Главная > Игры > 3D Action >
FAQ по построению карт в Duke 3D [9/12]
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.


Страница 1 2 3 4 5 6 7 8 9 10 11 12 <<< Предыдущая Следущая >>> Содержание


Украинская Баннерная Сеть

Главная  Алфавитный индекс  Справка  Добавить FAQ  E-mail
Новости  Поиск по сайту

Copyright © 2001 - 2003 Olexandr Slobodyan.
Сайт создан в системе uCoz