View source for Category:Editing Multiplayer Level Making - EDukeWiki

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{{Build Intro}} <strong>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 Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available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.</strong> __NOTOC__ ==Dukematch & Co-op Starting Positions== For a Dukematch (Duke3d multiplayer) level in BUILD, place 7-count (seven total) "APLAYER" (tile number 1405) tiles / sprites in their starting positions. Sprite height and angle will be used when players join, so take care not to place the sprite in "void," or, too high where they will fall and die. For a Co-op level, do the same thing, but tag the APLAYER sprites as [0,1]. ==Making Items Appear Only In Multiplayer== To make an item appear only in multiplayer, give it a palette of 1. This effect works on equipment (like health and ammo), and on switches, but does not affect every sprite. Monsters, for instance, will still appear in single-player mode and they will be coloured blue. ==Paths== A single player style map is most of the time different to a multiplayer style map. If you plan to make maps incorporating both styles, all locked pathways should to be operable for mulitplayer, at all time. * Step 1. Construct the locked path. * Step 2. Add an additional switch and set the color palette to 1. The switch is then only visible in Multiplayer. * Step 3. Match the lowtag of the switch to the lowtag of the element<sup>1</sup> controlling the locking mechanism<sup>2</sup>. To see how it is done, simply open any original Duke 3D map. 1) [[Activator]], [[Activatorlocked|Activator Locked]], [[Keycard Doors|Keycard]], [[Walls and Wall Effects#Forcefields and Controlling Them|Force Field]] and [[Masterswitch]].<br> 2) [[Locked Lifts|Elevator]], [[Doors]], [[Walls and Wall Effects#Forcefields and controlling them|Force Field]] and more. ==Making Duke TAG Levels (Version 1.4 or 1.5 Required)==

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