Category:Editing General Sector Effects - EDukeWiki

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# Category:Editing General Sector Effects

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Build/Mapster32 Map Editing

Level Editing · True Room Over Room Mapping Guide · Build/Mapster32 Keyboard Commands
Special Tile Listing · Sector Effector Tag Listing · Sector Tag Listing
Utilities Reference Guide · Mapster32 Scripting · Mapster32 Map Checking

NOTE: Much of information on this page is from around 1999. Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available in Mapster32.

## Earthquakes

Map Name: TUTORIAL.MAP (ROOM 2-I)

Earthquakes are a neat effect, and easy to make.

  STEP 1: Create the sectors that will be altered during the earthquake (if you want any). Make these sectors look as if the earthquake has already happened.

  STEP 2: Place one sector effector sprite in each sector that will be affected by the earthquake. Give each sprite a lotag value of 2.

  STEP 3: Place one Masterswitch sprite in each sector that will be affected by the earthquake. Give each of these sprites the same, unique lotag value.

  STEP 4: Raise the sector effector sprites and the Masterswitch sprites to the height that you want the affected sectors to be before the earthquake. If you have a sloped sector, place the sprites on the sector's axis line.

  STEP 5: Place one Touchplate sprite in the sector that you want to trigger the earthquake with. Give it the same lotag value that you gave to the Masterswitch sprites. You are now finished - Take a look at the tutorial map if you still don't understand.

  NOTE 1: To make the earthquake spawn scraps of rock and metal, simply place sector effector sprites where you want the scraps to fly from. Give each sprite a lotag value of 33. Then raise the sprite to the height that you want the scraps to be spawned from (it doesn't matter what that height is).

## Rooms Over Rooms

Map Name: TUTORIAL.MAP (ROOM 3-A)

Making rooms over rooms can be a complex job, but is quite simple to do. A few simple rules need to be properly followed when constructing this effect, and if done properly, this effect can create some cool architectural layouts.

The first rule is simply this: The ceiling of the lower level must be lower than the floor of the upper level. If this isn't the case, your level will show some strange anomalies associated with level over levels, and some undesired results will show up.

Another rule also must be followed when constructing your level over level sectors. You cannot "see" the lower level from the upper level, and you cannot "see" the upper level from the lower level. This means that you could not make a 2 level house and have a window on the bottom floor and a window directly above it on the top floor.

You should also remember that the vertices of the upper level should not connect to any of the walls on the lower level. The levels must be completely independent of each other. Take a look at the tutorial map to see just how it works.

It is possible to have many layers of sectors over sectors, just make sure you keep track of them in Build (it can become quite complex).

## Stretching Sectors

Map Name: TUTORIAL.MAP (ROOM 3-B)

This effect will stretch a sector in the direction you desire.

  STEP 1: Create the sector that will be stretched (it should be a valid player sector).

  STEP 2: Give the sector a sector lotag value of 27.

  STEP 3: Place 3 sprites in this sector: one activator, one sector effector, and one GPSpeed sprite.

  STEP 4: Place a trigger (Touchplate or switch) somewhere in your level, and give it a unique lotag value.

  STEP 5: Give the activator sprite a lotag value equal to the switch lotag value. Give the sector effector a hitag value equal to the switch lotag value. Also give this sector effector sprite a lotag value of 20. Point the sector effector sprite in the direction that you want to stretch the sector. Now give the GPSpeed sprite a lotag value equal to the distance that you want the sector to stretch (a value of 1024 is equal to the largest grid square in Build).

## Conveyor Belts & Water Current

Map Name: TUTORIAL.MAP (ROOM 3-C)

This effect is used to create conveyor belts and water currents.

  STEP 1: Create the conveyor belt sector(s).

  STEP 2: Place one sector effector sprite in each sector, and change the angle of the sprite to the direction that you want the movement to go. Give the sector effector sprites a sprite lotag value of 24.

  NOTE 1: The floor texture may need to be flipped (with the [F] key) or placed in relative alignment (with the [R] key) if you are using an animated texture (so that the texture animates in the proper direction).

  NOTE 2: To make the movement of the sectors go faster, simply place one GPSPEED sprite in each sector, giving it a sprite lotag value of the speed you want it to travel (higher numbers mean faster speeds - 64 and 128 are common values).

  NOTE 3: To create a water current, follow the same steps above, and simply give each sector a sector lotag value of 1.

  NOTE 4: To create switch operated conveyor belts, place a switch in your level and give it a unique lotag value. Give the sector effector sprite (with the lotag value of 24) the same hitag value as the switch lotag value.

## Making Curtains Draw Back

Map Name: TUTORIAL.MAP (ROOM 3-D)

This effect makes curtains draw back when a switch is flipped (much like in the movie theater in episode 1, level 1).

  STEP 1: Create your curtain sector. It should be valid player space. For best visual effects, it is advised to lower the ceiling of the sector almost, but not all the way, down to the floor (look at the tutorial map to see how it should look). Give the curtain sector a sector lotag value of 27.

  STEP 2: Place a switch sprite somewhere in your level, and give it a unique lotag value.

  STEP 3: Place one sector effector sprite, one GPSpeed sprite, and one activator sprite in the curtain sector.

  STEP 3: Give the sector effector sprite a lotag value of 20, and a hitag value equal to the switch lotag value.

  STEP 4: Give the activator sprite a lotag value equal to the switch lotag value.

  STEP 5: Give the GPSpeed sprite a lotag value equal to the distance that the curtain sector will travel. A value of 1024 is equal to the largest grid square in Build.

  STEP 6: If the ceiling of your curtain sector does not touch the floor of the sector, make sure you set the floor texture to relative alignment (by pressing the [R] key in 3D mode on the floor).

  NOTE 1: Make sure that your curtain sector does not travel into the wall it is joined to, or a hall of mirrors (HOM) effect will occur.

## The Pool Table

Map Name: NONE

The pool table (as found in episode 1, level 2) is a great effect to add to almost any level. It is simply 2 rectangular sectors, raised to a realistic height. The pocket sprite (#903) is placed on the table in the places that the pockets are found, and the ball sprites (#901 and #902) are also placed on the table. No special tags or other values are needed (just make sure to set the palette of the pool balls to different values, so the balls don't all look the same). The pocket sprites should be non-blocking; otherwise the balls will break instead of dropping into the table.

## Fish Tanks

Map Name: NONE

The fish tank is quite easy to make. Simply create the tank itself (which is comprised of sectors and masked walls (with the glass texture set on them)), and give the water sector a sector lotag of 2. Then place the appropriate sprites (sharks, underwater plants, etc.) in the tank. NOTE: Sharks can bite the player through the glass.

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