4.35 Spawning Stuff
Map Name: NONE
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. This # should be 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!
3: Touchplate/switch Respawns
First, put a switch or a touchpate somewhere. Give it a Lotag. The
Hitag of the switch or touchplate is how many times it will work.
Next, put a respawn somewhere. Give it the same Lotag as the switch/
touchplate. Give the respawn a Hitag equal to the sprite number you
want to spawn up.
4.36 Active Tripbombs
Карта: NONE
Если вы еще не знаете, как их делать, активные мины - спрайт 2566.
Hужно будет их сдвинуть чуть-чуть вниз.
4.37 Earthquakes
Map Name: QUAKE.MAP
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. If you don't
know what I mean, it's the darkened sector in QUAKE.MAP.
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. Raise the two sprites to where
you want the height of the floor to be before the quake. 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
sptires (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. (The darkened sector in QUAKE.MAP)
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.
4.38 Light Switches
Map Name: SWLITES.MAP
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!
4.39 Open Door, Room Lights Up
Map Name: DRLITES.MAP
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 ligihts in the back, and the door sector. To
make it look cool when the room lights up, make 2 extra sectors
on either side. You know, make it look a bit like my map. That's
the way I like it, your choice.
STEP 2: Do the same thing you did in step 2 of section 4.33.
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!
4.40 Shooters
Map Name: SHOOTERS.MAP
I couldn't think of a better name for it, so this section is called
shooters. 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! If you don't understand, look at SHOOTERS.MAP.
3.41 Switches For Forcefields
Карта: SWFORCE.MAP
Я это не проверял - простите меня, если что.
Сначала сделайте стену - силовое поле, и переключатель. Замаскируйте
стену, задайте ей текстуру #663. Отмаскируйте стену. Задайте СТЕHЕ
уникальный лотаг, его же задайте переключателю. Все.
4.42 Difficulty Settings
Карта: NONE
Это просто. Задайте монстрам лотаги:
2: Skill level 2
3: Skill level 3&4 (Skill 4 - просто они еще и воскресают)
4.43 Echo
Карта: ECHO.MAP
Чтобы сделать эхо в секторе, поставьте MUSIC&SFX (#5) в него и
задайте хайтаг - как далеко его будет слышно, и лотаг - сколько раз
выстрел отразится.
4.44 Pulsating Lights
Map Name: PULSATE.MAP
This is yet ANOTHER thing that the BUILDHLP file has wrong info on.
To do this, put a CYLCER sprite (#7) in the sector. Make the shade
(use ALT+S) on the walls and cieling of the sector how dark the room
will get when the lights are out, and set the shade of the cycler
sprite to how bright the room will get. At this point, it will work.
It will be really fast pulsating, though. To change the speed, give
the cycler sprite a Hitag. Any Hitag, make it unique. Then, add
a GSPEED sprite (#10). Give it the same Hitag as you gave the cycler.
Then, give the GSPEED a Lotag. This is how fast the lights will
pulsate.
4.45 Elevator Transports
Map Name: ELETRANS.MAP
First, sorry I kinda copied 3D Realms' design for my map, put that
was just simply the best way to make it. :) Now, elevator transports
transport you from one elevator to another, simulating rooms over
rooms. They're not perfect, as sometimes they jump a little when
going down. They're also hard to get perfect...but read on cuz here's
the step-by-step:
STEP 1: Make your elevators. They must be the same EXACT size, shape,
and the cieling should be the EXACT distance from the floor. Make
your textures all EXACTLY the same (this is the hard part, takes
awhile to get perfect). You then should raise the cieling of both
elevator sectors and change the "shaft" texture, as well as lowering
the floors of both to change the "shaft" textures. This is important
because if everything is not panned exactly as the other elevator,
it will not look right at all.
STEP 2: Add a sector effector sprite in both of the elevator sectors
in the EXACT same spot. Use grid to be sure. (notice all of the
exacts in this). Give them a Lotag of 17, and give them both the
same Hitag (doesn't matter, as long as it's the same). Now, decide
which elevator sector you will start on. Change the shade of that
elevator's sector effector (use ALT+S in 3D mode) to something darker
than the other one. I used 32.
STEP 3: Give both the elevator sectors a SECTOR Lotag of 15. Next,
figure out the TOP floor that the elevator will transport to. Give
that floors elevator sector a Hitag of 1. Try it! If you still have
trouble, look at ELETRANS.MAP for help before emailing me.
4.46 Blastable Walls
Map Name: HOLE.MAP
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.
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