well or up. They don't need to have the
 same slope gradient either.
 You will notice that slopes first won't slope in that direction you want
 them to go, you can control that by using ALT+F. Slopes always align to
 a sector's first wall, and by pressing ALT+F while a line is highlighted
 (or near below or above a wall in 3D mode) you can change the sector's
 first wall to that wall. So the slope will face this wall. If it goes up
 at one end where you want it to go down, simply slope it until it fits
 your desired slope gradient, then use PGUP and PGDN to adjust the height.
 By holding SHIFT while using the slope keys [ and ] you can fine adjust
 the slope, for example to match a neighboring, non-orthogonal slope.


Eric C. Reuter 74567,3307
-------------------------

 In 2D mode, put your cursor near the line of the sector you want the
 slope to "pivot" from. Hit ALT-F to assign this as the "first wall". Then
 you can go into 3D mode and use [ and ] to slope it from it's new origin.



.=================================================.
| [1.15] How to define player starting positions? |
`================================================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        To make co-op and Dukematch starting points, put a Duke sprite (his
        initial frame) in your level.  That would be a Dukematch start.  To
        make a co-op start, give Duke's sprite a Lotag of 1.  Co-op starts
        should all be at the beginning, with the player 1 start.  Dukematch
        starts should be where no player is at an advantage, i.e. near a
        good weapon, etc.


Duke Addict 100606,2141
-----------------------

 You can set the single player starting position by moving the white arrow to
 the desired location (right mouse button and/or arrow keys) and then press
 SCROLL LOCK (left to the PAUSE key). The single player starting position
 can't be seen in 3D mode. In 2D mode it looks like your arrow but has a
 brown color. You won't be able to see it after pressing SCROLL LOCK until
 you moved the white arrow a little away from it. ;)



.======================================================.
| [1.16] How to make things for Multiplayer mode only? |
`======================================================'


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        To make an object appear only in Dukematch or Co-op play, go into
        3D Mode.  Point to the sprite with the cursor and hit the ALT+P
        keys.  (This is to change the palette)  Type in '1' to make the
        object "Dukematch-only".  That's it!



.=================================================.
| [1.17] What things can you do with the Palette? |
`================================================='


??? unknown ???
---------------

 You can do all sorts of cool things with palettes. Here are some specific
 examples:
 1) More bottles: Make it look like you have more types of booze by changing
    the color pallete. I've found 13, 14, 17-20 give good effects depending on
    the bottle.
 2) Try 17-20 on the ooze filter and ceenine bottle to get new stuff.
 3) All of the "chick" sprites have this stock blue color for their clothing
    (as does one folding chair), palettes 10-20 changes the blue to other
    colors.
 4) Coloring the floor, try "2" for example, changes the light on Duke, nice
    for a colored spot effect.
 5) Palette 4 is all black (it may have some special use I don't know of yet).
    Just playing around I took a dancer sprite, set her to "4", flattened her,
    and stuck her on the outside of a window. Now it looks like she's a shadow.
 6) Palette 7 has a strange "yellow" look that I don't remember seeing in the
    game. 


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        To make colored lights, make a sector.  Choose textures.  Change the
        palette number (use ALT+P) of the walls, ceiling, and floor to
        a number from a list below.  Next, add a sector effector.  Change
        the sector effector's palette, and give it a Lotag of 4.
        The only palette numbers for lights that seem to work are:
        1 = Blue
        2 = Red
        7 = Yellow
        8 = Green


Duke Addict 100606,2141
-----------------------

 Another neat effect you can get with the palette is a water tank, an aquarium
 that is. You can view through the glass and see the underwater sector behind.
 However, simply setting this sector to underwater (Lotag 2) doesn't work. You
 also need to change the palette on all the textures of the sector which
 should become the aquarium, change it to 1 and all textures will look like
 as if they were underwater.


Andy Hall 101722,1034
---------------------

 Changing the palette numbers of bad guys will not only change their colour
 but will sometimes make them harder to kill. For example a Pig Cop takes two
 shotgun blasts before he goes down;  changing his pallette number to 10
 (making him red) will increase his hit points to three shotgun blasts.


Phantom 72734,2553
------------------

 Also, if you give the Trooper palette #21 it will become a captain with the
 hand-held transporter.  Use ALT+P to change a sprite's palette.


Christophe Gerbier 101530,662
-----------------------------

 I have found that if you put a different palette to the sky, Duke can now go
 out under a parallaxed sky with first textures [the first textures in a set]
 without exploding. You can put a palette 3, which doesn't change the actuals
 colors.


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

1)	Use palette to change the color uniform of your monsters.  A red
	(palette 24) trooper is a super trooper that can teleport!
2)	Use palette to choose code keys for locked doors (explained below).
3)	Use palette 1 (blue) on a sprite to make it only appear in a dukematch.
4)	Use palette 4 (special) to turn a sprite solid black.  
5)	Palette 6 is night vision.
6)	Green palette (8) is used instead of palette 1 in water to make the
	water look like slime.
7)	Palettes 10-20 are used to affect the color of clothes on creatures.
	Some also affect skin color.  Experiment!
8)	Key cards are created with palette 1 (blue card), 21 (red card), and
	23, yellow card.
9)	Most people notice that boss1 when killed in a user map will always
	automatically end a level.  Set boss1's palette to 21 to make him a
	mini boss.


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

By simply changing the palette of the walls and floors and ceilings of
sectors, you can make those cool red and blue rooms like in the real game.
Simply press alt-p while highlighting the desired object's palette you
wish to change while in 3d mode.  Then put in a number (1 or 2 for the
colored rooms).  You can also do this on objects (but they are auto palette
converted if they are in a colored room).   By setting weapons to a palette
of 1, they are placed in multiplayer mode only.  You can also change the
colors of the enemies using numbers around 12 and in the teens.  Instead
of a blue trooper, you can have a green or red one, but the skin color
doesn't change.  When you use certain palette swaps, you'll notice that
the whole object changes color.  You'll probably want to avoid this unless
you're trying to make some groovy 70's kind of pyschadelic level (did I spell
that right?)  A cool effect is to take the waterdrip sprite and give it a
palette of 2 to make it red.  Now you've got blood dripping from the ceiling.
Use it to make some cool carnage scenes.



.===============================================.
| [1.18] How to shade multiple sectors at once? |
`==============================================='


Allen H. Blum III Stryker@metronet.com
--------------------------------------

 About shading the whole level at once, go into 2D mode and zoom out enough to
 see the whole map. Then with the mouse, point to the upper left corner and hold
 down the RIGHT-ALT key. Then while holding down that key drag the square over
 the size of your map. This should make all the sectors flash with green lines.
 Then go into 3D mode and when you shade one wall, they will all shade. You can
 also do this with the  visability ( RIGHT-ALT and KEYPAD + or - ). Then go to
 2d and press the RIGHT-ALT key to get rid of the flashing.



 
 
			.=============================.
			|                             |
			|   [2] SPECIAL MAP OBJECTS   |
			|                             |
                        `~~~~~~~~~~~~~~~~~~~~~~~~~~~~~'



			.----------------------------.
			| !!! UNDER CONSTRUCTION !!! |
			`----------------------------'



.===========================================================.
| [2.01] What are Low-Tags and High-Tags (Lo-tags/Hi-Tags)? |
`==========================================================='


NOTE from Duke Addict:
----------------------

 These explanations of Hi- and Lotags are kind of vague, you should know
 that there is no standard use for Hi- and Lotags, for example in some
 cases you will need to set a Lo-Tag where normally you would think this
 should be a Hitag. And for different sprites like MUSICANDSFX these tags
 have different meanings, in this case the lotag defines the sound to be
 played (see the sound reference section for a list of sounds) and the
 hitag is used to define the maximum sound radius. This is for ambient
 sounds, other's work differently.
 You see, this can be very confusing, but don't be frustrated! As you get
 the hang of it you will notice that this isn't too complicated. It's just
 that there's no global definition for Hi- and Lotags, but they do follow
 some basic rules which depend on which thing you assign a tag (sprite,
 sector, wall).


Phantom 72734,2553
------------------

 Low-tags define a sector/wall/sprite's characterisitcs - what it does in the
 game. Ex: giving a sector a low-tag of 2 makes it underwater; a low-tag of 20
 makes it a door that rises up into the ceiling.

 Hi-tags are used to indentify sectors/walls/sprites. Ex: if you give 3
 sectors a high-tag of 1 then all three will be affected by the same trigger -
 let's say a wall switch. 


Duke Addict 100606,2141
-----------------------

 The tag values can be seen as connection tags (linking a switch to a door with
 the same tag number for example) or as operating tags, for example a sector
 tag of 20 would make that sector a basic door.
 You can assign High- and Lowtags to every SPRITE, SECTOR and WALL. Normally
 these tags are used for the "function" sprites like the Sector Effector.


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        These are some of the hardest things to explain.  I'm going
        to explain it like this:  Lotags are usually defined by the 
        game, and they describe how something is going to act.  Lotags
        can be changed by placing the cursor on what you want to change
        and pressing 'T' for sectors, and 'ALT+T' for sprites.  Hitags 
        are usually defined by the user.  They explain where something
        is going to go to, or what's going to activate it.  For example,
        it could be where a teleporter is going to teleport to, or what
        switch a conveyor belt is going to stop for.  Hitags are defined
        by using 'H' key for sectors, and 'ALT+H' for sprites.


Vlad 100430,1502
----------------

 The best solution is to look at the _se.map 
 Write down the effects you see for each effect number, and then go in 
 BUILD and load this map.  You can try to figure out how the Sprites and 
 sector Low tag and Hi tag are used to make great effects using this and 
 the doc.

 Each sprite, sector and wall in a level has a Lotag and a Hitag, by 
 changing these tags, you can create effects like doors, elevators and 
 water effects... To change these tags (in 2D mode);
 press alt-T for sprite lotag, alt-H for sprite hitag, T for sector lotag 
 and H for sector hitag.
 Sprites with same hitags (or sometimes lotags) are used in conjunction to 
 create effects.  For a switch that open a door : you put a sprite of a 
 switch on a wall and give to this sprite a Lotag number of x (any number 
 not used for other effects) and this switch will activate a sprite called
 ACTIVATOR with the same lotag number that must be in the door sector. This
 ACTIVATOR will activate the sector Lotag that should be 20 for a door.
 I hope you understand my confused explanation... But I think the best way 
 to learn all these effects is to give some try...based on the _se.map


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

 The best description for tags is that they are used in BUILD to tell the game
 engine what to do in special circumstances.
 Tags are different for each type of sprite, wall or sector.
 Sometimes, Hitags are used to link one sprite, wall or sector to another
 sprite, wall or sector.
 Sometimes a LoTag will tell duke3d to play a sound, or start an event.
 Sometimes a tag will be a measure of time or distance.
 Each special effect or event in Duke3d will use a special set of HiTags,
 LoTags, sprites, walls and sectors.
 Each of these special effects are listed below.
 To set a LoTag or HiTag use the "T" or "H" key in a sector or "Alt-T" and
 "Alt-H" on a sprite or wall.  This is done usually in 2d mode.



.===================================.
| [2.02] What are Sector Effectors? |
`==================================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        Sector effectors are just what the name says.  They say what
        will happen to a sector when you blow that crack, flip that
        switch, open that door, or activate that touchplate.  They
        need Hitags and Lotags to go with them.


Duke Addict 100606,2141
-----------------------

 A sector effector is simply a sprite, but a special one. It's texture
 number is 1. Any sprite that will be given that texture will turn into a
 so called sector effector. It's purpose is to operate something (see the
 Sector Effector Reference) in the sector it is placed.
 Place a sprite using the S key and then V to change its texture. Use texture
 number 1, this is the Sector Effector sprite. You will notice that there are
 more "useful" sprites beginning at texture number 1.


Phantom 72734,2553
------------------

 Point the cursor at the area where you want to put it and hit the "S" key.
 You should see a square with an "S" on it - that's the sector effector. Then
 set the low-tag by pointing at the "S" at hitting ALT+T, and set the high-tag
 byt hitting ALT+H. To use the proper low/high-tags you'll have to read the
 build help file and see what tags are used to do whatever it is that you are
 trying to do.



.===========================.
| [2.03] What are Locators? |
`==========================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        Locators can determine where a Recon Control Vehicle goes 
        or where a subway turns or goes.  You get the idea.


Duke Addict 100606,2141
-----------------------

 Locators are also special sprites, they function as waypoints for subways
 or the Recon Vehicles.



.======================================.
| [2.04] What are MUSICANDSFX sprites? |
`======================================'


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        One really good thing about Duke 3D is that YOU define the
        sounds that a door, lift, or just about anything for that
        matter makes.  Use this to say what sound these things make
        when used.  Stuff like switches, teleporters, and other things
        do NOT need this.


Duke Addict 100606,2141
-----------------------

 There are three possible ways of using the MUSICANDSFX sprite:
 As an activation sound: place it into a sector with a Lotag and the sound
 will only be played if the sector's lotag function is activated. The sprite's
 Lotag is the sound to be played (refer to the sound reference list).
 As an ambient/background sound: simply place it in a sector with NO lotag
 and give it an appropriate lotag. The hitag in this case defines the
 maximum radius of the sound where it can still be heard.
 As an echo effect: place it into a sector with no lotag. Give it a lotag
 between 10000 and 10255. This determines the amount of echo.

 In contrast to that you could also assign a sector a lotag of 10000 *plus*
 the sound number to play a sound upon entering the sector. If you wanted to
 repeat the sound change the hitag of the sector to the amount of repetitions.


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

Echo Effect:

 To create a cool echo effect, place a MUSICANDSFX sprite in the desired
 sector.  Give it a hi-tag of the max. distance you can hear it from.
 Set the lo-tag to a 1000 plus the amount of echo (from 0 - 255).  So,
 if you wanted a maximum echo, you would give it a lo-tag of 1255.

Activation Sound:

 This is used with doors, lifts, etc.  All you need is to place a MUSICANDSFX
 sprite in the sector that is being activated.  Then, everytime the sector's
 lo-tag function is activated, the sound will play.  The hi-tag and lo-tag
 should be set to the sound you want to play when the sector starts and
 stops (e.g. when a door opens and when a door closes).  



 
 
			.======================.
			|                      |
			|   [3] LEVEL DESIGN   |
			|                      |
                        `~~~~~~~~~~~~~~~~~~~~~~'





.==================================.
| [3.01] How to make secret areas? |
`=================================='


Duke Addict 100606,2141
-----------------------

 Simply assign the sector which should become a secret place a lotag of 32767.
 It will then be regarded as "Secret place" if Duke enters that sector.



.================================================.
| [3.02] How to make an end-level switch/sector? |
`================================================'


Duke Addict 100606,2141
-----------------------

 Sprites or sectors which have a Lotag of 65535 will end the level if you press
 SPACE in front of it or enter it. However there seems to be a different end
 level tag in E1L2 where the pig cops capture Duke at the end. This sector tag
 is 65534, I'm not sure wether this includes a fixed delay or if it waits until
 the sound referenced through the sector's hitag number has been played. I
 assume the latter.
 To make an end-level nuke button you need to assign the Nuke button (#142) a
 lotag of 65535 to go to the next level, or a lotag of 0-10 to go to this
 specific level. Change the palette of the button (ALT+P) to 14 to make it a
 secret level exit button.
 Some say that even 32767 as lotag of the Nukebutton works. I assume that the
 lotag of the Nukebutton doesn't matter anyway if it's not 0-10, it'll end the
 level in any case. I wonder if it'll try to warp you to level 20 if the lotag
 is set to 19, anyone like to test it out? <g>


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        All you have to do for a Nukebutton is put the sprite (#142) on a 
        wall, and give it a Lotag of '32767'.  Also, to end a level, put
        a sectoreffector in a sector and give it a Lotag of '65535'.  This
        will end the level when the player walks on the sector.



.===========================.
| [3.03] How to make doors? |
`==========================='


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

 All door are sectors that move in one way or another.
 Some doors only move their floor or ceiling height (or both). Others actually
 physically move the sector around a pivot point. Others still will shrink and
 grow as they open and close.
 Here are some general guidelines about door sectors and how to build them
 without trouble.

1) Door sectors that work by moving floor and ceiling height may be attached
   to nearby sectors (door tracks).  These doors can share lines with as many
   other sectors as you wish.
2) Door sectors that slide open and closed (shrinking and growing sectors)
   must not be attached to more than two sectors.  Typically, the side of the
   door sector that will be sliding must have valid player space on either
   side it's borders.  It's corner vertices must not be linked to other sectors
   on the side where the sector wall will be moving.
3) Door sectors that rotate around a hinge (SE 11) must not be attached to more
   than two sectors. Only the pivot point corner (vertex) of the pivot door
   sector can be linked to another sector's vertex.  Swinging doors work best
   when the corner vertices are not actually attached to neighboring sector's
   vertices.  That means that these doors work best as true sector in sector
   areas.
4) Doors do not have to be rectangular in shape.  BUILD will allow doors to
   have walls that do not meet at 90 degree angles.
5) Doors are not limited to only 4 sides.  You may create curved doors by
   adding vertices to your door sectors.  It is also possible to bend doors
   around corners, fill circular holes with vertically opening doors, and
   rotate doors with odd shapes.
6) Doors that physically move their sector location when opening and closing
   do not like to cross other sectors.
7) There are also rare bugs with swinging doors under or over other levels
   with lines across the door opening space.



		 ---------------------------------
[3.03.1]  	 =-> Simple Doors (with sound) <=-
		 ---------------------------------



Craig Hubbard 102344,2235
-------------------------

 My first word of advice: don't launch into a complicated level with lots of
 b!tch!n' stuff or you'll end up frustrated. Practice effects and sector tags
 with small test levels.
 It's a good habit to set all your doors and windows in frames. In other 
 words, instead of creating a narrow sector between two rooms and having it
 be the door, try creating a slightly wider sector and subdivide it into 3
 narrow sectors. The middle one, which is wider than the other two, is the
 door--it rises only to the height of the nearest ceiling, so you keep your
 door frame at the desired height. Not only does it keep the whole front of
 your building from moving whenever you open the door, it also emulates
 real architecture--doors always come in frames. :)
 For doors, make a room or corridor and subdivide it
 with two red lines spaced fairly close together (your door). Point in between
 them and hit "T" for sector tag. Type 20 (ceiling door) and hit enter.
 Now, go to 3D mode and point at the ceiling. Click on it and hold down the
 left mouse button. Hit PgDn until the ceiling touches the floor. Save your
 level and run it. You've got your first door. The floor door works just the
 opposite--raise the floor until it touches the ceiling. The split door makes
 the two meet in the middle, etc. Don't worry about the more advanced doors
 until you've got a feel for these basic ones.
 Another tip: print out the DEFS.CON file for all the sound fx numbers. It
 makes a big difference when your door makes a sound. :)
 Put a MUSICANDSFX sprite in the door sector and assign one of the door sounds.
 If you use a spacedoor sound, you'll have to add a GPSPEED sprite to slow
 down the door (unless it's really huge). Try a speed of 96 for anything other
 than the basics--166 and 167.


Eric C. Reuter 74567,3307
-------------------------

[Question: Don't they have to share walls? When I insert points on two nearby
           sectors and create a third, "adjoining" sector, the walls become
           red on the 2D map and disappear in 3D -- i.e., the new sector just
           becomes a hall to walk down to get to the other sector.]

 This new sector ("hallway") that you created can become the door. You first
 should lower the ceiling till it meets the floor, then apply the appropriate
 tag to the sector, and textures to the walls of your new door. I would
 suggest not making the door sector to thick, or else it won't resemble a door
 (D'oh)., would look more like a big ceiling "crusher" going up. This is a 
 simple explanation of a "Doom" style, up-opening door. If you find that your
 textures are not moving with the door, go to 3D mode, highlite the offending
 area with the mouse cursor, and press "o". This _should_ help. This will also
 help if the "door tracks" on either side _are_ moving with the door, and
 obviously you don't want them to. The "o" key toggles the texture's
 orientation and "stickiness", as I call it. In Doom editors you would refer
 to this as "pegged" or "unpegged".


Phantom 72734,2553
------------------

[Question: Don't they have to share walls? When I insert points on two nearby
           sectors and create a third, "adjoining" sector, the walls become
           red on the 2D map and disappear in 3D -- i.e., the new sector just
           becomes a hall to walk down to get to the other sector.]

 Yes they have to share a wall. The "hall" can be made into a door by giving
 it a low-tag of "20" in the 2D mode.  In 3D mode, use the left mouse button
 and the page-down key to lower the ceiling of the hall so that it's at the
 same level as the floor.  Now when you walk up to the hall sector (in the
 game) hit spacebar, or whatever you use to open doors, and the ceiling will
 rise - that's your door. This only works for doors that open vertically -
 swinging and sliding doors are done differently. I haven't taken the time to
 mess around with them yet. To make it look like a real door, put another
 thin sector on either side of the door sector and lower the ceilings a little.
 That will make it look like the door is opening up into the wall (recessed)
 instead of the entire wall moving.  Also, use the "o" key to "peg" the door
 jam so when the door slides up the jams don't move - looks more realistic.
 Put the cursor over the inside walls (jam, or frame) of the door sector and
 hit "o".  Do the same thing for the outside walls of the door.


Emil R. Eisenhardt 72610,2100
-----------------------------

 I figured out how to use a sector effector to make a door activate a sound
 when opened.  It is a lot easier than I thought, but I don't know exactly
 what everything means:
 After you have made a working door, go to 3D mode and place two sprites in
 the door sector (you will need to use PageUp to open the door enough to put
 the sprites inside).
 One sprite should be the weird "S" which is on the first line of the texture
 select mode.  The other should be an "M" in the same font as the "S".  Now
 switch to 2D and position the cursor over the sprite representing the "S".
 Now press LeftAlt-H, and type in "128". You have just chosen the high-tag for
 the sprite.  Now press LeftAlt-T and type in "10".  That is the low-tag for
 your "S".  Now place your cursor over the sprite representing the "M". Press
 LeftAlt-T and type in "166".  You do not need to change the high-tag for the
 "M".  Now save your work and check it out. You should hear the sound of a
 door opening when you open your door!

 [Notes from Phantom 72734,2553]

 >> you will need to use PageUp to open the door enough to put the sprites
 inside <<

 You can do that from the 2D mode more easily. Just position the cursor in the
 door sector and hit "S". 
 The sector effector sprite "S" controls the door. The high-tag (128) is how
 long the door stays open and the low-tag (10) makes the door close
 automatically.  If you change the high-tag to 64 the door will close faster.
 The music sprite "M" controls the sound effect. You can try 74 for a good
 door sound also.  Look at the "defs.con" file for a listing of all the
 different effects.


Andre Frey 100666,3361
----------------------

 Draw two adjacent sectors, which later should be connected with a door.
 Make it look like this:

 --------- ---------
 |       |-|       |
 |    1  |3|  2    |
 |       |-|       |
 --------  ---------

 You will connect these two sectors, placing 4 points (verticles) with INS
 (Insert) on the adjacent white lines of each sector. This points, connected
 together, will form sector 3, which is your upcoming door. Now you're drawing
 your new sector by placing the cursor onto one of the newly inserted points,
 and draw lines from point 1 through 4 pressing SPACE on each point. Upon
 reaching point 1 again, the lines of sector 3 will turn red, indicating, they
 now can be seen in the game from both sides. ( if you make a mistake, simply
 hit BACKSPACE to delete all former lines drawed)
 Now place your cursor (red cross) close to sector 3 and hit the _right_ mouse
 button. The symbol of your player (white arrow) jumps now to that place. Now
 you're changing into the 3D-mode from BUILD with KEYPAD ENTER(!) You now
 should be in one of both rooms, facing the other room through the hole in the
 wall. This hole is your sector 3, but not yet a door! Place the cursor
 (little white cross) _exactly_ at the ceiling of the hole, >the space between<
 the two walls.

 This looks like this:

 |------+------|
 |             |
 |             |
 |             |

 The little + sign should indicate the little white cursor. To the left and
 right are the two walls. Caution: Now you hold the _left_ MOUSE button
 depressed and hit PG DN _once_. If the ceiling exactly _between_ the two walls
 is moving downward, you've done right; if you missed the spot, either the
 ceiling of sector 1 or 2 will move; then you will have to place the cursor
 better. Well until now I've used far more then 3 sentences; shame on me... <bg>

 OK; if you've hit the right spot, hold the left MOUSE button depressed and
 keep hitting PG DN, _until_ the space between the two walls is completely(!)
 closed. Now jump back to 2D-mode with KEYPAD ENTER and place the cursor (red
 cross) in sector 3, the _now_ closed wall (door) Hit 'T' once; it will be
 displayed your sector number (should be 3) and the LOW TAG status; still 0.
 Change this number into 20 and save your map. (ESC, AS, NAME) Once more jump
 into 3D mode and place your favorite door texture onto the now closed door,
 which will move later in the game (note; it will _not_ move while you're in
 BUILD; you've to load the map into DUKE first!) Place the cursor at the door
 and hit once or twice ''V' choose your texture and hit ENTER. The texture is
 now on your door, but still not aligned. You now can shrink or enlarge,
 squeeze or stretch it with the KEYPAD numbers (2,4,6,8) until it fits well.
 This must be done on both sides of the door....


Duval Magic 75567.473@compuserve.com
------------------------------------

 This door is like the standard doors in DooM. The door is a sector between
 two other sectors that determine the height of the door. A door is just a
 sector who's ceiling is the same height as its floor, when opened the ceiling
 raises to the height of a nearby sector. Before the sector's ceiling is
 lowered to the floor it is important to add whatever sector effects are
 required for the door to work. For a standard DooM type door, the sector
 needs to be given a Sector LoTag of 20.  This is done by hitting the "T" key
 in 2d mode while the mouse pointer is within the sector that is to become a
 door. You may add a Sector Effect Sprite (represented by Sprite #1, a large
 "S") to cause the door to auto close after a time delay.  The Sector Effect
 Sprite must be given a LoTag of 10.  This is done by hitting Alt-T in 2d mode
 while the mouse is pointing at the Sector Effect Sprite. The HiTag of the
 sprite will determine the delay of the closing operation. Set HiTag with
 Alt-H while the mouse is pointing at the Sector Effect Sprite.
 32 units = 1 second.
 You may also give sound to your door by adding a MusicandSFX Sprite
 (represented by Sprite #5, a large "M").  I suggest a LoTag of 166 for
 typical door sound. Make sure the sector's ceiling is lowered to the floor
 level after the Sprites have been placed, then save the map and try out your
 door!


Tempest pwong@pobox.leidenuniv.nl
---------------------------------

   Make a door opening. Choose some cool textures.
   Move the ceiling of the door to the floor. Do this by aiming at the 
   wall or the ceiling of the door sector and pressing PgDn. If you
   want the door to open without the walls also moving, press 'O' on
   the sides of the wall. You'll notice that when you move the ceiling
   up or down, that the walls move differently. In fact, they don't
   move at all anymore.
   Now that you have moved the ceiling of the door sector all the way
   down to the floor, we're ready to make the door work.
   For a door that opens up by moving upwards, you have to give the
   door sector a Lo-tag value of 20. Do this by going to 2D-mode,
   moving the mouse cursor to the door sector, press 'T' and then
   enter the value "20". You'll see a white rectangle within the 
   sector with the text "0,20" in it. That's it!
   If you want the door to make a sound, insert a Music & SFX sprite.
   Insert a sprite in 2D-mode by pressing 'S'. In 3D-mode you'll have
   to point to the floor and then press 'S'. Press 'V' twice to
   get a listing of all sprites. Select the blue M, that's sprite #5.
   You can press 'G' to select the sprite# to jump to. Move the
   sprite inside the door sector and give it a Lo-tag value of 166
   or any other sound you want for the door. Giving sprites a Lo-tag
   value requires you to be in 2D-mode, moving the mouse cursor on
   the sprite and then press 'Alt-T'.
   Give the door a certain speed by adding a Speed-sprite (sprite#10).
   It's Lo-tag value must be the speed of the door. I used 256 in
   my example map.
   You can make the door close after a while by adding a Sector 
   Effector sprite (sprite#2). The Lo-tag value must be 10. The
   Hi-Tag value must be the time that the door waits before closing.
   Give the SE (Sector Effector) a Hi-tag value by pressing 'Alt-H'
   in 2D-mode.


Loach killer@raven.cybercomm.net
--------------------------------

 STEP 1: Make a rectangle room or something
 STEP 2: make a small rectangle off of the first one
 Example:        
             ____
           _|____|_______
          |              |
          |              |
          |    Big room  |
          |______________|

 STEP 3: Make a room on the other side of the door sector
             ____
            |    |  <--- Other room
            |____|
 door ---> _|____|_______
          |              |
          |              |
          |    Big room  |
          |______________|

 STEP 4: point in door sector and set HITAG: 0  LOTAG: 20    
        for a ceiling door there should be a gray tag: (0,20)
 STEP 5: insert SECTOREFFECTOR sprite into door sector and set
	HITAG: 128
	LOTAG: 10
	the HITAG number is the delay till the door closes.
 STEP 6: Insert MUSIC&SFX sprite into door sector and HITAG: 0 LOTAG: 166
	foor the standard door sound
 STEP 7: lower celing of door sector to the floor
 STEP 8: Select Textures.


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

This is a tough one, all ya need is a sector effector (only if you
want the door to auto-close) and a musicandsfx sprite.  First make
a sector that you want to be a door.  You should lower the ceiling of
the sector all the way to the floor, unless you're making some strange
door.  Next place a sector effector and a musicandsfx sprite on the floor
inside the sector that is the door.  Give the musicandsfx sprite a high
and lo-tag of whatever sounds you want played, and give the sector
effector a lo-tag of 10 and a hi-tag of the time delay you want on 
the door before it auto-closes (I usually use 256).  Next, give the
sector itself a lo-tag of 20 and you're all done!  By pressing O on the
walls that are on the inside of the door you can toggle between them
moving when the door raises or not.


O                        O
O                        O
O                        O
*------------------------*
O     MSFX      SE       O    <--- The SE in the door is optional
*------------------------*
O                        O
O                        O
O                        O
O                        O



		 ----------------------
[3.03.2]  	 =-> Swinging Doors <=-
		 ----------------------



Phantom 72734,2553
------------------

 You need to make 2 sectors - one in between the two rooms and a smaller
 sector (that will be the door) in front of the first one. Put a sector
 effector at the top of the door sector where the hinge would be. Give the
 door sector low-tag 23 and give the sector effector low-tag 11.  Make sure
 the sprite is in the corner of the door sector but not on a wall or vertex.
 The door will pivot around that point. Add a musicsfx sprite and you're all
 set. The angle determines the direction that the door opens. You'll have to
 use "f", in 3D mode,  to flip the wall texture on one side of the door.


Duval Magic 75567.473@compuserve.com
------------------------------------

 To make a swinging door, you need to first make sure the door has room to
 swing. A swinging door is a pair of sectors that will rotate on a pivot point
 at one of the door sectors corners. You will need to make sure your door
 sector is only sharing one vertex with adjacent walls. This is best done by
 building a complete sector using only one vertex from each sector on either
 side of your door, and dropping the other two vertexes a grid space away from
 the walls on the side you'd like your doors to swing out from or into. Next,
 insert a vertex on each side of your door sector at the line's mid point and
 split the sector there. So, you should have two sectors attached to each
 other that will be your door. Each half of that split sector will swing one
 way.  Beside your door sector should be the walls that surround the door that
 are attached to the door by only one vertex on each side. I've noticed that
 3dRealms has always added two extra vertexes on the walls on each side of the
 door to meet up with the corners of the door sectors as they swing.  I don't
 think this is required, but presumably it has some effect on stability of the
 door. Place a Sector Effect Sprite with a LoTag of 11 at the pivot points of
 the swinging door. Set each door sector to a LoTag of 23. Use a matching
 HiTag for each Sector Effect Sprite to have the doors open simultaneously.
 Or, use an un-matching SE HiTag to have each half of the door open
 independantly. Angle one of the SE Sprites up to rotate half of the door
 clockwise, and the other SE Sprite should be facing down to rotate that half
 of the door counter-clockwise. Use MusicandSFX Sprite HiTag and LoTag to set
 door open and closing sound.


Tempest pwong@pobox.leidenuniv.nl
---------------------------------

   Make a door opening. Choose some cool textures.
   Now create a sector that is to be used as the door.
   Notice that the door sector is not connected to any other sector.
   Move the door sector into position. Notice that the vertices of
   the door will not connect to the vertices of the wall. Make
   sure they aren't connected by moving the vertices around.
   Give the door sector a Lo-tag value of 23. Now comes the crucial
   part. You will have to define a pivot point that the door will turn 
   around. Create a sector effector sprite (sprite #2) and put it in 
   a logical place. Remember that the door sector must rotate around 
   the sector effector. The SE (Sector Effector) MUST BE INSIDE THE
   DOOR SECTOR!!! Do not put the SE on a door vertex, but near it.
   Undo grid locking by pressing 'L' in 2D-mode and move the SE as
   close as possible to a door vertex without going outside the door
   sector. If you want the door to open clockwise, make the SE point
   downwards. If the door needs to open counter-clockwise, make the
   SE point upwards. Use the < and > keys to rotate the sprite.
   That's it! You now have a swinging door! Add a Music & SFX sprite
   (sprite #5) for door sounds. In this example I made the M&SFX
   sprite Lo-tag and Hi-Tag values of 165. (Change the Lo-tag value
   by pressing 'Alt-T'. Use 'Alt-H' for changing the Hi-Tag value).
   Your door is initially placed inside some sector. You must take
   care that the door stays inside this sector, even when opened!
   You will get strange effects when your door opens onto another
   sector than the one it was originally placed in. Beware!!!


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        These are EXTREMELY hard at first, but when you know how, you can
        do it with the snap of a finger.  I recommend you follow these 
        directions and make your own before you look at the example, because
        the example is very confusing.
        STEP 1:  Make the following sectors:
                                _____________________
                                :                   :
                                :                   :
                                :                   :__________
                                :                   :         :
                                :        A          :    B    :
                                :                   :         :
                                :                   :_________:
                                :                   :
                                :                   :
                                :___________________:
        They should be both valid player space, and the line separating them
        should be red.
        STEP 2: Now, we make the doors.  This is the hard part.  Go into 
        sector A and make the following:
                                 ___
                                 :  :
                                 :  :
                                 :  :
                                 :__:
        It is important that you realize that you must make the doors in a
        valid sector.  Doesn't matter which one, but a valid sector.
        STEP 3: You should now have something like this:
                                _____________________
                                :                   :
                                :                   :
                                :                   :__________
                                :                   :         :
                                :        A          :    B    :
                                :   ___             :         :
                                :   :  :            :_________:
                                :   : C:            :
                                :   :  :            :
                                :   :__:            :
                                :___________________:
        First, make sector C valid player space by moving the cursor in it 
        and pressing ALT+S.  Give it a Lotag of '23'.  Move the vertexes
        over to where the door will be.  The upper right vertex of sector
        C should overlap the upper left corner of sector B.  Sector C's right
        line should overlap sector B's left one.  Get it?  I hope so. :)
        STEP 4: Make another sector C, and place it below the old sector C.
        The new sector C's bottom vertexes should overlap the new sector C's
        top vertexes.
        You should have this:
                                _____________________
                                :                   :
                                :                   :
                                :                  _:__________
                                :                 : :         :
                                :        A        :_:    B    :
                                :                 : :         :
                                :                 :_:_________:
                                :                   :
                                :                   :
                                :___________________:
        I hope you understand this part.

STEP 5: Now, the tricky part.  You have to put a sector effector at
        the pivot points of the two doors.  Sound easy?  Well, kinda, but
        you have to get it just right.  Turn grid locking off, and move the
        sprite to the corner, but not ON the corner vertex.  Just enough so
        that it doesn't touch anything.  Next, give the sector effectors a
        unique Hitag, and a Lotag of 11.  
        STEP 6: For the next step, the docs appear to be wrong.  They say
        change the palette number of the sector-effector to change the
        direction that the doors go, but actually, you have to point the
        SE's the way you want.
        STEP 7: Raise the floor of the door up to the ceiling, add nice 
        textures, and you're done!
        NOTE: A door will not appear to work right when:
                The floor/ceiling is sloped
                The floor/ceiling is a different height than that of the 
                doors, from the beginning of the door to the end. (i.e. A
                door will not work if swinging off a curb)


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

This one's a little complicated, but if ya can understand it, you'll be
able to make 'em by the millions.  You need to make a sector that only
touches one neighboring wall w/ one vertex.  This vertex will be the pivot
point of the sector.  The best way to do this is to first create a 
rectangular sector, then move one of the vertexes on the side where the
door will pivot to the other vertex (the one that will be the pivot point).
It should look something like this:

O                       O
O                       O
O *--------------------*O <-- pivot point (*) and sector effector within the
O |   MSFX            / O     door sector, while as close as possible to
O *------------------*  O     vertex
O                       O

Note that only the pivot point (where you will also place the sector effector)
is the only place to touch the walls around the door.  Next, place a
musicandsfx sprite in the sector, giving it the hi and lo tags of your
choice for sounds.  Place a sector effector as close as possible to the
pivot point as you can while still keeping it within the door sector.
Next, give it a lo-tag of 11, and a hi-tag of your choice.  The angle
of the sector effector determines which way the door will rotate around it.
If it is angled up it will rotate clockwise, and if it is angled down rotate
counter-clockwise.  Give the door sector a lo-tag of 23, and a hi-tag that
matches with the sector effector's hi-tag.  You can link doors together
with the hi-tags, so that if you open one door, another will open right
next to it (creating a French door-like effect).  This is important, you
must leave enough room in the sector that the door is surrounded by
for the door to swing open!  Make sure you have enough clearance that
when the door swings open, it does not go into any other sectors, otherwise
you will notice that the door "disappears" when it goes into another sector.


Andy Hall 101722,1034
---------------------

 1) When you make swing doors, you must leave adequate space for the doors to
 swing into.   If you don't the door will swing back into the wall and the
 textures will seem to "spill" out into the floor and ceiling.
 2) The door must not overlap any other sectors other than the one that its
 pivot point is in or the same effect as above will occur. If you don't know
 what I mean then take a look at the following picture (if you can call it a
 picture).

[Note: This is a sketch showing how swing doors will NOT work properly]

		 ________________
                [	]        *------------------- pivot (*)
other sector____[	]       /]
		[	]     /	 ]
		[	]   /	 ]	
		[	] /	 ]
		[	/	 ]	
	door_________ / ]        ]__________sector with door pivot 
		[___/___]________]



		 -----------------------
[3.03.3]  	 =-> Star Trek Doors <=-
		 -----------------------


Tempest pwong@pobox.leidenuniv.nl
---------------------------------

   Make a door opening. Choose some cool textures.
   Watch carefully at the map. I've added 3 vertices on each side of
   the door sector, and moved them inwards. Star Trek doors are
   actually made out of the side walls. Assign your door texture now
   before you close the door.
   Construct a vertical-split door by moving the vertices to their
   correct position. Easy, eh? You'll have to make sure that you don't
   accidently connect the two side walls together at their meeting 
   point.
   A Star Trek door needs a Lo-tag value of 9. Add a Speed sprite
   (#10) to determine the speed in which the door will open. Add
   a Music&SFX sprite (#5) for the door sound. You'll notice a bug
   in Duke Nukem 3D. The sound will be played twice. It doesn't
   sound quite right. It's odd that I haven't seen a Star Trek door 
   in the game itself.


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        Sliding Star Trek doors, despite what you might think, are very easy.
        But, they can be very hard to teach by way of directions.
        These doors are just 2 sides that pull apart.  An example from the
        real game is the door leading out of the arcade in E1L1.
        STEP 1: Make the following sectors:
        _______________        ________________
        :              :       :               :
        :              :       :               :
        :              :___"___:               :
        :              :  : :  :               :
        :              :  : :  :               :
        :      D       : C:A:B :      E        :
        :              :__:_:__:               :
        :              :   "   :               :
        :              :       :               :
        :______________:       :_______________:
        Ok, now.  Sector A is what we will be working with.  Insert 3 vertexes
        on the bottom and top lines of sector A.  If you're not sure what I
        mean, the lines to insert the vertexes are marked with a ".  They
        should be side by side, parallel to each other.
        STEP 2: Slide the two middle vertexes into the exact middle.  They
        should overlap.  Next, take the top and bottom vertexes and slide
        them on the line that separates setctor A from B, and A from C. 
        STEP 3: You are now done constructing the door.  Add some nice
        textures.  Now, go into 2D mode.  Point the cursor to one of the
        triangles that you made by sliding vertexes.  Doesn't matter which
        one, top of bottom.  Hit the 'T' key and give it a Lotag of 9.
        At this point, you can use your new door.  To make the door nice,
        put a MUSIC&SFX sprite and a GSPEED sprite in one of the triangles.
        Give the GSPEED sprite a Lotag of 64, and the MUSIC&SFX sprite
        a lotag of 259.
        NOTES: 1.) The texture of the door will "squish" when it is opened.
	           No way around it.
               2.) For some odd reason, the door's sound will play twice 
                   when the door is opened.  No way around this. :(


Michael K. Glass webmaster@millerheiman.com
-------------------------------------------

 Create four sectors as shown.  As you can see, both middle sectors
 have a lotag of 25:

-  ----o-o-o-o-o-o-o-----
       |           |
       |           |
       |           |
       |           |
       |    0,25   |
       |           |
       |           |
       |           |
       |           |
to     |           |
room   |           |  to
       o-----------o  room
       |           |
       |           |
       |           |
       |           |
       |           |
       |           |
       |    0,25   |
       |           |
       |           |
       |           |
       |           |
       |           |
-  ----o-o-o-o-o-o-o-----

(The o's are vertices)
Now, slide vertices 1 and 2 to the "x";
slide vertices a b c d to A B C D, respectively;

-  ----o-o-a-1-b-o-o-----
       |           |
       |           |
       |           |
       |           |
       |           |
       |           |
       |           |
       |           |
       A           B
       |           |
       |           |
       o-----x-----o
       |           |
       |           |
       C           D
       |           |
       |           |
       |           |
       |           |
       |           |
       |           |
       |           |
       |           |
       |           |
-  ----o-o-c-2-d-o-o-----

Your 4 sectors should now look like this:

-  ----o--3     4--o-----
       |           |
       ~           ~
       |           |
       |           |
       o           o
       | \       / |
       |   \   /   |
       o-----x-----o
       |   /   \   |
       | /       \ |
       o           o
       |           |
       |           |
       ~           ~
       |           |
       |           |
       |           |
-  ----o--1     2--o-----

This next step will make the doors "slide" instead of "stretch" open.
Check out the door in the arcade of E1L1 to see it in action!

Slide vertices 3 and 4 up, and 1 and 2 down, then slide the
vertices next to them over to replace them.  Your vertices will look
like this:

       3
       |
- -----o
       |
       |
       |
       |
       ~

Now, place (SE XX,15) in one top triangle, and one bottom triangle
  (the "XX" is the same for both SE's so the doors will open at the
   same time)
place (M 00,259) in any triangle.
A speed sprite in each top and bottom sector will determine how
far the door opens.

Now you have working, sliding "Star Trek" doors that don't stretch!!!


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

Star Trek doors do not involve anything but a sector lo-tag.  Musicandsfx
sprites are of course, optional. 

This is a very difficult structure to actually create, and much harder
to describe. If all else fails, load up a level with one in it and just
move the vertices around to see how it's built.

First, create a 3 sector corridor between two rooms.
Sector A and sector B are the two rooms being connected. Sectors C and D are
the doorways, which aren't necessary, but make it look much better.  Sector
E is the actual door.  Give sector E a lo-tag of 9.  In the diagram, the
doors are triangular, but normally would be more rectangular, and the middle
vertex on each door would be touching (but not joined) in the middle of the
sector.  A normal Star Trek door (completed) would look something like this:

        O              (A)              O
        O                               O
        *-------------------------------*
        O              (C)              O
  *OOOOO*OOOOOOOOOOOO*-----*OOOOOOOOOOOO*OOOOO*
                      O(E)O              
                        *     <--- Both the top and bottom areas are Sector E       
                      O X O   <--- Squeeze a MSFX sprite where the X is      
  *OOOOO*OOOOOOOOOOOO*-----*OOOOOOOOOOOO*OOOOO*
        O              (D)              O
        *-------------------------------*
        O                               O
        O              (B)              O



		 -----------------------------
[3.03.4]  	 =-> Split Star Trek Doors <=-
		 -----------------------------



Tempest pwong@pobox.leidenuniv.nl
---------------------------------

   Make a regular Star Trek door.
   Move the ceiling and the floor of the door sector. Point at the 
   door and press 'PgDn' to move the ceiling down. Point at the little 
   triangled area of the door sector that is still visible when you 
   look at the floor, and press 'PgDn' to get the floor up. Choose a
   cool texture for the door.
   Let the ceiling and floor meet together halfway. You're now
   finished with constructing the split Star Trek door. Now we're
   ready to add the finishing touches.
   Give the door sector a Lo-Tag of 26. Add a Speed sprite and
   a Music&SFX sprite as necessary. Again you'll get to hear the
   sound twice when you open the door. I guess there's no way to
   fix this problem. Either accept the buggy sound or make the door
   silent.


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        These have got to be the COOLEST doors in the game, and they're
        quite easy to make.  Here's how:
        STEP 1: Make a regular Star Trek Door.
        STEP 2: Go into 3D mode.  Choose nice textures.  Point the cursor
        at the triangle part, and make the floor and ceiling meet in the
        middle.  Keep in mind that the floor and ceiling of the triangles
        will be the floor and ceiling of the door sector when the door is
        open, so choose a texture like 1156.  You are now done constructing
        the door.  Just a few little things to go...
        STEP 3: Go back into 2D mode.  Point at one of the middle triangles.
        Give the sector a Lotag of 26.  At this point, your door is done.
        To make it nice, add a GSPEED and MUSIC&SFX sprite.  Give the GSPEED
        sprite a Lotag of 128, and the MUSIC&SFX sprite a Lotag of 527.
	You're done!


MattCake 101502.1440@compuserve.com
-----------------------------------

 If you've ever made a Split Door, you may notice that the texture on the
 wall moves when the door opens and closes. The `O` key will only
 orientate the texture to either the floor or ceiling, so when both are
 moving, that texture will move too. It looks a mess. Here's how to keep
 it still :-

 OK, here's your Split Door :

	  |	|
	  |	|
	  |_____|
	  |_____|
	  |	|
	  |	|
	  |	|

 Cut two additional sectors out on both sides of the Door :

	  |	|
	  |	|
	 _|_____|_
	|_|_____|_|
	  |	|
	  |	|
	  |	|

 Go into 3D Mode and raise the floor or lower the ceiling in both new
 sectors. Select your texture and that's it. Because there is another sector
 next to the door, the texture can be set and won't move when the floor and
 ceiling do. Easy.



		 -------------------
[3.03.5]  	 =-> Teeth Doors <=-
		 -------------------



Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        Another cool door, and it's real easy to make.
        STEP 1: Make the following sectors:
        ________________________             ______________________
        :                      :             :                     :
        :                      :             :                     :
        :                      :_____________:                     :
        :                      :    _____    :                     :
        :                      :   :__B__:   :                     :
        :         D            :    _____  A :        E            :
        :                      :   :__C__:   :                     :
        :                      :_____________:                     :
        :                      :             :                     :
        :                      :             :                     :
        :______________________:             :_____________________:
        They should all be valid player space.
        STEP 2: Raise sector A, B, and C's ceiling to match D and E's.  
        Leave sector A's floor alone, but make B and C's floor low enough
        so that you can't see it, even looking down.  Add nice textures.
        STEP 3: Give sector A a unique Hitag, and a Lotag of 29.  Place
        one sector effector in sector B and C.  Give the effectors the unique
        Hitag you gave sector A, and a Lotag of 22.  You're done!  You might
        want a MUSICANDSFX sprite with a Lotag of 166 in sector A, up to you.



		 --------------------------
[3.03.6]  	 =-> Auto closing Doors <=-
		 --------------------------



Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        To make a door auto-close, put a sector effector in the door sector.
        Give it a Lotag of 10.  The Hitag is how long the game should wait
        before closing the door.  128 equals 4 seconds, this is usually the
        best.



		 ----------------------------
[3.03.7]  	 =-> Locked Keycard Doors <=-
		 ----------------------------


Duke Addict 100606,2141
-----------------------

 To make an existing door open only when the right keycard has been used on
 the key lock, do the following: place an ActivatorLocked sprite in the same
 sector where your SE sprite is in to lock that function until a switch has
 been triggered. In our case this would be the door sector. Give the AL sprite
 a unique lotag, for example 100. Then place a switch somewhere and give it
 the same lotag as the AL sprite, in this case 100. If you wanted to use access
 cards you need to use the access card switch. By changing the palette of this
 switch you can determine which key should operate on it:
 Palette set to 0 = blue keycard
 Palette set to 21 = red keycard
 Palette set to 22 = yellow keycard
 (Note: the BUILDHLP.EXE has another error, 23 is the correct palette # for the
  yellow key, NOT 22)


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        To have a door locked, do the following:
        STEP 1: Put an access pad somewhere.  Give it a Hitag of 212.  Make
        up a Lotag (I like to use 3, 4, and 5) and give it to the access pad.
        STEP 2: Put an ACTIVATORLOCKED sprite (#4) in the door sector.  Give
        it the Lotag that you gave the access pad.  That's it!
        Now, that will make a blue access pad.  To make a red and yellow
        one, you have to change the palette number of the access pad.  You
        might want to change the key, also, if you you want the player
        to be able to use the pad...:)  Change them to one of the following:
        (Use ALT+P in 3D mode)
        21 = Red Access pad
        23 = Yellow Access Pad


Mathieu Fenniak 75033,1616
--------------------------

 1) Make a door. Any type of door will work. We'll make a normal door into a
    key door.
 2) Insert a acessswitch sprite (#130) near a wall next to the door. Go into
    3d mode and put it on the wall by pointing at it and pressing 'R'.
 3) Change the palette of the acessswitch to 0, 21, or 23 for a blue, red, or
    yellow key door.
 4) Create a ACTIVATORLOCKED sprite (#4). Set the lotag of the ACTIVATORLOCKED
    to any number, and set the lowtag of the accessswitch to the same number.
 5) Put a key in the level. Your done! Just make sure the angle of the
    accessswitch is away from the wall. If you want to, set the hightag of the
    accessswitch to the sound number to play when duke unlocks the door.



		 ----------------------------------
[3.03.8]  	 =-> Doors with changing lights <=-
		 ----------------------------------


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        I'll use the step-by-step method for this one:
        STEP 1: Make 3 sectors, you know, a room (to be lit up), a lit
        room, maybe with lights in the back, and the door sector.  To
        make it look cool when the room lights up, make 2 extra sectors
        on either side. That's the way I like it, your choice.
        STEP 2: Set the sector brightness (Use ALT + +/- in 3D Mode) to
        how bright it should be when the lights are on.  Then, set
        the shade of everything that you want dark when the lights are out.
        (Use '+S while pointing at the desired wall/floor/ceiling/sprite)
        Mine is 50, which is totally dark.
        STEP 3: Put a Sector Effector sprite in the door sector, and in
        all the sectors that will be lit up when the door is opened.
        STEP 4: Give all the Sector Effector sprite a unique Hitag, and
        a Lotag of 8.  You're done!



.===============================.
| [3.04] How to make elevators? |
`==============================='


??? unknown ???
---------------

 Just put put a lotag in the sector for the elevator of 18. It looks like
 "0,18" when you are done.  That will make a simple "down from the ceiling"
 type.  I added sound and it's great.


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

    There are four different kinds of lifts:
    1. Starts at top, comes down.  Ceiling stays put.
    2. Starts at bottom, comes up.  Ceiling stays put.
    3. Starts on top, floor and ceiling come down together.
    4. Starts on bottom, floor and ceiling come down together.
    These are pretty easy to make.  I would guess you know how to arrange
    the sectors.  Here's how you make the sector tags: (DO NOT MAKE SECTOR
    EFFECTORS, JUST USE H FOR FIRST #, T FOR SECOND #.)
    All Hitags are zero, so put the following #'s for Lotags:
    1.  16 
    2.  17
    3.  18
    4.  19
    For best effect, put a MUSIC&SFX sprite in the lift sector, make
    the Hitag and Lotag (For MUSIC&SFX sprite) 73 for Hitag, 71 for Lotag.


Neil NEIL@mcs.co.uk
-------------------

> I'm still having problems trying to get a switch working.  I have a
> switch on a wall and when its is pressed I would like to have a lift
> (located in the same room) go about halfway to the ceiling.  I
> would like to be able to press the switch again to have the lift return
> to the floor.


1) Create yourself a normal lift. Ie: a sector on the ground [B] with another
   sector [C] next to it but above it, ie: a raised passage way into [A].

   (The lift [B] will go from the ground level of [A] up to the ground level of
    the raised sector [C].)

		   -------------------------
		  | A                       |
		  |                      ---|---
		  |                     | B | C |
		  |                      ---|---
		  |                         |
		   -------------------------

2) Make the lift actually work by changing its lo-tag to 17. You should now be
   able to play your level and jump onto your lift press space and happily go up
   and down between the two levels. Great !

3) Now, you wanted a switch to activate the lift ? Ok, paste a sprite somewhere
   on a wall in sector [A]. Make the sprite a switch sprite eg tile 140.

   Now add an activator symbol (sprite 2) in the lift sector [B]. Now simply
   give both the switch sprite and the activator the same unique lo-tag. Eg 1.

   You should now be play your level, go up to the switch and click it and the
   lift will go up. Press it again and it will come down. Note: As you now have
   an activator in your lift you can no longer go directly up to the lift and
   press space as you could at the end of part 2).

   If you want another switch to also activate the lift just paste another
   sprite switch somewhere (eg: where the lift stops) and give it your unique
   lo-tag (Eg: 1).

4) You mentioned you didn't really want an upper sector and that you just 
   wanted the lift to go part way up a wall ? Well if you don't want the opening
   to sector [C] just point your cursor below the opening to it in 3D mode and
   press "M" and mask the door out. After changing its tile type to match the
   rest of the door, and lining it up, you will no longer be able to see it.
   You will now have a lift that goes up and down a flat wall with no opening
   when you press a switch (or switches).


Dan Benge DanBenge@ix.netcom.com
--------------------------------

First of all, make sure that you have the SECTOR TAGS (lotags) set for
Tranporter Elevator and that your "First Floor" elevator has a hitag of 0
and your "second floor" elevator has a hitag of 1.  Make sure that the
sector-effectors are in the MIDDLE of both sectors..meaning, put them right
on top of the sector tags in your elevators..make sure they both have the
same hitag.  Now, you need to choose the starting point for your
elevator...darken the sector-effector (using the '-' key on the keypad) in
(3-D) mode in the "shaft" where you want the elevator to be at when you
start the level. In other words, do you want the elevator to start on the
top floor or the bottom floor?

Now, the TOP elevator has to be at LEAST 30 clicks higher than the Bottom
elevator.  You do this by raising the ceiling 10 clicks, then the floor 10
clicks, and so on until you have raised the entire room 30 clicks.  I
recommend doing it 40 clicks, just to be safe.
The more you raise it, the longer the trip will be.

This should do it.  When you enter your elevator, press the space key, and
you will start going up until you get to the "Second" floor.

If you are making a "Lower" floor..then you will do the opposite and LOWER
the floor 30+ clicks.

BTW, don't put sprites in your elevator sector (except for nasties, they'll
work) such as switches, etc.  They produce weird effects when you "Jump" to
the other elevator.  I tried numbering my floors from the inside, and it
didn't work.

You can also play around with the darkness in the second elevator to make it
look like the lights have gone out half way up, and place a monster inside
that appears when you 
JUMP to the other elevator...and make it a LONG ride up with the Alien.. ;)


Tom Mustaine Mustaine@usa.net
-----------------------------

     When doing a teleport lift, a few things need to be done.  
     
     #1 ) The lift must be a exact match, in sector/wall size, AND in
     floor ceiling height.
     
     #2 ) The sector Effectors must have the 17,<x> attribute.
     Where <x>=Unique Hightag  (By the way, I am doing all this from 
     memory, so I'm not even sure that 17 is the right tag)
     
     #3 ) One of the Sector Effectors must be set at Shade value of 31.  
     You can do this by going to 3d mode and hitting 'S to manually set the 
     shade value.
     
     #4 ) Your acutal sectors need to be tagged in some manner.  I believe 
     I did a 0,15 lo/hi tag in the top sector and a 1,15 lo/hi tag in the 
     lower.
     
     (Here is the important one)
     
     #5 ) The game MUST have room between the floors to hide the transition 
     between levels.  IE, the total floor to ceiliing height of your lift 
     must be represented at least once in the transition.  Example.
     
     Side View here Of how duke hides the transition.
     
           +-----+-----
       lift|     |                  ^
       128 |  A  |   B Top Floor 128 High
       high|     |                  v
           +-----+------
           |     |              ^
           |  C  | This is where the magic teleport happens
           |     |    Transition Area, at least 128 high
           |     |              v
           +-----+-------
       lift|     |     
       128 |  D  |   E   Lower floor 128 high
       high|     |  
           +-----+-------
     
      A = Your lift, on the top floor, lets say its 128 units tall.
      B = Top floor, 128 units tall
      C = The space that would be necessary for duke to make the clean      
          transisiton between floors.  It would HAVE to be at least 128     
          units.
      D = The Other sector you are going to beam into, 128 units tall
      E = Your lower floor, 128 units tall
     
      (You've got to forgive my unit measurements, Been editing Doom FAR    
       too long)
     
     The way I presented that could be a bit confusing, but - just try to 
     rememeber that the Top Floor has to be out of view totally before the 
     lower floor can show up, therefore the "transition area" needs to 
     cover your viewpoint totally (IE, looking at the wall go by as you go 
     down/up) before it can make the switch between sectors correctly.


Craig Hubbard 102344,2235
-------------------------

 Elevators are very simple, although drop floors/ceilings are not.
 Concentrate on elevators for now. For a test level, all you have to do is
 place three sectors in a row. Tag the middle one with sector tag 16 for
 starters. That'll create an elevator platform that will drop to the next
 sector elevation. Now go to your third sector and drop it as far as you
 want. If you want, use a MUSICAND SFX sprite for a start/stop sound and a
 GPSPEED sprite to set the rate of descent/ascent.
 Put the player start position in the "up" room and run the level. You
 should have a working elevator. :)
 Apply the same principles to ST 17, 18, and 19.


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

Here are some more rules about making elevators:

1) Elevators do not have to be square.  All vertices in elevators do not have
   to meet at 90 degree angles.
2) Elevators may have more than 4 sides.  Feel free to make your elevators of
   any size and shape you wish.
3) Elevators may have sides that are two sided or one sided lines.
4) A MusicSFX sprite may be used on an elevator to affect sound. The HiTag is
   the Stop sound and the LoTag is the Start sound.
5) Try not to place elevators very close to doors.  Sometimes while standing
   on an elevator attempting to trigger it (space bar in the game) the trigger
   will affect the door instead of the elevator.  Experiment on trigger
   distances.
6) You may trigger elevators remotely with activators and switches.  This is
   done with an activator within the elevator (x,0 tags) and place switches
   anywhere (x,0 tags).  The HiTag of X will link the switch to the activator.
   You may have more than one switch per elevator, and more than one elevator
   per switch.
7) You set the starting position of an elevator within BUILD.  When activated,
   the elevator will travel in the opposite direction.  However, there are
   still 4 sector tags associated with elevators - open and closed up
   elevators and open and closed down elevators.  This is redundant and seems
   to be a waste of tags.  :)
7) Elevators cannot be underwater.
8) There is a special type of Elevator that is also, in effect, a transporter
   from one elevator shaft to another equal elevator shaft.  An example of
   this is found in E2M1.



.=====================================.
| [3.05] How to make dropping floors? |
`====================================='


Craig Hubbard 102344,2235
-------------------------

[Question: Have you figured out how to do floor drops?  The docs say the floor
           will drop to the level of the SE sprite at pre-map. I can't figure
           a way to get the sprite to go below the floor I am trying to drop.]

 First of all, don't use a MASTERSWITCH. I haven't had any luck with it. Use
 an ACTIVATOR instead, even if you're using a touchplate sprite instead of a
 switch. Secondly, I've only had good results when I used a GPSPEED sprite to
 set the rate of descent. You may have to play around to find the rate you
 like, but from what I can tell, not using a GPSPEED sprite will produce
 bizarre and sometimes incomprehensible results (like drop floors that just
 keep going and going forever and ever--like the Energizer bunny on PCP <g>).
 Also, make sure to set the LoTag to 28 in the drop sector--I overlooked this
 little step a couple of times and it was rather frustrating. <g> Positioning
 your SE is where it gets tricky. I'm sure there's an easier way, but what I
 did was to drop the floor to the level I wanted (11 clicks down for test
 purposes) and then raise it back to the start elevation. To move the SE
 sprite into the floor, left click on it and hold the mouse button down. You
 can now press PgDn and move it up or down as far as you desire. [BTW, if
 you're not using this "left mouse hold" thing in general, you should try it.
 It makes creating doors really simple and allows you to shade and resize
 things without fear of accidentally messing up something else.] Now move your
 SE down into the floor the desired number of clicks (this is where it gets
 weird--there may be a way to set the height of the SE without click-counting).
 You can leave your ACTIVATOR and GPSPEED sprite on the regular floor level
 --in fact, it's probably safer to. <g> Make sure the tail of your SE is
 pointing down if you want to drop the floor (you probably know how, but just
 in case: use the "<" and ">" keys to change the angle). That should do it.
 Place your TOUCHPLATE wherever you want and run the level. It should work
 like a charm. :)



.=================================.
| [3.06] How to make teleporters? |
`================================='


Duke Addict 100606,2141
-----------------------

 A teleporter is pretty easy to do, you need to have two sectors which will
 become your teleporters. We have to have two sectors which are both teleport
 destination _and_ source (you can step into them on both sides that is).
 Place one Sector Effector sprite in each sector. Highlight the SE sprite and
 press ALT+T to set the Lo-Tag to 7 (7==teleporter). Do the same with the other
 SE sprite. Now give them a common Hi-Tag so Duke nows they're related. Let's
 give them a Hi-Tag of 100 for example, so the SE sprites have these tags:
 100,7.
 Every time you step into one of those sectors you will be teleported to the
 other sector. You will be teleported directly onto the SE sprite and you'll
 face the same direction after teleporting the SE sprite faces.
 If you want to make a one-way teleporter which only works in one direction
 you'll have to do a bit more. First, set up your SE sprites as usual. Then
 move the SE of the teleporter side you don't want people to step into a bit
 off the ground, so the player won't be teleported if he enters that sector.
 However, if you raised the SE once for example, the player _will_ teleport if
 he crouches, that is if his hip is the same height as the SE sprite. But he
 will not teleport to the other SE, he'll come out the same place of the SE
 sprite which actually teleported him. This is kinda weird. To avoid players
 getting teleported by such a raised SE teleport sprite insert a small insular
 sector around the SE, make it as small as you can (turn grid locking off if
 you want to make it very small) and put the SE in the middle. This way
 there's only a small chance left that the players will get teleported.
 This way you could make a nice death trap, raise one SE near the ceiling of a
 very high sector and let god sort 'em out. ;)
 If both SE sprites are in air then there'll be no flashing light and it'll
 work similar as water teleporting. Look at E1L2 where you fall down through
 a hole to the sewers. There are SE 7 sprites in both sectors which will
 teleport you silently, thus creating the illusion that both sectors are
 connected. Note that elevator teleporters work differently.


Duval Magic 75567.473@compuserve.com
------------------------------------

 A teleporter works exactly like an underwater/above water transition, except
 no underwater or above water sector tags are required. First place Sector
 Effect Sprites on both teleporter pads. Set the LoTag of the Sector Effect
 Sprite to 7 for each pad. Set the HiTag number of one teleporter to match the
 HiTag number of another teleporter. It is the HiTag of the sector that links
 one teleporter to another.


Tempest pwong@pobox.leidenuniv.nl
---------------------------------

   Make two teleporter pads. They don't have to be the same size or
   shape. 
   Place a sector effector(SE) on each teleporter pad. (Point to the 
   floor, press S to insert a sprite, press V twice to get a listing 
   of all the sprites, and select sprite #1). It doesn't matter where 
   you put the SE's, as long as they're in their intended teleporter
   sector. Rotate the sprites in 2D-mode with the < and the > keys to
   point the direction the player will look at when he/she teleports.
   Assign both SE's a Lo-tag value of 7 (2D-mode, press 'Alt-T') and
   an equal Hi-tag value (2D-mode, press 'Alt-H'). It doesn't matter
   which value you choose as a Hi-tag, as long as they're the same
   for both teleporter SE's, and as long as they're not the same as
   the Hi-tag value of any other SE's that you might have in your 
   level. That's it! 


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

   Teleporters are some of the easiest hard things to make in Duke 3D, 
   so we'll start with them first.  First, make the following room:
   ____________________________________
   :                                  :  We'll call this fig. a.  The
   :                                  :  outside box is just your normal, 
   :                                  :  basic room.  Make the two inner
   :                                  :  Sectors (marked with a "T") valid
   :    ___        ___                :  Player space.  If you want to make
   :   : T :      : T :               :  it look good, put the grid size on
   :   :___:      :___:               :  the biggest one, and line up the 
   :                                  :  "T" sectors with the grid.  Use the
   :__________________________________:  teleporter tile for the floor, and
   raise the floor.  The next step is the hard part.  Place a sector-  
   effector sprite in the middle of each of the "T" sectors.  Since this
   is your first teleporter, make the Hitag for this sprite 1, and the
   Lotag 7.  1 is because this is your first teleporter, and if you made
   another, you would change it to 2.  7 is because that is that is the
   Lotag for teleporting.  That's it!  
        
   Notes:
    Note that whatever angle the sector-effector sprite is facing is
    the way that the player is facing when he/she comes out of the
    teleporter.  You could have the player come out facing a wall with
    10 aliens to his back...but you didn't get that idea from me! :)


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

More rules on teleporters:

1) Teleporters entry and exit sectors do not have to be the same size and shape.
2) The sector effector sprite must be on the floor of each sector.  If the
   sector effector sprite is floating, the teleport will be silent. Otherwise,
   sound is controlled automatically (no need for a MusicSFX sprite).
3) The direction of the SE sprite determines the player facing when the
   teleporter is exited.
4) It is only possible to enter a teleporter sector if the sector's floor has
   tile 626.  Any other floor tile on a teleporter will make that sector
   behave as a teleport exit only.
   [Note: from my experience this seems to be wrong, but there _may_ be tiles
          from which you can't teleport. If anyone knows more about that please
          let me know.]
5) You can use HiTags to link teleporters.  It is possible to link more than
   two teleporters, but the exit sector will be the one with the lowest HiTag
   of the group.  If you are teleporting from the lowest HiTag, the next
   lowest HiTag sector will be the exit.  In this way you can make many
   teleport entrances, but limit the group to only two possible exit
   teleporters.
6) Be careful when putting multiple teleporters in the same room.  If an
   object (like an RPG shell) travels through more than one teleporter
   unpredictable results will be produced.
7) Be careful when masking and blocking and hitscanning teleporter walls.
   There have been reports of errors using too many of these effects.



.===========================.
| [3.07] How to make water? |
`==========================='


Phantom 72734,2553
------------------

 Water is very cool (no pun intended :). When you go underwater you actually
 transport to another sector.  Make a sector and then make an exact copy of it
 and put it anywhere on the screen.  Give one sector low-tag 1 (above water)
 and the other low-tag 2 (underwater). Put the #1 (sector-effector) sprite in
 both sectors with low-tag 7.  In 3D mode give the floor texture of the above
 water sector and the ceiling texture of the underwater sector the water tile.
 Throw a few sharks in and that's it! If you want more then one water area
 then give each diferent area a diferent SE high-tag (ex: first water area has
 sector-efector high-tag 1 / low-tag 7 - second water area has high-tag 2 /
 low-tag 7 - both above and under water sectors must have the same high-tag or
 you'll get the "lonely sector effector").


Duke Addict 100606,2141
-----------------------

 If you want to have sectors look like an underwater area (water colors and
 sound) you need to give each underwater sector a Lo-Tag of 2. Highlight the
 desired sector and press T to insert the Lo-Tag.
 If you like to have a sector from which you can dive into the water, you need
 to place one sector effector sprite in each sector (they MUST match or else
 you will teleport to death). I mentioned the teleporter, and that's just what
 it is. The SE sprites must have a Lo-Tag of 7 (see "How to make a Teleporter")
 and the Hi-Tag must be common to both SE sprites (and unused of course). What
 you do have now is simply a teleporter, how to make it water then? Well, one
 of your sectors will be above the water level so give it a water or other
 "liquid" floor texture. Do the same with the other sector's ceiling. Finally
 give the underwater sector(s) a Lo-Tag of 2 so that it looks like this: 0,2.
 And the sector above the water must have its Lo-Tag set to 1 (0,1). Duke will
 automatically know that it should make the player go underwater rather than
 teleporting.
 Note that the two SE sprites should be at the same relative position in both
 sectors!


Craig Hubbard 102344,2235
-------------------------

[If things are not working as they should]

 * Make sure the underwater tag is 0,2 and the above water tag is 0,1.
 * Make sure the SE 7s have the same hitag.
 * Make sure the SE 7 in the underwater sector is on the lowest point of the
   floor. If your floor is sloped (generally not advisable in this sort of
   sector) it has to be at the very bottom corner or else you'll come in at
   the top of the room every time your waist comes parallel with the SE sprite.
   Try unslanting the floor and Ctrl-PgDn the SE sprite.


Duval Magic 75567.473@compuserve.com
------------------------------------

 Underwater areas are indicated by sectors with a LoTag of 2.  All areas that
 have LoTags of 2 will behave as if they are underwater.

 Both the above water area and the underwater area must have a sector of
 exactly the same size and dimensions. The above water area has a Sector
 Effect Sprite sitting on the water texture with a LoTag of 7. This is set by
 using the Alt-T key while the mouse is pointed at the sprite. The below water
 area has a Sector Effect Sprite with a LoTag of 7. Both the above water area
 and below water area must have the same Sector Effect Sprite HiTag number
 which may be chosen arbitrarily. The above water area has a Sector LoTag of 1,
 while all of the underwater areas must have a Sector LoTag of 2. This is done
 with the "T" key while the mouse is inside the sector you wish to set a LoTag
 to. A common mistake is to only set the transition sector underwater to
 LoTag 2. All the sectors around the transition sector would then behave as if
 they were above water. You may also set the palette of the underwater area to
 0 = Water or 8 = Green Slime.


Tempest pwong@pobox.leidenuniv.nl
---------------------------------

   Ok, a waterpool is made out of 2 separate sectors. One above water,
   and one underwater. So, construct a sector that's gonna be your
   pool, seen from above. Assign the water texture (sprite #336) on the 
   floor and you'll see animated water in Build.
   Make the sector that is going to be underwater. This sector MUST be
   the SAME SIZE as the sector above water. With size I mean the width
   and the length, and NOT the height between floor and ceiling. You can
   have different heights.
   Now assign a Lo-tag value of 1 to the above-water sector. (If you have
   forgotten how to assign a lo-tag value to a sector, here's how to do it:
   In 2D-mode point the mouse cursor on a sector and then press 'T'). The 
   underwater sector must have a lo-tag value of 2.
   Now add a sector effector (sprite #1) in the above-water sector and
   another sector effector in the underwater sector. (To add a sector
   effector, point at the floor, and press 'S'. Press V twice to get
   a list of sprites, then select sprite #1). This is important:
   MAKE SURE YOU PLACE BOTH SECTOR EFFECTORS IN THE EXACT RELATIVE
   POSITION TO THEIR APPROPRIATE SECTOR! That is, if one sector effector
   is located in the middle of its sector, then the other sector
   effector MUST also be in the middle of its sector. If you don't do
   this correctly, then you will die whenever you jump into the pool
   from certain places.
   Assign to both sector effectors a lo-tag value of 7 (2D-mode: point
   at the sprite and press 'Alt-T'). Also assign a hi-tag value ('Alt-H').
   This value most be the same for both sector effectors, and the value 
   must not be equal to the hi-tag values of other sector effectors that
   are used elsewhere in the level.

 Well, there you have it! Basically, water pools work this way: the
 game looks if the player is on a sector with a lo-tag=1. It recognizes
 this sector as being above-water. It look at the sector effector in
 the sector. If this SE has a Lo-tag of 7, the game will transport the
 player to a sector with a Lo-tag of 2 (underwater) and a SE with an
 equal Hi-tag value. Or something like that.. :-)


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

   Like teleporters, water is very easy.  First, make a square sector.
   Put another sector in the middle of it, this will be the top of the 
   water.  Next, make a sector anywhere (except in the outer part of
   the first one).  One thing you must make sure of is that both of the
   inner sectors are the same EXACT size, and that they are valid player 
   space.  When you're done, it should look like this:
                               Now comes the hard part.  We're working 
        ____________           now with the inner sector, since that is  
       :______B_____:          the water.  Sector A is going to the top 
                               of the water,  so change that SECTOR's 
                               Lotag to 2.  This signifies that this sector 
   __________________________  will be "on top" of the water.  Do the 
   :                         : same thing to sector B, but make the Lotag 
   :  ______________         : 1.  This tells the game that this sector will 
   :  :______A_____:         : be underwater.  Next, put sector-effectors 
   :                         : in the same place of sector A and sector B. 
   :_________________________: Just like teleporters, this is your first
   piece of water, so make the Hitag for both sector-effectors 1, and the 
   Lotag 7.  That's it!



.=====================================.
| [3.08] How to make one-sided walls? |
`====================================='


Eric C. Reuter 74567,3307
-------------------------

 You go into 2D mode, and highlite the red sector line that you want to be an
 invisible blocking wall and hit B. Thats it. It should turn purple. You can't
 walk through it. It must be a single line, though. You cant make a sector
 (like a door) invisible. The trick of getting "outer" walls lower is really
 just a matter of tricky design. The sectors must have a parallaxing sky
 ceiling. You can then lower the ceiling down and it appears like the wall is
 lower. This is done in the sector on the very "outside", if you know what I'm
 talking about. Its much easier to show this, than to describe it. :-(
 Hope that helps, a little anyway.


Duval Magic 75567.473@compuserve.com
------------------------------------

 Sometimes, you want to cover an open area (like a window) with a texture on
 one or both sides.  This can be done with the "M" key for both sides, or
 Shift-M for one side. First aim the mouse at a texture above or below (on the
 same line as) the area you want to fill in with a texture in 3d mode. Then
 hit either the "M" key or Shift-M and a texture will appear. This texture can
 be manipulated as normal by applying new textures, or stretching and panning
 as you wish. If you used "M" don't forget about the back side!



.=======================================================.
| [3.09] How to make masked walls/translucent textures? |
`======================================================='


Eric C. Reuter 74567,3307
-------------------------

 You should only need to press "m" for a "masked" wall, not shift-m. Place the
 cursor (in 3D Mode) slightly in front of the "line" you want masked, either
 on the floor or ceiling and then press "m". Select the texture as described
 above. You can also make masked walls just for appearance sake, with any
 texture that fits.
 You can also make translucent textures out of them!. Just press "t" in 3D
 mode, with cursor on the masked wall. Translucent textures all over the place
 _will_ slow things down, so use sparingly. Pressing "1" on a masked wall or
 sprite makes it "one-sided". Pressing it again reverts back to default of
 "2-sided". You can place sprites on walls and they will become "rotated wall
 sprites", matching the plane of the wall, and becoming by default, a 1-sided
 sprite. You can also do this manually, by placing a sprite anywhere, and then
 hitting "r" while the ponter is on the sprite. You may have to hit "r" a few
 times to get the alignment correct. (it cycles through various "planes"). If
 you want the rotated sprite to face "east" or "west", you must first align
 the direction of the sprite in 2D mode, by using the "," or "." keys to
 rotate the sprite's "direction". The little "tail" on the sprite, in 2D mode
 is your indicator.



.==================================.
| [3.10] How to make force fields? |
`=================================='


Craig Hubbard 102344,2235
-------------------------

 Force fields are done the same way as windows. Create your threshold, split
 it lengthwise down the middle, raise one half a click or two so you can see
 the front of it, hit "M" for maskable wall, hit "V" on the texture and select
 the force field sprite. The game handles force fields all on its own, so
 there's no need to use hitscan or anything else. You're all set. (Actually,
 if you use hitscan, the doorway will block bullets even when the forcefield
 is off--although you can still pass through!)


Duke Addict 100606,2141
-----------------------

 Actually the forcefield is a masked wall with the forcefield texture (#663
 I think). Press M above or below the wall and select that texture, that will
 make a force field (you don't need to block it).
 You can make forcefields "switchable" (turn them on and off that is) by
 giving the force field wall a lotag equal to the lotag of a switch sprite,
 so the field and the switch are linked together. Now you'll be able to turn
 the forcefield on and off.


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

 Force fields are made by masking a wall and choosing the texture of the mask
 to be one of the force field textures.  A masked wall is a normally open area
 that will be covered with a texture.  This is accomplished in 3d mode.  First
 position the mouse cursor on a wall above or below the area you wish to mask.
 Then use the "M" key for a 2 side mask (The texture will appear from both
 sides), or "Shift-M" key for a 1 sided mask (the texture will only appear on
 one side).
 The open area will then be covered with you default texture. Position the
 mouse cursor over this texture and use the "V" key once or twice to enter
 texture selection mode.  Select a force field texture from the list (663).
 Force fields can be invisible by unmasking the wall (M key) after the force
 field texture has been placed over the mask. Although the force field texture
 will no longer be seen, it will work like a normal forcefield when shot at or
 bumped into.



.===========================.
| [3.11] How to make vents? |
`==========================='


Duval Magic 75567.473@compuserve.com
------------------------------------

 Vents are fairly easy.  They just require placing a sprite against a wall and
 changing that sprite to look like the vent you'd like to shoot out. The key
 is to place the Sprite on the line between your sectors (red line) in 2D Mode,
 not 3d mode. After the sprite is placed in the exact right spot, you'll go
 into 3d mode to select the texture ( "V" key) and set "relative alignment"
 ( "R" key). At this point you may stretch your texture (keypad arrows) to fit
 the opening you need.


Dan Benge DanBenge@ix.netcom.com
--------------------------------

 You use the < > keys to rotate a sprite in 2D mode.  The direction of the
 sprite is determined by the little line that extends from the circle.
 As for people having problems with vents...
 Vents are "Breakable" sprites.  You have to place a vent on a wall, just as
 you would place a sprite on the wall.  In this case, you'd put a vent over a
 small opening.  You use the R (relative) key to re-orient the vent sprite.
 Instead of it facing you all the time, you make it RELATIVE to the direction
 it's pointing in 2D mode.  If your sprite disappears when you hit R, don't
 panic.  It's still there, but it's not facing you so you can't see it.  Go
 into 2D mode and rotate it to the direction you want to face.  After the Vent
 is in place, go into 2D mode, point at the vent sprite and hit B (barrier).
 The sprite should turn purple to indicate you can't walk through it. Now
 point at the sprite and hit CTRL-H to make it breakable..this will make the
 sprite directional line thicker.
 To place a sprite directly on a wall, point at the wall and hit "S". It's
 that easy.  
 Vents DO NOT work like breakable glass, and you will get frustrated trying to
 make them as such.
 TV SETS, Toilets, Urinals, etc. also work the same way vents do.  
 Tip:  Sprites will not move with rising walls and ceilings UNLESS the sprite
 is directly ON TOP of the floor that's moving.


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        Put the vent sprite on both sides of the opening, make it hittable,
        (use CTRL+H in 2D mode) size it down, and make the vent have that
        metal texture as a floor. That's it!  You might want to size down the 
        second sector to make it look something like a vent. :)



.=============================.
| [3.12] How to make bridges? |
`============================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        Bridges, despite what you might think, are extremely easy.  A 
        bridge is actually a sprite.
        To make the bridge collapsable, like in E1L1, give the bridge
        sprite a Hitag.  It doesn't matter what number, as long as it
        is unique to that bridge.
        NOTE: You may have to use the 'R' key on the bridge sprite to
        get it the way you want it.


Duke Addict 100606,2141
-----------------------

 Note that you need to block the sprite by pressing B or else you will fall
 through it. I guess that would not fit the purpose of a bridge. :)


Tom Pitts 71322,501
-------------------

 Bridges can be tricky so I'll try my best to explain how to do them. They
 are actually 4(or more) different sprites.  First make a sprite and pick
 the bridge texture(goto 513).  Once you have the sprite in the texture
 press R on it 2 times to get it in the right position.  Then rotate it with
 the <> buttons.  This will be the top of the bridge.  Raise it into
 position using PageUp.  Then make another sprite and pick 513. Hit R on
 this sprite 1 time and squeeze it down with the 8 on the number pad till
 you have the height of the bridge.  Rotate this perpendicular to the first
 sprite.  Move it into position right below the other sprite so the edges
 are touching.
					____
 It should look like this so far...    |

 Tab the sprite you just made and make another.  Next rotate it 180 degrees
 with the <> buttons.  Move it into position on the other edge like you did
 with the other sprite.
                                ____
 Now it should look like this  |    |

 Now Tab the Top sprite and make another and move it into position under
 the 2 side sprites.
                                ____
 It should look like this      |____|

 You will have problems if you don't do this.  Press B on all the sides and
 press 1 on all the sides.  This will make the sprites 1 sided and "Blocking"
 the bridge looks right and you don't fall through it. Now all you have to
 do is in 2d mode position the bridge between the 2 spots you want it to go.


Ginger lattav@vnet.net
----------------------

>I am trying to build a sewer under street and room sectors.  I really 
>have no idea how to create this sector under the existing sectors. Do
>anyone know how to do this?

My suggestion for you is a little strange and involved.  I've tried stacking
sectors on top of each other, and haven't had much luck.  Wierd things happen,
and I get fake walls that aren't really there, but look like they are.
In any case, my suggestion is that you build your rooms with the sectors set
so that the sewer part is already there.  Forget the upper part for now.
Instead, you have something like the example below:
   ______________
  | raised floor |   _______
  |______________|__|___    |
  |___________________  |   |
  |              |  | |_|   |
  |______________|  |_______|
Lower the floor on the inner portion to what you feel is appropriate for your
sewers.
Find a sprite which will look good as the 'ceiling' of the lower section.   I
used a nice tiled ceiling so that it was easy for me to determine what was
what, but you may think differently.  Get one tile's worth of ceiling enlarged
and looking correct.  Make it relative by hitting the 'R' key until it lays
flat on the floor.  Go into 2-d mode if necessary and place it just right.
Now page it up until it is where you want the ceiling of your sewers to be.
(make sure that it isn't quite at the top)  Keep doing this step until your
sewer is roofed all of the way.
Make sure all of the sprites you lay down following these rules are blocking. 
Otherwise wierd stuff can happen.
Keys that will help you:  The _tab_ key copies all of the attributes  of a
sprite except the height above ground.  It displays some white numbers in the
upper right hand part of your screen in 3d mode.  Hit tab again to turn the
copy off.
The _regular enter_ key pastes whatever you last copied with the tab key onto
a sprite.  Make sure that the white numbers are still showing when you paste.
That will make sure that you don't have to keep panning and resizing  the
texture that you pick.
Read the stuff below about making the sprite face the proper way for other
help.
Additional stuff you can do at this point:  If you would like for  players to
be able to (for example) shoot an RPG at the ceiling  of the sewer and have a
hole open up in the street so that they can climb in and out (and vice-versa),
make each sprite hittable, and give it a unique hitag. (1,2,3,4,5, etc.)
You'll have to do that with the floors for the upper parts too, when we get
there. Now that you've got a ceiling for your sewer, check it by running it in
play mode, and make sure you like it.
Be sure to test it with pipe bombs and other droppable things from above to
make sure that you like the effects that happen.
Make 'floors' for the upper portion the same way, choosing the road textures
or whatever properly fills in at that point.   Page them down to the right
point, and fill everything in properly.
More wierd stuff you can do at this point:  Make the hittags of the floor
parts match the ceiling parts which are just below them if you want the pieces
to blow up at the same time.  Otherwise, if you want them to blow up in two
separate steps, continue your numbering scheme (7,8,9,10,etc.).  If you don't
want them to blow up at all, don't worry about it. 
WARNINGS:  This method might _not_ work with under water areas  correctly. 
I've tried that, and I've gotten some unexpected results.(Of course, I could
have made other mistakes.)
Make sure you test what happens if you locate sprites above your floors.  In
my tests, things like pipe bombs fall through the rotated sprites onto the
real 'floor'.  If you like that, go with it, if not, keep asking, and maybe
someone will give us a really detailed explaination of how to stack sectors.



.=========================================.
| [3.13] How to make overlapping sectors? |
`========================================='


Craig Hubbard 102344,2235
-------------------------

 It's surprisingly simple to do--more difficult to actually understand (I'm
 not even going to bother trying <g>). The only restriction is that
 overlapping sectors can't share a red wall. Try this: draw an L-shaped
 corridor. At one end, draw a room. Draw another L-shaped corridor that starts
 at that room and passes over the first corridor. Now, place the white arrow
 in the first corridor and go to 3D mode. You'll notice you can walk all the
 way through that passageway--over (or under) the other sector even though
 they're technically at the same elevation. All you have to do at that point
 is lift or lower one and create a stairway from individual sectors or simply
 use a slope to connect the two levels. No teleporters necessary.

[Question: If you look down the stairs you get this crazy graphics display
           until you go partway down the stairs.]

 Sounds like the floor of the upper level is below the ceiling of the lower
 one. While you can get away with this in Build, it may freak out when you
 actually play it in Duke. Try adjusting the elevations and see if that fixes
 the problem. Most of all--keep experimenting.


Phantom 72734,2553
------------------

 You can overlap sectors as long as the vertices don't touch. If the vertices
 touch the sectors will adjoin into one big sector. Just offset them a little
 and make sure the floor of one is above the ceiling of the other.


Eric C. Reuter 74567,3307
-------------------------

 Well, I won't get into a long dissertation, but you can have sector over
 sector, you just have to make sure that you don't have:
 a) two contiguous nodes dragged on top of or matched to the 
    sector above or below it, because then you will join the sectors. 
 b) The two rooms visible at the same time from any location. 
 You can create an example of this very easily: 
 Make a rectangular sector, longer than it is wide, and place horizontally. 
 Raise the ceiling up about 20 "steps" or so, and raise the floor up at least 
 that much. (This allows you to get the sector out of the same "Z" plane that 
 the next one will be in.)
 Make another rectangle like above but place it vertically. Draw it directly
 intersecting the horizontal sector so that it looks like a cross. You can now
 go into either sector and walk above or below each, depending on where you
 start. You must make sure that the ceiling of one is below the floor of the
 other! You could also connect them, by means of curved stairs or other
 sectors, say from end to end.  


Eric C. Reuter 74567,3307
-------------------------

 Not the exact same position - they can't be 2 squares with one directly on
 top of the other.  If the vertices of one are on the vertices of the one
 below it then the sectors will adjoin.  So you have to offset the two a
 little.  I think that's what Levelord meant by "overlapping sectors" in the
 build help file. So you could spin the top sector around 45 degrees and it
 should work.

 This is correct, and the limitation of the engine. You _must_ obey some rules
 for it to be effective. If you had 2 sectors identically mapped, node for
 node, on top of each other, the editor will join them, and that is NG. You
 must offset them as stated. You have to be creative in their use, because the
 engine can't display them at the same time. You can do some convincing things
 with them though, you just have to be inventive. The hallway under the
 projection booth in E1L1 is a perfect example. Its obvious that you are
 either under or over one or the other, depending on where you are, but you
 never see the areas at the same time. That was a very good use of this
 feature. Engines like Prey or Quake will allow for true 3D multi-story areas,
 visible at the same time. 


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        This is quite easy to do.  First, make a big sector.  Make the ceiling
        high, choose some nice textures.  Make a place leading from that, and
        up a staircase or slope.  Go around until you get to one of the sides
        of the first sector.  You should something like have this:
        ______________________________________
        :      ________________________       :
        :      :                       :      :
        :      :                       :______:
        :      :                       0      0
        :      :  __________________________________________
        :      :  :                                         :
        :      :  :                                         :
        :      :  :                                         :
        :      :__:                                         :
        :                                                   :
        :                                                   :
        :________                                           :
                 :                                          :
                 :                                          :
                 :                                          :
                 :                                          :
                 :__________________________________________:
        Now, the two 0's are the ending vertexes for the sloped hallway.  I
        know they look nothing like it, but bear with me. :)  Now, start 
        making a new sector, starting from the 0's.  Make it inside the
        first sector.  DO NOT put vertexes on the lines for the first sector.
        just let the lines overlap.  Now, travel up your slope, and go
        into the sector you just made. Right now, it's at regular floor height.
        Just raise the floor, and you've got a sector over a sector!



.============================================.
| [3.14] How to make breaking glass windows? |
`============================================'


Craig Hubbard 102344,2235
-------------------------

 You've got to point at the front of the wall, below or above the window
 opening, and hit "M" for maskable wall. The window opening will be covered
 with an ugly brown texture. Hit "V" and select glass.
 You can't stop there, however. You've got to point at the glass now and hit
 "H" for hitscan. Otherwise, bullets will pass through the window! Now you're
 all set. :)
 For a slightly better aesthetic profile, place the window in the middle of
 the window frame instead of on the front or back. Looks more realistic. ;)


Phantom 72734,2553
------------------

 A window is just sector between two other sectors with the floor raised up
 and the ceiling lowered down. After you make the sector, point the cursor at
 the bottom sill of the window and hit "m", then "v" and "v" again. Give the
 wall the glass texture (503, I think), then put the cursor on the bottom sill
 again and hit "b", then "h".  "b" blocks the player from jumping through and
 "h" makes the glass break when you shoot at it.
 If it doesn't work properly then you probably edited the wrong wall - you
 should be able to jump up on the sill from one side, but not walk through it
 unless you shoot it and break the glass. One wall of the window sector should
 have a double purple line in Build's 2D mode.


Loach killer@raven.cybercomm.net
--------------------------------

 STEP 1: First make a sector.  Then make a sector connected to the one you just
 made and this will be the sector with the window in it.  Now make a sector
 connected to THAT sector to be the opposite room.

  example:
           __________
          | Room 2   |
          |__________|
 glass-->  _|______|_
          | Room 1   |
          |__________|

 STEP 2:  The glass is actually on one line, it is not the whole sector.
 So first, select the line in the middle sector there which you want to contain
 the glass.  In 2d mode, press "B" to make it purple. which means it will block
 things from walking through.  now hit CONTROL-H on the line and itll make it
 somewhat fatter of a purple line, Which means it will now do something on a
 hit.
 STEP 3:  Now go in 3d mode and point to the ceiling of that sector and hit "M"
 to MASK it and show the line you want to make the glass on.  A big solid
 wall will appear, which is really the line you want to put the glass texture
 on.  So point at it and hit "V" and select the glass texture with the streaks.
 It will appear to have a hotpink background in the selector.. but that
 indicates transparency.  Now insert that texture, and now you have glass!
 STEP 4 (optional):  You can point to the glass and make it more transparent
 by hitting "T" for transparency. This will tone it down, AND OTHER textures. 
 The streaked glass is about the only breakable glass texture though.  You can
 make glass out of other textures like the glass window BEHIND the breakable
 one in the example.  However it is not breakable..


Tempest pwong@pobox.leidenuniv.nl
---------------------------------

   Make a base for the window. 
   Point the mouse cursor to the wall of the base where you want the
   glass window. Press 'M' to mask the wall. You will see a texture
   appear between the floor and the ceiling of the sector.
   Point the mouse cursor to the texture and change it to the window
   texture (sprite #503). 
   Point the mouse cursor to the glass and press 'B' to make it
   blocking. You can't move through the glass this way. Press 'H' to 
   make it hittable. If you shoot at the glass it will break. Press
   'T' once or twice for a transparent effect. You now have created
   a glass window.


??? unknown ???
---------------

 To get a window to be breakable you have to go to 3d mode, put the cursor on
 the glass texture and press the 'H' key.  This will turn off the pass thru
 bit. I think the line will turn into a double purple line in 2d mode after
 you have done this. In case you are having trouble getting the rest of the
 window working, here is a quick list of things you need to do to make a
 window. This may not be the best way, but it works for me. In 2d mode,
 hilite the red line that will be your window and press the 'B' key(the line
 will turn purple). Goto 3d mode and locate the opening where your window will
 be. To map the glass texture on it you will probably need to put the cursor
 near the corner of the sector and press the '1' key. This will map a texture
 onto the wall so that you can see it.  Once you have a wall to map to, press
 the 'V' key and select texture #503.  The wall will be pink.  Put the cursor
 on the wall and then press the 'M' key.  This should make the glass see thru.
 Finally, press 'H' to turn off the pass thru bit.


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

     Glass, believe it or not, is fairly easy.  The procedure is as
     follows:
     Make the following rooms:
     __________  _________
     :         : :        :  The sector in the middle should be valid
     :         :_:        :  player space.  Next, go into 3D Mode.  
     :         : :        :  Point the cursor to the ceiling of the middle
     :         : :        :  sector, and press 'M'.  An ugly brown texture
     :         :_:        :  will apear.  Press 'V' on this texture and
     :         : :        :  select the glass texture.  Next, go into 2D
     :_________: :________:  mode.  Point to the line with the glass
     texture.  Press 'B' to make it so you can't walk through the glass, 
     and CTRL+H to make the glass breakable.  You've got yourself a new
     window!


Matt Bollier 103220,3302
------------------------

This is quite a simple effect, once you understand it.  Make a spot where
you want to have the glass (NOTE: you can only use glass in certain areas)
preferably a windowsill.  In 3d mode, press M on the bottom or top of 
windowsill (the lower or upper wall, not the inside wall or floor or ceiling)
Then you should see a "ugly brown texture" in front of you.  Press V and
change it to glass.  Next press B while the cursor is over the glass, then
press H.  When you return to 2D mode you should see a pink line that is very
thick (almost like 2 lines in one).  Now, you have some glass that you
can smash.



.=============================.
| [3.15] How to make mirrors? |
`============================='


Phantom 72734,2553
------------------

 To make a mirror, you need to make a small sector (the size that you want
 your mirror to be) on one wall of a room.  You need another large sector (at
 least as large as the room sector) behind the sector that will be your mirror.
 It should look like two rooms with an opening in one wall that connects them.
 In 3D mode, put the cursor on the floor just in front of the wall that will
 be your mirror (the back wall of your mirror sector) and hit the "1" key. 
 That makes a one-way wall. You can only see through it from one side. Now hit
 "v" and then hit "v" again.  Give the mirror wall texture #560.  Put the
 cursor on the mirror wall and hit "b".  That will make it so you can't walk
 through the wall. Now go into the room behind the mirror in 3D mode and give
 the walls texture #561. Load the map into Duke and try it - you should see a
 mirror recessed into the wall of the room. To make it show bullet holes and
 break when you use an explosive weapon you need to do one more thing:

     With the cursor on the mirror wall, hit the "H" key.  In 2D mode the
     purple line that is the mirror should look like a double line.

 Now when you shoot at the mirror you should see bullet holes and when you use
 the RPG or pipe bombs the mirror should break. If you see any distortion in
 the mirror then make the room behind the mirror larger. If you have problems
 with it, check out the mirror in the bathroom of episode 1 level 1.  


Tempest pwong@pobox.leidenuniv.nl
---------------------------------

   The way a mirror is created is quite odd. You might not expect it,
   but a mirror needs a big room behind it. Try turning clipping off
   (type DNCLIP) and walk through a mirror. You'll see that the room
   where you came from has been duplicatded behind the mirror. To
   create a mirror, make a big room behind the sector where your mirror
   will be. It's best to make it at least twice as large as the room
   where you'll be viewing the mirror from. The example uses relatively
   small rooms and you'll notice weird effects when you look at the 
   mirror from certain angles.
   Mask the wall (point at the floor or ceiling and press 'M'). This
   will be your mirror.
   Assign the mirror texture (sprite #560) to the masked wall.
   This is important: make the masked wall singled sided by pointing   
   at the mirror and pressing '1'. All the transparent parts of the
   mirror will be replaced by an opaque magenta color.
   Point at the mirror and make it blockable (press 'B') and
   hittable (press 'H'). Your mirror is now finished. Go break it! 


??? unknown ???
---------------

 Ok, there needs to be a sector on the opposite side of the mirror at least as
 big as the room that the mirror is facing (no, this doesnt mean you need to
 "duplicate" everything). Ok, now what you are suppose to have should look
 like a window into a big deserted room. This "window" should only be one line,
 not a sector! Next, in 3D mode, point the cursor on the floor right before
 the "window." Press Shift-M (you could probably use just "m" here also, I'm
 not too sure). You should see your "Window" covered with a texture. Now click
 "v" on where the window was and change it to the Mirror (Tile 560). Now you
 need to press "1" on the Mirror (should look like a bunch of pink blocks).
 Now, in 2d mode clip "b" on the line(if you havent already), this will change
 it so you cant walk throught the dang thing. That should do it! Im sure there
 may be other methods, but this is what I figured out! Feel free to add to it
 if you would like. Also, this is the basis for making those grates that you
 walk through to get into those air ducts and other stuff like that.

 To make it show bullet holes and break when you use an explosive weapon you
 need to do 2 more things.
 1) In 3D mode put the #1 sprite (the S) in front of the mirror wall and then
    in 2D mode put the cursor over the sprite and hit alt+T. Give it a low-tag
    of 12. Hit alt+H and give it a high tag of 188. Then go to 3D mode and put
    the cursor on it and hit "B". (the sprite should turn blue)
 2) Back to 2D mode - use alt+T to change the low-tag of the mirror wall to
    252. Now when you shoot at the mirror you should see bullet holes and when
    you use the RPG or pipe bombs the mirror should break.
    If you see any distortion in the mirror then make the room behind the
    mirror larger. I forgot to mention one thing. To make bullet holes appear
    you have to put the cursor in front of the mirror wall (in 3D mode) and
    hit the "H" key. In 2D mode the purple line that is the mirror should look
    like a double line. Sorry 'bout that.


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        Turn on no clipping (DNCLIP).  Walk through the mirror.  Weird?
        This is a hall of mirrors effect, and you are actually in the
        room behind the mirror.  To make a mirror, make the following sectors:
        _____________________________________
        :                                    :
        :                                    :    ________
        :                                    :   :        :
        :                                    :___:        :
        :                                    :   :        :
        :                                    :   :        :
        :                                    :   :        :
        :                C                   : B :   A    :
        :                                    :   :        :
        :                                    :___:        :
        :                                    :   :        :
        :                                    :   :________:
        :                                    :
        :____________________________________:
        Sector C is the room behind the mirror. As a rule of thumb, it should
        usually be twice as big as sector A, if not bigger.  The mirror will
        usually work if sector C is the same size as sector A, but sometimes
        if you look in the mirror at different angles, it gets messed up.
        Now, go into sector A, in 3D mode.  Point to the ceiling of sector
        B, and press the 'M' key.  Change that ugly texture to the mirror
        texture, which is number 560.  Next, point to the new texture and
        press the '1' key.  This makes the wall 1-sided, and there will now
        be a pink backround and you can't see into the other room.  Next,
        go into 2D mode.  Point to the wall that the mirror will be and
        press the 'B' key and 'CTRL+H' keys.  This makes the wall block you
        and hittable.  If you want Duke to say "Damn, I'm lookin' good!"
        when you use the mirror, give the wall (use ALT+T on the wall for
        Lotags, ALT+H for Hitags) a Lotag of 252.  You're done!


Tom Mustaine Mustaine@usa.net
-----------------------------

     To make mirrors work, the sector behind the mirror MUST meet the 
     following criteria.
     
     #1 ) The sector behind the mirror needs to be at least 2x bigger than 
     the sector it is reflecting.  (This is the real important factor, If 
     the behind sector is not at least 2x bigger via x,y then you will get 
     HOM's in the mirror from many angles)
     
     IE:      (Top View)
     
        +----------------------+
        |                      |
        |                      |
        |                      |
        |                      |  
        |                      |
        |                      | Behind Mirror Sector
        |                      | 
        |                      |
        +-------+------+-------+
              +-+------+-+ <-----Masked/Hittable/*wall tagged mirror
              |          |
              |          | Reflected sector.     
              +----------+ 

        * Has anybody figured out a way to get the wall tag working with the 
          mirror?  I tried tagging it with the same tags as E1L1 L2 so when
          you push on it, duke says the "Damn, I'm lookin good."  But I 
          havent been able to get it working yet.

     #2 ) The floor/ceiling height of the sector beind the mirror MUST match
          the floor/ceiling height of the masked mirror sector.  If it is 
          bigger or smaller, when you jump/duck, the mirror will HOM.

          IE:    (Side View)
 
          +------+
          |      +-+---------------+
          |  A   |B|       C       |
          |      | |               |
          |      +-+---------------+
          |      |
          +------+

        A=Sector to be duplicated/reflected
        B=Sector with the actual masked mirror in it
        C=Sector behind the mirror, notice ceiling/floor height is the same as  
          sector B


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

Here are some rules to follow while building mirrors:

1) Do not allow multiple mirrors to "see" each other.
2) You may place multiple mirrors next to each other that share the same
   reflector sector.  The reflector sector is the huge sector that sits behind
   the mirror.
3) The reflector sector must be bigger than all sectors the mirror can see.
   This means that the distance from any location on the playable side of the
   mirror to the actual mirror wall must be shorter than the distance from the
   mirror wall to any of the walls in the reflector sector.  Picture a line
   drawn from any wall in the playable area to any wall in the reflector
   sector.  If the line were divided at the mirror wall, the length of the
   line on the playable side must be shorter than the length of the line in
   the reflector sector.
4) The reflector sector must have the exact same floor and ceiling height as
   the mirror sector.
5) The mirror should be Blockable (B key), and have HitScan (H key) activated
   to work correctly.  This will cause bullet holes to appear in the mirror
   when shot with normal ordinance and the mirror will be destroyed leaving a
   wood texture when an explosion is detonated nearby.
6) The masked wall must be made single sided (use the "1" key not from the
   keypad).
7) All mirrors are masked walls (M key) that have the mirror texture (tile 560).


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

So far, all the levels I've seen have done a slightly less than par job
on mirrors.  They look fine at first, but when you duck they really get
screwed.  This is all due to one oversight on the authors' part though.
Wanna know how to make mirrors that actually work correctly?  

Alrighty, first make a windowsill or something like what you would use for 
making glass. Next make a HUGE sector (bigger than all the others that the 
mirror will "see") but KEEP THE FLOOR AND CEILING HEIGHT THE SAME AS THE 
MIRROR!  The major problem of other authors was lowering the huge room's 
floor down to what the mirror was "seeing" rather than the height of the 
windowsill and  mirror.  Next, press M to create a maskwall on the side 
of the windowsill facing the huge room. 

NOTE: You may have to lower the room a bit so that you can create the 
maskwall then raise it back up again.  

Confused?  You should be. The reason you do this is because you can only 
create a maskwall when you can see a lower or upper texture.  After you 
create it, the upper or lower texture doesn't matter, but you have to 
originally press M when the cursor is on the U or L texture.  Next, 
switch the maskwall texture to that of the mirror (the little pink square 
cleverly called "MIRROR").  

Then, in 3D mode, press B then H while the cursor is over the mirror.  
It shouldn't look like a mirror in 3D mode, but when you play the game 
it will.

Finally, press 1 on the mirror while in 3D mode to make the mirror 1-sided.
You should see pink squares on the mirror in between the black lines.

It is very important that you follow a standard rule: Do not let two mirrors
see each other!  You may want to try this to get some cool results, but it
doesn't look pretty.



.======================================.
| [3.16] How to make security cameras? |
`======================================'


Duke Addict 100606,2141
-----------------------

 First you need to put a viewscreen (#502) somewhere in the map on a wall,
 I recommend to put it behind a force field, so that it looks like the screen
 in E1L1 in the first secret flat.
 Assign a *Hitag* value to the viewscreen sprite which the cameras will share.
 Now you're missing the cameras (#621), so put one camera somewhere else in
 your level and assign its lotag the same value as the viewscreen's hitag, I
 know this is kind of confusing but not my fault. :)
 The camera's hitag defines the turning radius (2048 being 360 degrees). If
 you assign a hitag value of 400 it will turn 200 Duke degrees to left and
 then come back to turn 200 degrees to the right. If you leave the hitag at 0
 the camera will be static. You can change the camera's viewing angle by
 shading it, press ' + S to directly insert a shade value in 3D mode. Shading
 it darker with the +/- keys makes it angle up, if you want to let it face
 you have to use ' + S and insert a high shade value such as 500, which will
 result in a negative value. Press ' + S once again to see the current value
 (you will be able to set it to 500 but to see which value that actually
 represents you either have to press ' + S again or in 2D mode press ALT +
 TAB while pointing at the camera). I assume that values above 127 will
 result in negative values. The direction where it points to is the same
 direction as the sprite faces. If you put more than one camera with the
 same lotag they can be viewed consecutively through one screen. I'm not sure
 how it is determined which camera's view comes first.


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

 This is almost a necessity for DukeMatch levels, and it's one of the
 easier effects.  All you need is a Viewscreen and Cameras to play the
 video.  First, create a spot for the viewscreen.  Next, put a viewscreen
 sprite on the wall by first hitting S to create it, get it to the appropriate
 height, and press R if you need to so that it is flat.  Now, give it
 a hi-tag of anything you want that will refer it to the cameras it will
 view.  Put the cameras wherever you want them along the map, setting the
 angle of the sprite to the angle of the view, and use the shading keys
 to set the angle of it looking up and down (the darker the shade, the lower
 the viewing angle is).  Give the cameras a hi-tag of the rotation
 you want them to have (stick with increments of 128) and give it a lo-tag
 that is the same as the viewscreen's hi-tag.  Don't forget to press control -
 page up to put the camera on the ceiling, otherwise it will look bad.



.======================================.
| [3.17] How to make playback cameras? |
`======================================'


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        To make a camera in your level that will play back demos after
        they are recorded, put a sector effector somewhere (preferably
        where you want the camera :)  ).  Give it a Lotag of 27.  The
        Hitag is how far the camera can see.  Experiment a bit.



.======================================.
| [3.18] How to make rotating sectors? |
`======================================'


Duval Magic 75567.473@compuserve.com
------------------------------------

 A rotating sector is accomplished with two Sector Effect Sprites.  This first
 one (SE LoTag 0) indicates the sector to be rotated, and the second one (SE
 LoTag 1) indicates the "pivot" point for the rotation. First, place a Sector
 Effect Sprite in the sector that you would like to rotate. Give that Sector
 Effect Sprite a LoTag of 0.  Set the HiTag of the Sector Effect Sprite equal
 (arbitrary number) to the "pivot" point Sector Effect Sprite explained below.
 Place a second Sector Effect Sprite at the "pivot" point of the rotation. If
 you would like the sector to simply spin, place this sprite in the exact
 midpoint of the sector. If you would like the sector to rotate around another
 object or sector, place the sprite at that point instead. Give the second
 (pivot) Sector Effect Sprite a LoTag of 1 and a HiTag matching the Sector
 Effect Sprite HiTag of the Sector Effect Sprite you placed in the sector that
 will rotate. Angle the Sector Effect Sprite (SE LoTag 0) up to rotate all
 points around the Sector Effect Sprite LoTagged 1. Or, angle the Sector
 Effect Sprite (SE LoTag 0) down to rotate just the sector around the Sector
 Effect Sprite LoTagged 1. Angle the Sector Effect Sprite (SE LoTag 1) up to
 rotate the sector clockwise. Or angle the Sector Effect Sprite (SE LoTag 1)
 down to rotate the sector counter-clockwise. If Relative alignment "R" key is
 set on the floor texture, all the sprites on that sector will rotate with the
 sector. You may link several rotating sectors to a single pivot point by
 matching the HiTags of the pivot Sector Effect Sprite (SE LoTag 1).


Neil NEIL@mcs.co.uk
-------------------

It's easy to make a sector that either just rotates, or rotates 90 degrees, at
the press of a button:
1) Paint a sector [A]. Paint another sector inside it which you want to be your
   rotating sector [B]. Make [B] a player space (Alt-S it) and raise it just a
   bit so you can at least see it.
2) Put a SE (Sector Effector) in the middle of your rotating sector [B] with
   unique hitag (EG 1) and a lotag of 1. This is your pivot point.
3) Put a SE towards the outside (but still in it !) of the sector [B] with the
   same hitag (EG 1) and a lotag of 0. This tells Build what to rotate around
   the pivot point.
4) You should now be able to play your level and see the sector rotating.
5) Now you want a switch to work it ? Ok. Paste a switch sprite on a wall (eg 
   tile number 140) and an activator sprite in the rotating sector [B]. Give 
   them both a unique lotag (EG 2) to connect them.
6) You should now be able to play your level and switch the rotating sector on
   and off.
7) Finally, you want the sector just to rotate 90 degree ? Change the sector
   type of the rotating sector to 30, ie change sector [B]'s lotag to 30.
   This changes the sector to a sector which will rotate 90 degrees from its
   initial height to the height of the Sector Effector 0 in it.

   For your example, make sure that the Sector Effector 0 is just sitting on the
   top of the sector [B]. Therefore there is no height difference between the
   top of the sector and the Sector Effector so it won't rise and fall as it
   rotates. Raise the SE or lower the height of the sector and you'll see it
   rising and falling as it rotates.
8) Play your level and the switch will now make the sector just rotate 90
   degrees. I can't remember off the top of my head what makes it rotate
   either clockwise or anti-clockwise... look at the Build help... its
   probably the direction of the SE0 or SE1 !

PS: You will probably see that the texture on top of the rotating sector 
    doesn't rotate with it. You need to fix the texture to the surface by
    pressing R in 3D mode.


Vlad 100430,1502
----------------

 For a rotating sector, you only need two SE.  One for the pivot point, the
 other in the sector that will rotate.  Choose the same unique hitag for both
 of them and change the lotag of the pivot point to 1. You may need to change
 the direction of the SE in the rotating sector (w/ lotag 0) to "south".
 If you want the sprites and Duke to move with the rotating sector point at it
 with the mouse and type R. You can also use a GSPEED sprite to change the
 speed but I am still working on this now to try to understand how it is
 working (at high speed)...

 If you want to control your rotating sector with a switch.  You only need a
 switch and an ACTIVATOR with the same Lotag number, and then change the Lotag
 of the Rotating Sector to 30.
 I also think that the height of the SE (w/ lotag 0) will control the height of
 your sector at the end of the rotation. Try to use the GSPEED sprite also...
 [NOTE: 200 is a decent turn rate for rotating sectors]

 The circling lights are easy to do.  You need to do 4 sectors in a ROOM (two
 small rectangles and two large circles). Two for the lights on the ceiling
 (small rectangles) and two for the circles of light on the floor.  To do that,
 you need 4 SE with hightag equal to x1 x2 x3 and x4 and lotag equal to 1. Put
 these SE at the same place in the ROOM as pivot points for your 4 sectors.
 Put 4 SE with hitag equals to x1 .. x4 in each of your 4 small sectors and
 with lotag equals to 0.
 Change the shade of the two sectors on the floor to something very light...
 Do 1 or 2 PgDn on the two rectangles on the ceilings and slope them and then
 choose a light texture...
 You may need to put some GSPEED sprite to change the speed of rotation.
 It is not easy to explain, but have a look in E1L1


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

      To make gears, make a gear sector.  You know, make it look like a
      gear.  I didn't have the time nor the energy to make a whole lot
      of prongs on my gear, so I just made a cross.  Just the same.  Anyway,
      decide on a pivot point for the gear.  Insert 3 sprites on the pivot
      point.  Go into 3D mode.  Make 2 of them sector effectors, and one
      sprite #418.  Use relative alignment (R key) on sprite #418 to make
      it lay flat.  Go back into 2D mode.  Give both of the sector effectors
      a unique Hitag, not the same as all the other gears. I used 20.  Then,
      give one of the sector effectors a Lotag of 1.  That's it!  To make the
      gear sound good, put a MUSIC&SFX sprite somewhere.  Give it a Hitag of
      8000, and a Lotag of 89.  For multiple gears, do the same thing only
      leave out the sector effector with no Lotag.



.====================================.
| [3.20] How to make conveyor belts? |
`===================================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        This is pretty easy.  Note that to make water current, it's the same
        deal, just put water on the floor and give the sector a Lotag of 1.
        First, make your conveyor belt.  Just a flat sector, maybe the 
        conveyor belt texture for the floor.  Add a sector effector.  Give
        it a Lotag of 24, and point it the way you want the conveyor belt
        to go.  That's it!  To make it go faster, put a GSPEED sprite in
        the conveyor sector.  Give it a Lotag of your choice.  The higher
        the Lotag, the faster it will go.



.=====================================.
| [3.21] How to make exploding walls? |
`====================================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        C-9 is the source of most of the explosions in Duke 3D.  Here are some
        facts:
        A.) If you shrink C-9 (Use > and < keys on numberpad in 3D Mode) all
        the way (widthwise), when you play the game you do not see it.  It
        can still be operated, but only by an OOZCAN, another C-9, or a crack.
        B.) A C-9 sprite can be activated by an OOZCAN, crack, or another C-9.
        C.) You can have a Dukematch-Only hole by making the crack Dukematch-
        only. (See 4.10)
        Well, that's it for the mile-long fact list...:)  Now, to be able to
        blow holes in walls....
        Step 1: Make the following sectors:
                         ____________________
                        :                    :
                        :                    :____
                        :                    :_A__:
                        :                    :_B__:
                        :                    :_C__:
                        :                    :
                        :                    :
                        :____________________:
        Sectors A, B, and C should be all valid player space.  We could have
        sectors A, B, and C as all one sector, but we want our hole to look
        cool.  So make it 3, and arrange the slopes of the floor and ceiling
        and the heights of the floor and ceiling until you've got a nice hole.
        Add nice textures, the stuff inside the hole will be what it looks
	like when blown out.
        Step 2:  Put a crack sprite somewhere.  It really doesn't matter where,
        it'll work just the same. I prefer in front of the hole. :)  Make sure
        that it's directly on a wall, though.  Give the crack a Hitag.  
        Something unique, not the same as any other cracks.  I used 213 in
        my map.
        Step 3: Place a Sector Effector *Sprite* in sectors A, B, and C.  
        Give them your unique Hitag, and a Lotag of '13'.  
        Step 4: Place a C-9 sprite in sectors A, B, and C.  Now, go into 3D
        mode.  Use the '4' and '6' keys on your NUMBERPAD to shrink the C-9
        WIDTHWISE as much as possible.  If you don't know what I mean, look
        at my map.
        Step 5: Go back into 2D mode.  Give each of the C-9's your special
        Hitag.  Now, the Lotag for the C-9's is up to you.  That determines
        how long it will be before the C-9 blows up.  You can have it happen
        right away, a long way away so the player walks up to the hole and has
        C-9 blown up in his face, or all three go at different times.  For now,
        just put 20 for the middle one, 40 for the left one, and 60 for the
        right one.  This makes a nice explosion, and is not bad for a 
        beginners hole.
        Step 6: You're done!  Play the level!  In future hole designing, you
        might want to know this:
        1. You can have the crack shatter as many sectors as you want, just
        make sure they are of all equal Hitags.
        2. If you want a HUGE explosion that'll last about 10 seconds, fill
        the ENTIRE room with C-9, shrink them all, and give them your
        Hitag.  Set them all for different times, and watch it blow!  Set
        records for how long you can stay alive with C-9 blowing up in your
        face!
        3. Have JUST C-9 blow a hole by replacing the crack with a C-9
        sprite.  Make sure it's not on the wall, and KABOOM!
        4. Use KEXTRACT to extract the original levels, get ideas from them.


Phantom 72734,2553
------------------

 In 2D mode put the crack sprite on the wall then use the < and > keys to
 rotate the sprite so the tail is perpendicular to the wall then hit the R key
 to place the sprite against the wall (you may have to hit R 2 or 3 times to
 get it right).  That will make the exploding wall look like a normal wall.
 You have to place textures in 3D mode, but you can place a sprite right in
 front of a wall in 2D with the "S" key, then go to 3D and use "R" to paste it
 to the wall.


Duke Addict 100606,2141
-----------------------

 If there's a gap in the wall which should explode it is due to the wrong wall
 being the sector's first wall. The sector will be lowered (during play by the
 engine) until the first walls touch. If you sloped the sector in a way that
 the lower and upper edge of the slope are at the sector's first wall the
 sector won't close. Try selecting another wall as the sector's first wall by
 pressing ALT+F. Experiment a bit, I know it's hard to explain but I'm sure
 you'll figure it out.

 It works like this: The ceiling lowers to the floor, so far so good. Again
 the sector's first wall (press ALT+F to change it) play an important role
 because the ceiling will lower (instantly during level loading of course)
 until it hits the floor at the sector's first wall.

 2D view:
 ____
|____|<--- sector first wall

3D front view
(sloped sector):

|\
| \
|  \<---- this is the sector's first wall
| /     (wrongly placed, it should be on the other side)
|/

 Since the slopes are going in the "wrong" direction it comes that there's a
 hole in the wall. So always make sure that the sector's first wall in such a
 sloped sector is the one with the biggest difference in height from floor to
 ceiling. I hope you understand this "explanation". ;)
 Btw, you can make an explodable wall which only appears in Multiplayer by
 changing the palette (ALT+P) of the crack to 1.


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

Here's another easy one.  On the map, make the structures that you want
to show up after the explosion has taken place.  Next, place a Sector 
Effector in the sector that is going to be blown up and give it a lo-tag
of 13 and a hi-tag of your choice.  Next, place the extinguisher or
other object that is going to blow up in the desired location.  The
fire extinguisher could be replaced with a crack or seenine sprites if 
you would rather have a different effect. Give the exploding object
a hi-tag that matches with the sector effectors hi-tag.  That's it!  To
make it more complicated you can do a few different things:

        A) Floor or ceiling explosions only:
           You can have the floor drop out or ceiling explode instead of
           walls blowing up.  All you have to do is set the sector effector
           to where you want the ceiling or floor to raise or lower to
           before the explosion.  You should probably set it to the same
           height as the neighboring sectors.  Then, set the sector effectors
           angle down, which causes the nearest piece (either floor or 
           ceiling) to come to it.  If the angle is up, both the floor and
           ceiling meet there.  Now, it's ready to blow up.  Note that all
           the explosions involve floors and ceilings, but do not require
           both.  This method involves a single one, and the first method
           uses both.

        B) Timed explosions:
           You can have explosions occur after the initial explosion as
           well.  Put seenine sprites where you want explosions to occur,
           giving them a hi-tag the same as the sector effector and a lo-tag 
           of the time delay you want.  A time delay of about 60
           occurs about a second after the initial explosion.  You also
           have to "shrink" the seenine sprite along the x-axis so that it
           does not show up as a can (the explosion will be normal size).
           Use the 4 and 6 keys on the keypad to change the x-axis size.
           You can link timed explosions to earthquakes by putting another
           touchplate in the earthquake sector that has the same hi-tag
           as the sector effector in the sector that is going to explode.
           Everything above applies the same.


Neil Fawcett NEIL@mcs.co.uk
---------------------------

1) Create your destroyed wall/sectors as they are AFTER the event ! Chances
   are you'll need quite a few small sectors making up a small portion of the
   damaged wall, each at different angles and different heights, well you
   are trying to make this hole look like its been blown away !
2) Right, you've got the wall looking as if its been destroyed. Now you want
   to tell Build that infact the wall shouldn't look like this to start off
   with, but instead only after its been blown up. Put SE13 (Sector Effector
   sprite, lotag 13) in each of the sectors that make up your damaged wall.
3) To make a switch that activates the damaged sectors ? Ok. Paste a switch
   sprite on a wall (eg tile number 140) and give it a unique lotag (EG 1).
   Now give the SE13 sprites in your damaged sectors the same unique number
   in their hitags (EG 1). This connects the switch to your damaged sectors.
4) You should be able play your level and see the wall in an undestroyed
   form and press the button and the wall convert into your damaged wall. Wow!

Note: If you get strange "joins" or cracks in the wall this is simply because
      all Build does with damaged sectors (ones with SE13 in) is before they
      are damaged it simply brings the ceiling down to the floor. The ceiling
      drops down to the floor based on the sectors FIRST wall. You can change
      wich wall is the first one by pressing ALT+F. 

      Make things easier !
      ====================
      A trick I use is: Imagine you've created your damaged wall which is made
      up of twenty+ sectors. Now rather than having to put SE13 in all these
      sectors all I do is instead create a thin sector infront of them. You
      could think of this as a piece of hard-board across the hole and flush
      with the rest of the wall. Make this sectors ceiling and floor flush with
      with the rooms ceiling and floor (so you cant see it) and put an SE13
      sprite in just this one sector. When you play the level Build will now
      drop the ceiling of this sector down to the floor before the sector has
      been destroyed thus covering the hole. When the SE13 is activated the
      wall will disappear revealing the hole. This is a lot easier and more 
      efficient than trying to put dozens of SE13 in the different sectors
      making up your hole, and it means you dont get funny joins prior to the
      wall being destroyed !

5) If you want explosions when your wall is destroyed place C9 sprites where
   you want the explosion and give them the hitag that is activating the
   destruction (EG 1). The lotag is the delay of the explosion. To make actual
   sprites invisable when you play the level make the sprites as thin as
   possible.

6) If you want a crack on the wall to activate the destruction then place a
   sprite on the wall and change its texture to a crack. Set its hitag to your
   unique number for the wall destruction (EG 1).



.=================================.
| [3.22] How to make earthquakes? |
`================================='


Duval Magic 75567.473@compuserve.com
------------------------------------

 Earthquakes require a few things to work. First, you'll build your map so
 that the *result* of the earth quake is showing.  Also, you'll need some sort
 of trigger for the earthquake.  Earthquake sounds are automatic, but
 earthquake jibs must be added by you. First step is to create the result of
 the earthquake.  Try building a sector within a sector, then split that
 sector with a jagged line (add vertexes to the split line and move the
 vertexes around to make it jagged). Then, use the [ and ] keys to tile half
 of your new sector into the ground.  You can use the Alt-F key in 2d mode to
 reset the "first wall" of the sector.  Tilted floors pivot along the "first
 wall" of a sector. The way your sector looks in 3d mode will be how your
 sector will look after the earthquake is triggered. Build another sector in
 sector a short distance from your quake result sectors.  This is going to be
 your "touch plate." Raise the floor a bit so you'll be able to see the
 "touch plate" sector when your play your map. Now to add the correct Sector
 Effect Sprites, Master Switch Sprites, and Touch Plate Sprites. First, place
 a Sector Effect Sprite with LoTag 2 on the sector that will be affected by
 the earthquake.  You may adjust the direction of the SE 2 Sprite to indicate
 the direction the sector will move during the quake. Add a Master Switch
 Sprite (Sprite #8) near the SE 2 Sprite within the sector that will be moved.
 You'll need to raise the height (Page Up in 3d mode) of both the Master
 Switch Sprite and the Sector Effect Sprite to be equal with the normal floor
 level. [Note: I get the same results even when the SEs are on the ceiling.]
 Now, place a Touch Plate Sprite (Sprite #3) on the touch plate sector.
 Give the Touch Plate Sprite and the Master Switch Sprite matching LoTags.
 This is one instance where the two Sprites (Master Switch and Touch Plate)
 will be linked with "LoTag" and not "HiTag." Finally, if you want little
 chunks of rock to fall or bounce around while the earth quake is taking place
 you may place some Spawn Earthquake Jib Sector Effect Sprites (SE 33) around
 the earthquake area. If you leave the EQ JIB SE 33 on the ground, you'll just
 get little chucks bouncing around, if you raise the SE33 Sprites to the
 ceiling, rocks will rain from above....kinda cool.


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

This is a somewhat simple effect that for some reason (either people don't
understand it or just don't want to use it) has been pretty much absent from
most levels (except Ground Zero and Fistful of Steel <g>).  All it involves
is a touchplate, a sector effector, and a masterswitch.  First, make
sure you place all three of these sprites within the sector you wish to have
the earthquake in (some can be in a diff. sector, but hey, you're learning
here, keep 'em in the same sector).

Give the sector effector a lo-tag of 2 and set the angle (using the < > keys
to the direction that you want the floor to move during the quake) 

NOTE: This can seriously alter the structure of your map, make sure to leave 
enough space for the sector to move into and make sure you don't have anything 
that has to be carefully aligned or have any sprites that might be hit by a 
moving sector.

Next give the touchplate a lo-tag of any number (as long as you haven't used
it yet) and give it a hi-tag of the number of times that you want the
effect to happen (right now use 1, but you can use any number.  0 makes it
happen everytime you walk in the sector).  

Give the masterswitch a lo-tag the same as the touchplate's lo-tag.  Then
give it a hi-tag of the amount of delay you want before the effect occurs.
(Give it a delay of 0 for earthquakes, you don't really need it to be
delayed)


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
        To make earthquakes, follow these steps:
        STEP 1: Make the sector that will be altered during the earthquake.
        Make it look like the finished product of the quake, i.e. make
        slopes, altered floor/cieling heights, whatever.
        STEP 2: Make the sector that will activate the quake.
        STEP 3: Now, to add sprites.  For each sector that will be altered
        in the quake, put a Sector Effector sprite and a Master Switch (#8)
        sprite, both in the same sector. It's really hard to get it perfect.
        Sometimes you'll get raised floors that just won't go down.
        In that case, I presume you have a slope.  Put the 2
        sprites (Sector Effector and MASTERSWITCH on the AXIS of the slope.
        The last sprite to add is a TOUCHPLATE sprite (#3) in the sector that 
        will activate the quake.
        STEP 4: Give ALL the Sector Effectors a Lotag of '2'.  Give the
        TOUCHPLATE sprite a unique Lotag.  Give the same lotag as you gave
        the touchplate to the MASTERSWITCH sprites.  That's it!

        NOTES:
        A.) To make the earthquake make scraps of rock and metal fly around,
        put a sector effector sprite where you want the scraps to start.
        Give it a lotag of '33'.  Now, if you want stuff to just roll around
        on the ground, keep it on the ground.  To make it come from the air,
        raise the SE 33 sprite to the cieling.
        B.) To make Duke say "Holy Shit!" when he steps on the touchplate 
        sector, give the touchplate SECTOR a Lotag of 10225.


Gary Hearne 101377,3242
-----------------------

 Here's some simplified rules for earthquakes to go with the instructions
 already submitted.

 The Sector Effector LoTag is set to 2 for quakes.

 Sprite            | HiTag | Lotag | Comments
 TOUCHPLATE        |   0   |   x   |  This is put in it's own little sector,
                                      which can be placed anywhere.
 MASTERSWITCH      |   y   |   x   |  I set this in the actual quake sector -
                                      the 'y' variable sets the delay between
                                      when the touchplate is stepped on and
                                      the quake occuring.
 SECTOR EFFECTOR   |   x   |   2   |  This IS the quake. Set this in the
                                      sector to be 'all shook up'.  Make this
                                      sector a sector within a sector, then
                                      enter 3D and do your tilting on this
                                      sector to show how it WILL look.
 SECTOR EFFECTOR   |   x   |  33   |  This is for debris falling - as Duval
                                      says, it works best from the ceiling.


'x' is a unique identifier made up by yourself that links all these sprites.



.================================.
| [3.23] How to make a "subway"? |
`================================'


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        To make subway cars, first make a subway track.  Doesn't have to be
        too elaborate, something like a race car track.  First, we'll make
        the engine.  Make a simple square sector, for our first subway.  
        Later, we can make bigger and better cars, but for now just use a 
        square.  Make the square valid player space.  Go into 3D mode.  Go
        into 3D mode and do anything you want to the car... i.e. make the
        floor higher, put nice textures, etc.  Next, put a sector effector
        in the subway car.  For the Hitag of that sector effector, we'll
        use the number 1.  1 is because the subway is going to start at 
        locator number 1.  For the Lotag of the sector effector, put a
        6.  6 means that this is the engine of the train, and all cars will
        follow it.  Now, the locators.  Put locators (sprite #6) around the
        track.
        Each locator tells the car where to go next. Now, put Lotags on the
        Locators.  It is important that you DON'T give the first locator a
        Lotag, or the game will crash [lotag must be 0].  Give all the other
        locators Lotags going in number order, from the first to last. [0-x]
        Now, if you wanted to make 2 cars, make another subway sector.
        Give the sector effector (you do not have to make new locators)
        a Lotag of 14 instead of 6.  If you want to have multiple trains
        on one track, give the first train SECTORs a Hitag of 1, the second
        a 2, and so-on and so-forth.  Also, to make it so the floor doesn't
        move with the car, go into 3D mode and point to the floor of the car.
        Press 'R'.  


??? unknown ???
---------------

 I have seen several posts about the subways. I was able to get one working
 but it took a little trial and error.  Here are a few tips that might help...

 1. Make sure that the Sector Effector on the subway car is pointing at the
    first locator sprite (LoTag 0) (use the <> keys to adjust its angle).
 2. Make sure the track is defined by locator sprites (no sector effectors).
    The locator sprite is an L with a + beside it.
 3. Make sure your locators are LoTagged sequentially. I missed a number on my
    map and the subway car went crazy.
 4. Make sure that your first car has a sector effector with a low tag of 6.
    All other cars need a Sector effector with a LoTag of 14.


Duke Addict 100606,2141
-----------------------

 To make your subway shoot rockets at you, just like in E2L1, set the subway's
 sector ceiling to parallax mode (press P). But if you assign the parallaxed
 ceiling a different palette # other than 0 (3 works best) you can have an
 outside tram. ;)



.===========================.
| [3.24] How to make waves? |
`==========================='


Phantom 72734,2553
------------------

 To make a wave, stand at the edge of the pool then jump as high as you can.
 Pull your knees into your chest and scream at the top of your lungs. Then
 tell the lifeguard that you accidently slipped and fell into the pool. <g>

 Now, to make a wave in DN3D, draw a rectangular sector (it can only have 4
 lines).  Give the sector a low-tag of 1 .  Put a sector effector sprite in
 the sector and give it low-tag 29.  High tag can be any number between 0 and
 2048 - this will determine the shape of the wave (experiment with different
 numbers to get the desired effect).  Put a speed sprite in the sector and
 give low-tag between 0 and 2048 - this will determine the height of the wave
 (again, experiment with different numbers to get the desired effect).  
 To make it look like a real wave you will need several sectors connected
 together with different shapes and heights. I used 4 sectors with
 alternating shapes and heights.  One sector has SE high-tag 1024, the next
 one has SE high-tag 2048, etc......   You will also need to experiment with
 different "first walls" (alt+f keys) to get the effect that you want.  If
 you start with the sector farthest away from the player's position and make
 the wall at the far end of that sector it's "first wall", then do the same
 for all the other sectors, you'll get a decent looking wave.
 You can copy all the sectors and paste them somewhere else on the screen
 then give them all low-tag 2, and you will be able to swim underwater
 beneath the wave (just like a normal underwater sector).   If the wave is
 too high then Duke will not be able to stay afloat, so be careful (unless,
 of course, you want to make the wave an obstacle).  That's it!



.=================================================.
| [3.25] How to make differently colored sectors? |
`================================================='


Matt Bollier 103220,3302
------------------------

By simply changing the palette of the walls and floors and ceilings of
sectors, you can make those cool red and blue rooms like in the real game.
Simply press alt-p while highlighting the desired object's palette you
wish to change while in 3d mode.  Then put in a number (1 or 2 for the
colored rooms).  You can also do this on objects (but they are auto palette
converted if they are in a colored room).   By setting weapons to a palette
of 1, they are placed in multiplayer mode only.  You can also change the
colors of the enemies using numbers around 12 and in the teens.  Instead
of a blue trooper, you can have a green or red one, but the skin color
doesn't change.  When you use certain palette swaps, you'll notice that
the whole object changes color.  You'll probably want to avoid this unless
you're trying to make some groovy 70's kind of pyschadelic level (did I spell
that right?)



.====================================.
| [3.26] How to make light switches? |
`===================================='


Duke Addict 100606,2141
-----------------------

 To make a light switch you first place a switch on a wall, give this switch
 sprite a unique lotag. Then place one or more Sector Effectors in the
 sector(s) you want to turn on/off the lights. Give all the SEs the same
 hitag as the switch's lotag. The SE's lotag has to be 12.
 When triggered, the light will switch between the sector's light level
 and the SE's shade value. You can even make switches which change the
 palette of a room by setting the palette (ALT+P) of the SE sprite(s) to the
 palette the sector should have after triggering. This way you could make a
 switch turning the sector from red to blue and back.


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        This is easy.  Here's the step-by-step:
        STEP 1: Make a sector.
        STEP 2: Set the sector brightness (Use ALT + +/- in 3D Mode) to
        how bright it should be when the lights are on.  Then, set
        the shade of everything that you want dark when the lights are out.
        (Use '+S while pointing at the desired wall/floor/ceiling/sprite)
        Mine is 50, which is totally dark.
        STEP 3: Put a light switch on the wall.  Give it a unique Lotag.
        Put Sector Effector sprites in ALL the sectors that will be lit up
        when the switch is turned on.
        STEP 4: Give the Sector Effector(s) a Hitag that is equal to the
        switches Lotag.  
        STEP 5: Give the Sector Effector(s) a Lotag of 12.  That's it!


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

 This is a simple and quick effect that involves a switch (looks best if
 you use the LIGHTSWITCH2 sprite) and a sector effector for each sector that
 you want to have lights flip on in.  All you need to do is put a switch on
 the wall by creating the sprite then flattening it (use R if you have to).
 Then give it a lo-tag of any number.  Create a sector effector in each sector
 that you want to have lights that go on and off in.  Give each SE a lo-tag
 of 12, and a hi-tag that matches with the switches lo-tag.  To create the
 amount of light, use the + and - keys on the keypad to set the shade of
 the sector floor and ceiling when the lights will be off.  Set the SE 
 shade to that of what it will be when the lights turn on.  



.=======================================.
| [3.27] How to make crushing ceilings? |
`======================================='


Duke Addict 100606,2141
-----------------------

 Crushing ceilings need the "engine" Sector Effector 25. Put an SE sprite
 with a lotag of 25 in the sector which should become a crusher. Then move
 the sprite up/down because the ceiling of the sector will move down to the
 height of the SE and back again and back down again and....you know. <g>
 To make it faster simply put a GPSPEED sprite in that sector with an
 appropriate lotag. You can also add a MUSICANDSFX sprite to have it make
 sound.



.=====================================.
| [3.28] How to spawn monsters/items? |
`====================================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

        This section will cover three things:  CANWITHSOMETHING's, killing
        stuff and something else comes up (i.e. kill a dancer and a monster
        comes) and touchplates to make monsters come up. (i.e. in E3L1, when
        you step on the shaded sector on the top of the building, a monster
        pops up out of nowhere)
        1: CANWITHSOMETHING's are the garbage cans that when you "kill" them
        something pops out of it.  To make something come out, get the sprite
        number of what you want to pop out.  Give the can a Lotag of the
        sprite you want to come out.  Done!
        2: Kill something, something comes up.  This is used for stuff
        like when you kill a dancer, a monster gets up and tries to kill you.
        What you have to do is this:
        STEP 1: Put a dancer somewhere.
        STEP 2: Put a RESPAWN sprite where you want the monster to appear
        after you've killed the dancer.
        STEP 3: Give the dancer a Hitag.  Doesn't matter what, as long as
        it's the not the same as other dancers.  
        STEP 4: Give the respawn sprite a Lotag.  Make it the same as the
	Hitag you gave the dancer.
        STEP 5: Give the respawn sprite a Hitag.  Make it the # of the sprite
        you want to appear when you kill the dancer.  That's it!
        Touchplates to make monsters come up are the exact same thing as
        dancers, only change the dancer sprite to a TOUCHPLATE sprite.



.=======================================.
| [3.29] How to make an object shooter? |
`======================================='


Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------

	You know, things that shoot shrinkers, mortars, lasers, etc.
	Here's how to do it:
        STEP 1: Make your sector that the shot will come from.  Make it
        look nice.
        STEP 2: In that sector, put a Sector Effector sprite, a GSPEED sprite,
        and a MASTERSWITCH sprite.
        STEP 3: You MUST have a switch turn the shooter on, so put a switch
        somewhere.
        STEP 4: Give the switch and the MASTERSWITCH sprite a unique Lotag.
        Give the MASTERSWITCH sprite a Hitag of 50.
        STEP 5: Place the sector effector where you want the shot to come
        from, and angle it to where it will shoot. (The rockets and lasers
        ait themselves, but do it anyway, or they just crash into a wall).
        Give the sector effector a Lotag of 36.
        STEP 5: Now, to decide what to shoot.  Do this by giving the GSPEED
        sprite one of the following Lotags:
        1636 = Lizard Goobs
        1625 = Alien Lasers
        1650 = Mortars (Like the first boss throws)
        2605 = Rockets
        2556 = Shrinkers
        You've made a shooter!



.====================================.
| [3.30] How to make ambient sounds? |
`===================================='


Duke Addict 100606,2141
-----------------------

 There are three possible ways of using the MUSICANDSFX sprite:
 As an activation sound: place it into a sector with a Lotag and the sound
 will only be played if the sector's lotag function is activated. The sprite's
 Lotag is the sound to be played (refer to the sound reference list).
 As an ambient/background sound: simply place it in a sector with NO lotag
 and give it an appropriate lotag. The hitag in this case defines the
 maximum radius of the sound where it can still be heard.
 As an echo effect: place it into a sector with no lotag. Give it a lotag
 between 10000 and 10255. This determines the amount of echo.

 In contrast to that you could also assign a sector a lotag of 10000 *plus*
 the sound number to play a sound upon entering the sector. If you wanted to
 repeat the sound change the hitag of the sector to the amount of repetitions.


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

There are a couple ways to play ambiente sounds:

        A) MUSICANDSFX Ambiente Sounds:

                These are accomplished simply by placing a MUSICANDSFX
                sprite where you want the sound to originate.  Next, give
                it a hi-tag of the maximum distance you want the sound
                to be heard (1024 is equal to one square on the grid when
                it is in the largest mode) and give it a lo-tag of the
                sound you want to play.  Note that all MSFX ambiente sounds
                are loops, that is, they play over and over and over, so
                if you want a one time sound, see below.

        B) Sector Ambiente Sounds:

                You can have a sound play once when the player walks
                on the sector floor by giving the desired sector a lo-tag
                of 10000 plus the number of the sound.  For example,
                if you wanted to play sound 128 when the player walked on
                the sector, you would give it a lo-tag of 10128.



.===========================================.
| [3.31] How to add your own SFX and music? |
`==========================================='


Josh 100547,1075
----------------

-Sound  There are also two ways to use your own sounds...
        
1)      Use the sound editor of your choice, record your sound, and save it
        in your Duke directory.
        *NOTE*:   The sound file has to have the save name as those listed
	in USER.CON, INCLUDING being the same sound format (.VOC)!

        or

2)      Use the sound editor of your choice, record your sound, and save it
        in your Duke directory.   Go into USER.CON and substitute the real
	sound name for the name of your sound file.

- Music
        The same method applies for changing music as for changing sound.

1)      Make your MIDI file (or use a complete one), copy it to your Duke3d
        directory (or to your batchfile directory), and rename it as one
        of Duke's original .MID files (again they're listed in USER.CON)...

        or

2)      Make your MIDI file, copy it to your Duke3d directory, and edit
	USER.CON to replace the old .MID file with your new one.



.========================================.
| [3.32] How to add difficulty settings? |
`========================================'


Phantom 72734,2553
------------------

 To add difficulty settings to an add-on level you have to give the sprites a
 lotag.

 Lotag 0 will show up in all difficulty settings.
 Lotag 2 will show up in "Let's Rock" and harder settings.
 Lotag 3 will show up in "Come Get Some" and harder settings.
 Lotag 4 will show up only in "Damn, I'm Good".

 Also, there seems to be a fifth setting that lotag 1 will work with,
 although I don't think you would really need it.

 This works for enemies as well as weapons, ammo and inventory items.
 To start an add-on level at a specific difficulty setting you have to use
 the "/s" parameter.  EX: "duke3d /s2 map newboard"  .  This will start the
 level at the "Let's Rock" setting. /s3 is "Come Get Some" and /s4 is "Damn
 I'm Good".  /s1 seems to be the additional setting that lotag 1 works with.
 To start at "Piece of Cake", do not use the /s parameter (but, be warned
 - the Dukester will think you're a whimp for playing at that level <g>).



.======================================.
| [3.33] How to make parallaxed walls? |
`======================================'


Vlad 100430,1502
----------------

 How to make parallax walls?
 or: to make space levels like in the episode 2 of Duke3D or platform levels

 1.  Make a big rectangle sector
 2.  Make another rectangle sector inside the first rectangle (just smaller)
     You should have a circular "hallway".
 3.  Type alt-s in 2D to be able to go to the inner sector
 4.  PgUp both ceiling (if you want to build higher in this sector)
 5.  PgUp inner rectangle floor by 2 or 3
 5.  Make the walls of the inner rectangle blocking (type B in 3D mode)
 6.  Choose a cool sky texture (84 is working good, I got some problems with
     some other textures, Duke dies when he walks under some sky textures!?!)
     [NOTE: see the end of section 1.17 for help on this]
 7.  Put the texture on the ceiling of the inner rectangle, and type P (to
     parallax it)
 8.  Put the same texture in the ceiling and floor of the hallway (A) and
     type P.
 9.  Now, lower the ceiling of the hallway to the floor level, like you do for
     a door. If you go back to the inner sector, you should find yourself on a
     platform with paralaxed walls.
 10. You can add a sky texture to the inner sector's floor and parallax it to
     make a spaceship level.

	---------------------------------------------------------
	|	"Hallway"	A	|
	|	-----------------------------------------	|
	|	|			|	|
	|	|			|	|
	|	|	Innersector	|	|
	|	|			|	|	
	|	|	        B	|	|
	|	|			|	|
	|	|			|	|
	|	|			|	|
	|	-----------------------------------------	|
	|				|
	---------------------------------------------------------

 Rem : It is important (I think) that the floor and ceiling of the "hallway"
       are at the same level.  They should be at a lower level than the inner
       sector's floor.


Joe Giddings goldcard@intrstar.net
----------------------------------

Everyone wonders how the space scenes were created in episode 2 of Duke. This
is probably the easiest thing to do, and can be used to create all kinds of
interesting effects.
First, draw out your room in 2d mode.  Any type of room will suffice. For now
though, stick to a large rectangular room.
Second, use lines to draw a sector inside your room.  Use ALT-S to make the 
new sector valid.  Put the cursor on the lines and make them blocking, if you
like, but this is not necessary. You should now have a room like so :

                        ___________________________________
                        I _______________________________ I
                        I I                             I I
                        I I                             I I
                        I I                             I I
                        I I                             I I
                        I ------------------------------- I
                        I_________________________________I

Now, go into 3d mode and pick whatever texture you want for the OUTSIDE sector.
Don't use Big Orbit in this example.  Use the LA texture for simplicity. Once
it is in place, press P to parallax the texture.  Then, move the pointer to
the ceiling of the outer sector and hold down the left mouse button. Press
PgDn, until the ceiling in this part touches to floor.  Now place the same
texture on the ceiling and parallax it.  All you should have now is a floor
and a cityscape. The city will look weird, but when you play the level it will
look normal.

Space scenes are a little different.  Big Orbit has an annoying tendency to
kill you.  Do the same for space, but then make a sector inside the inner
sector and make it something else, like a room.  Make sure the walls block so
no one can wander out into space and die.  This time, parallax the floors as
well.

IMPORTANT!!!! :
        The only ceiling you have to pull down is the outermost sector. This
        is because if you pull down the other sectors as well, you cannot
        place sprites in space.  See SPACE.MAP for example.

Once finished, you can use standard wall masking to put in glass or force
fields.
Using this method, one could surround an entire level and make it look like
the level is in space, using windows and such.



.============================================.
| [3.34] How to sever two connected sectors? |
`============================================'


Scott Harvey sharvey@enteract.com
---------------------------------

> I have a sector that I want to split with a wall but when I try to make a
> wall it just becomes a red line.  My question is it possiable to add a
> wall into a sector and how?


Remember, in Build, a "solid" wall must have two sides, in other words, 
it must have some thickness.  If you've got a large square room you want 
to cut in half, with a real wall between, your sector layout must look 
similar to this:

+---------+	+---------+	+--------+	+--------+
|         |	|         |	|________|	|        |
|         |	+---------+	|________|	+--------+
|         |	|         |	|        |	+--------+
+---------+	+---------+	+--------+	|        |	
   fig 1	  fig 2		   fig 3	+--------+
						  fig 4

1: Starting square sector.  Simple enough.

2. Points inserted in left and right walls, line drawn between them.  
Line becomes red as sector is split.  Both are valid player space (VPS).

3. Two more points are inserted.  Again, a line is drawn, and we now have 
three sectors.  

4. Place the 2D cursor over the "middle" sector and press RtCtrl-Delete 
and the middle sector is deleted. 

This technique also works if you wish to add a wall that doesn't 
completely cross the room.  Just insert two points on one wall, draw 
lines outward into the room, make the corners, and connect to the other 
point on the wall.  Delete the interior sector and you've got a new wall.

Alternate method to add a peninsula wall:  Insert 4 points on wall, click
and drag two of them into the center of the room to create the desired
shape. 



.==================================================.
| [3.35] How to make Duke's flying car/helicopter? |
`=================================================='


Matt Bollier 103220.3302@compuserve.com
---------------------------------------

 The Flying Car??? Is this the name of some gay bar?  No, it's that thing that
 crashes at the beginning of Episode 1.  This is a really easy and really
 cool effect, that, if used right, can make your level look really cool
 without much effort at all.  All you have to do is place the DUKECAR sprite
 (it's somewhere near the end of the list) where you want it to start.  You
 should have it pretty high up, if not on the ceiling.  Next set the angle
 that you want it to travel at.  It automatically drops w/ gravity.  It
 blows up on its own too, some sort of fixed time delay, so be sure to give
 it enough room to explode, otherwise it will hit the wall and just stop, 
 then blow up a few seconds later (this looks dumb just in case you didn't
 catch the hint).  You can also use the HELICOPT sprite (somewhere in the
 1300's) in place of the DUKECAR.  It works on the same exact principle.
 You should use this is conjunction with a sound to create a little more
 atmosphere.  Ya know, something like, "Those alien bastards are gonna
 pay for shootin' up my ride!"



 
 
			.=========================.
			|                         |
			|   [4] TROUBLESHOOTING   |
			|                         |
                        `~~~~~~~~~~~~~~~~~~~~~~~~~'





.======================================================.
| [4.01] I can't switch to 3D mode correctly in BUILD! |
`======================================================'


Duke Addict 100606,2141
-----------------------

 You need to copy all the files in the BUILD directory into your Duke3D
 directory (BUILD needs DUKE3D.GRP). After that it'll work just fine.
 If not, run BSETUP.EXE to set up your graphics mode for BUILD's 3D mode.
 Also, Matrox and ATI video card users reported problems to get things to
 work whatever they do, there's probably an incompatibility with BUILD
 and these cards.



.========================================================.
| [4.02] I can't find !SE.TXT mentioned in BUILDHLP.EXE! |
`========================================================'


Duke Addict 100606,2141
-----------------------

 You already have this file! It's in BUILDHLP.EXE as the Sector Effector
 Reference section.
 You can also refer to the sector tags/effector reference section in this
 document.



.==================================.
| [4.03] BSETUP says "can't save"! |
`=================================='


Duke Addict 100606,2141
-----------------------

 Remove the read-only flag from SETUP.DAT, this can be done by typing
 ATTRIB -R
 in the directory containing BUILD.
 Or simply attempt to delete SETUP.DAT if you're running Windows or
 OS/2. You'll be asked whether you really want to delete this file,
 simply click OK.



.=============================================.
| [4.04] BUILD using Network/Sound/Music/etc. |
`============================================='


Duke Addict 100606,2141
-----------------------

 Although it looks like it is possible to Setup BUILD to play Sounds&Music and
 to run it in "multi-editor" mode, it isn't.
 I think BSETUP was Duke's former Setup program until it has been replaced by
 the one which comes along with Duke. Thus there are still sound, music,
 controller and networking options in there. However BSETUP does not save them,
 only the video mode settings for BUILD's 3D mode. This is because BUILD does
 not embody any network or sound/music code.



.================================================.
| [4.05] Why can't I see the new insular sector? |
`================================================'


Eric C. Reuter 74567,3307
-------------------------

 When you create a new red walled sector in Build, the sector's floor and
 ceiling heights will *match* the sector you made it within. The textures will
 also be the same. You must then do something with the new sector's floor or
 ceiling or both. Go into 3D mode and place the mouse cursor where you think
 the new sector is. (If you're standing in or near it, use your intuition to
 find it. Its not hard really.) You can then change textures, lighten or
 darken, slope it, or raise or lower it. Usually you go to the ceiling, place
 the crosshairs on it, hold down the left mouse button and hit the page-dn key.
 If you want an up-opening door, lets say, you bring it down to the floor. You
 then go into 2D mode, and tag the sector as a door.



.============================================================.
| [4.06] What to do when a sector ceiling matches the floor? |
`============================================================'


Phantom 72734,2553
------------------

 You have to lower the floor on one side of the door then use use the "z" key
 to lower your perspective and position yourself parallel to the door.  Then
 use the numeric keypad "0" or "del" keys to move into the door sector.  You
 should see a dark gray area above you and a light gray area below you.  Put
 the cursor on the dark gray area and use page-up to move the door sector up.
 It takes a litte trial and error to get it right.


Duke Addict 100606,2141
-----------------------

 Simply walk under (or into) the sector who's ceiling matches the floor, you
 will notice mainly two different shades of colors. Point the cursor on one
 of the two shades and press PGUP or PGDN to move the sector's ceiling or
 floor. Note that if there's valid player space you'll be able to walk through
 it in BUILD, no matter how small this space is.



.============================================================.
| [4.07] I can't find KENBUILD.TXT mentioned in WAD2MAP.EXE! |
`============================================================'


Duke Addict 100606,2141
-----------------------

 This is an error, the name of the file is DUKE.TXT !



.====================================.
| [4.08] How MAPs can get corrupt... |
`===================================='


Neil NEIL@mcs.co.uk
-------------------

 I'm afraid there seems to be a couple of things you can do to
 corrupt maps. (These are what I've concluded and may not necessarily be 
 correct)

1) Deleting sector by dragging points over each other when the lines are two
   sided (red line). Try and delete the sector first to make them one sided,
   and then drag the points over each other. I use the word TRY as this is
   exactly what I mean. Sometimes BUILD decides to just delete the outer
   sector. Great ! If someone knows how to reliably delete sectors, please
   tell us !
2) Deleting sectors with sector effects and sprites in them. Delete these 
   first ! I even remove sector lo and hi-tags first as well.
3) COPYING SECTORS WHOSE OUTER SECTOR IS A TWO SIDED LINE - Still hoping
   someone can help here !

I'm afraid the only real answer to the problem is to save VERY frequently to
different file names ie: MAP01, MAP02, MAP03 so on and on and on and on !!!!
When you get a corruption go back to an earlier version !
A good idea may be to keep an eye on the counters at the bottom of the screen. 
Especially the sector counter. Eg: If this doesn't go down when you delete a
sector Build could be getting ready to blow ! Saving it after this may be a
waste of time as the damage has already been done. It may not cause a problem
straight away... but instead raise its ugly head after you do something else.



.=======================.
| [4.09] BUILD bug list |
`======================='


DuvalMagic 75567.473@Compuserve.com
-----------------------------------

Build Bug List:

1) Long lines cannot be selected (and therefore cannot be split)
2) Sometimes resizing or panning textures on one wall will affect the size or
   pan of a texture on a completely different wall in a totally different area
   of the map.
3) Function keys in 3d mode screw up graphics...Hit keypad enter twice to fix.
4) Unpredictable bugs resulting in problems or crashes in sector deletion.
5) Sector copy can't place copied sectors in another sector (forces 1 sided
   lines).
   [Note: This is not a bug, see section 1.06 for an explanation]
   Sector copy from one map to another doesn't seem to fly 100% either (or 25%
   for that matter).
6) Sliding doors and split sliding doors (star-trek doors) play double sound
   fx in game mode.



 
 
			.====================.
			|                    |
			|   [5] REFERENCES   |
			|                    |
                        `~~~~~~~~~~~~~~~~~~~~'





.==========================================.
| [5.01] Keyboard Commands Reference Chart |
`=========================================='


Duke Addict 100606,2141
-----------------------

 This section is now at least 99% complete. If there's a key described as
 useless it is just that. For example ALT+V and G (3D mode) don't work at all
 but they did something in previous BUILD versions. They're also mentioned in
 BUILDHLP.EXE which means absolutely nothing.


Levelord 74722,2520
-------------------

[referring to key commands]

Be aware that BUILD was given out for free.  It wasn't "cleaned up" and still
has some left over things that either don't work any more, or they never did.

[Some of the ' keys for example don't work]


		--------------------
[5.01.1]	-=> 2D Mode Keys <=-
		--------------------


...............................................................................
	Mouse = move your cursor
  Left button = used for dragging sprites, vertices and selected sectors
 Right button = used to move your current position within the map (white arrow)
...............................................................................
           F1 =	Displays a quick help
		Also decreasing your x-position by one
	   F2 = Increasing your x-position by one
	   F3 = Decreasing your y-position by one
	   F4 = Increasing your y-position by one
	   F5 = Displays level statistics
	   F6 = While a sprite is highlighted:
			Sector Effector quick help chart
		if no sprite is highlighted:
			displays actor status and next free tag number
	   F7 = Sector Tags quick help chart (only if cursor is in a sector)
	F8/F9 = Wall/Sector search (insert tag number then press [ or ])
	  F10 = Increasing your angle by one
	  F11 = Apparantly does nothing (Grabbed Wall Picnum # ???)
	  F12 = Screenshot (CAPTxxxx.PCX)
...............................................................................
    Right ALT = Hold down and move mouse for sector selection box; use mouse
		to drag selected sectors or press INSERT to duplicate sectors
		Highlighted sectors can also be rotated with , and .
    BACKSPACE = Remove the last drawn line while in line drawing mode, can
		also completely end drawing
          DEL = Delete highlighted sprite
 Keypad ENTER = Enter 3D mode
	  ESC = New-Load-Save-Save As-Quit menu
       INSERT = Insert vertex in highlighted line; used to duplicate selected
		sectors (see Right ALT)
       RETURN = The message you get is not meaningful - useless key
  Right SHIFT = Hold down and move mouse for sprite/vertex selection box; use
		mouse to drag selected sprites/vertices
	SPACE = Press once to enter line drawing mode; press each time you
		want to put a vertex at that position.
	  TAB = Showing information on highlighted sector
...............................................................................
      ALT+TAB = Showing information on highlighted line respectively sprite
	ALT+H = Enter highlighted sprite's or wall's Hi-Tag
	ALT+F = Turns highlited line into sector's first wall (can be used to
		control direction of the slope in that sector)
	ALT+S = Turn an island sector into valid player space (sector in sector)
	ALT+T = Enter highlighted sprite's or wall's Lo-Tag
...............................................................................
   R.CTRL+DEL = Delete highlighted sector (warning: there's no undo!)
       CTRL+H = Toggle highlited sprite's or wall's hitscan bit (lines will
		turn thick if hitscan bit is set)
 CTRL+R.SHIFT = Same as R.SHIFT but selects all vertices of a sector in a loop;
		does not select sprites
       CTRL+T = Turn on/off all tags and sprite descriptions
...............................................................................
 SHIFT+< or > = (also , and .) Used to fine tune a sprite's/sector's angle
...............................................................................
	' + M = display memory status (Build crashes the next time you want
		to switch to 3D mode after using this key!)
	' + 3 = toggle tag display (7 settings)
...............................................................................
	    A = Zoom in (see Z)
	    B = Toggle block bit on highlighted wall or sprite
	    C = Begin circle drawing on highlighted line, press + or - (keypad)
		to increase/decrease the amount of vertices. Press C again or
		switch to 3D mode to stop drawing, press space to finish
		action and draw the circle. Use your mouse to adjust the
		circle's size.
	    E = Change a sprites status list (statnum); used only for debugging
	    G = Increase grid size
	    H = Insert highlighted sector's Hi-Tag
	    J = Join sectors; highlight sector whose attributes should be kept
		and press J, then highlight sector you want to get rid of and
		press J again. Sector attributes from the first sector will
		be copied to the other and connecting red lines will be deleted.
	    L = Toggle Grid Locking on/off; cursor will be white if off, else
		it'll be purple as always
	    O = Used to move sprites to the next nearest solid (or blocked)
		wall in the opposite direction of their current angle, their
		angle will be adjusted to be orthogonal to the wall.
	    P = Enter highlighted sector's floor & ceiling pal(ette)
	    S = Insert sprite at current cursor position
	    T = Enter highlighted sector's Lo-Tag
	    Z = Zoom out (see A)
      [ and ] = Sector/Wall search feature, press F8 or F9 first
      < and > = Used to rotate sprites by 12.5 degrees and selected sector's
		by 90 degrees each press
...............................................................................



		--------------------
[5.01.2]	-=> 3D Mode Keys <=-
		--------------------


Most of these keys require the cursor to be pointed at the appropriate sprite,
wall/floor/ceiling texture to work.


...............................................................................
	Mouse = move your cursor
  Left button = used to avoid selection of other objects if object that is
		being worked on is no longer under the cursor; keep the left
		mouse button pressed and you can safely adjust ceiling heights
		for example, without messing up other objects ;)
...............................................................................
	   F1 = Displays a quick help
	   F2 = move right
	   F3 = move forward
	   F4 = move backward
	F5/F6 = no use (purple lines on screen; switch to 2D mode to fix that)
	   F9 = turn left
	  F10 = turn right
	  F11 = Gamma Correction
	  F12 = Screenshot (CAPTxxxx.PCX)
...............................................................................
    CAPS LOCK = Toggle between three different z-coordinate modes
		default mode = game mode / height lock mode / float mode
	  DEL = Delete highlighted sprite
 Keypad ENTER = Switch to 2D mode
	  ESC = Quit (with confirmation)
    PGUP/PGDN = Raise/Lower floors and ceilings
       RETURN = Used to replace a texture by the one stored in the "TAB"
		buffer, can also replace sprites
	  TAB = will copy the highlighted sprite/texture plus some attributes
		into a temporary buffer. If used on a sprite this sprite will
		by default be placed when pressing S until TAB has been used
		on something else. If used on walls you can copy the wall onto
		a different wall by pressing RETURN, or SHIFT+RETURN if you
		only want to copy the texture's shading value.
...............................................................................
	ALT+C = Very powerful function, works like RETURN, but replaces *all*
		matching textures/sprites in the level at once!
	ALT+D = Change a sprite's clipdist (whatever that is)
	ALT+F = Set sector's first wall (slopes and relative aligned floor/
		ceiling textures will align to that first wall
	ALT+P = Change texture/sprite pal (ranging from 0-30)
	ALT+V = useless key
  ALT+[ and ] = Used on slopes to perfectly match the next ceiling/floor
     ALT+ +/- = Adjust depth cueing in one sector (see 5.1.3)
...............................................................................
       CTRL+A = Look up
  CTRL+RETURN = same as RETURN, but pastes attributes to all walls in a loop
       CTRL+P = Toggle between three different parallaxing modes (normal,
		squeezed = further away, curved = for space textures)
       CTRL+Z = Look down
 CTRL+PGUP/DN = Move a sprite exactly on the ceiling/floor
...............................................................................
      SHIFT+M = Used to make a maskable wall only on one side
 SHIFT+RETURN = Same as RETURN, but copies only the shade value from the buffer
SHIFT+[ and ] = Used to fine adjust slopes
SHIFT+2,4,6,8 = Used to move a texture around on the wall; does not work on
		sprites (keypad keys only)
...............................................................................
 CTRL+ALT +/- = Adjust depth cueing in all sectors (see 5.1.3)
 CTRL+SHIFT+
       RETURN = Auto shade walls; use on the brightest wall, it'll shade walls
		in a loop to the darkest wall
...............................................................................
	' + C = changes the global sector shade to the shade of the selected
		object (changes the same textures in the whole level to the
		shade value of the selected texture)
	' + D = "file not found" ???
	' + G = toggles buffer texture display (when pressing TAB)
	' + H = change hitag of selected object
	' + R = toggles FPS display on/off
	' + S = directly insert a shade value for the selected object
	' + T = change lotag of selected object
	' + V = changes a sector's visibility (see 5.1.3)
	' + W = toggles sprite display (all sprites/no effectors/no actors/none)
	' + Y = Undefined textures from the tile set are displayed as purple
		instead of creating HOMs (only useful if you changed ART files)
      ' + DEL = "cstat=0" ???
   ' + RETURN = only copies the texture but leaves shading as it is
...............................................................................
	    1 = Makes a wall one way/sprite displayed as "static"
	    2 = Makes top and bottom textures seperately editable
      2,4,6,8 = Used to stretch/squeeze textures/sprites (keypad keys only)
	    5 = Used to speed up the 2,4,6,8 keys functions (keypad key only)
	    A = move up (see Z)
	    B = Toggle a sprite's/line's block bit
	    C = Used to move a sprite half below the floor, probably to make
		it look as if it is standing in water
	    E = Expand/Unexpand floor/ceiling textures; will result in sort of
		"hi-res" floor/ceiling textures.
	    F = Flip sprite, wall/floor/ceiling texture
	    G = useless key
	    H = Toggle hitscan bit
	    M = Used to make a maskable wall on both sides of the line, for
		example to add a glass texture
	    R = Used to flatten sprites and to put them on the floor if desired
		Used for floor/ceiling textures so that they align to the
		sector's first wall (also known as relative alignment mode)
	    O = Used to move sprites to the next nearest solid (or blocked)
		wall in the opposite direction of their current angle, their
		angle will be adjusted to be orthogonal to the wall.
		Used to toggle orientation of textures on "red" lines, useful
		to align textures above/below windows/doors.
	    P = Make floor/ceiling textures parallax (look like a sky that is)
	    S = insert sprite (if cursor is on wall it will insert a flat sprite)
	    T = Used to make sprites and masked walls translucent (50%/25%)
	    V = Texture selection screen, press twice to get a list of all
		available textures
	    Z = move down (see A)
      [ and ] = Used to slope floors/ceilings (be warned that floor and ceiling
		slopes should not "touch" or overlap!)
	    . = Used to automatically align textures along walls, very
		powerful function! Works from the selected texture to right.
...............................................................................



		-------------------------------
[5.01.3] 	-=> Note on ALT+(CTRL+) +/- <=-
		-------------------------------


Eric C. Reuter 74567,3307
-------------------------

 Be careful with that function, especially in areas that have parallax sky
 textures. That command is not for "shading" so to speak, but is a visibility
 command. It changes the sector's visibility, not just the texture's light
 values. If used incorrectly, you will see strange effects, such as an area
 of "sky" that looks darker than the surrounding "sky". If you have a sector
 that had it's visibility lowered, the farther you move away from it, the
 darker it appears (diminishing effect), and sometimes this can mean almost
 pure black. Which may or may not be what you want. ALso, if you lighten the
 sector, and can see it from a distance, the whole sector will appear much
 brighter than the others, and may look odd. Bottom line is, you have to be
 judicious in using this feature. (I'm talking about ALT +/-) You can change
 the "base" visibility of an entire map with CTRL ALT +/- as well. This is
 best done when you only have a room or two, early on.



.==================================.
| [5.02] SECTOR EFFECTOR Reference |
`=================================='


 0  : ROTATED SECTOR
 1  : PIVOT SPRITE FOR SE 0
 2  : EARTHQUAKE
 3  : RANDOM LIGHTS AFTER SHOT OUT
 4  : RANDOM LIGHTS
 6  : SUBWAY
 7  : TRANSPORT (UNDERWATER ST 1 or 2)
 8  : UP OPEN DOOR LIGHTS
 9  : DOWN OPEN DOOR LIGHTS
 10 : DOOR AUTO CLOSE (H=DELAY)
 11 : ROTATE SECTOR DOOR
 12 : LIGHT SWITCH
 13 : C-9 EXPLOSIVE
 14 : SUBWAY CAR
 15 : SLIDE DOOR (ST 25)
 16 : ROTATE REACTOR SECTOR
 17 : ELEVATOR TRANSPORT (ST 15)
 19 : SHOT TOUCHPLATE CEILING DOWN
 20 : BRIDGE (ST 27)
 21 : DROP FLOOR (ST 28)
 22 : PRONG (ST 29)
 24 : CONVEYOR BELT
 25 : ENGINE
 27 : CAMERA FOR PLAYBACK
 29 : FLOAT
 30 : 2 WAY TRAIN (ST=31)
 31 : FLOOR RISE
 32 : CEILING FALL
 33 : SPAWN JIB W/QUAKE
 36 : SKRINK RAY SHOOTER



.==============================.
| [5.03] SECTOR TAGS Reference |
`=============================='


 1  : WATER (SE 7)
 2  : UNDERWATER (SE 7)
 9  : STAR TREK DOORS
 15 : ELEVATOR TRANSPORT (SE 17)
 16 : ELEVATOR PLATFORM DOWN
 17 : ELEVATOR PLATFORM UP
 18 : ELEVATOR DOWN
 19 : ELEVATOR UP
 20 : CEILING DOOR
 21 : FLOOR DOOR
 22 : SPLIT DOOR
 23 : SWING DOOR
 25 : SLIDE DOOR (SE 15)
 26 : SPLIT STAR TREK DOOR
 27 : BRIDGE (SE 20)
 28 : DROP FLOOR (SE 21)
 29 : TEETH DOOR (SE 22)
 30 : ROTATE RISE BRIDGE
 31 : 2 WAY TRAIN (SE=30)
 10000+ : 1TIME SOUND
 32767 : SECRET ROOM
 65535 : END OF LEVEL



.==================================.
| [5.04] Textures'n Tiles reference |
`=================================='


   SECTOREFFECTOR   : Sprite #1
   ACTIVATOR        : Sprite #2
   TOUCHPLATE       : Sprite #3
   ACTIVATORLOCKED  : Sprite #4
   MUSICANDSFX      : Sprite #5
   LOCATORS         : Sprite #6
   CYCLER           : Sprite #7
   MASTERSWITCH     : Sprite #8
   RESPAWN          : Sprite #9
   GPSPEED          : Sprite #10
   ACCESSSWITCH     : Sprite #130
   SWITCH           : Sprite #132 and all other SWITCHs
   NUKEBUTTON       : Sprite #142
   MULTISWITCH      : Sprite #146
   DOORTILE5        : Tile #150 and all other DOORTILEs
   DIPSWITCH        : Sprite #162
   VIEWSCREEN       : Sprite #502
   CRACK1           : Sprite #546 and all other CRACKs
   MIRROR           : Tile #560
   CAMERA1          : Sprite #621
   CANWITHSOMETHING : Sprite #1232
   SEENINE          : Sprite #1247
   FEMPIC1          : Sprite #1280
   APLAYER          : Sprite #1405

	Weapons:
	--------

   PISTOL           : Sprite #21
   SHOTGUN          : Sprite #28
   CHAINGUN         : Sprite #22
   RPG Launcher     : Sprite #23
   PIPEBOMB         : Sprite #26
   FREEZE CANNON    : Sprite #24
   SHRINK RAY       : Sprite #25
   LASER TRIPBOMB   : Sprite #27
   DEVASTATOR       : Sprite #29

	Ammo:
	-----

   Pistol Ammo      : Sprite #40
   Shotgun Ammo     : Sprite #49
   Chaingun Ammo    : Sprite #41
   RPG Ammo         : Sprite #44
   Pipebomb Box     : Sprite #47
   Freezer Ammo     : Sprite #37-39
   Shrink Ray Ammo  : Sprite #46
   Devastator Ammo  : Sprite #42

	Items:
	-----

   Small Medikit    : Sprite #51
   Large Medikit    : Sprite #52
   Portable Medikit : Sprite #53
   Atomic Health    : Sprite #100-115
   Armor            : Sprite #54
   Steroids         : Sprite #55
   Scuba Gear       : Sprite #56
   Jetpack          : Sprite #57
   Spacesuit        : Sprite #58 (probably once was a useful item)
   Night Vision     : Sprite #59
   Access Card      : Sprite #60 (use palette to change color)
   Protective Boots : Sprite #61

	Misc:
	-----

   Cameras          : Tiles #11+12
   Parallaxing      : Tiles #80-96
   Lights           : Tiles #120-128
   Switches         : Tiles #129-149, #161-171
   Doors            : Tiles #150-159
   Bridge Texture   : Tile  #513
   Tripbomb (active): Sprite #2566


Scott Harvey sharvey@enteract.com
---------------------------------

 Duke Nukem 3D Tile Reference v0.2b (28May)
 ==========================================

 Introduction
 ------------
 This is my humble attempt to make a handy-dandy reference sheet for
 the 3000+ graphic elements in the DUKE3D.GRP file.  I realize it's
 not complete (for example, I know I left out the 'mirror' texture),
 but it's only version 0.2.  Version 0.1 wasn't even sorted. 
 There's a lot to do, and I'll work on it.  This should hold you
 over until the next update.


 Notes
 -----
 I only listed the first sprite number for the aliens.  Some of the
 other sprites and textures have a starting and ending number, this
 tells you how many frames are included in the animation. 
 Alternatively, the 'start' and 'end' listings for things like
 switches mean that there are numerous varieties of switches in that
 string of tiles.


  Start     End   Description
================================================

** WEAPONS **

      22          Chaingun cannon
      29          Devastator
      24          Freezethrower
      27          Laser trip mine
      26          Pipe bomb (single)
      21          Pistol
      23          RPG
      28          Shotgun
      25          Shrink Ray

** AMMUNITION **
      41          Chaingun ammo
      42          Devastator ammo
      37       39 Freezethrower ammo
      47          Pipebombs (crate)
      40          Pistol clip
      44          RPG ammo
      49          Shotgun shells (box)
      46          Shrinker ammo

** INVENTORY ITEMS **

      54          Armor
     100      115 Atomic health
      61          Boots
    1348     1351 Holoduke
      57          Jetpack
      60          Keycard (?)
      52          Large medikit (+30)
      59          Night vision goggles
      53          Portable medikit
      56          Scuba gear
      51          Small medikit (+10)
      55          Steroids

** ALIENS, BAD GUYS, AND SUCH **

    1715          Assault captain (teleports)
    1915          Assault commander (hovercraft/
    1680          Assault trooper
    2630          Battlelord (Ep 1 boss)
    2710          Cycloid Emperor (Ep 3 boss)
     675      677 Egg (slime spawner)
    2120          Enforcer (lizard)
    2350          Gun turret
    1820          Octabrain
    2760          Overlord (Ep 3 boss)
    2000          Pig cop
    2370          Protozoid slimer
    1960          Recon patrol vehicle (flying p
    1880          Robot drone
    1550          Shark
     940      944 Underwater mines

** THE FABULOUS DANCING BABES **

    1312     1316 Dancer, blue
    1325     1330 Dancer, red
    1395     1398 Dancer, yet another
    1317     1320 Pole dancer
    3450     3455 Pom-pom (cheerleader)
    3330     3340 Woman in 'shower(?)' - red tin

** EFFECTABLE SPRITES (useable, shootable) **

    1160     1166 Bottles
    1247          C-9 (gas) canister
     546      549 Cracks
      11          Demo camera
     563          Drinking fountain
     916          Fire extinguisher
     981          Fire hydrant
     503          Glass
     954      957 Glasses & bottles
     967          Pay phone
     621          Security camera
     499          Security monitor
     502          Security monitor #2
     569          Toilet
    1062          Trash can (black/red)
     571          Urinal
     595          Vent
     596          Vent, broken

** SWITCHES and BUTTONS **

    1122     1123 Alien switch
    1111     1112 Alien 'hand' button
     862      863 Big switch 1
     862      863 Big switch 2
     864      865 Big switch 3
     864      865 Big switch 4
     712      713 Light switches
     860      861 Power box switch
     860      861 Switch - 'power box'
     162      171 Switches & buttons
     130      149 Switches, assorted

** TEXTURES/SPRITES (non-useable) **

     120      128 Assorted lights (sprites & tex
     576          Countertop (matches sink, #575
     150      159 Doors (textures)
     341      343 Ductwork textures (not vents)
     407      411 Fan
     574          Faucet
    1082     1087 Lava animating texture
    3341     3346 Pulsating red thru gap in wall
     575          Sink
     310          Transporter base (texture)
     336      336 Water animation texture

** DECORATIVE SPRITES FOR WALLS **

     963      965 Chick posters
    1060          Clock
     826          Duke Nukem 'movie poster'
     961          Exit sign
     931      936 Grafitti
** ANIMATING TEXTURES (MOVIES) **

    1298     1305 Porno movie - face only
    1280     1288 Porno movie #2
    1289     1293 Porno movie #3
    1306     1311 'Wink' movie (black/white)

** ALPHANUMERIC/TEXT TILES **

    2930     2965 Alphanumeric , red (menu text)
    2822     2915 Alphanumeric characters
    2966     3001 Alphanumerics, silver
     640      649 Digits, silver
    3002     3009 Punctuation marks, red

** MISCELLANEOUS SPRITES **

     490      497 Alien head hologram
    3350     3361 Duke head hologram
    3210     3216 Dull nuke logo, spins very fas
    3190     3196 Red nuke logo, spins
    3200     3206 Yellow nuke logo, spins faster

** SILLY STUFF **

    3440     3448 3D Realms guys - green frames
    3430     3437 3D Realms guys - white frames
    1353          Doomed space marine
    1352          Hanged monk
    1355          Impaled Indiana Jones
    1354          Mutilated stormtrooper
    1357          Terminator arm
    1356          Terminator endoskeleton torso

** MISCELLANEOUS GFX    (in case you care) **

    3584          DN3D User Art tile (black/yell
    3245          End-of-level screen (in space)
    3240          End-of-level screen (on Earth)



.========================================.
| [5.05] All Duke Nukem 3D sound effects |
`========================================'


Duke Addict 100606,2141
-----------------------

All those numbers are references to sound effects. For a list of the original
SFX names print out the DEFS.CON file which comes along with Duke3D.


Alex Mayberry 74724,3545
------------------------

This is a compilation of the sounds and/or music effects for the
MUSICANDFX sprite in DUKE NUKEM 3D. They are in order by numeric value, and
should be used in conjuction with the HI and LO tags of the sprite. Special
thanks goes to Todd (Stormbringer) Tusket, who created a small .MAP file 
called SOUNDS.MAP with each sound effect tagged to a numbered switch. The
following information was obtained by accessing each switch, and writing down
the subsequent effect. Since there are 308 of these (!!!), it became a bit
tedious, and I began to run out of descriptions for the individual sounds. So
with this in mind, please forgive any vagueness or redundancy. I hope this
assists you in your BUILDing ventures, and you may do with this file
whatever you wish.

NUMBER                  SOUND/EFFECT
_______                 ____________________________________________________

1                       ricochet
2                       smack
3                       pistol shot
4                       load clip
5                       chamber a round
6                       machine gun fire
7                       RPG
8                       snap
9                       pipebomb explosion
10                      Some weapon (or possible engine sound???)
11                      shrink gun fire
12                      shrink ray
13                      pipe bomb drop
14                      pipebomb explosion
15                      clicking
16                      laser trip wire
17                      explosion
18                      shooting of misc. item
19                      breaking of glass
20                      breaking of mirror/object
21                      electricity
22                      kerplunk
23                      none
24                      none
25                      deep breath
26                      pod monster
27                      heartbeat (single)
28                      urination
29                      "Game Over"
30                      roar of crowd
31                      none
32                      none
33                      "What are you waiting for--Christmas!?"
34                      crunching
35                      TELEPORT/RESPAWN
36                      drink water
37                      "Damn!"
38                      "Oof!"
39                      heartbeat (double)
40                      water swoosh
41                      "Ooooh!"
42                      jump
43                      walking in vent
44                      none
45                      none
46                      none
47                      none
48                      UNDERWATER (bubbles)
49                      start up of jetpack
50                      jetpack running
51                      jetpack shutdown
52                      none
53                      none
54                      none
55                      none
56                      "I'm Duke Nukem, and I'm coming to get the rest of
                        alien bastards!"
57                      none
58                      none
59                      none
60                      none
61                      choking
62                      none
63                      none
64                      growl
65                      none
66                      none
67                      "Shake it baby!"
68                      fire burning
69                      crushing sound
70                      STONE MOVING
71                      LIFT MOVING
72                      "This sucks!"
73                      LIFT STOP
74                      short mechanical lift sound
75                      sound of train on tracks
76                      switch sound (lightswitch in game)
77                      none
78                      "Groovey!"
79                      flush of toilet
80                      none
81                      soft rumble
82                      Energy powerup sound
83                      CAMERA SWITCH
84                      BACKGROUND HUM
85                      energy flow
86                      machinery
87                      train???
88                      BUBBLING LAVA
89                      enging w/echo
90                      drip
91                      soft roaring (waves???)
92                      drip
93                      sizzling
94                      none
95                      music (dance club)
96                      monster roar
97                      monster growl
98                      machine gun
99                      monster roar
100                     monster roar
101                     monster growl
102                     monster growl
103                     monster roar
104                     monster roar
105                     loading of pistol
106                     respawn???
107                     "Come get some!"
108                     Sound of something dying
109                     shotgun
110                     monster growl
111                     monster growl
112                     laser shot
113                     monster roar
114                     monster roar
115                     hollow click
116                     machine gun
117                     monster roar
118                     monster roar
119                     something dying
120                     monster laughing
121                     monster growl
122                     shotgun
123                     monster growl
124                     squeal
125                     jetpack running
126                     monster growl
127                     laser shot
128                     monster growl
129                     squeal
130                     none
131                     monster growl
132                     whine of drone
133                     monster growl
134                     monster growl
135                     monster laugh
136                     "Die Human!"
137                     "2nd Down!"
138                     monster growl
139                     something dying
140                     Octobrain
141                     Octobrain
142                     Octobrain
143                     Octobrain
144                     Octobrain
145                     none
146                     none
147                     none
148                     rock moving
149                     squeal???
150                     deep growl
151                     painful growl
152                     none
153                     monster growl
154                     RPG
155                     Electric whine
156                     large footstep
157                     munching
158                     large footstep
159                     grunt
160                     Octobrain
161                     none
162                     none
163                     pod monster opening
164                     woman dying
165                     DOOR SWINGING OPEN
166                     DOOR RISE
167                     LIFT MOVING
168                     music
169                     shotgun rack
170                     stone moving (perpetual)
171                     deep resonant humming
172                     resonant humming
173                     BUBBLING WATER
174                     telephone tone
175                     alien vibration
176                     none
177                     "Hmmm, don't have time to play with myself"
178                     metallic thrumming
179                     loud humming
180                     "Hmmm, looks like I have the con"
181                     "Hahaha, too late Nukem, we're in control now!"
182                     none
183                     "Secret Level"
184                     CHANTING
185                     CHANTING
186                     WATERFALL
187                     projector
188                     none
189                     "Damn, those alien bastards are gonna pay for shooting
                        up my ride!"
190                     "What! There's only ONE of you!?!?"
191                     none
192                     "I think I'll climb aboard!"
193                     "Hmmm, that's one DOOMED space marine!"
194                     fire crackling
195                     "Let's Rock!"
196                     "Ready for Action!"
197                     "Gonna rip 'em a new one!"
198                     "Gotcha now you bastard, and we're gonna fry your ass"
199                     "Rockin'"
200                     "Ooof"
201                     "Damnit!"
202                     "You wanna dance?"
203                     "Damnit!"
204                     monster growl
205                     monster growl
206                     "Cool"
207                     "Where is it"
208                     "Come on"
209                     "Ooof"
210                     item pickup
211                     pained breath
212                     switch beep (camera)
213                     night vision
214                     "Damn"
215                     cracking nuckles
216                     "Ahhh"
217                     gulp
218                     "Ahhh, much better"
219                     weapon change
220                     water fountain
221                     "Who wants some"
222                     "Hehehe, what a mess"
223                     "Bitchin'"
224                     "Holy cow"
225                     "Holy shit"
226                     "Damn I'm good"
227                     "Yeah, piece of cake"
228                     "Oooh, that's gotta hurt"
229                     "Oooh, I needed that"
230                     "Who the hell are you"
231                     HELICOPTER
232                     JET
233                     JET/ROCKET
234                     ROARING SOUND/SCREAM
235                     "Now this is a force to be reckoned with"
236                     "I ain't afraid of no QUAKE"
237                     "Terminated"
238                     "Born to be wild"
239                     "Nobody steals our chics and lives"
240                     "It's time to kick ass and chew bubble gum, and I'm
                        all out of gum."
241                     "Duke Nukem must die!"
242                     "Lunar attack force defeated!"
243                     Energy chirp
244                     spaceship???
245                     falling
246                     large footstep
247                     rats
248                     splat
249                     music
250                     "I should have known those alien maggots booby-trapped
                        the sub"
251                     "Die you son of a bitch!"
252                     "Damn, I'm lookin' good"
253                     grunt
254                     "Kill me"
255                     pulsating engine sound
256                     factory arm
257                     machinery
258                     LARGE METALLIC LIFT/DOOR
259                     LARGE MECHANICAL LIFT/DOOR
260                     AIRLOCK
261                     LARGE MECHANICAL LIFT/DOOR
262                     ENGINE HUM
263                     "Let God sort 'em out"
264                     "Hail to the king baby"
265                     "Blow it out your ass"
266                     "Eat shit and die"
267                     "Your face, your ass, what's the difference"
268                     "See you in Hell"
269                     "Suck it down"
270                     Gasp
271                     "This really pisses me off"
272                     splat
273                     "Shit happens"
274                     Duke yelling
275                     Duke yelling
276                     Duke yelling
277                     Vibrating hum w/computer in background
278                     "This is KTIT - Kay Tit - playing the breast...uhh...
                        the BEST tunes in town!"
279                     Sound of drums beating (or some type of loud motor)
280                     squish
281                     screaching hum
282                     humming
283                     squish
284                     "I'll rip your head off and shit down your neck!"
285                     "We meet again Dr. Jones"
286                     Loud sliding screech
287                     OOZING LIFT
288                     music
289                     "My name is Duke Nukem"
290                     "After a few days or R&R, I'll be ready for more
                        action"
291                     "Awww, come back to bed Duke!" (female voice)
292                     "I'm getting ready for some action NOW!" (female)
293                     Duke and some female...errr...getting to know
                        eachother a little better :)
294                     "It's down to you and me you one eyed freak!"
295                     Cupboard door slam"
296                     squishing/oozing
297                     clicking
298                     slam
299                     squeak
300                     "Oof!"
301                     Duke whistling
302                     "Damn, that's the 2nd time those alien bastards shot
                        up my ride!"
303                     tinkling sound
304                     "Owww"
305                     "Argh!"
306                     "Oh!"
307                     "Ooooh!"
308                     soft humming


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


List compiled by Duke Addict and Joerg Aldinger
with help from Todd Tuskey's SOUNDS.ZIP.

N.A. = Not Available through switches (they didn't work in SOUNDS.MAP).


Name			No.	Description

KICK_HIT		0
PISTOL_ RICOCHET	1
PISTOL_BODYHIT		2	<splat>
PISTOL_FIRE		3
EJECT_CLIP		4
INSERT_CLIP		5
CHAINGUN_FIRE		6
RPG_SHOOT		7
POOLBALLHIT 		8	Billiard balls
RPG_EXPLODE 		9
CAT_FIRE		10
SHRINKER_FIRE		11
ACTOR_SHRINKING		12
PIPEBOMB_BOUNCE		13
PIPEBOMB_EXPLODE	14	same as 9
LASERTRIP_ONWALL	15
LASERTRIP_ARMING	16	<didididip!>
LASERTRIP_EXPLODE	17	same as 9
VENT_BUST	 	18
GLASS_BREAKING		19
GLASS_HEAVYBREAK	20
SHORT_CIRCUIT		21	electric chair sound
ITEM_SPLASH		22
DUKE_BREATHING		23	N.A.
DUKE_EXHALING		24	N.A.
DUKE_GASP		25	catching breath
SLIM_RECOG		26
ENDSEQVOL3SND1		27	<pluff>
DUKE_URINATE		28
ENDSEQVOL3SND2		29	"Game Over!"
ENDSEQVOL3SND3		30	people in a stadium
DUKE_PASSWIND		32	N.A.
DUKE_CRACK		33	"What are you waiting for, Christmas?"
SLIM_ATTACK		34
SOMETHINGHITFORCE	35	teleportsound
DUKE_DRINKING		36
DUKE_KILLED1		37	"Damn!"
DUKE_GRUNT		38
DUKE_HARTBEAT		39	used for steroids
DUKE_ONWATER		40
DUKE_DEAD		41
DUKE_LAND		42
DUKE_WALKINDUCTS	43
DUKE_GLAD		44	N.A.
DUKE_YES		45	N.A. (.VOC not found)
DUKE_HEHE		46	N.A.
DUKE_SHUCKS		47	N.A.
DUKE_UNDERWATER		48
DUKE_JETPACK_ON		49
DUKE_JETPACK_IDLE	50
DUKE_JETPACK_OFF	51
LIZTROOP_GROWL		52	N.A.
LIZTROOP_TALK1		53	N.A.
LIZTROOP_TALK2		54	N.A.
LIZTROOP_TALK3		55	N.A.
DUKETALKTOBOSS		56	"I'm Duke Nukem and I'm coming to get the rest
				of you alien bastards!"
LIZCAPT_GROWL		57	N.A.
LIZCAPT_TALK1		58	N.A.
LIZCAPT_TALK2		59	N.A.
LIZCAPT_TALK3		60	N.A.
LIZARD_BEG		61
LIZARD_PAIN		62	N.A.
LIZARD_DEATH		63	N.A.
LIZARD_SPIT		64
DRONE1_HISSRATTLE	65	N.A.
DRONE1_HISSSCREECH	66	N.A.
DUKE_TIP2		67	"Shake it, baby!"
FLESH_BURNING		68
SQUISHED		69
TELEPORTER		70	elevator sound [looped]
ELEVATOR_ON		71
DUKE_KILLED3		72	"Uwaohhh, this sucks!"
ELEVATOR_OFF		73
DOOR_OPERATE1		74	prison door
SUBWAY			75
SWITCH_ON		76
FAN			77	N.A. (.VOC not found)
DUKE_GETWEAPON3		78	"Groovy!"
FLUSH_TOILET		79
HOVER_CRAFT		80	N.A. (.VOC not found)
EARTHQUAKE		81
INTRUDER_ALERT		82	alarm noise
END_OF_LEVEL_WARN	83	dipswitch sound
ENGINE_OPERATING	84	submarine engine sound
REACTOR_ON		85
COMPUTER_AMBIENCE	86
GEARS_GRINDING		87
BUBBLE_AMBIENCE		88
MACHINE_AMBIENCE	89
SEWER_AMBIENCE		90	drip
WIND_AMBIENCE		91
SOMETHING_DRIPPING	92	same as 90
STEAM_HISSING		93	[looped]
THEATER_BREATH		94	N.A.
BAR_MUSIC		95	[looped]
BOS1_ROAM		96
BOS1_RECOG		97
BOS1_ATTACK1		98
BOS1_PAIN		99
BOS1_DYING		100
BOS2_ROAM		101
BOS2_RECOG		102
BOS2_ATTACK		103
BOS2_PAIN		104
BOS2_DYING		105
GETATOMICHEALTH		106
DUKE_GETWEAPON2		107	"Come get some!"
BOS3_DYING		108
SHOTGUN_FIRE		109
PRED_ROAM		110
PRED_RECOG		111
PRED_ATTACK		112
PRED_PAIN		113
PRED_DYING		114
CAPT_ROAM		115
CAPT_ATTACK		116
CAPT_RECOG		117
CAPT_PAIN		118
CAPT_DYING		119
PIG_ROAM		120
PIG_RECOG		121
PIG_ATTACK		122
PIG_PAIN		123
PIG_DYING		124
RECO_ROAM		125
RECO_RECOG		126
RECO_ATTACK		127
RECO_PAIN		128
RECO_DYING		129
DRON_ROAM		130	N.A.
DRON_RECOG		131
DRON_ATTACK1		132
DRON_PAIN		133
DRON_DYING		134
COMM_ROAM		135
COMM_RECOG		136	"Die, human!"
COMM_ATTACK		137	"Suck it down!"
COMM_PAIN		138
COMM_DYING		139
OCTA_ROAM		140
OCTA_RECOG		141
OCTA_ATTACK1		142
OCTA_PAIN		143
OCTA_DYING		144
TURR_ROAM		145	N.A. (.VOC not found)
TURR_RECOG		146	N.A. (.VOC not found)
TURR_ATTACK		147	N.A. (.VOC not found)
DUMPSTER_MOVE		148
SLIM_DYING		149
BOS3_ROAM		150
BOS3_RECOG		151
BOS3_ATTACK1		152	N.A. (.VOC not found)
BOS3_PAIN		153
BOS1_ATTACK2		154
COMM_SPIN		155
BOS1_WALK		156
DRON_ATTACK2		157
THUD			158
OCTA_ATTACK2		159
WIERDSHOT_FLY		160	Octabrain projectile
TURR_PAIN		161	N.A. (.VOC not found)
TURR_DYING		162	N.A. (.VOC not found)
SLIM_ROAM		163
LADY_SCREAM		164
DOOR_OPERATE2		165	swing door
DOOR_OPERATE3		166	secret (case) door
DOOR_OPERATE4		167	normal door
BORNTOBEWILDSND		168	>Born to be wild< music
SHOTGUN_COCK		169
GENERIC_AMBIENCE1	170	moving floor/ceiling [looped]
GENERIC_AMBIENCE2	171	machine
GENERIC_AMBIENCE3	172	near water (?)
GENERIC_AMBIENCE4	173	water
GENERIC_AMBIENCE5	174	phone tuuuut
GENERIC_AMBIENCE6	175	alien ambience
BOS3_ATTACK2		176	N.A. (.VOC not found)
GENERIC_AMBIENCE17	177	"Don't have time to play with myself!"
GENERIC_AMBIENCE18	178	light metal sound
GENERIC_AMBIENCE19	179	stormy wind
GENERIC_AMBIENCE20	180	"Hmmm, looks like I have a gun!"
GENERIC_AMBIENCE21	181	"Hahaha too late ..., we're in control now!"
GENERIC_AMBIENCE22	182	N.A. (.VOC not found)
SECRETLEVELSND		183	"Secret Level!"
GENERIC_AMBIENCE8	184	alienish sound with silent screams
GENERIC_AMBIENCE9	185	something talking
GENERIC_AMBIENCE10	186	waterfall [looped]
GENERIC_AMBIENCE11	187	projector sound [looped]
GENERIC_AMBIENCE12	188	N.A.
GENERIC_AMBIENCE13	189	"Damn! Those alien bastards do gonna pay for
				shooting up my ride!"
GENERIC_AMBIENCE14	190	"What? There's only one of you?"
GENERIC_AMBIENCE15	192	"I think all climb aboard!"
GENERIC_AMBIENCE16	193	"Hmmm, that's one doomed Space Marine!"
FIRE_CRACKLE		194
BONUS_SPEECH1		195	"Let's rock!"
BONUS_SPEECH2		196	"Ready for action!"
BONUS_SPEECH3		197	"Gonna rip 'em a new one!"
PIG_CAPTURE_DUKE	198	"Gotcha now, you bastard, and we're gonna fry
				your ass!"
BONUS_SPEECH4		199	"Rockin' !"
DUKE_LAND_HURT		200
DUKE_HIT_STRIPPER1	201	"Damn it!"
DUKE_TIP1		202	"You wanna dance?"
DUKE_KILLED2		203	"Damn it!"
PRED_ROAM2		204
PIG_ROAM2		205
DUKE_GETWEAPON1		206	"Cool!"
DUKE_SEARCH2		207	"Where is it?"
DUKE_CRACK2		208	"Come on!"
DUKE_SEARCH		209
DUKE_GET		210
DUKE_LONGTERM_PAIN	211	heavy breathing
MONITOR_ACTIVE		212
NITEVISION_ONOFF	213
DUKE_HIT_STRIPPER2	214	"Damn!"
DUKE_CRACK_FIRST	215
DUKE_USEMEDKIT		216	relieving "Aaaah!"
DUKE_TAKEPILLS		217	steroids activated
DUKE_PISSRELIEF		218	"Aaaah, much better!"
SELECT_WEAPON		219
WATER_GURGLE		220
DUKE_GETWEAPON4		221	"Who wants some?"
JIBBED_ACTOR1		222	"Hehehe, what a mess!"
JIBBED_ACTOR2		223	"Bitchin' !"
JIBBED_ACTOR3		224	"Holy cow!"
JIBBED_ACTOR4		225	"Holy shit!"
JIBBED_ACTOR5		226	"Damn I'm good!"
JIBBED_ACTOR6		227	"Yeah, piece of cake!"
JIBBED_ACTOR7		228	"Uuuh, that's gotta hurt!"
DUKE_GOTHEALTHATLOW	229	"Uooh, I needed that!"
BOSSTALKTODUKE		230	"~who~~~~are~~you~?"
WAR_AMBIENCE1		231	helicopter flyby
WAR_AMBIENCE2		232	jet flyby
WAR_AMBIENCE3		233	jet, further away
WAR_AMBIENCE4		234	street sound with scream
WAR_AMBIENCE5		235	"Now this is a force to be reckoned with!"
WAR_AMBIENCE6		236	"I ain't afraid of no quake!"
WAR_AMBIENCE7		237	"Terminated!"
WAR_AMBIENCE8		238	"Born to be wi-ha-haha-i-iiiild!"
WAR_AMBIENCE9		239	"Nobody steals our chicks ... and lives!"
WAR_AMBIENCE10		240	"It's time to kick ass and chew bubble gum,
				 and I'm all out of gum!"
ALIEN_TALK1		241	"Duke Nukem must die!"
ALIEN_TALK2		242	"Lunar Attack Force defeated!"
EXITMENUSOUND		243
FLY_BY			244
DUKE_SCREAM		245	falling from high above
SHRINKER_HIT		246
RATTY			247	rat sounds
INTO_MENU		248
BONUSMUSIC		249	intermission screen music [looped]
DUKE_BOOBY		250	"I should have known those alien ... booby
				(crapped the sub)!" (?)
DUKE_TALKTOBOSSFALL	251	"Die! You son of a bitch!"
DUKE_LOOKINTOMIRROR	252	"Damn, I'm looking good!"
PIG_ROAM3		253
KILLME			254
DRON_JETSND		255
SPACE_DOOR1		256
SPACE_DOOR2		257
SPACE_DOOR3		258
SPACE_DOOR4		259
SPACE_DOOR5		260
ALIEN_ELEVATOR1		261
VAULT_DOOR		262
JIBBED_ACTOR13		263	"Let god sort 'em out!"
DUKE_GETWEAPON6		264	"Hail to the king, baby!"
JIBBED_ACTOR8		265	"Blow it out your ass!"
JIBBED_ACTOR9		266	"Eat shit and die!"
JIBBED_ACTOR10		267	"Your face - your ass. What's the difference?"
JIBBED_ACTOR11		268	"See you in hell!"
JIBBED_ACTOR12		269	"Suck it down!"
DUKE_KILLED4		270
DUKE_KILLED5		271	"This really pisses me off!"
ALIEN_SWITCH1		272	<blurb> switch
DUKE_STEPONFECES	273	"Shit happens!"
DUKE_LONGTERM_PAIN2	274
DUKE_LONGTERM_PAIN3	275
DUKE_LONGTERM_PAIN4	276
COMPANB2		277	computer sound
KTIT			278	"This is K.T.I.T., K-Tit, playing the breast...
				ahh...the best tunes in town!"
HELICOP_IDLE		279
STEPNIT			280
SPACE_AMBIENCE1		281
SPACE_AMBIENCE2		282
SLIM_HATCH		283
RIPHEADNECK		284	"I'll rip your head off and shit down your
				neck!"
FOUNDJONES		285	"We meet again, Dr. Jones!"
ALIEN_DOOR1		286
ALIEN_DOOR2		287
ENDSEQVOL3SND4		288	Duke theme song [looped]
ENDSEQVOL3SND5		289	"My name's Duke Nukem!"
ENDSEQVOL3SND6		290	"After a few days of ..., I'll be ready for
				more action!"
ENDSEQVOL3SND7		291	"Aaah, come back to bed, Duke!"
ENDSEQVOL3SND8		292	"I'm ready for some action...now!"
ENDSEQVOL3SND9		293	groaning, moaning, etc. :)
WHIPYOURASS		294	"It's down to you and me, you one night freak!"
ENDSEQVOL2SND1		295
ENDSEQVOL2SND2		296
ENDSEQVOL2SND3		297
ENDSEQVOL2SND4		298
ENDSEQVOL2SND5		299
ENDSEQVOL2SND6		300
ENDSEQVOL2SND7		301
GENERIC_AMBIENCE23	302	"Damn! That's the second time those alien
				bastards shot up my ride!"
SOMETHINGFROZE		303
DUKE_LONGTERM_PAIN5	304
DUKE_LONGTERM_PAIN6	305
DUKE_LONGTERM_PAIN7	306
DUKE_LONGTERM_PAIN8	307
WIND_REPEAT		308	[looped]



.====================================.
| [5.06] MAP Authoring Template v2.0 |
`===================================='


Duke Nukem 3D .MAP Authoring Template v2.0
================================================================
Title                   :
Date Finished           : The date of your file (eliminates same file name)
Filename                : xxxx.MAP
Author                  : Your name here
Email Address           :
Misc. Author Info       :

Description             :

Additional Credits to   :
================================================================

* Type of Duke Nukem 3D file*

(Choose One)
New level MAP           : Yes/No
Sound Add-On only       : Yes/No
Music Add-On only       : Yes/No
Graphic Add-On only     : Yes/No
.CON file patch only    : Yes/No (version to be used for required)
.DMO only               : Yes/No
Other                   : Yes/No (describe)
Required To Have In Dir : (BUILD, KGROUP, etc.)

* Play Information *

Episode and Level #     :
Single Player           : Yes/No
Cooperative 2-8 Player	: Yes/No
DukeMatch 2-8 Player    : Yes/No
Difficulty Settings     : Yes/Not implemented
New Sounds              : Yes/No
New Music               : Yes/No
New Graphics            : Yes/No
New/changed CONs        : Yes/No
Demos Replaced          : None/1/2/3

* Construction *

Base                    : New level from scratch/Modified ExMx/xxx.MAP
Build Time              :  
Editor(s) used          :
Known Bugs              :
May Not Run With...     :

* Copyright / Permissions *

Authors (MAY/may NOT) use this level as a base to build additional
levels.  

(One of the following)

You MAY distribute this MAP, provided you include this file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file 
intact.

You MAY not distribute this MAP file in any format.

You may do whatever you want with this file.

* Where to get this MAP file *

FTP sites:

BBS numbers:

Other:



.=================================.
| [5.07] Palette colors reference |
`================================='


Joe Giddings goldcard@intrstar.net
----------------------------------

 Here is the update on the pallette colors. I have had time to experiment
 with all of this and think I have made a pretty complete list of effects.
 Through use, I have found when you change the pallette color of a monster,
 that monster becomes harder to kill.  Try it out.  It is a great way to
 make your levels that much harder.
 When using these changes on certain sprites, say items, they do not appear
 in the actual playing of the game.  Exceptions are noted below, of course.
 Use this to color your sprites and see what happens.
 All colors were tested on many things.  Clothing references regard the
 fashionable clothes the monsters wear.

 Use alt-p on sprite in 3d mode to access color pallette.

Color#          Description

  0             Normal color scheme.  Pallette color for blue access panel
		and access card.
  1             Designates items as multiplayer game only. Also use 
		like pallette #2 for ambient lights
  2             Use on a SE sprite with low tag of 4. Then color all walls
		with this color.  You now have a room with red lights.
  3             Normal
  4             Makes sprite solid black
  5             Normal
  6             Night vision look
  7             Also used like pallette #2.  Produces yellow light
  8             Also used like pallette #2.  Produces green light
  9             Normal
 10             Red clothing             
 11             Lt. Green clothing
 12             Lt. Grey clothing
 13             Dk. Grey clothing
 14             Dk. Green clothing
 15             Brown clothing
 16             Dk. Blue clothing
 17             Blue skin - Green clothes.  Nice alien effect on monsters
 18             Lt. Grey clothing
 19             Red skin - Grey clothes
 20             Blue skin - Grey clothes
 21             Red clothes.  Use on access card to make it red.
		Don't forget to make access panel same color.
 22             Lt. grey clothes
 23             Yellow clothes.  Same effect on cards like #21.
 24             Normal
 25             Turns accessories red. (Like the money on the stripper)
 26+            Really weird.  Careful, once made this color sometimes 
		the sprite cannot be changed back.  From a distance the
                sprite appears solid black.



 
 
			.====================.
			|                    |
			|   [6] APPENDICES   |
			|                    |
                        `~~~~~~~~~~~~~~~~~~~~'


             <=--------------------------------------------=>
             | [6.01] THE DUKE NUKEM 3D TROUBLESHOOTER v1.8 |
             <=--------------------------------------------=>




Duke Addict 100606,2141
-----------------------

 I wrote this file below in order to help people having problems with Duke3D.
 I've put it here because I thought it's a good idea to ship a real trouble-
 shooter (beyond DN3DHELP.EXE) together with the FAQ. Please note that you're
 not allowed to seperate this file from the FAQ!
 Whenever I refer to "this forum" or "download it here" I always mean the
 GO APOGEE forum on Compuserve.


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


                  <=-------------------------------------=>
                  | THE DUKE NUKEM 3D TROUBLESHOOTER v1.8 |
                  <=-------------------------------------=>



This document is supposed to help people with the most common problems
concerning Duke Nukem 3D in addition to DN3DHELP.EXE. Before posting questions
concerning Duke3D be sure you've read this document and DN3DHELP.EXE in your
Duke Nukem 3D directory. This way we can concentrate on the more serious
problems and can respond quicker. If these documents don't answer your
questions feel free to ask your questions publicly in this forum. 
This document will be constantly updated, so if you have anything to add or
correct please leave me a message.


    -Steffen "Duke Addict" Itterheim [Apogee Forum Staff] 100606,2141

[Excerpts taken from DN3DHELP.EXE written by Joe Siegler [SysOp] 74200,553 with
help from Lee Jackson.]


COVERED TOPICS/PROBLEMS ARE:
============================
I)    FILES OF IMPORTANCE
II)   GENERAL HELP
III)  VIDEO
IV)   SOUND
V)    NETWORK & MODEM
VI)   CRASHES
VII)  PERFORMANCE
VIII) MEMORY
IX)   UPGRADING/PATCHING
X)    CHEATING
XI)   CONTROLLERS
XII)  EDITING TOOLS ISSUES
XIII) ADD ON LEVELS
============================


I) FILES OF IMPORTANCE (GO APOGEE)
==================================

In Lib 1 - Useful Files:
UNIVBE51.ZIP - UNIVBE v5.1a universal VESA 2.0 driver (Shareware)
SDD52.EXE    - Display Doctor (UNIVBE v5.2) VESA 2.0 driver (Shareware)
WAVEPTCH.ZIP - SB16 Wavetable Daughterboard fix for Duke3D and other games
PKZ204G.ZIP  - PKZIP/PKUNZIP v2.04g (de-)compression utilities
IPXODI.ZIP   - IPX protocol network drivers
ORDERNFO.ZIP - Apogee/3D Realms Ordering Information
DEALERS.EXE  - Apogee Overseas Dealers
WINGAM15.TXT - Win95 Gaming Guide & Win95 specific troubleshooting
WINGAM15.ZIP - same as above but compressed in ZIP format

In Lib 3 - 3D Realms Games:
3DDUKE13.ZIP - Duke Nukem 3D Shareware v1.3D
11CONS.ZIP   - Default .CON files for Duke Nukem 3D Shareware v1.1

In Lib 5 - 3D Realms Patches:
DN3D11PT.ZIP - Duke Nukem 3D Shareware v1.0 to v1.1 patch
DNSW13PT.ZIP - Duke Nukem 3D Shareware v1.1 to v1.3D patch

In Lib 7 - Hints & Cheats:
DUKE3D.TXT   - Duke Nukem 3D cheat codes

In Lib 14 - Duke3D User Files:
DUKEBENC.TXT - Duke Nukem 3D Benchmark chart
D3DHELP.TXT  - The complete "Duke Nukem 3D Troubleshooter" document
D3DHELP.ZIP  - same as above but compressed in ZIP format
ADDICT*.ZIP  - Demos from Duke 3D which show how to solve a specific level.
BUILDFAQ.ZIP - The Official BUILD FAQ, help file for level editing

Important Directories on the Duke Nukem 3D *Registered* CD
----------------------------------------------------------

\GOODIES\BUILD    (the level editor for Duke3D, see section XII)
\GOODIES\RTSMAKER (Utility to create your own RTS files)
\GOODIES\UNIVBE   (UNIVBE 5.1a - Universal VESA 2.0 driver)
\GOODIES\WAD2MAP  (WAD to MAP conversion utility)


II) GENERAL HELP
================

-=> The actual game version of Duke Nukem 3D Shareware is v1.3D (3DDUKE13.ZIP)

-=> The latest patch is Duke Nukem 3D Shareware v1.1 to v1.3D (DNSW13PT.ZIP)

-=> The registered version is v1.3D (CD-ROM only).

-=> Duke Nukem 3D can't be registered online, you'll have to fill out the
ORDER.FRM in your Duke3D directory and send or fax it to Apogee, or refer to
DEALERS.EXE for a local Apogee dealer (Note: Only few Apogee dealers also carry
3D Realms games).

-=> There will NEVER be an editor for shareware Duke Nukem 3D (see
LICENSE.DOC), but the registered version will come along with the developers
editing tools to allow you to create new levels, monsters, graphics, etc.

-=> The Shareware version of Duke3D won't load new levels/add-ons (except for
CONs and demos).

-=> It is recommended to load Duke3D from plain DOS (not a DOS box from within
Windows 3.x/95) which will result in better performance and less problems.

-=> It is always a good idea to keep the original ZIP files of Duke3D and other
games as well as their patches, so that you always have a "fresh" and
untempered version of Duke3D respectively other games.

-=> There will be a port of Duke Nukem 3D to the Macintosh.  No date yet, but
I wouldn't look for it until 1997.

-=> There will ports of Duke 3D to the Sony Playstation, Sega Saturn, and the 
Nintendo 64. "When they're done".

-=> There will be a level pack for Duke Nukem 3D at some time, but we have no
date yet.

-=> There is no save game in Co-Op play, but this _might_ be added in v1.4.

-=> A patch to v1.4 is already in development but there's no date yet. And no
list of changes either.

-=> The game does not support any of the 3D video accelerator cards, like the
"3D Blaster", etc..., nor are there any plans to add it.

-=> The DukeMatch RemoteRidicule uses the same RTS file format that Rise of the
Triad did, so you can use your favourite ROTT RTS files with Duke Nukem 3D!


III) VIDEO
==========

-=> VESA 2.0 support is needed for 320x200 (VESA 2.0) and 320x400 modes. UNIVBE
5.1/5.2 adds support of these modes to nearly all types of video cards (download
UNIVBE51.ZIP or SDD52.EXE). There are known problems with Matrox Millenium video
cards which should be fixed in UNIVBE/SDD 5.2 (Note: UNIVBE is not a product of
Apogee/3D Realms). Instead of downloading you can get UNIVBE v5.1 from the
registered CD-ROM located in the \GOODIES\UNIVBE directory.

-=> ATI MACH64 video card users reported problems concerning SVGA modes in
Duke3D. A patch available directly from ATI has helped a lot of users to get
Duke3D to run properly in SVGA with an ATI MACH64 video card. Try to load
M64VBE.COM in your ATI directory before running Duke3D and see if that helps.
ATI may already have a newer version of M64VBE.COM if you still have problems.

-=> If you had the VESA 2.0 modes working before but now they don't work any
longer it may be because you're using UNIVBE *shareware* which disables VESA
2.0 support exactly 21 days after installation (21 days evaluation period). If
this is the case it's time to register. ;)

-=> The RED BOX which appears in SETUP while choosing one of the VESA 2.0 modes
is just a reminder and does not necessarily imply that these modes won't work
on your system.

-=> If you have a Matrox Millenium card don't play in 800x600. The Matrox cards
don't seem to get along with Duke3D in this mode. Also be sure to have at least
BIOS version v1.9. Matrox recently released v2.0 of the Millenium bios. By
upgrading to this version you should be able to run Duke3D in 800x600 mode. It
appears that the lockups (savegame problem) with bios v1.9 are no longer a
problem. There still seem to be some minor glitches though. On the other hand
some people still have the same problems as before.


IV) SOUND
=========

-=> If you have a Creative Labs Soundblaster 16 (ASP) and a wavetable
daughterboard attached to it and you can't get Duke3D to work with General Midi
music download WAVEPTCH.ZIP and load it before running Duke3D. This should
help.

-=> Pro Audio Spectrum users need to load MVSOUND.SYS to make the PAS work.
Please consult your PAS manual if you don't know how to install this driver.

-=> If you can't get your soundcard to work with Duke3D at all check your SET
BLASTER= line. Look into DN3DHELP.EXE for more information about this and
configuring soundcards in general (page 11)!

-=> For troubleshooting try to use the lowest sound quality settings: 8 bit,
mono, 11 khz. I've heard that some soundcards do not support all mixing rates,
so try playing around with the "bit" and "kHz" settings.

-=> When using a soundblaster clone try setting it to MONO, especially many
Packard Bell systems have problems with the Stereo settings.


V) NETWORK & MODEM
==================

-=> If you continously get "out of sync" or "invalid game packet" errors or if
you experience connection losses please make sure that all players are using
the same .CON files. If you're using modified CONs then try to use the default
CONs instead. If you're playing via modem try to use 9600 as your baud rate
and/or turn OFF data compression and error correction (consult your modem's
manual). It is recommended though to use this Init String: ATZ&F&K0
If you are playing over a network try a different socket number. If this doesn't
help see the Troubleshooting section of DN3DHELP.EXE (page 14).

-=> If your modem neither dials nor answers nor responds to the init string
(you have to press ESC to go on that is) you probably don't have the proper
COM,IRQ,PORT ADDRESS values set in SETUP. Especially check for the right PORT
ADDRESS (possible values would be 2E8, 2F8, 3E8, 3F8)! (The same goes for serial
connections.) If you modem still doesn't respond see the Init String suggestions
in the Troubleshooting section of DN3DHELP.EXE (page 15). You can also try to
put an additional AT in front of your Init String, or a ~ or a simple blank space.
Note, if you're trying to connect a slow computer to a significantly faster one
you might always experience these problems. This is a bug and being worked on for
v1.4.

-=> To get around the invalid packet problem, launch totally from the command
line (after trying to connect once the regular way). Use COMMIT.EXE instead of
SETUP, this should work. Command line parameters are documented in the
DN3DHELP.EXE file. An example would be:
 SETUP /v2 /l03 /s2 /name whatever
This will let you change whatever you want in the setup program, and then go
directly to Episode 2, Level 3, Skill 2.  Change this for whichever level/skill
you wish to play. This applies to both shareware and registered v1.3d. Replace the
word "whatever" with the name you wish to be (it all must be one word).

-=> If the modem doesn't answer calls try to add S0=1 to your Init String.

-----------------------------
Info on Plug And Play Modems:
-----------------------------

If you are having problems using your Plug & Play Modem in DOS with our Duke 
Nukem 3D (or any other of our modem games), the problem is this.  Plug & Play 
modems were designed for environments (ex: Win95) where the environment does 
the initialization of the card.   

The problem here is that if you are playing in MS-DOS mode, and bypassing the 
Win95 GUI, your card is never being initialized, and as such, there's nothing 
for our game to find.   

What you will need to do is to find some way of initializing your PnP modem in 
DOS.  Info on this would be in the manual for the modem that you have.  Quite 
often modems with the brand name of "Winmodem" fall under this category, too.

Also, when you DO get the card configured in MS-DOS, make sure to take note of 
the port address and IRQ number as well as the port number that the card is 
initialized with.   These WILL BE IMPORTANT when you setup the Duke3D game. 

Once you have all this info from a properly initted PnP modem, go into the
Duke3D setup program, and:

0) DO NOT PICK DEFAULT FOR ANY OF THESE.  ENTER INFO!
1) Select Modem Game
2) Select "Setup COM Port"
3) Select "Change Com Port" (If Necessary).  Enter the Com port Number here.
4) Select "Change IRQ" (If Necessary).  Enter the Com Port's IRQ # here.
5) Select "Change UART" (If Necessary).  *THIS IS NOT 8250 or 16550*.  This
   is the hex address where your port resides at.  For example, a value to
   put here would be 02e8.
6) Put the port speed at 9600, and leave it there.

(This info is also useful if you don't have a PnP modem and are having 
 problems with your modem not being recognized.)

-=> If you can't resolve your modem connection problems try to establish
a connection via any telecommunication program (TELEMATE, TELIX, etc.), then
go into SETUP and choose "Already Connected" from the Modem Games menu.


VI) CRASHES
===========

-=> If you experience crashes try the following:
(refer to DN3DHELP.EXE for further help on these suggestions)
    1) try a "clean boot" (no memory managers and no disk caching software
loaded)
    2) temporarily disable sound & music via SETUP, if it stops
crashing you might experiencing a DMA conflict or something similar.
    3) try the normal 320x200 video mode, if it stops crashing you might
experiencing problems with your video card and/or VESA driver.
    4) push the "TURBO" button (if your system has one) and see if that helps.
    5) Go edit your duke3d.cfg file with an ascii file editor, and look for the
line:
    BlasterDMA16 = 5
    Make it say this:
    BlasterDMA16  = 1

-=> NEXGEN users reported slowdowns and crashes. There's a file IDON.COM from
NexGen which reportedly helped to solve some problems concerning NexGen CPU's.

-=> One word about DNCLIP: This cheat code is dangerous since it can cause
crashes long after its use. We don't recommend its use.

-=> If you have a Matrox Millenium card don't play in 800x600. The Matrox cards
don't seem to get along with Duke3D in this mode. Also be sure to have at least
BIOS version v1.9. Matrox recently released v2.0 of the Millenium bios. By
upgrading to this version you should be able to run Duke3D in 800x600 mode. It
appears that the lockups (savegame problem) with bios v1.9 are no longer a
problem. There still seem to be some minor glitches though. On the other hand
some people still have the same problems as before.

-=> If SETUP crashes with a "Spawn error: error 0" you have an incomplete
DUKE3D.GRP file, please re-install.

-=> From my own experience I learned that there is a BIOS option in AWARD BIOSes
which will cause the SETUP "Spawn error: error 0" and the Duke3D "Could not
initialize LINEEXE_LOADER" error. This option in the "Chipset Configuration" of
the BIOS is called "Memory Hole At 15-16M" or similar. You must disable this
option! It doesn't hurt to do so, only thing it does is to provide a memory hole
for those few cards who support a linear frame address as I understand. The
manual says it can speed up those cards but I doubt that this will be noticeable
anyway.

-=> Saving crashes when you run out of disk space, so please check if you have
enough free space on the drive you installed Duke3D.

-=> If you experience DIVIDE OVERFLOW errors and other crashes make sure that
"IDE HDD BLOCK MODE" is ENABLED in your BIOS Setup. Consult your motherboard
manual for information on the BIOS Setup Utility. Note that this might not help,
it's just a hint.

-=> "Cache Size of zero error"
If you go to start the game, and get an error that says CACHE SIZE IS ZERO, it
usually means that your game data is corrupt.  Run Scandisk, or some other disk
repair program, and then delete the game totally.  Reinstall.  If that doesn't
work, check the size of the DUKE3D.GRP file, it should be 26,524,524.


VII) PERFORMANCE
================

-=> There are lots of reasons why Duke3D won't perform on some systems as
people think it should. This is mostly due to the different opinions of what
players call a "fluid" gameplay. Another point are the many components in a PC
(CPU, video, RAM) which all count into a game's overall performance.
A Pentium 100 with an ISA video card for example won't perform much better than
a medium fast 486. See the Duke Nukem 3D Benchmark chart (DUKEBENC.ZIP) for an
overview of several systems listed with their most important components and how
they perform in Duke3D.

-=> The system requirements are the minimum requirements to "enjoy" Duke. Of
course, there are people who claim that it runs smooth on their DX2-66 while
others with the same CPU say it's unplayable. There are two reasons, for one no
PC is the same as another. I've seen Pentiums running at 386 speed because
someone forgot to turn on internal cache. Especially slow graphic cards (all ISA
cards) won't be able to display decent framerates. And even PCs with the same
speed, processor and video card sometimes highly differ, performance wise. This
could be due to a slow motherboard, unoptimized BIOS settings and so on. So, if
we mention a DX2-66 with a VL card we mean a PC wich does not have serious
setbacks. However, many PCs have such setbacks (because vendors want to sell their
PCs for the cheapest price possible), even those with faster CPUs sometimes run
about as fast as a well-optimized DX2-66.

-=> Using UNIVBE 5.1 for SVGA modes instead of the card's built in VESA BIOS
results in better performance in most cases.

-=> The same goes for running Duke3D directly from DOS rather than a Win'95 DOS
box, especially if your PC does have only 8 MB memory.

-=> Upgrading from 8 MB memory to 12 or 16 MB also helps to increase Duke3D's
performance (as well as nearly all other applications). It does have another
advantage as well, you don't necessarily have to remove disk caching software
like SMARTDRV from memory (Note: disk caches can cause certain problems in
certain circumstances...<g>).

-=> NEXGEN users reported slowdowns and crashes. There's a file IDON.COM from
NexGen which reportedly helped to solve some problems concerning NexGen CPU's.

-=> Make sure your TURBO button (if your system has one) is turned on. ;)

-=> Contact someone who can have a look for your PC (local dealer/friend/etc.)
and who has the profession to tweak your PC's BIOS settings (Note: we can't do
this for you since it needs someone actually sitting in front of your PC due to
the wide variety of BIOSes and PCs; BIOS optimizing is *not* recommended if
you're not familiar with such things, there are certain options which may be
harmful to your system (and therefore your nerves <g>) - consult your
motherboard's manual if you want to have details about your PC's BIOS Setup
options. Tweaking the BIOS settings also sometimes helps to avoid crashes, but
it can as well cause new ones!

-=> If you have an ISA video card the game will play very sluggish (even on
Pentiums when compared to VESA Local or PCI bus video cards). Consult your
motherboard's manual to see whether it has VL or PCI slots. If not, you have an
(E)ISA video card in any case. If it supports VL and/or PCI cards but you want
to be sure about it contact your local dealer or someone who might be able to
tell you.

-=> Playing some of the higher levels causes the game to slow down, eventually
to a stop! This is a problem with the game engine in v1.3d.  What's happening is
that the game is spawning an almost infinite number of game enemies in memory
(you can't actually see them), and because of this, it's slowing the game to a
crawl.  We're looking into this for v1.4. No, there's no date on v1.4 yet.


VIII) MEMORY
============

-=> Please follow the guideline in DN3DHELP.EXE on how to "boot clean" and/or
create a bootable floppy disk if you get any "out of memory" errors. It's
always a good idea to do so if you experience severe slowdowns or unexpected
crashes. Also, this might also be necessary if you only have 8 megabytes of
memory.


IX) UPGRADING/PATCHING
======================

-=> If upgrading/patching is unsuccessful for some reason try to re-install
Duke3D into an empty directory and apply the patch again. Clean booting (see
DN3DHELP.EXE) may also help. All the patches won't work correctly if your
version is tempered in some way. So always keep a clean backup of the
Installation files.


X) CHEATING
===========

-=> One word about DNCLIP: This cheat code is dangerous since it can cause
crashes long after its use. We don't recommend its use.


XI) CONTROLLERS
===============

-=> If the mouse sensitivity is too high, you can fix this by deleting
DUKE3D.CFG and re-running SETUP.EXE. You can also try this if you have
problems with a joystick.

-=> Don't forget to check out the "Advanced Controller Setup" SETUP.EXE,
there you can configure your throttle and turn mouse aiming on/off and lots
of other things.

-=> Flip the switch on the bottom of the thing to "One", and make sure you pick
Thrustmaster in the Duke setup program. I heard that the MS Sidewinder 3D Pro
sometimes doesn't work as it should if the game is loaded from within a Win95
DOS box. Be sure to quit to DOS if you're having problems.


XII) EDITING TOOLS ISSUES
=========================

Please note that Build and Editart are not supported.

-=> The Level Editor BUILD and the other editing tools are by default
installed in the subdir \goodies and won't work correctly in that (the 3D view
is messed up in BUILD). You'll have to copy all files from the BUILD directory
into your Duke3D directory and it'll work just fine.
Oh, and don't copy it under Windows, use plain DOS. For some strange reason
this can cause the copy to behave erratically.

-=> Check out _SE.MAP and _ST.MAP for help on the Sector Effectors and Tags.

-=> If you can't find !SE.TXT: you already have this file! It's also in
BUILDHLP.EXE as the Sector Effector Reference section. You may also want to
check out SEHELP.HLP and STHELP.HLP, I think they're the same as !SE.TXT and
!ST.TXT.

-=> If BSETUP fails to save your settings remove the read-only flag from
SETUP.DAT, this can be done by typing "ATTRIB -R" in the directory containing
BUILD and Duke.

-=> Although it looks like it is possible to Setup BUILD to play Sounds&Music
and to run it in "multi-editing" mode via network, it isn't. I believe BSETUP
was Duke's former Setup program until it has been replaced by the one which
now comes along with Duke. Because of this there are still sound, music,
controller and networking options in there. However BSETUP does not save them,
only the video mode settings for BUILD's 3D mode. This is because BUILD does
not embody any network or sound/music code.

-=> If EDITART won't load and you get a black screen you have to extract all
TILES*.ART files from DUKE3D.GRP. Type
KEXTRACT TILES*.ART
in the directory containing KEXTRAC, EDITART and DUKE3D.GRP.


XIII) ADD ON LEVELS
===================

-=> They have to be in the same directory as Duke. You can run them by going
into SETUP and "Select User Level", then launch. From the command line you can
use the MAP parameter as follows:
	
	DUKE3D MAP _ZOO[.MAP]

_ZOO[.MAP] being one of the levels shipped together with BUILD, this would be
the name of the desired add-on MAP file. The extension .MAP can be omitted.



	--------------------------------
	The Duke Nukem 3D Troubleshooter
	--------------------------------

Copyright (C) 1996 by Steffen "Duke Addict" Itterheim
[Apogee Forum Staff] 100606,2141  All rights reserved.

Excerpts taken from DN3DHELP.EXE written by Joe Siegler [SysOp] 74200,553 with
help from Lee Jackson.
================================================================================




             <=----------------------------=>
             | [6.02] EDITART HELP DOCUMENT |
             <=----------------------------=>



EDITART HELP (Version 1.1 - 3rd June 1996.)
By Ian Jones 100346,272 (or 100346.272@compuserve.com)


This help file is split into two chapters. The first is a brief description
of how I created my MP5K patch, the second is much more detailed and explains
how you can create your own graphics for Duke 3D.


Contents:-

Chapter 1 

    THE MAKING OF MP5K
                   
    1, INTRODUCTION
    2, MP5K GRAPHICS
    3, MP5K SOUND
    4, MP5K PROPERTIES
    5, MP5K FILES


Chapter 2

    MAKE YOUR OWN TEXTURES

    1, INTRODUCTION
    2, EDITART SETUP
    3, SELECTING A TEXTURE
    4, EDITING ARTWORK
    5, INCORPORATING NEW GRAPHICS
    6, RESETING DUKE3D`S ORIGINAL GRAPHICS



Chapter 1

THE MAKING OF MP5K

1, INTRODUCTION
   ____________


I have recently created an MP5K patch for Duke Nukem 3D, which replaces the
pistol, with a rather cool sub machine gun.  This patch is now available from
CompuServe, so feel free to download it, if you haven`t already.  The
following is a brief list of what I did.


2, MP5K GRAPHICS
   _____________


First I "Kextracted" the ART Files, then using EDITART, I found and captured
the textures for the Pistol.
I then created a 3D mesh of a MP5K in a 3D computer modeling package, working
of films and still pictures for reference.
Then I rendered the odject in the correct poses and used Dpaint to highlight
the edges, add nuzzle flash and the players hand, which was cut out of the
original textures I captured.
I then reincorporated the new picture files into the game.


3, MP5K SOUND
   __________


I used a Windows Sampling package to sample a 5 shots burst of a machine.
I then saved this as a voc file in the Duke3D directory and assigned it to
the PISTOL_FIRE action in the user.con file.


4, MP5K PROPERTIES
   _______________


Because I was unable to change the rate of fire of the Pistol, I multiplied
it`s weapon strength by five, so that each shot that is fired has the
strength of five.  This was done by increasing the PISTOL_STRENGTH from 6 to
30 in the user.con file.
The increased weapon strength, along with the five shot sound effect, gives
the impression that the weapon has a faster rate of fire.


5, MP5K FILES
   __________


When uploading my patch to CompuServe, I sent:-

     The "TILE009.ART" file which contained the replacement tertures;  
     The original user.con file, called "USER.OLD
     The replacement user.con file, called "USER.MP5"
     And the "MP5.VOC" file containing the new sound effect.

The tile file contains not only my new textures, but also all the other
textures in that file.  This means that the tile file is quite large and,
apart from pkzipping it, I have found no other way of decreasing the files
size.  If you find a way, please contact me.



Chapter 2

MAKE YOUR OWN TEXTURES

1, Introduction
   ____________


When Duke Nukem 3D boots up, it looks to see if there are any Tiles00*.art
files in its directory,  if there are it will use these instead of the
textures in its Group file.
All the texture in Duke3d can be extracted into fourteen separate Art files,
each one of these Art files contain hundreds of separate textures, and these
textures can be edited using a program called EDITART.EXE
NO ALTERATIONS YOU MAKE TO THE GRAPHICS WILL CHANGE THE DUKE3D.GRP FILE AND
SO CAN BE REMOVED LATER.


2, EDITART SETUP
   _____________


1, Copy all the contents of "(CD):\GOODIES\BUILD\" into your Duke3d directory
on your hardDisk.  (You no longer need to access your Duke3d CD-ROM)

2. Extract all the ART files from the Duke3d group file by typing
"KEXTRACT DUKE3D.GRP *.ART" in your Duke3d directory.  Fourteen TILES00*.ART
files will appear.

3. Run the "EDITART" program. (you should see a wall texture in the middle of
the screen)


3, Selecting a Texture
   ___________________


When creating your own graphics for Duke3d, it is best to edit the existing
artwork rather than start from scratch, as all the textures have to have the
correct ID numbers and animation frames.
So first use the "Page Up", "Page Down" or "V" buttons to cycle through and
identify the texture(s) you want to edit.
Textures such as the Pistol have several animation frames, with details such
as muzzle flash and hand poses. These details should be recreated as closely
as possible when the individual frames are being edited.
It is possible for you to use the EditArt tools to change the artwork, but
these are somewhat limiting and so I highly recommend using a separate art
package.
If you make any changes to a texture and then try to move to another, you
will be asked if you want to save these changes  Y/N.

FINDING TEXTURES

PAGE UP / PAGE DOWN         Cycle through the different textures
                  V         Display all textures
                  G         Goto texture number
                F12         Capture displayed Texture as PCX

If you are planning to use a separate art package to edit the artwork you
should use the F12 button to capture the selected texture as a pcx file. You
can then load this pcx file into an the art package and use it as a reference
for the Palette, Scale and Basic Detail.


4, Editing Artwork
   _______________


For details on how to use the Editart tools to edit the textures, please
refer to the BUILDHLP file on your hard disk.
If you are using a separate Art package to edit the textures, load in one of
your captured pcx files (see above) to give you the correct Duke3d Palette
and remember, the background (transparent) colour should be the last colour
in the 256 palette and should appear as bright PINK.
Your new Artwork files should be saved as 320 x 200 pcx or bmp pictures.
The pictures can be cropped later in EDITART.
Now you are ready to incorporate the new artwork into the Duke3d Texture
Tiles.


5, Incorporating New Graphics 
   __________________________


Run EDITART.EXE
Use "Page Up", "Page Down" or "V" to find the texture you wish to override,
then press "U".
A file tree will appear displaying pcx and bmp files, find and load your
replacement picture.
By clicking (Left mouse button) and dragging with the mouse, stretch a
rectangle over the exact area of the picture that you want to use as the new
texture. ( Try to make each side of the rectangle touch each extreme of the
texture map )  Then Press RETURN.
Any last minute Changes can be done from within EDITART with the tools. (see
BUILDHLP for Details)
That is it, now press PAGE UP and the you will be asked if you wish to save
changes Y/N, Press "Y"
The computer will then say " updating TILES00 (something) .ART " make a note
of this, because this is the file your new texture(s) has been saved to and
the file that you can give your friend and say "Look what I`ve done, isn`t it
cool".
Try not to change too many sets of tiles if you intend to distribute your
patch, as you will end up with a huge patch file.


6, Reseting to Duke3d`s Original Graphics
   ______________________________________


Simply move all the tiles00*.art files from the Duke3d Directory into another
directory where Duke3d won`t look when booting up. (Not finding these files,
it will automatically use the preset Graphics and Textures from its
DUKE3D.GRP file and everything will be back to normal)



 
 
			.====================.
			|                    |
			|   [7] COMPLETION   |
			|                    |
                        `~~~~~~~~~~~~~~~~~~~~'





.=====================.
| [7.01] The Credits! |
`====================='


The Official BUILD FAQ was written by:

  Steffen "Duke Addict" Itterheim
  [Apogee Compuserve Forum Staff]
  INTERNET:100606.2141@compuserve.com
  COMPUSERVE:100606,2141


I'd like to say "Thank you!" to the following people, they have
helped to bring this FAQ into existance. They have done a great
work and shall hereby most solemn receive their credits! :)
Let me know if I forgot one of you and I'll put you in ASAP!

	-Duke Addict



In alphabetical order:
----------------------

  Joerg Aldinger
  106047.2524@Compuserve.com

  Dan Benge
  DanBenge@ix.netcom.com

  Allen H. Blum III
  [3DRealms Software: Level/Game Designer]
  Stryker@metronet.com

  Matt Bollier
  103220.3302@Compuserve.com

  Emil R. Eisenhardt
  72610.2100@Compuserve.com

  Neil Fawcett
  NEIL@mcs.co.uk

  Mathieu Fenniak
  75033.1616@Compuserve.com

  Andre Frey
  100666.3361@Compuserve.com

  Christophe Gerbier
  101530.662@Compuserve.com

  Joe Giddings
  goldcard@intrstar.net

  Ginger
  lattav@vnet.net

  Brett Gmoser
  gmoser@gramercy.ios.com
  (all his descriptions taken out of his Map Editing FAQ
   with his permission)

  Richard M. Gold (aka Phantom)
  72734.2553@Compuserve.com

  Richard "Levelord" Gray
  74722.2520@Compuserve.com
  [Duke Nukem 3D and Blood Level Designer]

  Andy Hall
  101722.1034@Compuserve.com

  Matt Harris (aka MattCake)
  101502.1440@Compuserve.com

  Scott Harvey
  sharvey@enteract.com

  Gary Hearne
  101377.3242@Compuserve.com

  Craig Hubbard
  102344.2235@Compuserve.com

  Ian Jones
  100346.272@Compuserve.com

  Josh
  100547.1075@Compuserve.com

  Dame' D. Lackaff
  102404.2065@Compuserve.com

  Loach
  killer@raven.cybercomm.net

  Alex Mayberry
  [Action Games Forum Assistant Sysop]
  74724.3545@Compuserve.com

  Tom Mustaine
  Mustaine@usa.net

  Randall Pitchford (aka DuvalMagic)
  [Prey Level Designer]
  75567.473@Compuserve.com
  DuvalMagic@mpb.com

  Tom Pitts
  71322.501@Compuserve.com

  Sean Puckett
  INTERNET:afs@shadow.net

  Eric C. Reuter (aka Reuter Meister)
  [Shadow Warrior Level Designer]
  74567.3307@Compuserve.com

  Todd Tuskey
  76634.2652@Compuserve.com

  Vlad
  100430.1502@Compuserve.com

  Cho Yan Wong (aka Tempest)
  pwong@pobox.leidenuniv.nl



.========================.
| [7.02] Revision History |
`========================'

v0.5  - 05/23/1996

	Public test version released in APOGEE's Compuserve forum only!
	This version was to catch people's attention in hope to get more contributions
	to the FAQ. It was for private use only and distribution to other sites was
	not allowed.

v0.55 - 05/28/1996

	Never released to the public.
	Added new sound list, new hot keys, minor corrections, additions to bridges,
	doors, tags, slopes descriptions.
	New section on how to make waves.

v0.6  - 06/10/1996

	Never released to the public.
	Added more details to the Build Basics section. Added even more hotkeys,
	changed descriptions. Minor changes and "bugfixes" throughout the FAQ. Updated
	info on exploding walls, earthquakes, swing doors, breaking glass, bridges
	(hitable sprites), vents, palette.
	New section: differently colored sectors. Added Copyright stuff, changed the
	Prefix. New title, still needs a cool ASCII logo.

v0.7  - 06/11/1996

	Never released to the public.
	Updated info on exits, exploding walls, teleporters, vents, auto-closing doors,
	earthquakes, swing doors, palette, elevators, mirrors, star trek doors, rotating
	sectors.
	New sections: making light switches, crushing ceilings, special sprite reference,
	MAP authoring template v2.0, palette color reference, KENBUILD.TXT help, spawn
	monsters/items, doors with light, object shooter, shade multiple sectors.
	Changed key reference again. Minor re-formatting.

v0.8  - 06/14/1996

	Never released to the public.
	More on elevators, Build Basics, palette things, rotating sectors,
	exploding walls, force fields, keycard dors, Troubleshooter, subways,
	security cameras, copy sectors, key doors.
	New sections: difficulty settings, parallaxed walls.
	Changed Prefix. General renumbering.

v0.9  - 06/15/1996 (revised 06/27/1996)

        After some thinking I made this another test release in the Apogee
        forum, but uploading the FAQ elsewhere was permitted.
	Changed subway description, palette reference, key references,
	mirrors, swing doors, earthquakes, exploding walls, breaking glass,
	security cameras.
	More on parallaxed walls, sector copying, split doors, Build Basics,
	sector in sector, changing textures, shading textures, palette things,
	lo-/hitags, doors in general, elevators, teleporters, force fields,
	mirrors, simple doors, star trek doors, ambient sounds, MusicandSFX,
	light switches.
	New sections: Editart Help, sever connected sectors, BUILD bug list,
	Duke's flying car/helicopter.

v0.91 - 07/22/1996

	few minor changes, included v1.8 of the Troubleshooter.



.=================.
| [7.03] The End! |
`================='


Just wanted to repeat that this FAQ is still

	.----------------------------.
	| !!! UNDER CONSTRUCTION !!! |
        `----------------------------'

and needs YOUR help! <pointingatyou> ;)



	>END OF FILE< 
 
