<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hank</id>
	<title>EDukeWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hank"/>
	<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/wiki/Special:Contributions/Hank"/>
	<updated>2026-04-19T19:03:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.0-alpha</generator>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Music&amp;diff=11434</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Music&amp;diff=11434"/>
		<updated>2013-01-03T15:01:49Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;music&#039;&#039;&#039; &amp;lt;num&amp;gt; &amp;lt;x1&amp;gt; &amp;lt;x2&amp;gt; &amp;lt;3&amp;gt; &amp;lt;4&amp;gt; &amp;lt;5&amp;gt; &amp;lt;6&amp;gt; &amp;lt;7&amp;gt; &amp;lt;8&amp;gt; &amp;lt;etc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sets up music to be played during levels depending on how &amp;lt;num&amp;gt; is used, and how many levels there are.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;num&amp;gt; - 0 (This will mean that only &amp;lt;x1&amp;gt; and &amp;lt;x2&amp;gt; apply, &amp;lt;x1&amp;gt; being the music for the title screen, and &amp;lt;x2&amp;gt; being the music for the end.)&lt;br /&gt;
&amp;lt;num&amp;gt; - 1-4 (This really depends on how many episodes you have, you don&#039;t really need to put four &#039;playlists&#039; if you dont have four episodes.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;1-etc&amp;gt; - TEMP.OGG (This is the music file to be played during whatever level number it applies to.)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE2:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;music&#039;&#039;&#039; 1 E1M1.mid E1M2.OGG E1M3.mid E1M4.mid&lt;br /&gt;
&lt;br /&gt;
(To be played on episode 1, levels one thru four.)&lt;br /&gt;
&lt;br /&gt;
See also [[definevolumename]], [[definelevelname]]&lt;br /&gt;
&lt;br /&gt;
NOTE: supports MIDI, OGG and FLAC.&lt;br /&gt;
&lt;br /&gt;
[[Category:Duke3D 1.3/1.5 commands]]&lt;br /&gt;
[[Category:Sound manipulation]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Music_and_Sound_Effects&amp;diff=11433</id>
		<title>Category:Editing Music and Sound Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Music_and_Sound_Effects&amp;diff=11433"/>
		<updated>2013-01-03T14:30:14Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Adding Your Own Music and SFX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User_talk:Hank&amp;diff=11361</id>
		<title>User talk:Hank</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User_talk:Hank&amp;diff=11361"/>
		<updated>2012-11-23T14:44:24Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Mapping Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mapping Guide ==&lt;br /&gt;
I just thought I&#039;d let you know that the original intent of the mapping sections was to copy [http://dukertcm.com/knowledge-base/downloads-rtcm/duke3d-faqs-build/mpfqdn21.zip Jonah Bishop&#039;s MapFAQ v2.1] and then improve that, but everyone involved got too lazy to continue the copypasting. This may save you the trouble of writing your own instructions.&lt;br /&gt;
&lt;br /&gt;
Thanks for the good work.&lt;br /&gt;
-[[User:Hendricks 266|Hendricks266]] ([[User talk:Hendricks 266|talk]]) 21:54, 6 March 2012 (PST)&lt;br /&gt;
&lt;br /&gt;
Hey Hendricks266!&lt;br /&gt;
Not sure how this works, or if you even get the reply.&lt;br /&gt;
There is a clause below the editor stating &amp;quot;You are promising etc.&amp;quot; and it also refers to the FAQ to be quite old. So, since I am mapping, I am going through the process of checking this area of the wiki. Yet, if copy and past is good enough, I will later on continue on.&lt;br /&gt;
&lt;br /&gt;
Best&lt;br /&gt;
Hank&lt;br /&gt;
&lt;br /&gt;
I added another section for &#039;invisibility&#039; on the beginners section, with a minimal introduction of F8 in 2D mode.&lt;br /&gt;
Something went wrong with the entire page format, so I re-saved the page and left the info itself untouched.&lt;br /&gt;
Best&lt;br /&gt;
Hank&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Working_with_Sprites&amp;diff=11360</id>
		<title>Category:Editing Working with Sprites</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Working_with_Sprites&amp;diff=11360"/>
		<updated>2012-11-22T23:07:22Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Working With Sprites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Tic&amp;diff=10925</id>
		<title>Tic</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Tic&amp;diff=10925"/>
		<updated>2012-06-01T03:13:06Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;tic&#039;&#039;&#039; is each time unit in-game. By default 1 second equals 30 tics.&lt;br /&gt;
&lt;br /&gt;
From the original source code:&lt;br /&gt;
 // this used to be TICRATE/GAMETICSPERSEC, which was 120/26 = 4.615~ truncated to 4 by integer division&lt;br /&gt;
 #define TICSPERFRAME        4&lt;br /&gt;
 #define TICRATE             120&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10809</id>
		<title>Video setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10809"/>
		<updated>2012-05-08T01:01:34Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Renderer Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;&#039;&#039;video setup&#039;&#039;&#039;&#039;&#039; menu is used to adjust several aspects of the game&#039;s video display.&lt;br /&gt;
&lt;br /&gt;
==Common Settings==&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Resolution&#039;&#039;&#039;&#039;&#039; allows you to select the screen resolution. Use the arrow keys to dial through all available screen resolutions.&lt;br /&gt;
&lt;br /&gt;
===Renderer===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Renderer&#039;&#039;&#039;&#039;&#039; allows two render options, Software or OpenGL. There are in fact three [[rendmode|renderers]] in the game which can be toggled with the [[console commands#setrendermode|setrendermode console command]].&lt;br /&gt;
&lt;br /&gt;
===Full Screen===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Full Screen&#039;&#039;&#039;&#039;&#039; is a toggle for &#039;&#039;&#039;Yes&#039;&#039;&#039; (Full Screen) or &#039;&#039;&#039;No&#039;&#039;&#039; (Windowed).&lt;br /&gt;
&lt;br /&gt;
===Color Correction===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Color Correction&#039;&#039;&#039;&#039;&#039; opens to the the following sub-menu:&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Gamma&#039;&#039;&#039;&#039;&#039; is a slider to adjust the [[Wikipedia:Gamma_correction|gamma]] of the display.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Contrast&#039;&#039;&#039;&#039;&#039; is a slider to adjust the [[Wikipedia:Contrast_(Vision)|contrast]] of the display.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Brightness&#039;&#039;&#039;&#039;&#039; is a slider to adjust [[Wikipedia:Luma_(video)|brightness]] of the display.&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
===Pixel Doubling===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Pixel Doubling&#039;&#039;&#039;&#039;&#039; is the correct terminology for the &#039;&#039;&#039;&#039;&#039;Detail&#039;&#039;&#039;&#039;&#039; option in the original game&#039;s option menu, with &#039;&#039;&#039;Off&#039;&#039;&#039; corresponding to High Detail and &#039;&#039;&#039;On&#039;&#039;&#039; to Low Detail. When enabled, this setting cuts the amount of detail on screen in half by drawing the game viewport at half the current resolution then doubling the pixels from 1x1 to 2x2. This option only appears for the Classic renderer and is recommended to be &#039;&#039;&#039;Off&#039;&#039;&#039; at all times unless the hardware you are using is incredibly weak making this a necessity.&lt;br /&gt;
&lt;br /&gt;
===Renderer Setup===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Renderer Setup&#039;&#039;&#039;&#039;&#039; when in the &#039;Software&#039; mode opens to the the following sub-menu:&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Aspect Ratio&#039;&#039;&#039;&#039;&#039; is an adjustment for the selected screen resolution. &#039;&#039;&#039;Auto&#039;&#039;&#039; is recommended for most systems. Other options are &#039;&#039;&#039;Old Reg&#039;&#039;&#039;ular and &#039;&#039;&#039;Old Wide&#039;&#039;&#039;.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Ambient Light Level&#039;&#039;&#039;&#039;&#039; is a slider that adjusts the visibility of the game. Depending on the selected screen resolution is affects the visibility of the scene and objects within.&lt;br /&gt;
&lt;br /&gt;
==OpenGL==&lt;br /&gt;
&lt;br /&gt;
===Texture Filter===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Texture Filter&#039;&#039;&#039;&#039;&#039; blurs highres textures to &amp;quot;smooth over&amp;quot; visible pixels. Six filter types are available, &#039;&#039;&#039;Nearest&#039;&#039;&#039; (basic), &#039;&#039;&#039;Nearest-MM-Nearest&#039;&#039;&#039;, &#039;&#039;&#039;Nearest-MM-Linear&#039;&#039;&#039;, &#039;&#039;&#039;Linear&#039;&#039;&#039;, &#039;&#039;&#039;Bilinear&#039;&#039;&#039; and &#039;&#039;&#039;Trilinear&#039;&#039;&#039;. For the original 8-bit art, &#039;&#039;&#039;Nearest-MM-Linear&#039;&#039;&#039; is highly recommended. For highres art, &#039;&#039;&#039;Trilinear&#039;&#039;&#039; is recommended.&lt;br /&gt;
&lt;br /&gt;
===Renderer Setup===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Renderer Setup&#039;&#039;&#039;&#039;&#039; opens to the the following sub-menu when in the OpenGL mode:&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Aspect Ratio&#039;&#039;&#039;&#039;&#039; is an adjustment for the selected screen resolution. &#039;&#039;&#039;Auto&#039;&#039;&#039; is recommended for most systems. In the OpenGL mode, the available ratios of  1.33:1, 1.66:1, 1.78:1, 1.85:1 or 2.35:1 can be selected with the arrow keys. &lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Ambient Light Level&#039;&#039;&#039;&#039;&#039; adjusts the illumination of the game with a slider. Depending on the selected screen resolution, it affects the visibility of the scene and objects within.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Anisotropic Filtering&#039;&#039;&#039;&#039;&#039; means filter (sharpen) distant scenes viewed from an angle. What is available is &#039;&#039;&#039;2x&#039;&#039;&#039; (2:1), &#039;&#039;&#039;4x&#039;&#039;&#039; (4:1), &#039;&#039;&#039;8x&#039;&#039;&#039; (8:1), &#039;&#039;&#039;16x&#039;&#039;&#039; (16:1) and &#039;&#039;&#039;None&#039;&#039;&#039;. Consult the specification of your video card for the highest setting you can (should) use.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Use VSync&#039;&#039;&#039;&#039;&#039; avoids tearing the screens. It should only be set to &#039;&#039;&#039;No&#039;&#039;&#039; if your video card cannot handle the resulting processor load.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Enable Highres Textures&#039;&#039;&#039;&#039;&#039; utilizes any defined [[DEF Language#texture|hightile textures]] and enables the other related options:&lt;br /&gt;
::* &#039;&#039;&#039;&#039;&#039;Highres Texture Quality&#039;&#039;&#039;&#039;&#039; is slider for fine tune the sharpness of the textures.&lt;br /&gt;
::* &#039;&#039;&#039;&#039;&#039;Preload Map Textures&#039;&#039;&#039;&#039;&#039; is a toggle to either preload the textures (&#039;&#039;&#039;On&#039;&#039;&#039;) before playing the map or loading them during play (&#039;&#039;&#039;Off&#039;&#039;&#039;).&lt;br /&gt;
::* &#039;&#039;&#039;&#039;&#039;Use Texture Cache&#039;&#039;&#039;&#039;&#039; can be enabled with &#039;&#039;&#039;On&#039;&#039;&#039; or &#039;&#039;&#039;Compressed&#039;&#039;&#039;. This currently works only for NVIDIA graphics cards. AMD users should leave this to &#039;&#039;&#039;Off&#039;&#039;&#039;.&lt;br /&gt;
::*&#039;&#039;&#039;&#039;&#039;Use Detailed Textures&#039;&#039;&#039;&#039;&#039; is an option to enable any defined [[detail mapping|detail maps]].&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Use Models&#039;&#039;&#039;&#039;&#039; is a toggle to utilize any defined [[DEF Language#model|3D models]].&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 end-user documentation]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Video_setup&amp;diff=10808</id>
		<title>Talk:Video setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Video_setup&amp;diff=10808"/>
		<updated>2012-05-08T00:14:49Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am planing to describe basic video setup &#039;software&#039; and &#039;OpenGL&#039; on that page. I guess this page was deleted for vandalism only. If I am wrong and it should be kept blank for now, let me know. :)&lt;br /&gt;
best [[User:Hank|Hank]] ([[User talk:Hank|talk]]) 10:47, 6 May 2012 (PDT)&lt;br /&gt;
:Thanks for filling this in! -[[User:Hendricks 266|Hendricks266]] ([[User talk:Hendricks 266|talk]]) 13:11, 6 May 2012 (PDT)&lt;br /&gt;
Any time - I added the rest for OpenGL. Needs checking also, and we should be done for  while.&lt;br /&gt;
Cheers - [[User:Hank|Hank]] ([[User talk:Hank|talk]]) 15:35, 6 May 2012 (PDT)&lt;br /&gt;
&lt;br /&gt;
Corrected my grammar. :( -  Cheers [[User:Hank|Hank]] ([[User talk:Hank|talk]]) 17:14, 7 May 2012 (PDT)&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10807</id>
		<title>Video setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10807"/>
		<updated>2012-05-08T00:12:49Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Renderer Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;&#039;&#039;video setup&#039;&#039;&#039;&#039;&#039; menu is used to adjust several aspects of the game&#039;s video display.&lt;br /&gt;
&lt;br /&gt;
==Common Settings==&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Resolution&#039;&#039;&#039;&#039;&#039; allows you to select the screen resolution. Use the arrow keys to dial through all available screen resolutions.&lt;br /&gt;
&lt;br /&gt;
===Renderer===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Renderer&#039;&#039;&#039;&#039;&#039; allows two render options, Software or OpenGL. There are in fact three [[rendmode|renderers]] in the game which can be toggled with the [[console commands#setrendermode|setrendermode console command]].&lt;br /&gt;
&lt;br /&gt;
===Full Screen===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Full Screen&#039;&#039;&#039;&#039;&#039; is a toggle for &#039;&#039;&#039;Yes&#039;&#039;&#039; (Full Screen) or &#039;&#039;&#039;No&#039;&#039;&#039; (Windowed).&lt;br /&gt;
&lt;br /&gt;
===Color Correction===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Color Correction&#039;&#039;&#039;&#039;&#039; opens to the the following sub-menu:&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Gamma&#039;&#039;&#039;&#039;&#039; is a slider to adjust the [[Wikipedia:Gamma_correction|gamma]] of the display.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Contrast&#039;&#039;&#039;&#039;&#039; is a slider to adjust the [[Wikipedia:Contrast_(Vision)|contrast]] of the display.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Brightness&#039;&#039;&#039;&#039;&#039; is a slider to adjust [[Wikipedia:Luma_(video)|brightness]] of the display.&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
===Pixel Doubling===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Pixel Doubling&#039;&#039;&#039;&#039;&#039; is the correct terminology for the &#039;&#039;&#039;&#039;&#039;Detail&#039;&#039;&#039;&#039;&#039; option in the original game&#039;s option menu, with &#039;&#039;&#039;Off&#039;&#039;&#039; corresponding to High Detail and &#039;&#039;&#039;On&#039;&#039;&#039; to Low Detail. When enabled, this setting cuts the amount of detail on screen in half by drawing the game viewport at half the current resolution then doubling the pixels from 1x1 to 2x2. This option only appears for the Classic renderer and is recommended to be &#039;&#039;&#039;Off&#039;&#039;&#039; at all times unless the hardware you are using is incredibly weak making this a necessity.&lt;br /&gt;
&lt;br /&gt;
===Renderer Setup===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Renderer Setup&#039;&#039;&#039;&#039;&#039; when in the &#039;Software&#039; mode opens to the the following sub-menu:&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Aspect Ratio&#039;&#039;&#039;&#039;&#039; is an adjustment for the selected screen resolution. &#039;&#039;&#039;Auto&#039;&#039;&#039; is recommended for most systems. Other options are &#039;&#039;&#039;Old Reg&#039;&#039;&#039;ular and &#039;&#039;&#039;Old Wide&#039;&#039;&#039;.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Ambient Light Level&#039;&#039;&#039;&#039;&#039; is a slider that adjusts the visibility of the game. Depending on the selected screen resolution is affects the visibility of the scene and objects within.&lt;br /&gt;
&lt;br /&gt;
==OpenGL==&lt;br /&gt;
&lt;br /&gt;
===Texture Filter===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Texture Filter&#039;&#039;&#039;&#039;&#039; blurs highres textures to &amp;quot;smooth over&amp;quot; visible pixels. Six filter types are available, &#039;&#039;&#039;Nearest&#039;&#039;&#039; (basic), &#039;&#039;&#039;Nearest-MM-Nearest&#039;&#039;&#039;, &#039;&#039;&#039;Nearest-MM-Linear&#039;&#039;&#039;, &#039;&#039;&#039;Linear&#039;&#039;&#039;, &#039;&#039;&#039;Bilinear&#039;&#039;&#039; and &#039;&#039;&#039;Trilinear&#039;&#039;&#039;. For the original 8-bit art, &#039;&#039;&#039;Nearest-MM-Linear&#039;&#039;&#039; is highly recommended. For highres art, &#039;&#039;&#039;Trilinear&#039;&#039;&#039; is recommended.&lt;br /&gt;
&lt;br /&gt;
===Renderer Setup===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Renderer Setup&#039;&#039;&#039;&#039;&#039; opens to the the following sub-menu when in the OpenGL mode:&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Aspect Ratio&#039;&#039;&#039;&#039;&#039; is an adjustment for the selected screen resolution. &#039;&#039;&#039;Auto&#039;&#039;&#039; is recommended for most systems. In the OpenGL mode, the available ratios of  1.33:1, 1.66:1, 1.78:1, 1.85:1 or 2.35:1 can be selected with the arrow keys. &lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Ambient Light Level&#039;&#039;&#039;&#039;&#039; adjusts the illumination of the game with a slider. Depending on the selected screen resolution it affects the visibility of the scene and objects within.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Anisotropic Filtering&#039;&#039;&#039;&#039;&#039; means filter (sharpen) distant scenes viewed from an angle. What is available is &#039;&#039;&#039;2x&#039;&#039;&#039; (2:1), &#039;&#039;&#039;4x&#039;&#039;&#039; (4:1), &#039;&#039;&#039;8x&#039;&#039;&#039; (8:1), &#039;&#039;&#039;16x&#039;&#039;&#039; (16:1) and &#039;&#039;&#039;None&#039;&#039;&#039;. Consult the specification of your video card for the highest setting you can (should) use.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Use VSync&#039;&#039;&#039;&#039;&#039; avoids tearing the screens. It should only be set to &#039;&#039;&#039;No&#039;&#039;&#039; if your video card cannot handle the resulting processor load.&lt;br /&gt;
:*&#039;&#039;&#039;&#039;&#039;Enable Highres Textures&#039;&#039;&#039;&#039;&#039; utilizes any defined [[DEF Language#texture|hightile textures]] and enables the other related options:&lt;br /&gt;
::* &#039;&#039;&#039;&#039;&#039;Highres Texture Quality&#039;&#039;&#039;&#039;&#039; is slider for fine tune the sharpness of the textures.&lt;br /&gt;
::* &#039;&#039;&#039;&#039;&#039;Preload Map Textures&#039;&#039;&#039;&#039;&#039; is a toggle to either preload the textures (&#039;&#039;&#039;On&#039;&#039;&#039;) before playing the map or loading them during play (&#039;&#039;&#039;Off&#039;&#039;&#039;).&lt;br /&gt;
::* &#039;&#039;&#039;&#039;&#039;Use Texture Cache&#039;&#039;&#039;&#039;&#039; can be enabled with &#039;&#039;&#039;On&#039;&#039;&#039; or &#039;&#039;&#039;Compressed&#039;&#039;&#039;. This currently works only for NVIDIA graphics cards. AMD users should leave this to &#039;&#039;&#039;Off&#039;&#039;&#039;.&lt;br /&gt;
::*&#039;&#039;&#039;&#039;&#039;Use Detailed Textures&#039;&#039;&#039;&#039;&#039; is an option to enable any defined [[detail mapping|detail maps]].&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Use Models&#039;&#039;&#039;&#039;&#039; is a toggle to utilize any defined [[DEF Language#model|3D models]].&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 end-user documentation]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10802</id>
		<title>Video setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10802"/>
		<updated>2012-05-07T00:40:34Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Renderer Setup – OpenGL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10801</id>
		<title>Video setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10801"/>
		<updated>2012-05-06T22:37:47Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Renderer Setup – OpenGL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Video_setup&amp;diff=10800</id>
		<title>Talk:Video setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Video_setup&amp;diff=10800"/>
		<updated>2012-05-06T22:35:13Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am planing to describe basic video setup &#039;software&#039; and &#039;OpenGL&#039; on that page. I guess this page was deleted for vandalism only. If I am wrong and it should be kept blank for now, let me know. :)&lt;br /&gt;
best [[User:Hank|Hank]] ([[User talk:Hank|talk]]) 10:47, 6 May 2012 (PDT)&lt;br /&gt;
:Thanks for filling this in! -[[User:Hendricks 266|Hendricks266]] ([[User talk:Hendricks 266|talk]]) 13:11, 6 May 2012 (PDT)&lt;br /&gt;
Any time - I added the rest for OpenGL. Needs checking also, and we should be done for  while.&lt;br /&gt;
Cheers - [[User:Hank|Hank]] ([[User talk:Hank|talk]]) 15:35, 6 May 2012 (PDT)&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10799</id>
		<title>Video setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10799"/>
		<updated>2012-05-06T22:32:57Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10795</id>
		<title>Video setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Video_setup&amp;diff=10795"/>
		<updated>2012-05-06T19:14:52Z</updated>

		<summary type="html">&lt;p&gt;Hank: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;video&amp;#039; setup&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; menu is used to adjust several aspects of the game&amp;#039;s video display.  ===Resolution=== :&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; allows you to select the screen resoluti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Video_setup&amp;diff=10793</id>
		<title>Talk:Video setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Video_setup&amp;diff=10793"/>
		<updated>2012-05-06T17:47:57Z</updated>

		<summary type="html">&lt;p&gt;Hank: Created page with &amp;quot;I am planing to describe basic video setup &amp;#039;software&amp;#039; and &amp;#039;OpenGL&amp;#039; on that page. I guess this page was deleted for vandalism only. If I am wrong and it should be kept blank fo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am planing to describe basic video setup &#039;software&#039; and &#039;OpenGL&#039; on that page. I guess this page was deleted for vandalism only. If I am wrong and it should be kept blank for now, let me know. :)&lt;br /&gt;
best [[User:Hank|Hank]] ([[User talk:Hank|talk]]) 10:47, 6 May 2012 (PDT)&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Moving_Sectors&amp;diff=10788</id>
		<title>Category:Editing Moving Sectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Moving_Sectors&amp;diff=10788"/>
		<updated>2012-05-05T06:55:30Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Automated Two-Way Trains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Rotating Sectors (Gears)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-H)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows you to create a constantly rotating sector, such as the gears found in the registered levels.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create the sector to be rotated.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite where you want the pivot point for this sector to be (it is usually placed in the center).  Give this sprite a lotag value of 1, and a unique hitag value. This hitag must be greater than zero.  Now change the angle of this sprite to one of the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Up&#039;&#039;&#039; - Sector rotates counter-clockwise&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Down&#039;&#039;&#039; - Sector rotates clockwise&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 1:&#039;&#039; This pivot point sprite is not required to be inside the sector that will rotate.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Place one other sector effector sprite somewhere else in your gear sector.  Give this sprite the same unique hitag value that you gave the first sector effector sprite.  Leave the lotag value set as 0.  Then set the angle of this sector effector sprite.  The following angles have the following related functions:&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Up&#039;&#039;&#039; - All points of sector rotate around pivot point&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Down&#039;&#039;&#039; - Entire sector rotates around pivot point&lt;br /&gt;
&lt;br /&gt;
:STEP 4: If you want sprites and the player to rotate with this sector, you must enter 3D mode and press the [R] key on the floor of the sector.  This will allow sprites and actors to move with the rotating sector.&lt;br /&gt;
&lt;br /&gt;
==Using Rotating Sectors for Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Rotatedr.map|ROTATEDR.MAP]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rotating sectors can be used in combination with switches to create a very interesting type of door.  The how-to is fairly complicated, so a tutorial map (created by Jack Gutzler AKA Captain Massive) has been included with this package.&lt;br /&gt;
&lt;br /&gt;
==Two-Way Trains==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Advanced.map|ADVANCED.MAP]] (ROOM 1-D)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two-way trains are very cool and a great addition to any level.  They are, however, quite complex to build.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create the track for the train (it should be straight), the train itself, and two rooms at either end of the track.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 1:&#039;&#039; The train sector should not be split into multiple sectors.  However, the train can include white-walled (non-valid player space) sectors and nested red-lined sectors (take a look at the tutorial map to see exactly what is possible).&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 2:&#039;&#039; The train should be made on the opposite side of the track from which the player will enter first.  And the train should not be made right in front of where the player will board it (place the train in the middle of the track for now).&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place three switches on the map: one in the train, and the other two in both rooms at either end of the track (i.e. - one in each room).&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Give all three switch sprites the same, unique lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Place one activator sprite in the train and give it the same lotag value that you gave the switch sprites.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: Place one sector effector sprite in the train and give it a lotag value of 30.  Give this sprite a hitag value of 1 added to the value you gave the switch sprites (so if your switch sprite lotag was 10, the hitag value of this sector effector sprite would be 11).  You now must change the angle value for this sprite.  Point it in the direction of the track where the train will start from (if your train starts from the left hand side, point the sector effector sprite to the left).&lt;br /&gt;
&lt;br /&gt;
:STEP 6: Give the train sector a sector lotag value of 31.&lt;br /&gt;
&lt;br /&gt;
:STEP 7: Place two locator sprites (sprite #6) on your track, one where the train will begin and one where the train will stop.  Think of these two sprites as reference sprites.  The sector effector sprite that you placed in your train sector is a fixed point on your train.  When the train moves from point to point, the fixed sector effector on the train will move over top of the locator sprites.  So place these in an appropriate place.  Give the locator closest to where the player will first board the train a lotag value of 1 and a hitag value of 1.  Do not give the other locator sprite a lotag or hitag value (both should remain at the default value of 0).&lt;br /&gt;
&lt;br /&gt;
:STEP 8: In 3D mode, press the [R] key on the floor of your train.  If your train has a ceiling, do the same thing.&lt;br /&gt;
&lt;br /&gt;
===Optional Steps===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:STEP 9: Create door sectors on each end of the track where the player will board and exit the train.  They should be regular Doom-type doors.  Place one activator sprite in each door sector.  Give the activator sprite in the door where the player will first board the train, a lotag value of two more than the switch lotag.  For example, if the switch lotag (near the door) was 10, the lotag of this activator sprite would be 12.&lt;br /&gt;
&lt;br /&gt;
:STEP 10: Give the other activator sprite (in the other door sector) a lotag value of one more than the switch sprite lotag.  For example, if the switch lotag was 10, the lotag of this second activator sprite would be 11.&lt;br /&gt;
&lt;br /&gt;
:STEP 11: Make sure that the door where the player will first board the train is in the closed position.  The other door (at the other end of the track) should be open.  If this is not set properly, the timing of the doors will be off.&lt;br /&gt;
&lt;br /&gt;
==Automated Two-Way Trains==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Autotrain.map|Autotrain.map]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally developed by Paul B.&lt;br /&gt;
&lt;br /&gt;
If the train should operate automatically, follow the Two-Way Trains setup with the following exceptions:&lt;br /&gt;
*1. Omit any switches and give the Activator Sprite a unique lotag; and set the hitag of SE30 to the unique lotag+1)   &lt;br /&gt;
*2. Place another Sector Effector Sprite in the train section, and give it a lotag of 10.&lt;br /&gt;
*3. Set the hitag of this SE sprite to how long it should take for the train to hold before travelling in one or the other direction.&lt;br /&gt;
&lt;br /&gt;
: Note: The Sector Effector &#039;Door Auto Close&#039; (SE10) works as a trigger for Two-Way Trains (S31).&lt;br /&gt;
&lt;br /&gt;
==One Car Subways==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Advanced.map|ADVANCED.MAP]] (ROOM 1-E)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Subways are not difficult to master, but they do require patience and a great deal of work.  But they can be done, and they can be a great addition to any level!&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Make the track for the subway.  For this example we will be making a simple rectangle room.  Later on, when you get practice with the Locator sprites, you will be able to have a track with a more realistic look (i.e. - Walls on both sides of the track. Here we are just using an open room which the subway will wander around in).  Set your textures to whatever you want.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Make a sector off of this room (or anywhere else for that matter) to be a station for the train.  Make sure the sector is valid player space, and raise it up from the floor of the track sector in 3D mode (this sector will be higher up than the track).&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Make one other rectangular sector that will be the subway car itself.  Do not make the car right next to the station, as a locator sprite will be needed for that.  Raise the car up out of the ground, and make it valid player space.  Choose appropriate textures.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: In 2D mode, put the mouse cursor in the subway car sector and press the [H] key.  You now will give that sector a hitag of 1. This number is an indicator for the cars, so if you had a second subway somewhere else on your map, the cars would have a hitag of 2.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: Now insert a sprite in the subway car sector by pressing [S] in 2D mode.  Now go into 3D mode and press [V] on the newly made sprite twice.  Change the sprite into a sector-effector sprite.  Place the sprite in the center of the car and change the angle of the sprite to be in the direction of the front of the car.  The sprite&#039;s angle tells the subway in which direction it will go.  Press [R] on the floor of the subway (and on the ceiling too if your subway has a ceiling.  If it does not have a ceiling, leave it alone) in 3D mode.  This makes the floor move with the train.&lt;br /&gt;
&lt;br /&gt;
:STEP 6: Go into 2D mode and press [ALT]+[T] on the sprite, and enter the value of 6.  This gives the sector-effector sprite a lotag of 6 and it makes this car the &amp;quot;engine&amp;quot; of the subway.  When you make a multiple car subway, this will be the lead car of the subway.  It will pull all of the other cars behind it.&lt;br /&gt;
&lt;br /&gt;
:STEP 7: Now you must place the locator sprites all over the track.  These sprites make the actual &#039;path&#039; of the train.  Place a locator sprite near the station and give it a hitag of 1, and leave the lotag at 0.  The hitag of 1 tells the subway that it must stop at this point of the track and wait for five seconds.&lt;br /&gt;
&lt;br /&gt;
:STEP 8: Now put Locator sprites all around the track.  Put the sprites anywhere in your track that you want your train to go.  The train will go over all the Locator sprites you put down, so place them in the way you want your train to go.&lt;br /&gt;
&lt;br /&gt;
:STEP 9: You now must give the Locator sprites lotags that go in numeric order.  For example, the Locator that the train will go to, AFTER visiting the station would have a lotag of 1.  The next sprite will have a lotag of 2, the next a lotag of 3, and so on. This will continue until you get back to the station locator (the one with the hitag of 1).  DO NOT GIVE THE STATION LOCATOR A  LOTAG!  IT MUST BE LEFT AT 0!  Make sure that you make the track for the subway as accurate as possible, as the subway can sometimes disappear.  You are all done at this point!&lt;br /&gt;
&lt;br /&gt;
==Making Multi-Car Subways==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: NONE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multi car subways are just as easy as one car subways, but it requires some work and time.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Make the first car, or &amp;quot;engine&amp;quot; of the train by following the instructions in the above how-to.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Make several more car sectors behind the engine of the train, make them valid player space, and choose appropriate textures for the car.  The train cars should *not* be connected, and there should be some space between the two.  When the train turns around a corner, sometimes the train sectors can overlap, causing some strange bugs to appear.  So don&#039;t put them too close.  Also make sure that the cars are raised out of the ground to the appropriate height (whatever you want it to be).&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Give the car sectors a hitag of 1 (not necessary, but it is if you have more than one subway on your map.  If you had a second subway, the cars hitag would be 2, and so on).&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Put a sector effector sprite in the cars of the train and give them a lotag of 14, which means that these cars will follow the &amp;quot;engine&amp;quot; of the train.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: You&#039;re done (the path for the train should have already been made, as you constructed that in the first how-to).&lt;br /&gt;
&lt;br /&gt;
==Notes on Subways==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: NONE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is a short list of notes that might make your subway making problems disappear.  Many problems can be solved with some of these notes, so read on!&lt;br /&gt;
&lt;br /&gt;
:1. The locators should _all_ be in the same sector (the track). It is not advised to split up the track sector, but if you must do it make sure the locators are all in the same sector.&lt;br /&gt;
&lt;br /&gt;
:2. The pixel height (height between floor and ceiling) of the train has to have a maximum of 104 in order to run you over. If the pixel height is more than this the train will pass through you instead of killing you (weird, eh?).&lt;br /&gt;
&lt;br /&gt;
:3. A train with cars behind it will travel slightly faster than a single train! So be aware that when you put 2 trains on the same track, after quite a while, they will have caught up with each other (I actually did this).&lt;br /&gt;
&lt;br /&gt;
==Rotating &amp;amp; Rising Sectors==&lt;br /&gt;
&lt;br /&gt;
This is covered in the section [[:Category:Editing_Sectors_That_Rise_and_Fall#Rotating &amp;amp; Rising Sectors]].&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Moving_Sectors&amp;diff=10774</id>
		<title>Category:Editing Moving Sectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Moving_Sectors&amp;diff=10774"/>
		<updated>2012-05-05T05:25:29Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Automated Two-Way Trains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Rotating Sectors (Gears)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-H)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows you to create a constantly rotating sector, such as the gears found in the registered levels.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create the sector to be rotated.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite where you want the pivot point for this sector to be (it is usually placed in the center).  Give this sprite a lotag value of 1, and a unique hitag value. This hitag must be greater than zero.  Now change the angle of this sprite to one of the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Up&#039;&#039;&#039; - Sector rotates counter-clockwise&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Down&#039;&#039;&#039; - Sector rotates clockwise&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 1:&#039;&#039; This pivot point sprite is not required to be inside the sector that will rotate.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Place one other sector effector sprite somewhere else in your gear sector.  Give this sprite the same unique hitag value that you gave the first sector effector sprite.  Leave the lotag value set as 0.  Then set the angle of this sector effector sprite.  The following angles have the following related functions:&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Up&#039;&#039;&#039; - All points of sector rotate around pivot point&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Down&#039;&#039;&#039; - Entire sector rotates around pivot point&lt;br /&gt;
&lt;br /&gt;
:STEP 4: If you want sprites and the player to rotate with this sector, you must enter 3D mode and press the [R] key on the floor of the sector.  This will allow sprites and actors to move with the rotating sector.&lt;br /&gt;
&lt;br /&gt;
==Using Rotating Sectors for Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Rotatedr.map|ROTATEDR.MAP]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rotating sectors can be used in combination with switches to create a very interesting type of door.  The how-to is fairly complicated, so a tutorial map (created by Jack Gutzler AKA Captain Massive) has been included with this package.&lt;br /&gt;
&lt;br /&gt;
==Two-Way Trains==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Advanced.map|ADVANCED.MAP]] (ROOM 1-D)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two-way trains are very cool and a great addition to any level.  They are, however, quite complex to build.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create the track for the train (it should be straight), the train itself, and two rooms at either end of the track.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 1:&#039;&#039; The train sector should not be split into multiple sectors.  However, the train can include white-walled (non-valid player space) sectors and nested red-lined sectors (take a look at the tutorial map to see exactly what is possible).&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 2:&#039;&#039; The train should be made on the opposite side of the track from which the player will enter first.  And the train should not be made right in front of where the player will board it (place the train in the middle of the track for now).&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place three switches on the map: one in the train, and the other two in both rooms at either end of the track (i.e. - one in each room).&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Give all three switch sprites the same, unique lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Place one activator sprite in the train and give it the same lotag value that you gave the switch sprites.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: Place one sector effector sprite in the train and give it a lotag value of 30.  Give this sprite a hitag value of 1 added to the value you gave the switch sprites (so if your switch sprite lotag was 10, the hitag value of this sector effector sprite would be 11).  You now must change the angle value for this sprite.  Point it in the direction of the track where the train will start from (if your train starts from the left hand side, point the sector effector sprite to the left).&lt;br /&gt;
&lt;br /&gt;
:STEP 6: Give the train sector a sector lotag value of 31.&lt;br /&gt;
&lt;br /&gt;
:STEP 7: Place two locator sprites (sprite #6) on your track, one where the train will begin and one where the train will stop.  Think of these two sprites as reference sprites.  The sector effector sprite that you placed in your train sector is a fixed point on your train.  When the train moves from point to point, the fixed sector effector on the train will move over top of the locator sprites.  So place these in an appropriate place.  Give the locator closest to where the player will first board the train a lotag value of 1 and a hitag value of 1.  Do not give the other locator sprite a lotag or hitag value (both should remain at the default value of 0).&lt;br /&gt;
&lt;br /&gt;
:STEP 8: In 3D mode, press the [R] key on the floor of your train.  If your train has a ceiling, do the same thing.&lt;br /&gt;
&lt;br /&gt;
===Optional Steps===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:STEP 9: Create door sectors on each end of the track where the player will board and exit the train.  They should be regular Doom-type doors.  Place one activator sprite in each door sector.  Give the activator sprite in the door where the player will first board the train, a lotag value of two more than the switch lotag.  For example, if the switch lotag (near the door) was 10, the lotag of this activator sprite would be 12.&lt;br /&gt;
&lt;br /&gt;
:STEP 10: Give the other activator sprite (in the other door sector) a lotag value of one more than the switch sprite lotag.  For example, if the switch lotag was 10, the lotag of this second activator sprite would be 11.&lt;br /&gt;
&lt;br /&gt;
:STEP 11: Make sure that the door where the player will first board the train is in the closed position.  The other door (at the other end of the track) should be open.  If this is not set properly, the timing of the doors will be off.&lt;br /&gt;
&lt;br /&gt;
==Automated Two-Way Trains==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Autotrain.map|Autotrain.map]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally developed by Paul B.&lt;br /&gt;
&lt;br /&gt;
If the train should operate automatically, follow the Two-Way Trains setup with the following exceptions:&lt;br /&gt;
*1. Omit any switches and give the Activator Sprite a unique lotag.   &lt;br /&gt;
*2. Place another Sector Effector Sprite in the train section, and give it a lotag of 10.&lt;br /&gt;
*3. Set the hitag of this SE sprite to how long it should take for the train to hold before travelling in one or the other direction.&lt;br /&gt;
&lt;br /&gt;
: Note: The Sector Effector &#039;Door Auto Close&#039; (SE10) works as a trigger for Two-Way Trains (S31).&lt;br /&gt;
&lt;br /&gt;
==One Car Subways==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Advanced.map|ADVANCED.MAP]] (ROOM 1-E)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Subways are not difficult to master, but they do require patience and a great deal of work.  But they can be done, and they can be a great addition to any level!&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Make the track for the subway.  For this example we will be making a simple rectangle room.  Later on, when you get practice with the Locator sprites, you will be able to have a track with a more realistic look (i.e. - Walls on both sides of the track. Here we are just using an open room which the subway will wander around in).  Set your textures to whatever you want.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Make a sector off of this room (or anywhere else for that matter) to be a station for the train.  Make sure the sector is valid player space, and raise it up from the floor of the track sector in 3D mode (this sector will be higher up than the track).&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Make one other rectangular sector that will be the subway car itself.  Do not make the car right next to the station, as a locator sprite will be needed for that.  Raise the car up out of the ground, and make it valid player space.  Choose appropriate textures.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: In 2D mode, put the mouse cursor in the subway car sector and press the [H] key.  You now will give that sector a hitag of 1. This number is an indicator for the cars, so if you had a second subway somewhere else on your map, the cars would have a hitag of 2.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: Now insert a sprite in the subway car sector by pressing [S] in 2D mode.  Now go into 3D mode and press [V] on the newly made sprite twice.  Change the sprite into a sector-effector sprite.  Place the sprite in the center of the car and change the angle of the sprite to be in the direction of the front of the car.  The sprite&#039;s angle tells the subway in which direction it will go.  Press [R] on the floor of the subway (and on the ceiling too if your subway has a ceiling.  If it does not have a ceiling, leave it alone) in 3D mode.  This makes the floor move with the train.&lt;br /&gt;
&lt;br /&gt;
:STEP 6: Go into 2D mode and press [ALT]+[T] on the sprite, and enter the value of 6.  This gives the sector-effector sprite a lotag of 6 and it makes this car the &amp;quot;engine&amp;quot; of the subway.  When you make a multiple car subway, this will be the lead car of the subway.  It will pull all of the other cars behind it.&lt;br /&gt;
&lt;br /&gt;
:STEP 7: Now you must place the locator sprites all over the track.  These sprites make the actual &#039;path&#039; of the train.  Place a locator sprite near the station and give it a hitag of 1, and leave the lotag at 0.  The hitag of 1 tells the subway that it must stop at this point of the track and wait for five seconds.&lt;br /&gt;
&lt;br /&gt;
:STEP 8: Now put Locator sprites all around the track.  Put the sprites anywhere in your track that you want your train to go.  The train will go over all the Locator sprites you put down, so place them in the way you want your train to go.&lt;br /&gt;
&lt;br /&gt;
:STEP 9: You now must give the Locator sprites lotags that go in numeric order.  For example, the Locator that the train will go to, AFTER visiting the station would have a lotag of 1.  The next sprite will have a lotag of 2, the next a lotag of 3, and so on. This will continue until you get back to the station locator (the one with the hitag of 1).  DO NOT GIVE THE STATION LOCATOR A  LOTAG!  IT MUST BE LEFT AT 0!  Make sure that you make the track for the subway as accurate as possible, as the subway can sometimes disappear.  You are all done at this point!&lt;br /&gt;
&lt;br /&gt;
==Making Multi-Car Subways==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: NONE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multi car subways are just as easy as one car subways, but it requires some work and time.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Make the first car, or &amp;quot;engine&amp;quot; of the train by following the instructions in the above how-to.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Make several more car sectors behind the engine of the train, make them valid player space, and choose appropriate textures for the car.  The train cars should *not* be connected, and there should be some space between the two.  When the train turns around a corner, sometimes the train sectors can overlap, causing some strange bugs to appear.  So don&#039;t put them too close.  Also make sure that the cars are raised out of the ground to the appropriate height (whatever you want it to be).&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Give the car sectors a hitag of 1 (not necessary, but it is if you have more than one subway on your map.  If you had a second subway, the cars hitag would be 2, and so on).&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Put a sector effector sprite in the cars of the train and give them a lotag of 14, which means that these cars will follow the &amp;quot;engine&amp;quot; of the train.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: You&#039;re done (the path for the train should have already been made, as you constructed that in the first how-to).&lt;br /&gt;
&lt;br /&gt;
==Notes on Subways==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: NONE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is a short list of notes that might make your subway making problems disappear.  Many problems can be solved with some of these notes, so read on!&lt;br /&gt;
&lt;br /&gt;
:1. The locators should _all_ be in the same sector (the track). It is not advised to split up the track sector, but if you must do it make sure the locators are all in the same sector.&lt;br /&gt;
&lt;br /&gt;
:2. The pixel height (height between floor and ceiling) of the train has to have a maximum of 104 in order to run you over. If the pixel height is more than this the train will pass through you instead of killing you (weird, eh?).&lt;br /&gt;
&lt;br /&gt;
:3. A train with cars behind it will travel slightly faster than a single train! So be aware that when you put 2 trains on the same track, after quite a while, they will have caught up with each other (I actually did this).&lt;br /&gt;
&lt;br /&gt;
==Rotating &amp;amp; Rising Sectors==&lt;br /&gt;
&lt;br /&gt;
This is covered in the section [[:Category:Editing_Sectors_That_Rise_and_Fall#Rotating &amp;amp; Rising Sectors]].&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Moving_Sectors&amp;diff=10773</id>
		<title>Category:Editing Moving Sectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Moving_Sectors&amp;diff=10773"/>
		<updated>2012-05-05T03:18:19Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Rotating Sectors (Gears)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-H)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows you to create a constantly rotating sector, such as the gears found in the registered levels.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create the sector to be rotated.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite where you want the pivot point for this sector to be (it is usually placed in the center).  Give this sprite a lotag value of 1, and a unique hitag value. This hitag must be greater than zero.  Now change the angle of this sprite to one of the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Up&#039;&#039;&#039; - Sector rotates counter-clockwise&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Down&#039;&#039;&#039; - Sector rotates clockwise&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 1:&#039;&#039; This pivot point sprite is not required to be inside the sector that will rotate.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Place one other sector effector sprite somewhere else in your gear sector.  Give this sprite the same unique hitag value that you gave the first sector effector sprite.  Leave the lotag value set as 0.  Then set the angle of this sector effector sprite.  The following angles have the following related functions:&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Up&#039;&#039;&#039; - All points of sector rotate around pivot point&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Down&#039;&#039;&#039; - Entire sector rotates around pivot point&lt;br /&gt;
&lt;br /&gt;
:STEP 4: If you want sprites and the player to rotate with this sector, you must enter 3D mode and press the [R] key on the floor of the sector.  This will allow sprites and actors to move with the rotating sector.&lt;br /&gt;
&lt;br /&gt;
==Using Rotating Sectors for Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Rotatedr.map|ROTATEDR.MAP]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rotating sectors can be used in combination with switches to create a very interesting type of door.  The how-to is fairly complicated, so a tutorial map (created by Jack Gutzler AKA Captain Massive) has been included with this package.&lt;br /&gt;
&lt;br /&gt;
==Two-Way Trains==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Advanced.map|ADVANCED.MAP]] (ROOM 1-D)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two-way trains are very cool and a great addition to any level.  They are, however, quite complex to build.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create the track for the train (it should be straight), the train itself, and two rooms at either end of the track.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 1:&#039;&#039; The train sector should not be split into multiple sectors.  However, the train can include white-walled (non-valid player space) sectors and nested red-lined sectors (take a look at the tutorial map to see exactly what is possible).&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 2:&#039;&#039; The train should be made on the opposite side of the track from which the player will enter first.  And the train should not be made right in front of where the player will board it (place the train in the middle of the track for now).&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place three switches on the map: one in the train, and the other two in both rooms at either end of the track (i.e. - one in each room).&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Give all three switch sprites the same, unique lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Place one activator sprite in the train and give it the same lotag value that you gave the switch sprites.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: Place one sector effector sprite in the train and give it a lotag value of 30.  Give this sprite a hitag value of 1 added to the value you gave the switch sprites (so if your switch sprite lotag was 10, the hitag value of this sector effector sprite would be 11).  You now must change the angle value for this sprite.  Point it in the direction of the track where the train will start from (if your train starts from the left hand side, point the sector effector sprite to the left).&lt;br /&gt;
&lt;br /&gt;
:STEP 6: Give the train sector a sector lotag value of 31.&lt;br /&gt;
&lt;br /&gt;
:STEP 7: Place two locator sprites (sprite #6) on your track, one where the train will begin and one where the train will stop.  Think of these two sprites as reference sprites.  The sector effector sprite that you placed in your train sector is a fixed point on your train.  When the train moves from point to point, the fixed sector effector on the train will move over top of the locator sprites.  So place these in an appropriate place.  Give the locator closest to where the player will first board the train a lotag value of 1 and a hitag value of 1.  Do not give the other locator sprite a lotag or hitag value (both should remain at the default value of 0).&lt;br /&gt;
&lt;br /&gt;
:STEP 8: In 3D mode, press the [R] key on the floor of your train.  If your train has a ceiling, do the same thing.&lt;br /&gt;
&lt;br /&gt;
===Optional Steps===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:STEP 9: Create door sectors on each end of the track where the player will board and exit the train.  They should be regular Doom-type doors.  Place one activator sprite in each door sector.  Give the activator sprite in the door where the player will first board the train, a lotag value of two more than the switch lotag.  For example, if the switch lotag (near the door) was 10, the lotag of this activator sprite would be 12.&lt;br /&gt;
&lt;br /&gt;
:STEP 10: Give the other activator sprite (in the other door sector) a lotag value of one more than the switch sprite lotag.  For example, if the switch lotag was 10, the lotag of this second activator sprite would be 11.&lt;br /&gt;
&lt;br /&gt;
:STEP 11: Make sure that the door where the player will first board the train is in the closed position.  The other door (at the other end of the track) should be open.  If this is not set properly, the timing of the doors will be off.&lt;br /&gt;
&lt;br /&gt;
==Automated Two-Way Trains==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Autotrain.map|Autotrain.map]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally developed by Paul B.&lt;br /&gt;
&lt;br /&gt;
If the train should operate automatically, follow the Two-Way Trains setup with the following exceptions:&lt;br /&gt;
*1. Omit any switches and give the Activator Sprite a unique lotag.   &lt;br /&gt;
*2. Place another Sector Effector Sprite in the train section, and give it a lowtag of 10.&lt;br /&gt;
*3. Set the hitag of this SE sprite to how long it should take for the train to hold before travelling in one or the other direction.&lt;br /&gt;
&lt;br /&gt;
: Note: The Sector Effector &#039;Door Auto Close&#039; (SE10) works as a trigger for Two-Way Trains (S31).&lt;br /&gt;
&lt;br /&gt;
==One Car Subways==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Advanced.map|ADVANCED.MAP]] (ROOM 1-E)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Subways are not difficult to master, but they do require patience and a great deal of work.  But they can be done, and they can be a great addition to any level!&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Make the track for the subway.  For this example we will be making a simple rectangle room.  Later on, when you get practice with the Locator sprites, you will be able to have a track with a more realistic look (i.e. - Walls on both sides of the track. Here we are just using an open room which the subway will wander around in).  Set your textures to whatever you want.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Make a sector off of this room (or anywhere else for that matter) to be a station for the train.  Make sure the sector is valid player space, and raise it up from the floor of the track sector in 3D mode (this sector will be higher up than the track).&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Make one other rectangular sector that will be the subway car itself.  Do not make the car right next to the station, as a locator sprite will be needed for that.  Raise the car up out of the ground, and make it valid player space.  Choose appropriate textures.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: In 2D mode, put the mouse cursor in the subway car sector and press the [H] key.  You now will give that sector a hitag of 1. This number is an indicator for the cars, so if you had a second subway somewhere else on your map, the cars would have a hitag of 2.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: Now insert a sprite in the subway car sector by pressing [S] in 2D mode.  Now go into 3D mode and press [V] on the newly made sprite twice.  Change the sprite into a sector-effector sprite.  Place the sprite in the center of the car and change the angle of the sprite to be in the direction of the front of the car.  The sprite&#039;s angle tells the subway in which direction it will go.  Press [R] on the floor of the subway (and on the ceiling too if your subway has a ceiling.  If it does not have a ceiling, leave it alone) in 3D mode.  This makes the floor move with the train.&lt;br /&gt;
&lt;br /&gt;
:STEP 6: Go into 2D mode and press [ALT]+[T] on the sprite, and enter the value of 6.  This gives the sector-effector sprite a lotag of 6 and it makes this car the &amp;quot;engine&amp;quot; of the subway.  When you make a multiple car subway, this will be the lead car of the subway.  It will pull all of the other cars behind it.&lt;br /&gt;
&lt;br /&gt;
:STEP 7: Now you must place the locator sprites all over the track.  These sprites make the actual &#039;path&#039; of the train.  Place a locator sprite near the station and give it a hitag of 1, and leave the lotag at 0.  The hitag of 1 tells the subway that it must stop at this point of the track and wait for five seconds.&lt;br /&gt;
&lt;br /&gt;
:STEP 8: Now put Locator sprites all around the track.  Put the sprites anywhere in your track that you want your train to go.  The train will go over all the Locator sprites you put down, so place them in the way you want your train to go.&lt;br /&gt;
&lt;br /&gt;
:STEP 9: You now must give the Locator sprites lotags that go in numeric order.  For example, the Locator that the train will go to, AFTER visiting the station would have a lotag of 1.  The next sprite will have a lotag of 2, the next a lotag of 3, and so on. This will continue until you get back to the station locator (the one with the hitag of 1).  DO NOT GIVE THE STATION LOCATOR A  LOTAG!  IT MUST BE LEFT AT 0!  Make sure that you make the track for the subway as accurate as possible, as the subway can sometimes disappear.  You are all done at this point!&lt;br /&gt;
&lt;br /&gt;
==Making Multi-Car Subways==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: NONE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multi car subways are just as easy as one car subways, but it requires some work and time.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Make the first car, or &amp;quot;engine&amp;quot; of the train by following the instructions in the above how-to.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Make several more car sectors behind the engine of the train, make them valid player space, and choose appropriate textures for the car.  The train cars should *not* be connected, and there should be some space between the two.  When the train turns around a corner, sometimes the train sectors can overlap, causing some strange bugs to appear.  So don&#039;t put them too close.  Also make sure that the cars are raised out of the ground to the appropriate height (whatever you want it to be).&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Give the car sectors a hitag of 1 (not necessary, but it is if you have more than one subway on your map.  If you had a second subway, the cars hitag would be 2, and so on).&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Put a sector effector sprite in the cars of the train and give them a lotag of 14, which means that these cars will follow the &amp;quot;engine&amp;quot; of the train.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: You&#039;re done (the path for the train should have already been made, as you constructed that in the first how-to).&lt;br /&gt;
&lt;br /&gt;
==Notes on Subways==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: NONE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is a short list of notes that might make your subway making problems disappear.  Many problems can be solved with some of these notes, so read on!&lt;br /&gt;
&lt;br /&gt;
:1. The locators should _all_ be in the same sector (the track). It is not advised to split up the track sector, but if you must do it make sure the locators are all in the same sector.&lt;br /&gt;
&lt;br /&gt;
:2. The pixel height (height between floor and ceiling) of the train has to have a maximum of 104 in order to run you over. If the pixel height is more than this the train will pass through you instead of killing you (weird, eh?).&lt;br /&gt;
&lt;br /&gt;
:3. A train with cars behind it will travel slightly faster than a single train! So be aware that when you put 2 trains on the same track, after quite a while, they will have caught up with each other (I actually did this).&lt;br /&gt;
&lt;br /&gt;
==Rotating &amp;amp; Rising Sectors==&lt;br /&gt;
&lt;br /&gt;
This is covered in the section [[:Category:Editing_Sectors_That_Rise_and_Fall#Rotating &amp;amp; Rising Sectors]].&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=File:Autotrain.map&amp;diff=10772</id>
		<title>File:Autotrain.map</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=File:Autotrain.map&amp;diff=10772"/>
		<updated>2012-05-05T02:57:00Z</updated>

		<summary type="html">&lt;p&gt;Hank: A simple map showing an automated 2-Way train&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A simple map showing an automated 2-Way train&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Ending_the_Level&amp;diff=10758</id>
		<title>Category:Editing Ending the Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Ending_the_Level&amp;diff=10758"/>
		<updated>2012-05-01T01:16:10Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Switch Operated End of Level Sector */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Nuke Buttons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: NONE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Nuke Button sprite (#142) is the sprite that you hit to end the current level.  Simply place it on a wall and give it a lotag value of 32767.  To link a Nuke Button sprite to a secret level, change the palette value of the sprite to 14, and change the lotag value to the level number you want to go to next (if the secret level is level number 9, you would make the lotag value equal to 9).&lt;br /&gt;
&lt;br /&gt;
NOTE: Nuke buttons can also use lotag values of 65535 and 65534 to end the current level.&lt;br /&gt;
&lt;br /&gt;
==Ending Sectors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: NONE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This allows the player to end a level by walking onto a sector (you don&#039;t have to press the Nuke Button).  Simply give the sector you want the player to end the level on a sector lotag value of 65535 (by pressing [T] on the sector in 2D mode).&lt;br /&gt;
&lt;br /&gt;
==Ending Sectors with Messages==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: NONE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember in Episode 1, Level 2 where Duke gets trapped by the aliens and the message &amp;quot;We&#039;re gonna fry your ass, Nukem!&amp;quot; appears?  To create the same effect in your level, simply give the ending sector a lotag value of 65534.  The same message as above ([[quote]] 102) will appear on screen.&lt;br /&gt;
&lt;br /&gt;
Also, give the sector a hitag value of the sound number that you wish to play (when the player walks on this sector).&lt;br /&gt;
&lt;br /&gt;
==Switch Operated End of Level Sector==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: NONE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At times you may want to use a End of Level sector, but only enable it when a specific event or switch had been activated.&lt;br /&gt;
&lt;br /&gt;
*Step 1: Give the Level End sector a lotag of 65535 (65534)&lt;br /&gt;
*Step 2: Place an [[Activatorlocked|ActivatorLocked]] Sprite in this sector and give it an unique lotag&lt;br /&gt;
*Step 3: Place a [[Touchplate]] in the player&#039;s start sector, or any sector the player has to travel into. Give it a hitag of 1 and the same unique lotag as in step 2. (This will deactivate the End Of Level sector)&lt;br /&gt;
*Step 4: Place any type of Switch somewhere in the level and give it the same lotag as in Step 2. (This will re-activate the End Of Level sector)&lt;br /&gt;
&lt;br /&gt;
::Note 1: On start-up, the Level End Sector is active. When the player travel in this sector the level will end. This is why step 3 is required.&lt;br /&gt;
::Note 2: The idea stems from &#039;empy&#039;&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Switch_Effects&amp;diff=10757</id>
		<title>Category:Editing Switch Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Switch_Effects&amp;diff=10757"/>
		<updated>2012-05-01T00:48:17Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Multi-Door Switches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Switch Activated Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-F)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To make a door open by toggling a switch, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* STEP 1: Make the door itself.&lt;br /&gt;
* STEP 2: Place a switch somewhere in your level, and give it a unique lotag value.&lt;br /&gt;
* STEP 3: Place one [[Activator]] sprite (#2) in the door sector and give it the same lotag value as the switch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Option 1: To lock/unlock the door use an [[Activatorlocked]] (#4) Sprite. When the door is unlocked it can be operated as any door.&lt;br /&gt;
:Option 2: To limit the number of times the door can be opened/closed or locked/unlocked use a [[Touchplate]] and set the Hitag to 1.&lt;br /&gt;
:Option 3: To open a Rising/Lowering ([[Sector Tag Reference Guide|SLT-20]], [[Sector Tag Reference Guide|SLT-21]] &amp;amp; [[Sector Tag Reference Guide|SLT-22]]) type door  only once, give the [[Activator]] Sprite in addition to Step 2 a hitag of 1.&lt;br /&gt;
:Option 4: To close a Rising/Lowering type door only once, give the [[Activator]] Sprite a Hitag of 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 1:&#039;&#039; It is strongly advised *not* to make this type of door an auto-closing door.&lt;br /&gt;
&lt;br /&gt;
==Combination Door Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-G)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To make a door open only when a certain combination of switches is set, follow these steps:&lt;br /&gt;
&lt;br /&gt;
*STEP 1: Make the door itself.&lt;br /&gt;
&lt;br /&gt;
*STEP 2: Place one [[Activatorlocked]] sprite in the door sector.  Give it a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
*STEP 3: Place a number of &amp;quot;dipswitch&amp;quot; sprites (sprites #162, #164, #166, and #168) somewhere in your level.  Give each sprite the same lotag value you gave the [[Activatorlocked]] sprite.  Now give the sprites that need to be &amp;quot;on&amp;quot; in the game a hitag of 1.  When these switches are turned to the &amp;quot;on position&amp;quot;, the door will then open.&lt;br /&gt;
&lt;br /&gt;
==Another Version of Combo. Switches (Version 1.4 or 1.5 Required)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Atomic.map|ATOMIC.MAP]] (ROOM #2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another version of Combination switches is available in versions 1.4 and 1.5 of Duke Nukem 3D.  The only thing that is different in this version is the sprite that you need to use for the switches.  The new sprite is a red shooting target (#4359).  Just substitute this sprite for the &amp;quot;dipswitch&amp;quot; sprites used in section 4.54.  Then, set the angle of the sprite to the direction that you want the target to “lay down” (the angle should be opposite of the player&#039;s viewpoint in the game).  Also, make sure that the sprites are flat (i.e. - press the [R] key on each sprite once).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE:&#039;&#039; These sprites should *not* be on a wall, but should be sitting in a sector somewhere (where they can fall over).  You can put them on a wall if you want, but it would look rather unrealistic.&lt;br /&gt;
&lt;br /&gt;
==Multi-Door Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-H)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a useful effect for limiting which rooms a player can enter into at the same time.  Just follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
*STEP 1: Make 3 doors and give them appropriate textures and sounds. Make sure that you *DO NOT* place [[Auto Closing Doors]] sprites in any of these doors! This can cause some major problems.&lt;br /&gt;
*STEP 2: Place the multi-switch sprite (#146) somewhere in your level, and give it a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
*STEP 3: Place *two* activator sprites in each door sector (you should have six activator sprites in this effect altogether).  You now must give these activator sprites the right tags.  The following list should help you in tagging these doors properly.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 1:&#039;&#039; The letter X in the table below is the unique value you gave the multi-switch sprite in step 2.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 2:&#039;&#039; The first number below is the hitag value, and the second number is the lotag value.&lt;br /&gt;
&lt;br /&gt;
               Door 1    Door 2    Door 3&lt;br /&gt;
 Activator 1   (0,X)     (0,X+1)   (0,X+2)&lt;br /&gt;
 Activator 2   (0,X+1)   (0,X+2)   (0,X+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Door_Sounds&amp;diff=10741</id>
		<title>Door Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Door_Sounds&amp;diff=10741"/>
		<updated>2012-04-23T20:28:36Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Adding Sounds to Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Adding Sounds to Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOMS 1-A through 1-I)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To add sound effects to a door (the sound of the door opening and closing) follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Place one music and sound effect sprite (#5) in the door sector.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Give the music and sound effects sprite a lotag value equal to the sound you wish to play. Values of 165 through 167 are good values, but use what you want (anything other than a door sound isn&#039;t very realistic however).&lt;br /&gt;
&lt;br /&gt;
Available Door sounds are: 74, 165, 166, 167, 256, 257, 258, 259, 260, (261), 262, 286, 287 and (380). The desciptions for those can be found at [http://pastie.org/3574181 sfxlst].&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Door_Sounds&amp;diff=10740</id>
		<title>Door Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Door_Sounds&amp;diff=10740"/>
		<updated>2012-04-23T20:25:13Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Adding Sounds to Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Adding Sounds to Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOMS 1-A through 1-I)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To add sound effects to a door (the sound of the door opening and closing) follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Place one music and sound effect sprite (#5) in the door sector.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Give the music and sound effects sprite a lotag value equal to the sound you wish to play. Values of 166 through 168 are good values, but use what you want (anything other than a door sound isn&#039;t very realistic however).&lt;br /&gt;
&lt;br /&gt;
Available Door sounds are: 74, 165, 166, 167, 256, 257, 258, 259, 260, (261), 262, 286, 287 and (380). The desciptions for those can be found at [http://pastie.org/3574181 sfxlst].&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Definesound&amp;diff=10735</id>
		<title>Definesound</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Definesound&amp;diff=10735"/>
		<updated>2012-04-22T18:32:40Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;definesound&#039;&#039;&#039; &amp;lt;value&amp;gt; &amp;lt;filename&amp;gt; &amp;lt;pitch1&amp;gt; &amp;lt;pitch2&amp;gt; &amp;lt;priority&amp;gt; &amp;lt;type&amp;gt; &amp;lt;volume&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The definesound command defines a sound and assigns various properties to it. The maximum number of sounds that can be defined is 4096 for EDuke32, and 450 for Duke v1.5.&lt;br /&gt;
*&amp;lt;value&amp;gt;: This can be either the sound&#039;s number or the name that has been [[define]]d for that number.&lt;br /&gt;
*&amp;lt;filename&amp;gt;: The name of the sound file.  Sound files are assumed to be in the same directory as the program unless a folder path is specified. Assume that the user&#039;s OS is case sensitive, and directory delimiters are forward slashes (&amp;lt;code&amp;gt;/&amp;lt;/code&amp;gt;) rather than backslashes (&amp;lt;code&amp;gt;\&amp;lt;/code&amp;gt;).&lt;br /&gt;
*&amp;lt;pitch1&amp;gt; and &amp;lt;pitch2&amp;gt;: These are a random pitch variation range.  Values may be positive or negative. For example, if you want you sound to have a chance of both moderate increase and decrease in pitch, you would use values such as &amp;lt;code&amp;gt;-512 512&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&amp;lt;priority&amp;gt;: A value of 0 to 255 indicates the priority the sound has over other sounds that are playing simultaneously.  The higher the value, the greater its priority.  This is due to the limit on the number of sounds that can play at once. Take a look at the original USER.CON to see what kinds of sounds get what kinds of priority. For example, most Duke remarks are maxed out at 255.&lt;br /&gt;
*&amp;lt;type&amp;gt;: This flag is a [[bitfield]] which indicates what type of sound you are defining.&lt;br /&gt;
:Bit #0 (&#039;&#039;&#039;1&#039;&#039;&#039;):  The sound repeats if continually played.&lt;br /&gt;
:Bit #1 (&#039;&#039;&#039;2&#039;&#039;&#039;):  The sound is an ambient effect.  Disabling ambience in the menu will mute this sound.&lt;br /&gt;
::Bit #0 + Bit #1 (&#039;&#039;&#039;3&#039;&#039;&#039;): The sound will loop until instructed to stop.&lt;br /&gt;
:Bit #2 (&#039;&#039;&#039;4&#039;&#039;&#039;):  The sound is a player voice.  Disabling &amp;quot;Duke Talk&amp;quot; in the menu will mute this sound.&lt;br /&gt;
:Bit #3 (&#039;&#039;&#039;8&#039;&#039;&#039;):  The sound contains offensive content.  Disabling &amp;quot;Adult Mode&amp;quot; or enabling the parental lock in the menu will mute this sound.&lt;br /&gt;
:Bit #4 (&#039;&#039;&#039;16&#039;&#039;&#039;): The sound will always be heard from anywhere in the level. (See [[globalsound]].) (sndist = 0)&lt;br /&gt;
:Bit #7 (&#039;&#039;&#039;128&#039;&#039;&#039;): The sound is used in Duke-Tag.&lt;br /&gt;
*&amp;lt;volume&amp;gt;: Negative values increase volume; positive ones soften it.  Can range from -32768 to 32767. Note that this value does not actually affect the sound&#039;s volume, but rather it modifies the distance registered between it and any listening players. As such, this has no effect on global sounds or sounds made by the player.&lt;br /&gt;
&lt;br /&gt;
[[Category:Duke3D 1.3/1.5 commands]]&lt;br /&gt;
[[Category:Sound manipulation]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sliding_Doors&amp;diff=10716</id>
		<title>Sliding Doors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sliding_Doors&amp;diff=10716"/>
		<updated>2012-04-20T02:11:23Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Alternate See-Through Sliding Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sliding Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Advanced.map|ADVANCED.MAP]] (ROOM 1-C)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Again, due to the extremely difficult task of explaining this how-to, I have provided a step by step example in the tutorial map, showing how to make this door. Just take a look at the example and it should make sense (it goes step by step in the building process).&lt;br /&gt;
&lt;br /&gt;
==Alternate Sliding Doors==&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Altslidoor.map|Altslidoor.map]] (Room 1)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The concept was originally posted by Ursurper in the Dukeworld forum, a very long time ago. It works for Mapster32, is efficient to make and very simple.&lt;br /&gt;
&lt;br /&gt;
*Step 1: Make a sector that will be your entire door sector. It needs to be long enough to hold the sliding door itself and when the door is in the open position. Split (mark) this sector in two if two sliding doors are to operate.&lt;br /&gt;
*Step 2: Create one child sector in the sector of step one, this will be the door itself.&lt;br /&gt;
*Step 3: Give each door sector a lotag of 25, and an SE sprite with a lowtag of 15 and a unique hitag. Point the tail of the SE to the same direction as the door will move when it closes.&lt;br /&gt;
*Step 4: Add a [[GPSPEED]] to this sector and set the the lotag to the distance the door is to travel.&lt;br /&gt;
*Step 5: Add a [[Music&amp;amp;SFX]] Sprite and if required, [[Activator]]s and switches to control the door.&lt;br /&gt;
&lt;br /&gt;
Note 1: If you want to use a switch that opens two sliding doors (as in a elevator), place two [[Activator]] sprites in one door sector, and one in the other. Give all three [[Activator]]s the same unique lotag as the switch.&lt;br /&gt;
&lt;br /&gt;
==See Through Sliding Doors==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a step by step explanation on how to make sliding glass doors.&lt;br /&gt;
&lt;br /&gt;
The following symbols are used:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;         vertex&lt;br /&gt;
 - ¦       red lines&lt;br /&gt;
 = | / \   white lines&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Start by making the following sectors. All are valid player space.&lt;br /&gt;
&lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             | Sectors &#039;a&#039; and &#039;e&#039; are the corridor in which    &lt;br /&gt;
 |       a     | the door will be made.    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |             |  Sector &#039;c&#039; will be the actual door.    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       c     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 2: Split sector &#039;c&#039; in half.  &lt;br /&gt;
  &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |      ¦      |    &lt;br /&gt;
 |      ¦      |  Sector &#039;c1&#039; and &#039;c2&#039; are the two parts    &lt;br /&gt;
 |      ¦      |  of the door which will slide apart.    &lt;br /&gt;
 |   c1 ¦ c2   |   &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 3: Make sectors &#039;f&#039; and &#039;g&#039;.&lt;br /&gt;
    &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \    ¦    / |   Make sure sectors &#039;f&#039; and &#039;g&#039; are valid player spaces.    &lt;br /&gt;
 |f *   ¦   * g|   (Alt-S in 2D mode).    &lt;br /&gt;
 | / c1 ¦ c2 \ |    &lt;br /&gt;
 |/     ¦     \|    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 4: Raise floor of sectors &#039;f&#039; and &#039;g&#039; and mask walls. Then lower floor again.&lt;br /&gt;
    &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \    ¦    / |   Raise the floors of sectors &#039;f&#039; and &#039;g&#039; and for each sector    &lt;br /&gt;
 |f *v1 ¦ v2* g|   mask one of the diagonal lines. In this example we&#039;ll mask    &lt;br /&gt;
 | /    ¦    \ |   &amp;lt;- these two diagonal lines. Mask them for example with &#039;glass2&#039;.&lt;br /&gt;
 |/  c1 ¦ c2  \|   If you use &#039;glass1&#039; you&#039;ll be able to break the glass and walk    &lt;br /&gt;
 *------*------*   through the door without ever having to open it.    &lt;br /&gt;
 |      v3     |   Make the walls a bit translucent so you can see through them.    &lt;br /&gt;
 |       d     |   Also make them blockable and hittable (&#039;b&#039; and &#039;Ctrl-H in 2D mode).&lt;br /&gt;
 *-------------*   Lower the floors again to the same height as the floors of sectors&lt;br /&gt;
 |             |   &#039;c1&#039; and &#039;c2&#039;.    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============*   &#039;v1&#039; &#039;v2&#039; and &#039;v3&#039; have been named for the next picture. &lt;br /&gt;
&lt;br /&gt;
:STEP 5: Move vertices.&lt;br /&gt;
&lt;br /&gt;
 *=============*     &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*   &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \ c1 ¦ c2 / |   &#039;v1&#039; and &#039;v2&#039; have been moved down onto &#039;v3&#039; The three    &lt;br /&gt;
 |f \   ¦   / g|   vertices are all in the same place. They do NOT connect.    &lt;br /&gt;
 |   \  ¦  /   |       &lt;br /&gt;
 |    \ ¦ /    |       &lt;br /&gt;
 *------*------*       &lt;br /&gt;
 |      v1-3   |       &lt;br /&gt;
 |       d     |       &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 6: Place sector effectors, gpspeed and music sprites and give sector lotag. Give sectors &#039;c1&#039; and &#039;c2&#039; both a lotag of 25. Put sector effectors in sector c1 and c2. Make them point towards each other (&#039;,&#039; and &#039;.&#039; key in 2D mode, angle 0 and 1024) and give them a lotag of 15.  Give them the same unique hitag.  Also put gpspeed sprites in sectors &#039;c1&#039; and &#039;c2&#039;.  They determine how far the door will open. The largest grid in build is 512. Give the gpspeed sprites the correct value for the lotag.  Finally you can put a music sprite in one of the door sectors (&#039;c1&#039; _or_ &#039;c2&#039;).  Don&#039;t put music sprites in both sectors. The lotag is the door sound when it opens or closes. &lt;br /&gt;
&lt;br /&gt;
:STEP 7: Add vertices.&lt;br /&gt;
    &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |     &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       b     | &lt;br /&gt;
 v4 *------*------* v5    &lt;br /&gt;
    |\     ¦     /|    &lt;br /&gt;
    | \ c1 ¦ c2 / |   Insert two new vertices on the diagonal lines.    &lt;br /&gt;
    |f \   ¦   / g|   &#039;v4&#039; and &#039;v5&#039; have been named for the next picture.    &lt;br /&gt;
    |   *  ¦  *   |       &lt;br /&gt;
    |    \ ¦ /    |       &lt;br /&gt;
    *------*------*       &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 8: Move &#039;v4&#039; and &#039;v5&#039; down.&lt;br /&gt;
   &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |    &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |       b     |    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |      * v6   |    &lt;br /&gt;
    |     /!\     |    &lt;br /&gt;
    |    / ¦ \    |    &lt;br /&gt;
    |   /  ¦  \   |    &lt;br /&gt;
    |  /   ¦   \  |            &lt;br /&gt;
    | /  c1! c2 \ |       &lt;br /&gt;
    |/     ¦     \|    &lt;br /&gt;
 v4 *---*  ¦  *---* v5    &lt;br /&gt;
    | f  \ ¦ / g  |       &lt;br /&gt;
    *------*------*       &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 9: Move &#039;v6&#039; down.&lt;br /&gt;
 &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |     &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |       b     |    &lt;br /&gt;
    |      v6     |        The little triangles in the middle are sectors &lt;br /&gt;
 v4 *---*--*--*---* v5     &#039;c1&#039; and &#039;c2&#039;.    &lt;br /&gt;
    | f  \ ¦ / g  |    &lt;br /&gt;
 v7 *------*------* v8    &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 10: Move &#039;v4&#039; &#039;v5&#039; &#039;v7&#039; and &#039;v8&#039;.&lt;br /&gt;
&lt;br /&gt;
      *=============*        &lt;br /&gt;
      |             |       &lt;br /&gt;
      |       a     |    &lt;br /&gt;
   v9 *-------------* v10      &lt;br /&gt;
      |       b     |     &lt;br /&gt;
     /       v6      \         &lt;br /&gt;
 v4 *-----*--*--*-----* v5     Move the vertices to the outside a bit.    &lt;br /&gt;
    |  f   \ ¦ / g    |    &lt;br /&gt;
 v7 *--------*--------* v8     &lt;br /&gt;
     \       v1-3    /         &lt;br /&gt;
      |       d     |     &lt;br /&gt;
  v11 *-------------* v12      &lt;br /&gt;
      |             |      &lt;br /&gt;
      |       e     |      &lt;br /&gt;
      *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 11: Move &#039;v9&#039; and &#039;v10&#039; down, move &#039;v11&#039; and &#039;v12&#039; up.&lt;br /&gt;
      *=============*        &lt;br /&gt;
      |       a     |       &lt;br /&gt;
      |v9    v6     |v10  &lt;br /&gt;
 v4 *-*---*--*--*---*-* v5     &#039;v9&#039; and &#039;v10&#039; have been moved down. Sector &#039;b&#039; has    &lt;br /&gt;
    |  f   \ ¦ / g    |        a width of 0. Same goes for vertices &#039;v11&#039; and &#039;v12&#039;, &lt;br /&gt;
 v7 *-*------*------*-* v8     they have been moved up. Sector &#039;d&#039; also has a width&lt;br /&gt;
      |v11       v12|          of 0.      &lt;br /&gt;
      |             |&lt;br /&gt;
      |       e     |&lt;br /&gt;
      *=============*&lt;br /&gt;
&lt;br /&gt;
:STEP 12: Make sure sectors &#039;f&#039; and &#039;g&#039; aren&#039;t too wide or it will look ugly. If you want a vertical bar in the door (i.e. doorpost) just draw a non-valid player space in sector &#039;f&#039; and/or &#039;g&#039;. These non-valid player spaces will slide aside with the door so they are best put in the middle. You can of course also partially raise the floors of sectors &#039;f&#039; and &#039;g&#039; and lower the ceilings and still mask the wall (With any texture you like! :) )&lt;br /&gt;
&lt;br /&gt;
==Alternate See-Through Sliding Doors==&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Altslidoor.map|Altslidoor.map]] (Room 2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The concept was originally posted by Ursurper in the Dukeworld forum, a very long time ago. It works for Mapster32, is efficient to make and very simple.&lt;br /&gt;
&lt;br /&gt;
*Step 1: Make a sector that will be your entire door sector. It needs to be long enough to hold the sliding door itself and when the door is in the open position. Split (or mark) this sector in two if two sliding doors are to operate.&lt;br /&gt;
*Step 2: Create one child sector in the sector of step one, this will be the door itself.&lt;br /&gt;
* Step 3: To make a see-through door, choose a red wall of the door sector and press &#039;&#039;[m]&#039;&#039; to make a masked wall and &#039;&#039;[t]&#039;&#039; to define the transparency.&lt;br /&gt;
* Step 4: (Optional) Create as many sub sectors in the door sector as needed for a realistic looking door.&lt;br /&gt;
*Step 5: Give each sub-sector (except white islands) of the door sector a lotag of 25, and an SE sprite with a lowtag of 15 and a unique hitag. Point the tail of the SE to the same direction as the door will move when it closes.&lt;br /&gt;
*Step 6: Add a [[GPSPEED]] to this (those) sector(s) and set the the lotag to the distance the door is to travel.&lt;br /&gt;
*Step 7: Add a [[Music&amp;amp;SFX]] Sprite and if required, [[Activator]]s and switches to control the door.&lt;br /&gt;
&lt;br /&gt;
Note 1: If you want to use a switch that opens two sliding doors (as in an elevator), place two [[Activator]] sprites in one door sector, and one in the other. Give all three [[Activator]]s the same unique lotag as the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
Note 2: Any white wall sector for a door sector can only be an island sector.&amp;lt;br&amp;gt;&lt;br /&gt;
Note 3: Every Sub-Sector of the Door Sector operated by a switch has to have one [[Activator]]. If the total amount of [[Activator]]s are even, add one more Activator in one of the Door Sectors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sliding_Doors&amp;diff=10715</id>
		<title>Sliding Doors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sliding_Doors&amp;diff=10715"/>
		<updated>2012-04-20T00:42:57Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sliding Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Advanced.map|ADVANCED.MAP]] (ROOM 1-C)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Again, due to the extremely difficult task of explaining this how-to, I have provided a step by step example in the tutorial map, showing how to make this door. Just take a look at the example and it should make sense (it goes step by step in the building process).&lt;br /&gt;
&lt;br /&gt;
==Alternate Sliding Doors==&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Altslidoor.map|Altslidoor.map]] (Room 1)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The concept was originally posted by Ursurper in the Dukeworld forum, a very long time ago. It works for Mapster32, is efficient to make and very simple.&lt;br /&gt;
&lt;br /&gt;
*Step 1: Make a sector that will be your entire door sector. It needs to be long enough to hold the sliding door itself and when the door is in the open position. Split (mark) this sector in two if two sliding doors are to operate.&lt;br /&gt;
*Step 2: Create one child sector in the sector of step one, this will be the door itself.&lt;br /&gt;
*Step 3: Give each door sector a lotag of 25, and an SE sprite with a lowtag of 15 and a unique hitag. Point the tail of the SE to the same direction as the door will move when it closes.&lt;br /&gt;
*Step 4: Add a [[GPSPEED]] to this sector and set the the lotag to the distance the door is to travel.&lt;br /&gt;
*Step 5: Add a [[Music&amp;amp;SFX]] Sprite and if required, [[Activator]]s and switches to control the door.&lt;br /&gt;
&lt;br /&gt;
Note 1: If you want to use a switch that opens two sliding doors (as in a elevator), place two [[Activator]] sprites in one door sector, and one in the other. Give all three [[Activator]]s the same unique lotag as the switch.&lt;br /&gt;
&lt;br /&gt;
==See Through Sliding Doors==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a step by step explanation on how to make sliding glass doors.&lt;br /&gt;
&lt;br /&gt;
The following symbols are used:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;         vertex&lt;br /&gt;
 - ¦       red lines&lt;br /&gt;
 = | / \   white lines&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Start by making the following sectors. All are valid player space.&lt;br /&gt;
&lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             | Sectors &#039;a&#039; and &#039;e&#039; are the corridor in which    &lt;br /&gt;
 |       a     | the door will be made.    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |             |  Sector &#039;c&#039; will be the actual door.    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       c     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 2: Split sector &#039;c&#039; in half.  &lt;br /&gt;
  &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |      ¦      |    &lt;br /&gt;
 |      ¦      |  Sector &#039;c1&#039; and &#039;c2&#039; are the two parts    &lt;br /&gt;
 |      ¦      |  of the door which will slide apart.    &lt;br /&gt;
 |   c1 ¦ c2   |   &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 3: Make sectors &#039;f&#039; and &#039;g&#039;.&lt;br /&gt;
    &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \    ¦    / |   Make sure sectors &#039;f&#039; and &#039;g&#039; are valid player spaces.    &lt;br /&gt;
 |f *   ¦   * g|   (Alt-S in 2D mode).    &lt;br /&gt;
 | / c1 ¦ c2 \ |    &lt;br /&gt;
 |/     ¦     \|    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 4: Raise floor of sectors &#039;f&#039; and &#039;g&#039; and mask walls. Then lower floor again.&lt;br /&gt;
    &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \    ¦    / |   Raise the floors of sectors &#039;f&#039; and &#039;g&#039; and for each sector    &lt;br /&gt;
 |f *v1 ¦ v2* g|   mask one of the diagonal lines. In this example we&#039;ll mask    &lt;br /&gt;
 | /    ¦    \ |   &amp;lt;- these two diagonal lines. Mask them for example with &#039;glass2&#039;.&lt;br /&gt;
 |/  c1 ¦ c2  \|   If you use &#039;glass1&#039; you&#039;ll be able to break the glass and walk    &lt;br /&gt;
 *------*------*   through the door without ever having to open it.    &lt;br /&gt;
 |      v3     |   Make the walls a bit translucent so you can see through them.    &lt;br /&gt;
 |       d     |   Also make them blockable and hittable (&#039;b&#039; and &#039;Ctrl-H in 2D mode).&lt;br /&gt;
 *-------------*   Lower the floors again to the same height as the floors of sectors&lt;br /&gt;
 |             |   &#039;c1&#039; and &#039;c2&#039;.    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============*   &#039;v1&#039; &#039;v2&#039; and &#039;v3&#039; have been named for the next picture. &lt;br /&gt;
&lt;br /&gt;
:STEP 5: Move vertices.&lt;br /&gt;
&lt;br /&gt;
 *=============*     &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*   &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \ c1 ¦ c2 / |   &#039;v1&#039; and &#039;v2&#039; have been moved down onto &#039;v3&#039; The three    &lt;br /&gt;
 |f \   ¦   / g|   vertices are all in the same place. They do NOT connect.    &lt;br /&gt;
 |   \  ¦  /   |       &lt;br /&gt;
 |    \ ¦ /    |       &lt;br /&gt;
 *------*------*       &lt;br /&gt;
 |      v1-3   |       &lt;br /&gt;
 |       d     |       &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 6: Place sector effectors, gpspeed and music sprites and give sector lotag. Give sectors &#039;c1&#039; and &#039;c2&#039; both a lotag of 25. Put sector effectors in sector c1 and c2. Make them point towards each other (&#039;,&#039; and &#039;.&#039; key in 2D mode, angle 0 and 1024) and give them a lotag of 15.  Give them the same unique hitag.  Also put gpspeed sprites in sectors &#039;c1&#039; and &#039;c2&#039;.  They determine how far the door will open. The largest grid in build is 512. Give the gpspeed sprites the correct value for the lotag.  Finally you can put a music sprite in one of the door sectors (&#039;c1&#039; _or_ &#039;c2&#039;).  Don&#039;t put music sprites in both sectors. The lotag is the door sound when it opens or closes. &lt;br /&gt;
&lt;br /&gt;
:STEP 7: Add vertices.&lt;br /&gt;
    &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |     &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       b     | &lt;br /&gt;
 v4 *------*------* v5    &lt;br /&gt;
    |\     ¦     /|    &lt;br /&gt;
    | \ c1 ¦ c2 / |   Insert two new vertices on the diagonal lines.    &lt;br /&gt;
    |f \   ¦   / g|   &#039;v4&#039; and &#039;v5&#039; have been named for the next picture.    &lt;br /&gt;
    |   *  ¦  *   |       &lt;br /&gt;
    |    \ ¦ /    |       &lt;br /&gt;
    *------*------*       &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 8: Move &#039;v4&#039; and &#039;v5&#039; down.&lt;br /&gt;
   &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |    &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |       b     |    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |      * v6   |    &lt;br /&gt;
    |     /!\     |    &lt;br /&gt;
    |    / ¦ \    |    &lt;br /&gt;
    |   /  ¦  \   |    &lt;br /&gt;
    |  /   ¦   \  |            &lt;br /&gt;
    | /  c1! c2 \ |       &lt;br /&gt;
    |/     ¦     \|    &lt;br /&gt;
 v4 *---*  ¦  *---* v5    &lt;br /&gt;
    | f  \ ¦ / g  |       &lt;br /&gt;
    *------*------*       &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 9: Move &#039;v6&#039; down.&lt;br /&gt;
 &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |     &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |       b     |    &lt;br /&gt;
    |      v6     |        The little triangles in the middle are sectors &lt;br /&gt;
 v4 *---*--*--*---* v5     &#039;c1&#039; and &#039;c2&#039;.    &lt;br /&gt;
    | f  \ ¦ / g  |    &lt;br /&gt;
 v7 *------*------* v8    &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 10: Move &#039;v4&#039; &#039;v5&#039; &#039;v7&#039; and &#039;v8&#039;.&lt;br /&gt;
&lt;br /&gt;
      *=============*        &lt;br /&gt;
      |             |       &lt;br /&gt;
      |       a     |    &lt;br /&gt;
   v9 *-------------* v10      &lt;br /&gt;
      |       b     |     &lt;br /&gt;
     /       v6      \         &lt;br /&gt;
 v4 *-----*--*--*-----* v5     Move the vertices to the outside a bit.    &lt;br /&gt;
    |  f   \ ¦ / g    |    &lt;br /&gt;
 v7 *--------*--------* v8     &lt;br /&gt;
     \       v1-3    /         &lt;br /&gt;
      |       d     |     &lt;br /&gt;
  v11 *-------------* v12      &lt;br /&gt;
      |             |      &lt;br /&gt;
      |       e     |      &lt;br /&gt;
      *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 11: Move &#039;v9&#039; and &#039;v10&#039; down, move &#039;v11&#039; and &#039;v12&#039; up.&lt;br /&gt;
      *=============*        &lt;br /&gt;
      |       a     |       &lt;br /&gt;
      |v9    v6     |v10  &lt;br /&gt;
 v4 *-*---*--*--*---*-* v5     &#039;v9&#039; and &#039;v10&#039; have been moved down. Sector &#039;b&#039; has    &lt;br /&gt;
    |  f   \ ¦ / g    |        a width of 0. Same goes for vertices &#039;v11&#039; and &#039;v12&#039;, &lt;br /&gt;
 v7 *-*------*------*-* v8     they have been moved up. Sector &#039;d&#039; also has a width&lt;br /&gt;
      |v11       v12|          of 0.      &lt;br /&gt;
      |             |&lt;br /&gt;
      |       e     |&lt;br /&gt;
      *=============*&lt;br /&gt;
&lt;br /&gt;
:STEP 12: Make sure sectors &#039;f&#039; and &#039;g&#039; aren&#039;t too wide or it will look ugly. If you want a vertical bar in the door (i.e. doorpost) just draw a non-valid player space in sector &#039;f&#039; and/or &#039;g&#039;. These non-valid player spaces will slide aside with the door so they are best put in the middle. You can of course also partially raise the floors of sectors &#039;f&#039; and &#039;g&#039; and lower the ceilings and still mask the wall (With any texture you like! :) )&lt;br /&gt;
&lt;br /&gt;
==Alternate See-Through Sliding Doors==&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Altslidoor.map|Altslidoor.map]] (Room 2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The concept was originally posted by Ursurper in the Dukeworld forum, a very long time ago. It works for Mapster32, is efficient to make and very simple.&lt;br /&gt;
&lt;br /&gt;
*Step 1: Make a sector that will be your entire door sector. It needs to be long enough to hold the sliding door itself and when the door is in the open position. Split (or mark) this sector in two if two sliding doors are to operate.&lt;br /&gt;
*Step 2: Create one child sector in the sector of step one, this will be the door itself.&lt;br /&gt;
* Step 3: To make a see-through door, choose a red wall of the door sector and press &#039;&#039;[m]&#039;&#039; to make a masked wall and &#039;&#039;[t]&#039;&#039; to define the transparency.&lt;br /&gt;
* Step 4: (Optional) Create as many sub sectors in the door sector as needed for a realistic looking door.&lt;br /&gt;
*Step 5: Give each sub-sector (except white islands) of the door sector a lotag of 25, and an SE sprite with a lowtag of 15 and a unique hitag. Point the tail of the SE to the same direction as the door will move when it closes.&lt;br /&gt;
*Step 6: Add a [[GPSPEED]] to this (those) sector(s) and set the the lotag to the distance the door is to travel.&lt;br /&gt;
*Step 7: Add a [[Music&amp;amp;SFX]] Sprite and if required, [[Activator]]s and switches to control the door.&lt;br /&gt;
&lt;br /&gt;
Note 1: If you want to use a switch that opens two sliding doors (as in an elevator), place two [[Activator]]s sprites in one door sector, and one in the other. Give all three [[Activator]]s the same unique lotag as the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
Note 2: Any white wall sector for a door sector can only be an island sector.&amp;lt;br&amp;gt;&lt;br /&gt;
Note 3: Every Sub-Sector of the Door Sector operated by a switch has to have one [[Activator]]. If the total amount of [[Activator]]s are even, add one more Activator in one of the Door Sectors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=File:Altslidoor.map&amp;diff=10711</id>
		<title>File:Altslidoor.map</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=File:Altslidoor.map&amp;diff=10711"/>
		<updated>2012-04-19T04:59:22Z</updated>

		<summary type="html">&lt;p&gt;Hank: Hank uploaded a new version of &amp;amp;quot;File:Altslidoor.map&amp;amp;quot;: Added two distinct See-Thru type door set-ups&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alternate Sliding and See-Through Sliding Door&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sliding_Doors&amp;diff=10691</id>
		<title>Sliding Doors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sliding_Doors&amp;diff=10691"/>
		<updated>2012-04-18T03:30:44Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Alternate Sliding Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sliding Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Advanced.map|ADVANCED.MAP]] (ROOM 1-C)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Again, due to the extremely difficult task of explaining this how-to, I have provided a step by step example in the tutorial map, showing how to make this door. Just take a look at the example and it should make sense (it goes step by step in the building process).&lt;br /&gt;
&lt;br /&gt;
==Alternate Sliding Doors==&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Altslidoor.map|Altslidoor.map]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The concept was originally posted by Ursurper in the Dukeworld forum, a very long time ago. It works for Mapster32, is efficient to make and very simple.&lt;br /&gt;
&lt;br /&gt;
*Step 1: Make a sector that will be your entire door sector. It needs to be long enough to hold the sliding door itself and when the door is in the open position. Split this sector in two if two sliding doors are to operate.&lt;br /&gt;
*Step 2: Create one child sector in the sector of step one, this will be the door itself.&lt;br /&gt;
*Step 3: Give each door sector a lotag of 25, and an SE sprite with a lowtag of 15 and a unique hitag. Point the tail of the SE to the same direction as the door will move when it closes.&lt;br /&gt;
*Step 4: Add a GSPEED to this sector and set the the lotag to the distance the door is to travel.&lt;br /&gt;
*Step 5: Add a Music Sprite and if required, activators and switches to control the door.&lt;br /&gt;
&lt;br /&gt;
Note 1: If you want to use a switch that opens two sliding doors (as in a elevator), place two [[Activator]] sprites in one door sector, and one in the other. Give all three [[Activator]]s the same unique lotag as the switch.&lt;br /&gt;
&lt;br /&gt;
==See Through Sliding Doors==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a step by step explanation on how to make sliding glass doors.&lt;br /&gt;
&lt;br /&gt;
The following symbols are used:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;         vertex&lt;br /&gt;
 - ¦       red lines&lt;br /&gt;
 = | / \   white lines&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Start by making the following sectors. All are valid player space.&lt;br /&gt;
&lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             | Sectors &#039;a&#039; and &#039;e&#039; are the corridor in which    &lt;br /&gt;
 |       a     | the door will be made.    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |             |  Sector &#039;c&#039; will be the actual door.    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       c     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 2: Split sector &#039;c&#039; in half.  &lt;br /&gt;
  &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |      ¦      |    &lt;br /&gt;
 |      ¦      |  Sector &#039;c1&#039; and &#039;c2&#039; are the two parts    &lt;br /&gt;
 |      ¦      |  of the door which will slide apart.    &lt;br /&gt;
 |   c1 ¦ c2   |   &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 3: Make sectors &#039;f&#039; and &#039;g&#039;.&lt;br /&gt;
    &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \    ¦    / |   Make sure sectors &#039;f&#039; and &#039;g&#039; are valid player spaces.    &lt;br /&gt;
 |f *   ¦   * g|   (Alt-S in 2D mode).    &lt;br /&gt;
 | / c1 ¦ c2 \ |    &lt;br /&gt;
 |/     ¦     \|    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 4: Raise floor of sectors &#039;f&#039; and &#039;g&#039; and mask walls. Then lower floor again.&lt;br /&gt;
    &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \    ¦    / |   Raise the floors of sectors &#039;f&#039; and &#039;g&#039; and for each sector    &lt;br /&gt;
 |f *v1 ¦ v2* g|   mask one of the diagonal lines. In this example we&#039;ll mask    &lt;br /&gt;
 | /    ¦    \ |   &amp;lt;- these two diagonal lines. Mask them for example with &#039;glass2&#039;.&lt;br /&gt;
 |/  c1 ¦ c2  \|   If you use &#039;glass1&#039; you&#039;ll be able to break the glass and walk    &lt;br /&gt;
 *------*------*   through the door without ever having to open it.    &lt;br /&gt;
 |      v3     |   Make the walls a bit translucent so you can see through them.    &lt;br /&gt;
 |       d     |   Also make them blockable and hittable (&#039;b&#039; and &#039;Ctrl-H in 2D mode).&lt;br /&gt;
 *-------------*   Lower the floors again to the same height as the floors of sectors&lt;br /&gt;
 |             |   &#039;c1&#039; and &#039;c2&#039;.    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============*   &#039;v1&#039; &#039;v2&#039; and &#039;v3&#039; have been named for the next picture. &lt;br /&gt;
&lt;br /&gt;
:STEP 5: Move vertices.&lt;br /&gt;
&lt;br /&gt;
 *=============*     &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*   &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \ c1 ¦ c2 / |   &#039;v1&#039; and &#039;v2&#039; have been moved down onto &#039;v3&#039; The three    &lt;br /&gt;
 |f \   ¦   / g|   vertices are all in the same place. They do NOT connect.    &lt;br /&gt;
 |   \  ¦  /   |       &lt;br /&gt;
 |    \ ¦ /    |       &lt;br /&gt;
 *------*------*       &lt;br /&gt;
 |      v1-3   |       &lt;br /&gt;
 |       d     |       &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 6: Place sector effectors, gpspeed and music sprites and give sector lotag. Give sectors &#039;c1&#039; and &#039;c2&#039; both a lotag of 25. Put sector effectors in sector c1 and c2. Make them point towards each other (&#039;,&#039; and &#039;.&#039; key in 2D mode, angle 0 and 1024) and give them a lotag of 15.  Give them the same unique hitag.  Also put gpspeed sprites in sectors &#039;c1&#039; and &#039;c2&#039;.  They determine how far the door will open. The largest grid in build is 512. Give the gpspeed sprites the correct value for the lotag.  Finally you can put a music sprite in one of the door sectors (&#039;c1&#039; _or_ &#039;c2&#039;).  Don&#039;t put music sprites in both sectors. The lotag is the door sound when it opens or closes. &lt;br /&gt;
&lt;br /&gt;
:STEP 7: Add vertices.&lt;br /&gt;
    &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |     &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       b     | &lt;br /&gt;
 v4 *------*------* v5    &lt;br /&gt;
    |\     ¦     /|    &lt;br /&gt;
    | \ c1 ¦ c2 / |   Insert two new vertices on the diagonal lines.    &lt;br /&gt;
    |f \   ¦   / g|   &#039;v4&#039; and &#039;v5&#039; have been named for the next picture.    &lt;br /&gt;
    |   *  ¦  *   |       &lt;br /&gt;
    |    \ ¦ /    |       &lt;br /&gt;
    *------*------*       &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 8: Move &#039;v4&#039; and &#039;v5&#039; down.&lt;br /&gt;
   &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |    &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |       b     |    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |      * v6   |    &lt;br /&gt;
    |     /!\     |    &lt;br /&gt;
    |    / ¦ \    |    &lt;br /&gt;
    |   /  ¦  \   |    &lt;br /&gt;
    |  /   ¦   \  |            &lt;br /&gt;
    | /  c1! c2 \ |       &lt;br /&gt;
    |/     ¦     \|    &lt;br /&gt;
 v4 *---*  ¦  *---* v5    &lt;br /&gt;
    | f  \ ¦ / g  |       &lt;br /&gt;
    *------*------*       &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 9: Move &#039;v6&#039; down.&lt;br /&gt;
 &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |     &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |       b     |    &lt;br /&gt;
    |      v6     |        The little triangles in the middle are sectors &lt;br /&gt;
 v4 *---*--*--*---* v5     &#039;c1&#039; and &#039;c2&#039;.    &lt;br /&gt;
    | f  \ ¦ / g  |    &lt;br /&gt;
 v7 *------*------* v8    &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 10: Move &#039;v4&#039; &#039;v5&#039; &#039;v7&#039; and &#039;v8&#039;.&lt;br /&gt;
&lt;br /&gt;
      *=============*        &lt;br /&gt;
      |             |       &lt;br /&gt;
      |       a     |    &lt;br /&gt;
   v9 *-------------* v10      &lt;br /&gt;
      |       b     |     &lt;br /&gt;
     /       v6      \         &lt;br /&gt;
 v4 *-----*--*--*-----* v5     Move the vertices to the outside a bit.    &lt;br /&gt;
    |  f   \ ¦ / g    |    &lt;br /&gt;
 v7 *--------*--------* v8     &lt;br /&gt;
     \       v1-3    /         &lt;br /&gt;
      |       d     |     &lt;br /&gt;
  v11 *-------------* v12      &lt;br /&gt;
      |             |      &lt;br /&gt;
      |       e     |      &lt;br /&gt;
      *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 11: Move &#039;v9&#039; and &#039;v10&#039; down, move &#039;v11&#039; and &#039;v12&#039; up.&lt;br /&gt;
      *=============*        &lt;br /&gt;
      |       a     |       &lt;br /&gt;
      |v9    v6     |v10  &lt;br /&gt;
 v4 *-*---*--*--*---*-* v5     &#039;v9&#039; and &#039;v10&#039; have been moved down. Sector &#039;b&#039; has    &lt;br /&gt;
    |  f   \ ¦ / g    |        a width of 0. Same goes for vertices &#039;v11&#039; and &#039;v12&#039;, &lt;br /&gt;
 v7 *-*------*------*-* v8     they have been moved up. Sector &#039;d&#039; also has a width&lt;br /&gt;
      |v11       v12|          of 0.      &lt;br /&gt;
      |             |&lt;br /&gt;
      |       e     |&lt;br /&gt;
      *=============*&lt;br /&gt;
&lt;br /&gt;
:STEP 12: Make sure sectors &#039;f&#039; and &#039;g&#039; aren&#039;t too wide or it will look ugly. If you want a vertical bar in the door (i.e. doorpost) just draw a non-valid player space in sector &#039;f&#039; and/or &#039;g&#039;. These non-valid player spaces will slide aside with the door so they are best put in the middle. You can of course also partially raise the floors of sectors &#039;f&#039; and &#039;g&#039; and lower the ceilings and still mask the wall (With any texture you like! :) )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=File:Altslidoor.map&amp;diff=10690</id>
		<title>File:Altslidoor.map</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=File:Altslidoor.map&amp;diff=10690"/>
		<updated>2012-04-18T03:20:04Z</updated>

		<summary type="html">&lt;p&gt;Hank: Alternate Sliding and See-Through Sliding Door&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alternate Sliding and See-Through Sliding Door&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sliding_Doors&amp;diff=10689</id>
		<title>Sliding Doors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sliding_Doors&amp;diff=10689"/>
		<updated>2012-04-17T05:45:07Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sliding Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Advanced.map|ADVANCED.MAP]] (ROOM 1-C)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Again, due to the extremely difficult task of explaining this how-to, I have provided a step by step example in the tutorial map, showing how to make this door. Just take a look at the example and it should make sense (it goes step by step in the building process).&lt;br /&gt;
&lt;br /&gt;
==Alternate Sliding Doors==&lt;br /&gt;
The concept was originally posted by Ursurper in Dukeworld forum, a long, long, very long time ago, but it works for Mapster32 and is more efficient to make and very simple.&lt;br /&gt;
&lt;br /&gt;
*Step 1: Make a sector that will be your entire door sector. It needs to be long enough to hold the sliding door itself and when the door is in the open position. Split this sector in two if two sliding doors are to operate.&lt;br /&gt;
*Step 2: Create one child sector in the sector of step one, this will be the door itself.&lt;br /&gt;
*Step 3: Give each door sector a lotag of 25, and an SE sprite with a lowtag of 15 and a unique hitag. Point the tail of the SE to the same direction as the door will move when it closes.&lt;br /&gt;
*Step 4: Add a GSPEED to this sector and set the the lotag to the distance the door is to travel.&lt;br /&gt;
*Step 5: Add a Music Sprite and if required, activators and switches to control the door.&lt;br /&gt;
&lt;br /&gt;
==See Through Sliding Doors==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a step by step explanation on how to make sliding glass doors.&lt;br /&gt;
&lt;br /&gt;
The following symbols are used:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;         vertex&lt;br /&gt;
 - ¦       red lines&lt;br /&gt;
 = | / \   white lines&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Start by making the following sectors. All are valid player space.&lt;br /&gt;
&lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             | Sectors &#039;a&#039; and &#039;e&#039; are the corridor in which    &lt;br /&gt;
 |       a     | the door will be made.    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |             |  Sector &#039;c&#039; will be the actual door.    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       c     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 2: Split sector &#039;c&#039; in half.  &lt;br /&gt;
  &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |      ¦      |    &lt;br /&gt;
 |      ¦      |  Sector &#039;c1&#039; and &#039;c2&#039; are the two parts    &lt;br /&gt;
 |      ¦      |  of the door which will slide apart.    &lt;br /&gt;
 |   c1 ¦ c2   |   &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 3: Make sectors &#039;f&#039; and &#039;g&#039;.&lt;br /&gt;
    &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \    ¦    / |   Make sure sectors &#039;f&#039; and &#039;g&#039; are valid player spaces.    &lt;br /&gt;
 |f *   ¦   * g|   (Alt-S in 2D mode).    &lt;br /&gt;
 | / c1 ¦ c2 \ |    &lt;br /&gt;
 |/     ¦     \|    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       d     |    &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 4: Raise floor of sectors &#039;f&#039; and &#039;g&#039; and mask walls. Then lower floor again.&lt;br /&gt;
    &lt;br /&gt;
 *=============*      &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*    &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \    ¦    / |   Raise the floors of sectors &#039;f&#039; and &#039;g&#039; and for each sector    &lt;br /&gt;
 |f *v1 ¦ v2* g|   mask one of the diagonal lines. In this example we&#039;ll mask    &lt;br /&gt;
 | /    ¦    \ |   &amp;lt;- these two diagonal lines. Mask them for example with &#039;glass2&#039;.&lt;br /&gt;
 |/  c1 ¦ c2  \|   If you use &#039;glass1&#039; you&#039;ll be able to break the glass and walk    &lt;br /&gt;
 *------*------*   through the door without ever having to open it.    &lt;br /&gt;
 |      v3     |   Make the walls a bit translucent so you can see through them.    &lt;br /&gt;
 |       d     |   Also make them blockable and hittable (&#039;b&#039; and &#039;Ctrl-H in 2D mode).&lt;br /&gt;
 *-------------*   Lower the floors again to the same height as the floors of sectors&lt;br /&gt;
 |             |   &#039;c1&#039; and &#039;c2&#039;.    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============*   &#039;v1&#039; &#039;v2&#039; and &#039;v3&#039; have been named for the next picture. &lt;br /&gt;
&lt;br /&gt;
:STEP 5: Move vertices.&lt;br /&gt;
&lt;br /&gt;
 *=============*     &lt;br /&gt;
 |             |     &lt;br /&gt;
 |       a     |     &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       b     |    &lt;br /&gt;
 *------*------*   &lt;br /&gt;
 |\     ¦     /|    &lt;br /&gt;
 | \ c1 ¦ c2 / |   &#039;v1&#039; and &#039;v2&#039; have been moved down onto &#039;v3&#039; The three    &lt;br /&gt;
 |f \   ¦   / g|   vertices are all in the same place. They do NOT connect.    &lt;br /&gt;
 |   \  ¦  /   |       &lt;br /&gt;
 |    \ ¦ /    |       &lt;br /&gt;
 *------*------*       &lt;br /&gt;
 |      v1-3   |       &lt;br /&gt;
 |       d     |       &lt;br /&gt;
 *-------------*    &lt;br /&gt;
 |             |    &lt;br /&gt;
 |       e     |    &lt;br /&gt;
 *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 6: Place sector effectors, gpspeed and music sprites and give sector lotag. Give sectors &#039;c1&#039; and &#039;c2&#039; both a lotag of 25. Put sector effectors in sector c1 and c2. Make them point towards each other (&#039;,&#039; and &#039;.&#039; key in 2D mode, angle 0 and 1024) and give them a lotag of 15.  Give them the same unique hitag.  Also put gpspeed sprites in sectors &#039;c1&#039; and &#039;c2&#039;.  They determine how far the door will open. The largest grid in build is 512. Give the gpspeed sprites the correct value for the lotag.  Finally you can put a music sprite in one of the door sectors (&#039;c1&#039; _or_ &#039;c2&#039;).  Don&#039;t put music sprites in both sectors. The lotag is the door sound when it opens or closes. &lt;br /&gt;
&lt;br /&gt;
:STEP 7: Add vertices.&lt;br /&gt;
    &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |     &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       b     | &lt;br /&gt;
 v4 *------*------* v5    &lt;br /&gt;
    |\     ¦     /|    &lt;br /&gt;
    | \ c1 ¦ c2 / |   Insert two new vertices on the diagonal lines.    &lt;br /&gt;
    |f \   ¦   / g|   &#039;v4&#039; and &#039;v5&#039; have been named for the next picture.    &lt;br /&gt;
    |   *  ¦  *   |       &lt;br /&gt;
    |    \ ¦ /    |       &lt;br /&gt;
    *------*------*       &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 8: Move &#039;v4&#039; and &#039;v5&#039; down.&lt;br /&gt;
   &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |    &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |       b     |    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |      * v6   |    &lt;br /&gt;
    |     /!\     |    &lt;br /&gt;
    |    / ¦ \    |    &lt;br /&gt;
    |   /  ¦  \   |    &lt;br /&gt;
    |  /   ¦   \  |            &lt;br /&gt;
    | /  c1! c2 \ |       &lt;br /&gt;
    |/     ¦     \|    &lt;br /&gt;
 v4 *---*  ¦  *---* v5    &lt;br /&gt;
    | f  \ ¦ / g  |       &lt;br /&gt;
    *------*------*       &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 9: Move &#039;v6&#039; down.&lt;br /&gt;
 &lt;br /&gt;
    *=============*      &lt;br /&gt;
    |             |     &lt;br /&gt;
    |       a     |     &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |       b     |    &lt;br /&gt;
    |      v6     |        The little triangles in the middle are sectors &lt;br /&gt;
 v4 *---*--*--*---* v5     &#039;c1&#039; and &#039;c2&#039;.    &lt;br /&gt;
    | f  \ ¦ / g  |    &lt;br /&gt;
 v7 *------*------* v8    &lt;br /&gt;
    |      v1-3   |       &lt;br /&gt;
    |       d     |       &lt;br /&gt;
    *-------------*    &lt;br /&gt;
    |             |    &lt;br /&gt;
    |       e     |    &lt;br /&gt;
    *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 10: Move &#039;v4&#039; &#039;v5&#039; &#039;v7&#039; and &#039;v8&#039;.&lt;br /&gt;
&lt;br /&gt;
      *=============*        &lt;br /&gt;
      |             |       &lt;br /&gt;
      |       a     |    &lt;br /&gt;
   v9 *-------------* v10      &lt;br /&gt;
      |       b     |     &lt;br /&gt;
     /       v6      \         &lt;br /&gt;
 v4 *-----*--*--*-----* v5     Move the vertices to the outside a bit.    &lt;br /&gt;
    |  f   \ ¦ / g    |    &lt;br /&gt;
 v7 *--------*--------* v8     &lt;br /&gt;
     \       v1-3    /         &lt;br /&gt;
      |       d     |     &lt;br /&gt;
  v11 *-------------* v12      &lt;br /&gt;
      |             |      &lt;br /&gt;
      |       e     |      &lt;br /&gt;
      *=============* &lt;br /&gt;
&lt;br /&gt;
:STEP 11: Move &#039;v9&#039; and &#039;v10&#039; down, move &#039;v11&#039; and &#039;v12&#039; up.&lt;br /&gt;
      *=============*        &lt;br /&gt;
      |       a     |       &lt;br /&gt;
      |v9    v6     |v10  &lt;br /&gt;
 v4 *-*---*--*--*---*-* v5     &#039;v9&#039; and &#039;v10&#039; have been moved down. Sector &#039;b&#039; has    &lt;br /&gt;
    |  f   \ ¦ / g    |        a width of 0. Same goes for vertices &#039;v11&#039; and &#039;v12&#039;, &lt;br /&gt;
 v7 *-*------*------*-* v8     they have been moved up. Sector &#039;d&#039; also has a width&lt;br /&gt;
      |v11       v12|          of 0.      &lt;br /&gt;
      |             |&lt;br /&gt;
      |       e     |&lt;br /&gt;
      *=============*&lt;br /&gt;
&lt;br /&gt;
:STEP 12: Make sure sectors &#039;f&#039; and &#039;g&#039; aren&#039;t too wide or it will look ugly. If you want a vertical bar in the door (i.e. doorpost) just draw a non-valid player space in sector &#039;f&#039; and/or &#039;g&#039;. These non-valid player spaces will slide aside with the door so they are best put in the middle. You can of course also partially raise the floors of sectors &#039;f&#039; and &#039;g&#039; and lower the ceilings and still mask the wall (With any texture you like! :) )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User_talk:Hendricks266&amp;diff=10684</id>
		<title>User talk:Hendricks266</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User_talk:Hendricks266&amp;diff=10684"/>
		<updated>2012-04-15T06:42:38Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Administrative Requests ==&lt;br /&gt;
Feel free to add requests here if you want a change made to the wiki that is restricted to administrators. Use a level three heading for each issue, like this:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;=== Request: ... ===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Request: Locked/Keycard Doors and Doors/Switch Categories ===&lt;br /&gt;
How about one more &#039;blank&#039; sub header under Doors, [[:Category:Editing Doors]] ?&lt;br /&gt;
&lt;br /&gt;
I want to change the title from Locked Doors to Keycard Doors, and make one named Locked Doors to describe various locked/unlock door set ups. Then I think all of [[:Category:Editing Switch Effects]] should be integrated to the door section.&lt;br /&gt;
&lt;br /&gt;
Hopefully I posted this right.&lt;br /&gt;
&lt;br /&gt;
Cheers - Hank&lt;br /&gt;
&lt;br /&gt;
:I moved Locked Doors to [[Keycard Doors]] for you... everything else you should be able to take care of yourself. I see no protections on any of these pages. -[[User:Hendricks 266|Hendricks266]] ([[User talk:Hendricks 266|talk]]) 16:49, 10 April 2012 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks - Yet I can not add another chapter under doors; in this case a bold L and a title Locked Doors, and describe all normal and trick type arrangements for doors. Or we simply provide a link at the bottom of the door section (Pages in category &amp;quot;Editing Doors&amp;quot;) to Editing Switch Effects page and I edit that. {that too I can not do}&lt;br /&gt;
:: Cheers [[User:Hank|Hank]] ([[User talk:Hank|talk]]) 19:28, 12 April 2012 (PDT)&lt;br /&gt;
:::Categories are managed by the MediaWiki software. You put articles in categories by adding the syntax for it in their own pages. I created a new [[Locked Doors]] page for you to edit which now shows up in [[:Category:Editing Doors]] because I specified it, which you can see when you edit the page. I added [[:Category:Editing Switch Effects]] to [[:Category:Editing Doors]] as well. Cheers! -[[User:Hendricks 266|Hendricks266]] ([[User talk:Hendricks 266|talk]]) 01:20, 13 April 2012 (PDT)&lt;br /&gt;
::::BTW, watching pages simply makes them bold in [[Special:RecentChanges]]. -[[User:Hendricks 266|Hendricks266]] ([[User talk:Hendricks 266|talk]]) 01:23, 13 April 2012 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: Many thanks. The info is now updated. I planed to place it into Locked Doors, but have second thoughts. Currently it is linked to Switch Effects on the front page. We can not have two titles for the same material. It&#039;s a decision you need to do. - Keep the status quo and link Locked Doors to Switch Effects, or deleting Switch Effects all together and place all the text into Locked Doors, or whatever else you think is appropiate. Either way, Doors are now up to date. Cheers [[User:Hank|Hank]] ([[User talk:Hank|talk]]) 23:42, 14 April 2012 (PDT)&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Locked_Doors&amp;diff=10683</id>
		<title>Locked Doors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Locked_Doors&amp;diff=10683"/>
		<updated>2012-04-15T06:22:40Z</updated>

		<summary type="html">&lt;p&gt;Hank: Replaced content with &amp;quot;

Category:Editing Doors&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Multiplayer_Level_Making&amp;diff=10682</id>
		<title>Category:Editing Multiplayer Level Making</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Multiplayer_Level_Making&amp;diff=10682"/>
		<updated>2012-04-15T06:21:41Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Dukematch &amp;amp; Co-op Starting Positions==&lt;br /&gt;
For a Dukematch (Duke3d multiplayer) level in BUILD, place 7-count (seven total) &amp;quot;APLAYER&amp;quot; (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 &amp;quot;void,&amp;quot; or, too high where they will fall and die.&lt;br /&gt;
&lt;br /&gt;
For a Co-op level, do the same thing, but tag the APLAYER sprites as [0,1].&lt;br /&gt;
&lt;br /&gt;
==Making Items Appear Only In Multiplayer==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Paths==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* Step 1. Construct the locked path.&lt;br /&gt;
* Step 2. Add an additional switch and set the color palette to 1. The switch is then only visible in Multiplayer.&lt;br /&gt;
* Step 3. Match the lowtag of the switch to the lowtag of the element&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; controlling the locking mechanism&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To see how it is done, simply open any original Duke 3D map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) [[Activator]], [[Activatorlocked|Activator Locked]], [[Keycard Doors|Keycard]], [[Walls and Wall Effects#Forcefields and Controlling Them|Force Field]] and [[Masterswitch]].&amp;lt;br&amp;gt;&lt;br /&gt;
2) [[Locked Lifts|Elevator]], [[Doors]], [[Walls and Wall Effects#Forcefields and controlling them|Force Field]] and more.&lt;br /&gt;
&lt;br /&gt;
==Making Duke TAG Levels (Version 1.4 or 1.5 Required)==&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Locked_Doors&amp;diff=10677</id>
		<title>Locked Doors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Locked_Doors&amp;diff=10677"/>
		<updated>2012-04-15T01:33:41Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
* Step 1. Construct the locked path.&lt;br /&gt;
* Step 2. Add an additional switch and set the color palette to 1. The switch is then only visible in Multiplayer.&lt;br /&gt;
* Step 3. Match the lowtag of the switch to the lowtag of the element&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; controlling the locking mechanism&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To see how it is done, simply open any original Duke 3D map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) [[Activator]], [[Activatorlocked|Activator Locked]], [[Keycard Doors|Keycard]], [[Walls and Wall Effects#Forcefields and Controlling Them|Force Field]] and [[Masterswitch]].&amp;lt;br&amp;gt;&lt;br /&gt;
2) [[Locked Lifts|Elevator]], [[Doors]], [[Walls and Wall Effects#Forcefields and controlling them|Force Field]] and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Locked_Doors&amp;diff=10676</id>
		<title>Locked Doors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Locked_Doors&amp;diff=10676"/>
		<updated>2012-04-15T01:27:54Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Locked Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A single player style map and a multiplayer map are different in modern style maps. If you plan to make maps incorporating both styles, all locked pathways should to be operable for mulitplayer, at all time.&lt;br /&gt;
&lt;br /&gt;
* Step 1. Construct the locked path.&lt;br /&gt;
* Step 2. Add an additional switch and set the color palette to 1. The switch is then only visible in Multiplayer.&lt;br /&gt;
* Step 3. Match the lowtag of the switch to the lowtag of the element&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; controlling the locking mechanism&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To see how it is done, simply open any original Duke 3D map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) [[Activator]], [[Activatorlocked|Activator Locked]], [[Keycard Doors|Keycard]], [[Walls and Wall Effects#Forcefields and Controlling Them|Force Field]] and [[Masterswitch]].&amp;lt;br&amp;gt;&lt;br /&gt;
2) [[Locked Lifts|Elevator]], [[Doors]], [[Walls and Wall Effects#Forcefields and controlling them|Force Field]] and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Locked_Doors&amp;diff=10675</id>
		<title>Locked Doors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Locked_Doors&amp;diff=10675"/>
		<updated>2012-04-14T22:42:06Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A single player style map and a multiplayer map is different in modern style maps. If you plan to make maps incorporating both styles, all locked pathways should to be operable for mulitplayer, at all time.&lt;br /&gt;
&lt;br /&gt;
* Step 1. Construct the locked path.&lt;br /&gt;
* Step 2. Add an additional switch and set the color palette to 1. The switch is then only visible in Multiplayer.&lt;br /&gt;
* Step 3. Match the lowtag of the switch to the lowtag of the element&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; controlling the locking mechanism&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To see how it is done, simply open any original Duke 3D map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) [[Activator]], [[Activatorlocked|Activator Locked]], [[Keycard Doors|Keycard]], [[Walls and Wall Effects#Forcefields and Controlling Them|Force Field]] and [[Masterswitch]].&amp;lt;br&amp;gt;&lt;br /&gt;
2) [[Locked Lifts|Elevator]], [[Doors]], [[Walls and Wall Effects#Forcefields and controlling them|Force Field]] and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Locked_Doors&amp;diff=10674</id>
		<title>Locked Doors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Locked_Doors&amp;diff=10674"/>
		<updated>2012-04-14T22:17:40Z</updated>

		<summary type="html">&lt;p&gt;Hank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A single player style map and a multiplayer map is different in modern style maps. If you plan to make maps incorporating both styles, all locked pathways should to be operable for mulitplayer, at all time.&lt;br /&gt;
&lt;br /&gt;
* Step 1. Construct the locked path.&lt;br /&gt;
* Step 2. Add an additional switch and set the color palette to 1. The switch is then only visible in Multiplayer.&lt;br /&gt;
* Step 3. Match the lowtag of the switch to the lowtag of the element&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; controlling the locking mechanism&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To see how it is done, simply open any original Duke 3D map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) [[Activator]], [[Activatorlocked|Activator Locked]], [[Keycard Doors|Keycard]], [[Walls and Wall Effects#Forcefields and Controlling Them|Force Field]] and [[Masterswitch]].&amp;lt;br&amp;gt;&lt;br /&gt;
2) [[Locked Lifts|Elevator]], [[Doors]], [[Walls and wall effects#forcefields and controlling them|Force Field]] and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Switch_Effects&amp;diff=10673</id>
		<title>Category:Editing Switch Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Switch_Effects&amp;diff=10673"/>
		<updated>2012-04-14T19:37:06Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Switch Activated Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Switch Activated Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-F)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To make a door open by toggling a switch, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* STEP 1: Make the door itself.&lt;br /&gt;
* STEP 2: Place a switch somewhere in your level, and give it a unique lotag value.&lt;br /&gt;
* STEP 3: Place one [[Activator]] sprite (#2) in the door sector and give it the same lotag value as the switch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Option 1: To lock/unlock the door use an [[Activatorlocked]] (#4) Sprite. When the door is unlocked it can be operated as any door.&lt;br /&gt;
:Option 2: To limit the number of times the door can be opened/closed or locked/unlocked use a [[Touchplate]] and set the Hitag to 1.&lt;br /&gt;
:Option 3: To open a Rising/Lowering ([[Sector Tag Reference Guide|SLT-20]], [[Sector Tag Reference Guide|SLT-21]] &amp;amp; [[Sector Tag Reference Guide|SLT-22]]) type door  only once, give the [[Activator]] Sprite in addition to Step 2 a hitag of 1.&lt;br /&gt;
:Option 4: To close a Rising/Lowering type door only once, give the [[Activator]] Sprite a Hitag of 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 1:&#039;&#039; It is strongly advised *not* to make this type of door an auto-closing door.&lt;br /&gt;
&lt;br /&gt;
==Combination Door Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-G)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To make a door open only when a certain combination of switches is set, follow these steps:&lt;br /&gt;
&lt;br /&gt;
*STEP 1: Make the door itself.&lt;br /&gt;
&lt;br /&gt;
*STEP 2: Place one [[Activatorlocked]] sprite in the door sector.  Give it a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
*STEP 3: Place a number of &amp;quot;dipswitch&amp;quot; sprites (sprites #162, #164, #166, and #168) somewhere in your level.  Give each sprite the same lotag value you gave the [[Activatorlocked]] sprite.  Now give the sprites that need to be &amp;quot;on&amp;quot; in the game a hitag of 1.  When these switches are turned to the &amp;quot;on position&amp;quot;, the door will then open.&lt;br /&gt;
&lt;br /&gt;
==Another Version of Combo. Switches (Version 1.4 or 1.5 Required)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Atomic.map|ATOMIC.MAP]] (ROOM #2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another version of Combination switches is available in versions 1.4 and 1.5 of Duke Nukem 3D.  The only thing that is different in this version is the sprite that you need to use for the switches.  The new sprite is a red shooting target (#4359).  Just substitute this sprite for the &amp;quot;dipswitch&amp;quot; sprites used in section 4.54.  Then, set the angle of the sprite to the direction that you want the target to “lay down” (the angle should be opposite of the player&#039;s viewpoint in the game).  Also, make sure that the sprites are flat (i.e. - press the [R] key on each sprite once).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE:&#039;&#039; These sprites should *not* be on a wall, but should be sitting in a sector somewhere (where they can fall over).  You can put them on a wall if you want, but it would look rather unrealistic.&lt;br /&gt;
&lt;br /&gt;
==Multi-Door Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-H)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a useful effect for limiting which rooms a player can enter into at the same time.  Just follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
*STEP 1: Make 3 doors and give them appropriate textures and sounds. Make sure that you *DO NOT* place [[Auto Closing Doors]] sprites in any of these doors! This can cause some major problems.&lt;br /&gt;
*STEP 2: Place the multi-switch sprite (#146) somewhere in your level, and give it a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
*STEP 3: Place *two* activator sprites in each door sector (you should have six activator sprites in this effect altogether).  You now must give these activator sprites the right tags.  The following list should help you in tagging these doors properly.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 1:&#039;&#039; The letter X in the table below is the unique value you gave the multi-switch sprite in step 2.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 2:&#039;&#039; The first number below is the hitag value, and the second number is the lotag value.&lt;br /&gt;
&lt;br /&gt;
               Door 1    Door 2    Door 3&lt;br /&gt;
 Activator 1   (0,X)     (0,X+1)   (0,X+2)&lt;br /&gt;
 Activator 2   (0,X+1)   (0,X+2)   (0,X+3)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 3:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Switch_Effects&amp;diff=10671</id>
		<title>Category:Editing Switch Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Switch_Effects&amp;diff=10671"/>
		<updated>2012-04-14T19:03:49Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Multi-Door Switches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Switch Activated Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-F)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To make a door open by toggling a switch, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* STEP 1: Make the door itself.&lt;br /&gt;
* STEP 2: Place a switch somewhere in your level, and give it a unique lotag value.&lt;br /&gt;
* STEP 3: Place one [[Activator]] sprite (#2) in the door sector and give it the same lotag value as the switch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Option 1: To lock/unlock the door use an [[Activatorlocked]] (#4) Sprite. When the door is unlocked it can be operated as any door.&lt;br /&gt;
:Option 2: To limit the number of times the door can be opened/closed or locked/unlocked use a [[Touchplate]] and set the Hitag to 1.&lt;br /&gt;
:Option 3: To open a Rising/Lowering (SE20/SE21/SE22) type door  only once, give the [[Activator]] Sprite in addition to Step 2 a hitag of 1.&lt;br /&gt;
:Option 4: To close a Rising/Lowering type door only once, give the [[Activator]] Sprite a Hitag of 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 1:&#039;&#039; It is strongly advised *not* to make this type of door an auto-closing door.&lt;br /&gt;
&lt;br /&gt;
==Combination Door Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-G)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To make a door open only when a certain combination of switches is set, follow these steps:&lt;br /&gt;
&lt;br /&gt;
*STEP 1: Make the door itself.&lt;br /&gt;
&lt;br /&gt;
*STEP 2: Place one [[Activatorlocked]] sprite in the door sector.  Give it a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
*STEP 3: Place a number of &amp;quot;dipswitch&amp;quot; sprites (sprites #162, #164, #166, and #168) somewhere in your level.  Give each sprite the same lotag value you gave the [[Activatorlocked]] sprite.  Now give the sprites that need to be &amp;quot;on&amp;quot; in the game a hitag of 1.  When these switches are turned to the &amp;quot;on position&amp;quot;, the door will then open.&lt;br /&gt;
&lt;br /&gt;
==Another Version of Combo. Switches (Version 1.4 or 1.5 Required)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Atomic.map|ATOMIC.MAP]] (ROOM #2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another version of Combination switches is available in versions 1.4 and 1.5 of Duke Nukem 3D.  The only thing that is different in this version is the sprite that you need to use for the switches.  The new sprite is a red shooting target (#4359).  Just substitute this sprite for the &amp;quot;dipswitch&amp;quot; sprites used in section 4.54.  Then, set the angle of the sprite to the direction that you want the target to “lay down” (the angle should be opposite of the player&#039;s viewpoint in the game).  Also, make sure that the sprites are flat (i.e. - press the [R] key on each sprite once).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE:&#039;&#039; These sprites should *not* be on a wall, but should be sitting in a sector somewhere (where they can fall over).  You can put them on a wall if you want, but it would look rather unrealistic.&lt;br /&gt;
&lt;br /&gt;
==Multi-Door Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-H)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a useful effect for limiting which rooms a player can enter into at the same time.  Just follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
*STEP 1: Make 3 doors and give them appropriate textures and sounds. Make sure that you *DO NOT* place [[Auto Closing Doors]] sprites in any of these doors! This can cause some major problems.&lt;br /&gt;
*STEP 2: Place the multi-switch sprite (#146) somewhere in your level, and give it a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
*STEP 3: Place *two* activator sprites in each door sector (you should have six activator sprites in this effect altogether).  You now must give these activator sprites the right tags.  The following list should help you in tagging these doors properly.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 1:&#039;&#039; The letter X in the table below is the unique value you gave the multi-switch sprite in step 2.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 2:&#039;&#039; The first number below is the hitag value, and the second number is the lotag value.&lt;br /&gt;
&lt;br /&gt;
               Door 1    Door 2    Door 3&lt;br /&gt;
 Activator 1   (0,X)     (0,X+1)   (0,X+2)&lt;br /&gt;
 Activator 2   (0,X+1)   (0,X+2)   (0,X+3)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 3:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Switch_Effects&amp;diff=10670</id>
		<title>Category:Editing Switch Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Switch_Effects&amp;diff=10670"/>
		<updated>2012-04-14T18:51:19Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Combination Door Switches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Switch Activated Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-F)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To make a door open by toggling a switch, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* STEP 1: Make the door itself.&lt;br /&gt;
* STEP 2: Place a switch somewhere in your level, and give it a unique lotag value.&lt;br /&gt;
* STEP 3: Place one [[Activator]] sprite (#2) in the door sector and give it the same lotag value as the switch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Option 1: To lock/unlock the door use an [[Activatorlocked]] (#4) Sprite. When the door is unlocked it can be operated as any door.&lt;br /&gt;
:Option 2: To limit the number of times the door can be opened/closed or locked/unlocked use a [[Touchplate]] and set the Hitag to 1.&lt;br /&gt;
:Option 3: To open a Rising/Lowering (SE20/SE21/SE22) type door  only once, give the [[Activator]] Sprite in addition to Step 2 a hitag of 1.&lt;br /&gt;
:Option 4: To close a Rising/Lowering type door only once, give the [[Activator]] Sprite a Hitag of 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 1:&#039;&#039; It is strongly advised *not* to make this type of door an auto-closing door.&lt;br /&gt;
&lt;br /&gt;
==Combination Door Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-G)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To make a door open only when a certain combination of switches is set, follow these steps:&lt;br /&gt;
&lt;br /&gt;
*STEP 1: Make the door itself.&lt;br /&gt;
&lt;br /&gt;
*STEP 2: Place one [[Activatorlocked]] sprite in the door sector.  Give it a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
*STEP 3: Place a number of &amp;quot;dipswitch&amp;quot; sprites (sprites #162, #164, #166, and #168) somewhere in your level.  Give each sprite the same lotag value you gave the [[Activatorlocked]] sprite.  Now give the sprites that need to be &amp;quot;on&amp;quot; in the game a hitag of 1.  When these switches are turned to the &amp;quot;on position&amp;quot;, the door will then open.&lt;br /&gt;
&lt;br /&gt;
==Another Version of Combo. Switches (Version 1.4 or 1.5 Required)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Atomic.map|ATOMIC.MAP]] (ROOM #2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another version of Combination switches is available in versions 1.4 and 1.5 of Duke Nukem 3D.  The only thing that is different in this version is the sprite that you need to use for the switches.  The new sprite is a red shooting target (#4359).  Just substitute this sprite for the &amp;quot;dipswitch&amp;quot; sprites used in section 4.54.  Then, set the angle of the sprite to the direction that you want the target to “lay down” (the angle should be opposite of the player&#039;s viewpoint in the game).  Also, make sure that the sprites are flat (i.e. - press the [R] key on each sprite once).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE:&#039;&#039; These sprites should *not* be on a wall, but should be sitting in a sector somewhere (where they can fall over).  You can put them on a wall if you want, but it would look rather unrealistic.&lt;br /&gt;
&lt;br /&gt;
==Multi-Door Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-H)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a useful effect for limiting which rooms a player can enter into at the same time.  Just follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Make 3 doors and give them appropriate textures and sounds.  Make sure that you *DO NOT* place auto-closing sector effector sprites in any of these doors!  This can cause some major problems.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place the multi-switch sprite (#146) somewhere in your level, and give it a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Place *two* activator sprites in each door sector (you should have six activator sprites in this effect altogether).  You now must give these activator sprites the right tags.  The following list should help you in tagging these doors properly.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 1:&#039;&#039; The letter X in the table below is the unique value you gave the multi-switch sprite in step 2.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 2:&#039;&#039; The first number below is the hitag value, and the second number is the lotag value.&lt;br /&gt;
&lt;br /&gt;
               Door 1    Door 2    Door 3&lt;br /&gt;
 Activator 1   (0,X)     (0,X+1)   (0,X+2)&lt;br /&gt;
 Activator 2   (0,X+1)   (0,X+2)   (0,X+3)&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Switch_Effects&amp;diff=10669</id>
		<title>Category:Editing Switch Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Switch_Effects&amp;diff=10669"/>
		<updated>2012-04-14T18:41:06Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Switch Activated Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Switch Activated Doors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-F)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To make a door open by toggling a switch, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* STEP 1: Make the door itself.&lt;br /&gt;
* STEP 2: Place a switch somewhere in your level, and give it a unique lotag value.&lt;br /&gt;
* STEP 3: Place one [[Activator]] sprite (#2) in the door sector and give it the same lotag value as the switch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Option 1: To lock/unlock the door use an [[Activatorlocked]] (#4) Sprite. When the door is unlocked it can be operated as any door.&lt;br /&gt;
:Option 2: To limit the number of times the door can be opened/closed or locked/unlocked use a [[Touchplate]] and set the Hitag to 1.&lt;br /&gt;
:Option 3: To open a Rising/Lowering (SE20/SE21/SE22) type door  only once, give the [[Activator]] Sprite in addition to Step 2 a hitag of 1.&lt;br /&gt;
:Option 4: To close a Rising/Lowering type door only once, give the [[Activator]] Sprite a Hitag of 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 1:&#039;&#039; It is strongly advised *not* to make this type of door an auto-closing door.&lt;br /&gt;
&lt;br /&gt;
==Combination Door Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-G)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To make a door open only when a certain combination of switches is set, follow these steps:&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Make the door itself.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one ActivatorLocked sprite in the door sector.  Give it a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Place a number of &amp;quot;dipswitch&amp;quot; sprites (sprites #162, #164, #166, and #168) somewhere in your level.  Give each sprite the same lotag value you gave the ActivatorLocked sprite.  Now give the sprites that need to be &amp;quot;on&amp;quot; in the game a hitag of 1.  When these switches are turned to the &amp;quot;on position&amp;quot;, the door will then open.&lt;br /&gt;
&lt;br /&gt;
==Another Version of Combo. Switches (Version 1.4 or 1.5 Required)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Atomic.map|ATOMIC.MAP]] (ROOM #2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another version of Combination switches is available in versions 1.4 and 1.5 of Duke Nukem 3D.  The only thing that is different in this version is the sprite that you need to use for the switches.  The new sprite is a red shooting target (#4359).  Just substitute this sprite for the &amp;quot;dipswitch&amp;quot; sprites used in section 4.54.  Then, set the angle of the sprite to the direction that you want the target to “lay down” (the angle should be opposite of the player&#039;s viewpoint in the game).  Also, make sure that the sprites are flat (i.e. - press the [R] key on each sprite once).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE:&#039;&#039; These sprites should *not* be on a wall, but should be sitting in a sector somewhere (where they can fall over).  You can put them on a wall if you want, but it would look rather unrealistic.&lt;br /&gt;
&lt;br /&gt;
==Multi-Door Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 4-H)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a useful effect for limiting which rooms a player can enter into at the same time.  Just follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Make 3 doors and give them appropriate textures and sounds.  Make sure that you *DO NOT* place auto-closing sector effector sprites in any of these doors!  This can cause some major problems.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place the multi-switch sprite (#146) somewhere in your level, and give it a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Place *two* activator sprites in each door sector (you should have six activator sprites in this effect altogether).  You now must give these activator sprites the right tags.  The following list should help you in tagging these doors properly.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 1:&#039;&#039; The letter X in the table below is the unique value you gave the multi-switch sprite in step 2.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NOTE 2:&#039;&#039; The first number below is the hitag value, and the second number is the lotag value.&lt;br /&gt;
&lt;br /&gt;
               Door 1    Door 2    Door 3&lt;br /&gt;
 Activator 1   (0,X)     (0,X+1)   (0,X+2)&lt;br /&gt;
 Activator 2   (0,X+1)   (0,X+2)   (0,X+3)&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Doors]]&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User_talk:Hendricks266&amp;diff=10658</id>
		<title>User talk:Hendricks266</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User_talk:Hendricks266&amp;diff=10658"/>
		<updated>2012-04-13T02:28:51Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Hank&amp;#039;s Locked/Keycard Doors Request */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Administrative Requests ==&lt;br /&gt;
Feel free to add requests here if you want a change made to the wiki that is restricted to administrators. Use a level three heading for each issue, like this:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;=== Request: ... ===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hank&#039;s Locked/Keycard Doors Request ===&lt;br /&gt;
How about one more &#039;blank&#039; sub header under Doors, [[:Category:Editing_Doors]] ?&lt;br /&gt;
&lt;br /&gt;
I want to change the title from Locked Doors to Keycard Doors, and make one named Locked Doors to describe various locked/unlock door set ups. Then I think all of [[:Category:Editing Switch Effects]] should be integrated to the door section.&lt;br /&gt;
&lt;br /&gt;
Hopefully I posted this right.&lt;br /&gt;
&lt;br /&gt;
Cheers - Hank&lt;br /&gt;
&lt;br /&gt;
:I moved Locked Doors to [[Keycard Doors]] for you... everything else you should be able to take care of yourself. I see no protections on any of these pages. -[[User:Hendricks 266|Hendricks266]] ([[User talk:Hendricks 266|talk]]) 16:49, 10 April 2012 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks - Yet I can not add another chapter under doors; in this case a bold L and a title Locked Doors, and describe all normal and trick type arrangements for doors. Or we simply provide a link at the bottom of the door section (Pages in category &amp;quot;Editing Doors&amp;quot;) to Editing Switch Effects page and I edit that. {that too I can not do}&lt;br /&gt;
:: Cheers [[User:Hank|Hank]] ([[User talk:Hank|talk]]) 19:28, 12 April 2012 (PDT)&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User_talk:Hendricks266&amp;diff=10657</id>
		<title>User talk:Hendricks266</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User_talk:Hendricks266&amp;diff=10657"/>
		<updated>2012-04-13T02:28:23Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Hank&amp;#039;s Locked/Keycard Doors Request */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Administrative Requests ==&lt;br /&gt;
Feel free to add requests here if you want a change made to the wiki that is restricted to administrators. Use a level three heading for each issue, like this:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;=== Request: ... ===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hank&#039;s Locked/Keycard Doors Request ===&lt;br /&gt;
How about one more &#039;blank&#039; sub header under Doors, [[:Category:Editing_Doors]] ?&lt;br /&gt;
&lt;br /&gt;
I want to change the title from Locked Doors to Keycard Doors, and make one named Locked Doors to describe various locked/unlock door set ups. Then I think all of [[:Category:Editing Switch Effects]] should be integrated to the door section.&lt;br /&gt;
&lt;br /&gt;
Hopefully I posted this right.&lt;br /&gt;
&lt;br /&gt;
Cheers - Hank&lt;br /&gt;
&lt;br /&gt;
:I moved Locked Doors to [[Keycard Doors]] for you... everything else you should be able to take care of yourself. I see no protections on any of these pages. -[[User:Hendricks 266|Hendricks266]] ([[User talk:Hendricks 266|talk]]) 16:49, 10 April 2012 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks - Yet I can not add another chapter under doors; in this case a bold L and a title Locked Doors, and describe all normal and trick type arrangements for doors. Or we simply provide a link at the bottom of the door section (Pages in category &amp;quot;Editing Doors&amp;quot;) to Editing Switch Effects page and I edit that. {that too I can not do} - Sorry to be that slow b.t.w., I marked the page &amp;quot;Watch this page&amp;quot;, but received no notification.&lt;br /&gt;
:: Cheers [[User:Hank|Hank]] ([[User talk:Hank|talk]]) 19:28, 12 April 2012 (PDT)&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Lighting_Effects&amp;diff=10656</id>
		<title>Category:Editing Lighting Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Lighting_Effects&amp;diff=10656"/>
		<updated>2012-04-13T02:08:22Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Pulsating Lights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Making Lights Blink==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blinking lights can add a great mood and sense of environment in any user level. This effect makes lights blink randomly.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create a light sector. This sector can either be in a wall, or a ceiling light sector, but it needs to be a sector. Take a look at the tutorial map to see examples of both types of lighting.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite in each sector you want to light up. Give these sprites a lotag value of 4, and a unique hitag value. The hitag value is the flash randomizing number, so use any value you want.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Set the shade of the walls, floor, and ceiling near your light to the shade value you want it to be when the lights are off. Then, set the shade of the sector effector sprites to the shade value you want it to be when the lights are on. You set the shade value by pressing the [&#039;]+[S] key on the desired wall, ceiling, or floor in 3D mode. You are finished - Look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 1:&#039;&#039; You can make colored blinking lights as well. Simply give the sector effector sprites a palette value equal to the color that you want the light to be when flashing. Both the sectors and the sector effector sprites can have different palette values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 2:&#039;&#039; This effect can *not* be used with the light switch effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 3:&#039;&#039; To prevent one side of a red line in 2D mode (a 2 sided wall) from being affected by the light effect, give the side of the wall you want to not be affected a wall hitag value of 1.&lt;br /&gt;
&lt;br /&gt;
==Making Lights Blink When Shot==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-C)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows you to cause a light to flash randomly once it is broken by the player (by the player shooting the light).&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create a light sector. This sector can either be in a wall, or a ceiling light sector, but it needs to be a sector. Take a look at the tutorial map to see examples of both types of lighting. If you are constructing a light in a wall, make sure that you lower the ceiling of the light sector to the floor, placing the light texture on the wall face that appears once you lower the sector ceiling to the floor.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 1:&#039;&#039; The light texture that you use, should be breakable (i.e. - when you shoot the light, the light texture should change to the corresponding broken light texture).&lt;br /&gt;
&lt;br /&gt;
:STEP 2: If you are creating a ceiling light, give the light sector a unique sector hitag value. If you are creating a wall light, give the red wall that separates the light sector from the wall sector a unique wall lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Place one sector effector sprite in each sector you want to light up. Give these sprites a lotag value of 3. If you are creating a wall light, give the sector effector sprite a hitag value equal to the wall&#039;s lotag value. If you are creating a ceiling light, give the sector effector sprite a hitag value equal to the light sector&#039;s hitag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Set the shade of the walls, floor, and ceiling near your light to the shade value you want it to be when the lights are off. Then, set the shade of the sector effector sprites to the shade value you want it to be when the lights are on. You set the shade value by pressing the [&#039;]+[S] key on the desired wall, ceiling, or floor in 3D mode. You are finished - Look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 2:&#039;&#039; You can make colored blinking lights as well. Simply give the sector effector sprites a palette value equal to the color that you want the light to be when flashing. Both the sectors and the sector effector sprites can have different palette values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 3:&#039;&#039; This effect *can* be used with the light switch effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 4:&#039;&#039; To prevent one side of a red line in 2D mode (a 2 sided wall) from being affected by the light effect, give the side of the wall you want to not be affected a wall hitag value of 1.&lt;br /&gt;
&lt;br /&gt;
==Open Door &amp;amp; Room Lights Up==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-D)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows rooms to light up when a door is opened (assuming that light would come in the door).&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Construct the door and the sectors that you wish to light up.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite in the door and in each sector that you want to light up.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Change the shade of each sector effector to the shade you want the sector it is located in to be when the door is open. Do this by moving the mouse over the sprite, and press the [&#039;]+[S] keys in 3D mode.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Change the shade of each wall, ceiling, and floor of the sectors you want to light up to the value you want them to be when the door is closed.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: Give each sector effector sprite a lotag value of 8 and the same, unique hitag value. You are now finished - Take a look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
==Light Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-E)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows you to create a light switch from which the player can toggle a light on or off.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Place a switch sprite (#712 is the standard light switch) somewhere in your level. Give this sprite a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite in each sector that will light up when the light is on. The shade of this sprite determines how bright the light will be in that sprite&#039;s particular sector when the light is on.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: The shade of all walls, ceilings, and floors of the sectors to be lit up should be set to the shade they will be when the light is turned off.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Give each sector effector sprite a lotag value of 12. Give each sector effector sprite the same hitag value that you gave to the light switch. You are now finished - Take a look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
==Colored Lights==&lt;br /&gt;
&lt;br /&gt;
Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-F)&lt;br /&gt;
&lt;br /&gt;
To create colored lights, simply change the palette of the walls, floors, and ceilings you desire to be colored to one of the following values (palette is set in 3D mode by pressing the &#039;&#039;[ALT]&#039;&#039;+&#039;&#039;[P]&#039;&#039; keys when the mouse is over the desired object to change):&lt;br /&gt;
&lt;br /&gt;
:* 1 = Blue&lt;br /&gt;
:* 2 = Red&lt;br /&gt;
:* 7 = Yellow&lt;br /&gt;
:* 8 = Green&lt;br /&gt;
&lt;br /&gt;
==Pulsating Lights==&lt;br /&gt;
&lt;br /&gt;
Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-G)&lt;br /&gt;
&lt;br /&gt;
Pulsating lights can be used to create some neat effects (moving lights to name one).&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Place a [[Cycler]] sprite in the sector(s) that you want the light to pulsate in. Change the shade of this sprite to how bright you want the light to be when the light is at its brightest point.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Change the shade of the floor to how dark the sector should be when the light is at its darkest point.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: To change the speed of the light pulsing, simply place one [[GPSpeed]] sprite in the same sector as the [[Cycler]] sprite. Now give the [[GPSpeed]] sprite a lotag value. This value is how fast or slow the light will pulsate (the higher the value, the faster the light will pulsate).&lt;br /&gt;
:STEP 4: To turn the effect off/on, give a switch or [[Touchplate]] a unique Lotag value and match the Hitag of each [[Cycler]] sprite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 1:&#039;&#039; Here is a great bit of information on the speed of Cycler sprites when combined with [[GPSpeed]] sprites (thanks to Keith Tyson for this information). The cycle length (going from bright to dark to bright again) seems to be halved as the [[GPSpeed]] lotag value is doubled. Strangely enough, this is the case up to a value of 1023, (a value of 1024 doesn&#039;t work). From 1025 to 2047, the above pattern is reversed: As the [[GPSpeed]] lotag value gets higher, the cycle length increases. A value of 2048 doesn&#039;t work either. A simple conversion indicates that a lotag of 1 will produce roughly one cycle in 120 seconds (quite slow), while a lotag of 1023 will produce roughly 8 cycles per second (quite fast).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 2:&#039;&#039; Walls with a hitag value of 1 are not affected by the [[Cycler]] sprite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 3:&#039;&#039; This effect can be used to create the &amp;quot;rotating&amp;quot; lights found in some of the episode 2 levels. Take a look at those levels to see how this is done.&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Lighting_Effects&amp;diff=10655</id>
		<title>Category:Editing Lighting Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Lighting_Effects&amp;diff=10655"/>
		<updated>2012-04-13T02:05:38Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Pulsating Lights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Making Lights Blink==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blinking lights can add a great mood and sense of environment in any user level. This effect makes lights blink randomly.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create a light sector. This sector can either be in a wall, or a ceiling light sector, but it needs to be a sector. Take a look at the tutorial map to see examples of both types of lighting.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite in each sector you want to light up. Give these sprites a lotag value of 4, and a unique hitag value. The hitag value is the flash randomizing number, so use any value you want.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Set the shade of the walls, floor, and ceiling near your light to the shade value you want it to be when the lights are off. Then, set the shade of the sector effector sprites to the shade value you want it to be when the lights are on. You set the shade value by pressing the [&#039;]+[S] key on the desired wall, ceiling, or floor in 3D mode. You are finished - Look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 1:&#039;&#039; You can make colored blinking lights as well. Simply give the sector effector sprites a palette value equal to the color that you want the light to be when flashing. Both the sectors and the sector effector sprites can have different palette values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 2:&#039;&#039; This effect can *not* be used with the light switch effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 3:&#039;&#039; To prevent one side of a red line in 2D mode (a 2 sided wall) from being affected by the light effect, give the side of the wall you want to not be affected a wall hitag value of 1.&lt;br /&gt;
&lt;br /&gt;
==Making Lights Blink When Shot==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-C)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows you to cause a light to flash randomly once it is broken by the player (by the player shooting the light).&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create a light sector. This sector can either be in a wall, or a ceiling light sector, but it needs to be a sector. Take a look at the tutorial map to see examples of both types of lighting. If you are constructing a light in a wall, make sure that you lower the ceiling of the light sector to the floor, placing the light texture on the wall face that appears once you lower the sector ceiling to the floor.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 1:&#039;&#039; The light texture that you use, should be breakable (i.e. - when you shoot the light, the light texture should change to the corresponding broken light texture).&lt;br /&gt;
&lt;br /&gt;
:STEP 2: If you are creating a ceiling light, give the light sector a unique sector hitag value. If you are creating a wall light, give the red wall that separates the light sector from the wall sector a unique wall lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Place one sector effector sprite in each sector you want to light up. Give these sprites a lotag value of 3. If you are creating a wall light, give the sector effector sprite a hitag value equal to the wall&#039;s lotag value. If you are creating a ceiling light, give the sector effector sprite a hitag value equal to the light sector&#039;s hitag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Set the shade of the walls, floor, and ceiling near your light to the shade value you want it to be when the lights are off. Then, set the shade of the sector effector sprites to the shade value you want it to be when the lights are on. You set the shade value by pressing the [&#039;]+[S] key on the desired wall, ceiling, or floor in 3D mode. You are finished - Look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 2:&#039;&#039; You can make colored blinking lights as well. Simply give the sector effector sprites a palette value equal to the color that you want the light to be when flashing. Both the sectors and the sector effector sprites can have different palette values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 3:&#039;&#039; This effect *can* be used with the light switch effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 4:&#039;&#039; To prevent one side of a red line in 2D mode (a 2 sided wall) from being affected by the light effect, give the side of the wall you want to not be affected a wall hitag value of 1.&lt;br /&gt;
&lt;br /&gt;
==Open Door &amp;amp; Room Lights Up==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-D)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows rooms to light up when a door is opened (assuming that light would come in the door).&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Construct the door and the sectors that you wish to light up.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite in the door and in each sector that you want to light up.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Change the shade of each sector effector to the shade you want the sector it is located in to be when the door is open. Do this by moving the mouse over the sprite, and press the [&#039;]+[S] keys in 3D mode.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Change the shade of each wall, ceiling, and floor of the sectors you want to light up to the value you want them to be when the door is closed.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: Give each sector effector sprite a lotag value of 8 and the same, unique hitag value. You are now finished - Take a look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
==Light Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-E)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows you to create a light switch from which the player can toggle a light on or off.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Place a switch sprite (#712 is the standard light switch) somewhere in your level. Give this sprite a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite in each sector that will light up when the light is on. The shade of this sprite determines how bright the light will be in that sprite&#039;s particular sector when the light is on.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: The shade of all walls, ceilings, and floors of the sectors to be lit up should be set to the shade they will be when the light is turned off.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Give each sector effector sprite a lotag value of 12. Give each sector effector sprite the same hitag value that you gave to the light switch. You are now finished - Take a look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
==Colored Lights==&lt;br /&gt;
&lt;br /&gt;
Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-F)&lt;br /&gt;
&lt;br /&gt;
To create colored lights, simply change the palette of the walls, floors, and ceilings you desire to be colored to one of the following values (palette is set in 3D mode by pressing the &#039;&#039;[ALT]&#039;&#039;+&#039;&#039;[P]&#039;&#039; keys when the mouse is over the desired object to change):&lt;br /&gt;
&lt;br /&gt;
:* 1 = Blue&lt;br /&gt;
:* 2 = Red&lt;br /&gt;
:* 7 = Yellow&lt;br /&gt;
:* 8 = Green&lt;br /&gt;
&lt;br /&gt;
==Pulsating Lights==&lt;br /&gt;
&lt;br /&gt;
Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-G)&lt;br /&gt;
&lt;br /&gt;
Pulsating lights can be used to create some neat effects (moving lights to name one).&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Place a [[Cycler]] sprite in the sector(s) that you want the light to pulsate in. Change the shade of this sprite to how bright you want the light to be when the light is at its brightest point.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Change the shade of the floor to how dark the sector should be when the light is at its darkest point.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: To change the speed of the light pulsing, simply place one [[GPSpeed]] sprite in the same sector as the [[Cycler]] sprite. Now give the [[GPSpeed]] sprite a lotag value. This value is how fast or slow the light will pulsate (the higher the value, the faster the light will pulsate).&lt;br /&gt;
:STEP 4: To turn the effect off/on, give a switch or [[Touchplate]] a unique Lotag and match each Hitag of the [[Cycler]] sprites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 1:&#039;&#039; Here is a great bit of information on the speed of Cycler sprites when combined with [[GPSpeed]] sprites (thanks to Keith Tyson for this information). The cycle length (going from bright to dark to bright again) seems to be halved as the [[GPSpeed]] lotag value is doubled. Strangely enough, this is the case up to a value of 1023, (a value of 1024 doesn&#039;t work). From 1025 to 2047, the above pattern is reversed: As the [[GPSpeed]] lotag value gets higher, the cycle length increases. A value of 2048 doesn&#039;t work either. A simple conversion indicates that a lotag of 1 will produce roughly one cycle in 120 seconds (quite slow), while a lotag of 1023 will produce roughly 8 cycles per second (quite fast).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 2:&#039;&#039; Walls with a hitag value of 1 are not affected by the [[Cycler]] sprite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 3:&#039;&#039; This effect can be used to create the &amp;quot;rotating&amp;quot; lights found in some of the episode 2 levels. Take a look at those levels to see how this is done.&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Lighting_Effects&amp;diff=10654</id>
		<title>Category:Editing Lighting Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Lighting_Effects&amp;diff=10654"/>
		<updated>2012-04-13T01:57:42Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Pulsating Lights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Making Lights Blink==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blinking lights can add a great mood and sense of environment in any user level. This effect makes lights blink randomly.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create a light sector. This sector can either be in a wall, or a ceiling light sector, but it needs to be a sector. Take a look at the tutorial map to see examples of both types of lighting.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite in each sector you want to light up. Give these sprites a lotag value of 4, and a unique hitag value. The hitag value is the flash randomizing number, so use any value you want.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Set the shade of the walls, floor, and ceiling near your light to the shade value you want it to be when the lights are off. Then, set the shade of the sector effector sprites to the shade value you want it to be when the lights are on. You set the shade value by pressing the [&#039;]+[S] key on the desired wall, ceiling, or floor in 3D mode. You are finished - Look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 1:&#039;&#039; You can make colored blinking lights as well. Simply give the sector effector sprites a palette value equal to the color that you want the light to be when flashing. Both the sectors and the sector effector sprites can have different palette values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 2:&#039;&#039; This effect can *not* be used with the light switch effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 3:&#039;&#039; To prevent one side of a red line in 2D mode (a 2 sided wall) from being affected by the light effect, give the side of the wall you want to not be affected a wall hitag value of 1.&lt;br /&gt;
&lt;br /&gt;
==Making Lights Blink When Shot==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-C)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows you to cause a light to flash randomly once it is broken by the player (by the player shooting the light).&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Create a light sector. This sector can either be in a wall, or a ceiling light sector, but it needs to be a sector. Take a look at the tutorial map to see examples of both types of lighting. If you are constructing a light in a wall, make sure that you lower the ceiling of the light sector to the floor, placing the light texture on the wall face that appears once you lower the sector ceiling to the floor.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;NOTE 1:&#039;&#039; The light texture that you use, should be breakable (i.e. - when you shoot the light, the light texture should change to the corresponding broken light texture).&lt;br /&gt;
&lt;br /&gt;
:STEP 2: If you are creating a ceiling light, give the light sector a unique sector hitag value. If you are creating a wall light, give the red wall that separates the light sector from the wall sector a unique wall lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Place one sector effector sprite in each sector you want to light up. Give these sprites a lotag value of 3. If you are creating a wall light, give the sector effector sprite a hitag value equal to the wall&#039;s lotag value. If you are creating a ceiling light, give the sector effector sprite a hitag value equal to the light sector&#039;s hitag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Set the shade of the walls, floor, and ceiling near your light to the shade value you want it to be when the lights are off. Then, set the shade of the sector effector sprites to the shade value you want it to be when the lights are on. You set the shade value by pressing the [&#039;]+[S] key on the desired wall, ceiling, or floor in 3D mode. You are finished - Look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 2:&#039;&#039; You can make colored blinking lights as well. Simply give the sector effector sprites a palette value equal to the color that you want the light to be when flashing. Both the sectors and the sector effector sprites can have different palette values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 3:&#039;&#039; This effect *can* be used with the light switch effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 4:&#039;&#039; To prevent one side of a red line in 2D mode (a 2 sided wall) from being affected by the light effect, give the side of the wall you want to not be affected a wall hitag value of 1.&lt;br /&gt;
&lt;br /&gt;
==Open Door &amp;amp; Room Lights Up==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-D)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows rooms to light up when a door is opened (assuming that light would come in the door).&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Construct the door and the sectors that you wish to light up.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite in the door and in each sector that you want to light up.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: Change the shade of each sector effector to the shade you want the sector it is located in to be when the door is open. Do this by moving the mouse over the sprite, and press the [&#039;]+[S] keys in 3D mode.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Change the shade of each wall, ceiling, and floor of the sectors you want to light up to the value you want them to be when the door is closed.&lt;br /&gt;
&lt;br /&gt;
:STEP 5: Give each sector effector sprite a lotag value of 8 and the same, unique hitag value. You are now finished - Take a look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
==Light Switches==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-E)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows you to create a light switch from which the player can toggle a light on or off.&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Place a switch sprite (#712 is the standard light switch) somewhere in your level. Give this sprite a unique lotag value.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Place one sector effector sprite in each sector that will light up when the light is on. The shade of this sprite determines how bright the light will be in that sprite&#039;s particular sector when the light is on.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: The shade of all walls, ceilings, and floors of the sectors to be lit up should be set to the shade they will be when the light is turned off.&lt;br /&gt;
&lt;br /&gt;
:STEP 4: Give each sector effector sprite a lotag value of 12. Give each sector effector sprite the same hitag value that you gave to the light switch. You are now finished - Take a look at the tutorial map if you don&#039;t quite understand.&lt;br /&gt;
&lt;br /&gt;
==Colored Lights==&lt;br /&gt;
&lt;br /&gt;
Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-F)&lt;br /&gt;
&lt;br /&gt;
To create colored lights, simply change the palette of the walls, floors, and ceilings you desire to be colored to one of the following values (palette is set in 3D mode by pressing the &#039;&#039;[ALT]&#039;&#039;+&#039;&#039;[P]&#039;&#039; keys when the mouse is over the desired object to change):&lt;br /&gt;
&lt;br /&gt;
:* 1 = Blue&lt;br /&gt;
:* 2 = Red&lt;br /&gt;
:* 7 = Yellow&lt;br /&gt;
:* 8 = Green&lt;br /&gt;
&lt;br /&gt;
==Pulsating Lights==&lt;br /&gt;
&lt;br /&gt;
Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-G)&lt;br /&gt;
&lt;br /&gt;
Pulsating lights can be used to create some neat effects (moving lights to name one).&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Place a [[Cycler]] sprite in the sector(s) that you want the light to pulsate in. Change the shade of this sprite to how bright you want the light to be when the light is at its brightest point.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Change the shade of the floor to how dark the sector should be when the light is at its darkest point.&lt;br /&gt;
&lt;br /&gt;
:STEP 3: To change the speed of the light pulsing, simply place one [[GPSpeed]] sprite in the same sector as the [[Cycler]] sprite. Now give the [[GPSpeed]] sprite a lotag value. This value is how fast or slow the light will pulsate (the higher the value, the faster the light will pulsate).&lt;br /&gt;
:STEP 4: To make that effect operable with a switch or [[Touchplate]], give the switch a unique Lotag and match each Hitag of the [[Cycler]] sprites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 1:&#039;&#039; Here is a great bit of information on the speed of Cycler sprites when combined with [[GPSpeed]] sprites (thanks to Keith Tyson for this information). The cycle length (going from bright to dark to bright again) seems to be halved as the [[GPSpeed]] lotag value is doubled. Strangely enough, this is the case up to a value of 1023, (a value of 1024 doesn&#039;t work). From 1025 to 2047, the above pattern is reversed: As the [[GPSpeed]] lotag value gets higher, the cycle length increases. A value of 2048 doesn&#039;t work either. A simple conversion indicates that a lotag of 1 will produce roughly one cycle in 120 seconds (quite slow), while a lotag of 1023 will produce roughly 8 cycles per second (quite fast).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 2:&#039;&#039; Walls with a hitag value of 1 are not affected by the [[Cycler]] sprite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE 3:&#039;&#039; This effect can be used to create the &amp;quot;rotating&amp;quot; lights found in some of the episode 2 levels. Take a look at those levels to see how this is done.&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User_talk:Hendricks266&amp;diff=10653</id>
		<title>User talk:Hendricks266</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User_talk:Hendricks266&amp;diff=10653"/>
		<updated>2012-04-13T00:24:08Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Hank&amp;#039;s Locked/Keycard Doors Request */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Administrative Requests ==&lt;br /&gt;
Feel free to add requests here if you want a change made to the wiki that is restricted to administrators. Use a level three heading for each issue, like this:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;=== Request: ... ===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hank&#039;s Locked/Keycard Doors Request ===&lt;br /&gt;
How about one more &#039;blank&#039; sub header under Doors, [[:Category:Editing_Doors]] ?&lt;br /&gt;
&lt;br /&gt;
I want to change the title from Locked Doors to Keycard Doors, and make one named Locked Doors to describe various locked/unlock door set ups. Then I think all of [[:Category:Editing Switch Effects]] should be integrated to the door section.&lt;br /&gt;
&lt;br /&gt;
Hopefully I posted this right.&lt;br /&gt;
&lt;br /&gt;
Cheers - Hank&lt;br /&gt;
&lt;br /&gt;
:I moved Locked Doors to [[Keycard Doors]] for you... everything else you should be able to take care of yourself. I see no protections on any of these pages. -[[User:Hendricks 266|Hendricks266]] ([[User talk:Hendricks 266|talk]]) 16:49, 10 April 2012 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks - Yet I can not add another chapter under doors; in this case a bold L and a title Locked Doors, and describe all normal and trick type arrangements for doors. Or we simply provide a link at the bottom of the door section (Pages in category &amp;quot;Editing Doors&amp;quot;) to Editing Switch Effects page and I edit that. {that too I can not do} - Sorry to be that slow b.t.w., I marked the page &amp;quot;Watch this page&amp;quot;, but received no notification.&lt;br /&gt;
:: Cheers Hank&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Sectors_That_Rise_and_Fall&amp;diff=10649</id>
		<title>Category:Editing Sectors That Rise and Fall</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Sectors_That_Rise_and_Fall&amp;diff=10649"/>
		<updated>2012-04-11T03:10:32Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Constructing Destructible Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Lifts==&lt;br /&gt;
&lt;br /&gt;
STEP 1. Build your lift sector. You need to make sure it has an upper floor and a lower floor connecting to it, otherwise it will not work correctly.&lt;br /&gt;
&lt;br /&gt;
STEP 2. Give the lift sector one of the following sector tags:&lt;br /&gt;
:: &#039;&#039;&#039;16&#039;&#039;&#039;- lift starts at the top floor. Only the floor of the lift moves, the ceiling does not.&lt;br /&gt;
:: &#039;&#039;&#039;17&#039;&#039;&#039;- lift starts at the bottom floor. Only the floor of the lift moves, the ceiling does not.&lt;br /&gt;
:: &#039;&#039;&#039;18&#039;&#039;&#039;- lift starts at the top floor. Both floor and ceiling move.&lt;br /&gt;
:: &#039;&#039;&#039;19&#039;&#039;&#039;- lift starts at the bottom floor. Both floor and ceiling move.&lt;br /&gt;
&lt;br /&gt;
STEP 3. Add a [[Music&amp;amp;SFX]] sprite to the lift sector. The lotag of the Music&amp;amp;SFX plays when the lift is activated, and the hitag plays when the lift arrives at its destination. Add a [[GPSPEED]] sprite to the lift sector to control its speed.&lt;br /&gt;
&lt;br /&gt;
==Switch Operated Lifts==&lt;br /&gt;
&lt;br /&gt;
It is possible have a lift operated by a switch. Simply build a lift as normal. Then add an [[activator]] to the lift sector, and give it a unique lotag. Add a switch somewhere and give it the same lotag as you gave the activator. Now the lift can only be operated by hitting the switch.&lt;br /&gt;
&lt;br /&gt;
==Locked Lifts==&lt;br /&gt;
&lt;br /&gt;
Simply build a lift as normal, and place an [[activatorlocked]] in it. Give the activatorlocked a unique lotag, and place an accesscard lock somewhere with the same lotag. Unfortunately this cannot be combined with a switch-activated lift, because hitting the switch will activate the lift whether it is locked or not.&lt;br /&gt;
&lt;br /&gt;
==Elevator Transports==&lt;br /&gt;
&lt;br /&gt;
This simulates true level-over-level by warping you from one elevator sector to the other.&lt;br /&gt;
&lt;br /&gt;
STEP 1: Build your two elevator sectors. There needs to be one for the upper floor and one for the lower floor. You need to make them the exact same size and shape, and the distance between the floor and ceiling needs to be exactly the same. It&#039;s recommended, but not necessary, to have the same textures and shading as well- but if you want an effect like the lights suddenly turning off half-way down that is definitely OK. You also need to make sure that the lower floor is physically below the upper one; the elevator will actually travel the whole vertical distance between the two floors.&lt;br /&gt;
&lt;br /&gt;
STEP 2: Tag both elevator sectors with a lotag of 15. Place a [[sectoreffector]] with a lotag of 17 in both elevator sectors, and make sure they are in the exact same place in both sectors. Give both sectoreffectors the same unique hitag.&lt;br /&gt;
&lt;br /&gt;
STEP 3: Decide which floor the elevator should start at. Give the sectoreffector in that sector a shade that&#039;s darker than the shade of the other one. 32 or 64 are good values. Give the sector that the elevator does &#039;&#039;not&#039;&#039; start at a hitag of 1.&lt;br /&gt;
&lt;br /&gt;
STEP 4: You will need to fiddle with the alignment of the textures in the elevator shaft to make sure they transition smoothly during the effect. This can be time-consuming but if you don&#039;t do it it looks amateurish.&lt;br /&gt;
&lt;br /&gt;
==Constructing Destructible Buildings==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 5-G)&#039;&#039;&lt;br /&gt;
* STEP 1: Create the building sectors (that will blow up) and make them look as if the building has already been destroyed.  Place one sector-effector sprite, one Masterswitch sprite, and one GPSpeed sprite in each sector that will be affected.&lt;br /&gt;
&lt;br /&gt;
* STEP 2: Give the GPSpeed a lotag value of how fast you want the building to lower during its destruction (a value of 64 was used for E1L2 map). Give the sector effector sprite a lotag value of 13, and a unique hitag value.  Then give the Masterswitch sprite a lotag value equal to the sector effector hitag, and a hitag delay value, unless the building is to collapse at the same instant the explosions happen.&lt;br /&gt;
&lt;br /&gt;
* STEP 3: Place a switch or Touchplate somewhere in your level.  Give it a lotag value equal to the Sector-effector hitag.&lt;br /&gt;
&lt;br /&gt;
* STEP 4: Place some C-9 sprites around your building, giving each a hitag value equal to the sector effector hitag value.  Then set a lotag value for each C-9 sprite (this value is the delay before the C-9 sprite will explode).  Remember to make the C-9 sprites as skinny as you can in the x direction (use the [4] key on the keypad).&lt;br /&gt;
&lt;br /&gt;
NOTE 1: A Masterswitch sprite should be in each sector that a C-9 sprite exists.  If this is not the case, the C-9 sprites will not explode.&lt;br /&gt;
&lt;br /&gt;
==Crushers (Engine Pistons)==&lt;br /&gt;
&lt;br /&gt;
This is a sector whose ceiling repeatedly lowers to the ground and then raises back to its original height. Place a sectoreffector in it with a lotag of 25. If you like, add a GPSPEED sprite to regulate its speed: a GPSPEED lotag of 256 is the default and gives very rapid movement.&lt;br /&gt;
&lt;br /&gt;
You can slope the floor and ceiling but the piston will still crush you even if this leaves enough room to stand.&lt;br /&gt;
&lt;br /&gt;
==Making the Ceiling Fall Upon an Explosion==&lt;br /&gt;
&lt;br /&gt;
This effect is not used in the game, but is fully functional. It causes the ceiling to drop if an explosion occurs in the sector.&lt;br /&gt;
&lt;br /&gt;
STEP 1. Build the sector that you want to have a dropping ceiling.&lt;br /&gt;
&lt;br /&gt;
STEP 2. Put a [[sectoreffector]] with a lotag of 19 in the sector.&lt;br /&gt;
&lt;br /&gt;
STEP 3. Put a [[GPSPEED]] in the sector to control the rate at which the ceiling falls.&lt;br /&gt;
&lt;br /&gt;
==Rotating &amp;amp; Rising Sectors==&lt;br /&gt;
&lt;br /&gt;
STEP 1. Build a sector that you would like to rotate. Place a [[sectoreffector]] and an [[activator]] in it. Give the sectoreffector a unique hitag, and give the activator that number as its lotag. Place another sectoreffector anywhere in your level; this will be the point around which the sector will rotate. Give it a lotag of 1 and the same hitag as the SE0 in the rotating sector.&lt;br /&gt;
&lt;br /&gt;
STEP 2. Lower the rotating sector to as low as it will ever go, and give it a lotag of 30. Raise the SE0 to as high as the rotating sector will ever go. Put in a [[Music&amp;amp;SFX]] if you want it to make a sound.&lt;br /&gt;
&lt;br /&gt;
STEP 3. The angle of the SE0 controls the direction of rotation. Have it pointing north if you want it to go clockwise, and pointing south for counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
STEP 4. Both the speed at which the sector raises and the time it takes to perform a rotation are fixed. There is no way to influence them. You can use a [[GPSPEED]] sprite to control the speed of rotation, which turns out to determine the &#039;&#039;amount&#039;&#039; of rotation because the time is fixed. The default, if you leave out the GPSPEED, is 256- this corresponds to a one quarter rotation. So if you want the rotate-rise bridge to do a three-quarter turn you would give the GPSPEED a lotag of 256 x 3 = 768. &lt;br /&gt;
&lt;br /&gt;
NOTE. For some reason this effect only works correctly if you have at least one other SE controlled effect in your level. If the rotate-rise bridge is the ONLY effect in your level then it will stupidly treat the SE0 as the pivot sprite.&lt;br /&gt;
&lt;br /&gt;
==Making Ceilings and Floors Drop Down==&lt;br /&gt;
&lt;br /&gt;
This effect is used to simulate a ceiling to cave in or floor to sink. This event takes place once, only.&lt;br /&gt;
&lt;br /&gt;
Step 1 Tag each sector to be affected with Low Tag 28.&lt;br /&gt;
&lt;br /&gt;
Step 2 Give each sector an Activator, Speed and SE21 sprite.&lt;br /&gt;
&lt;br /&gt;
Step 3 If the floor is to fall, point the tail of SE 21 down and position the SE sprite to where the floor is to be at game start and lower the floor to where it should be when the effect took place.&lt;br /&gt;
&lt;br /&gt;
Step 4 If the ceiling is to cave in, position the ceiling to where it should be at game start and position the SE 21 sprite to where the ceiling is to be when the effect took place.&lt;br /&gt;
&lt;br /&gt;
Step 5 Set the Speed sprite to a desired speed. (+ 3000 for fast action)&lt;br /&gt;
&lt;br /&gt;
Step 6 Match the Low Tag of the Activator with the Low Tag of a switch or Touchplate.&lt;br /&gt;
&lt;br /&gt;
==Incremental Rising and Falling Sectors (v. 1.4 or 1.5 Required)==&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Atomic.map|ATOMIC.MAP]] (ROOM #3)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect is used most often in Duke-Tag levels for showing the team score incrementally. It raises or lowers a sector incrementally by flipping a switch several times (or toggling some other trigger in the level).&lt;br /&gt;
&lt;br /&gt;
STEP 1: Create the sector that will rise or fall when activated.&lt;br /&gt;
&lt;br /&gt;
STEP 2: Place one sector effector sprite in this sector.  Give this sprite a lotag of 18 and a hitag equal to the amount of units moved per activation (one unit is equal to 1 [PGUP] or [PGDN] in Mapster32).&lt;br /&gt;
&lt;br /&gt;
Step 3: Now, set the angle for which part of the sector you want to move.  Up makes the floor rise or fall, while down makes the ceiling rise or fall.&lt;br /&gt;
&lt;br /&gt;
Step 4: Set the palette color of the SE sprite. A value of 0 starts the sector at the height you set it at in Mapster32, and it rises or falls to the sector effector&#039;s height.  Anything other than 0 starts the sector at the height of the sector effector and lowers or raises it to the adjacent sector&#039;s height.&lt;br /&gt;
&lt;br /&gt;
STEP 5: Place a switch (or other trigger) somewhere in your level, and give it a unique lotag.&lt;br /&gt;
&lt;br /&gt;
STEP 6: Place one activator sprite in the rising (or falling) sector and give it the same lotag as the switch.&lt;br /&gt;
&lt;br /&gt;
 (Comment from the original author: &amp;quot;You&#039;ll have to play around with it to get it just right&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Constructing Complex Doors with SE31 and SE32==&lt;br /&gt;
&lt;br /&gt;
To build a split door that does not have one even horizontal sector, using tile 449 as a sample.&lt;br /&gt;
&lt;br /&gt;
STEP 1. Make as many sectors as needed, side by side, and set up the complete door at when the door is in the Door Open position. It will take a while to match the tile with the slopes and size of the sectors.&lt;br /&gt;
&lt;br /&gt;
STEP 2. Add to each sector an Activator, Speed and two SE sprites.&lt;br /&gt;
&lt;br /&gt;
STEP 3. Position each SE sprite to line up where the Door Closed position shall be. Tag one of the two SE sprites with Low Tag 31 and the other Low Tag 32. Rotate the tail of tho two SE sprites to point straight down.&lt;br /&gt;
&lt;br /&gt;
STEP 4. Set the Low Tag of the Activator sprite to a Low Tag of a Switch, Touchplate or Wall. Set the Speed sprite to a desired speed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Door3132a.gif]] [[Image:Door3132c.gif]]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
1. At play time, when the sector with SE31/SE32 sprites is first activated: If the tail points up, the sector will move from its elevation, set during construction, towards the elevation of the SE sprite. If the tail points down, the sector will be on the same level as the SE sprite and move towards its elevation set during construction.&lt;br /&gt;
&lt;br /&gt;
2. Make sure that bottom of the the SE sprites match the First Wall vertices.&lt;br /&gt;
&lt;br /&gt;
3. If you use a designated door tile (listed in the def.con) you can also set the Low Tag of the wall to the same Low Tag as the Activators, to open the door.&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User_talk:Hendricks266&amp;diff=10644</id>
		<title>User talk:Hendricks266</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User_talk:Hendricks266&amp;diff=10644"/>
		<updated>2012-04-10T20:10:05Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Administrative Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Administrative Requests ==&lt;br /&gt;
Feel free to add requests here if you want a change made to the wiki that is restricted to administrators. Use a level three heading for each issue, like this:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;=== Request: ... ===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
How about one more &#039;blank&#039; sub header under Doors, http://wiki.eduke32.com/wiki/Category:Editing_Doors ?&lt;br /&gt;
&lt;br /&gt;
I want to change the title from Locked Doors to Keycard Doors, and make one named Locked Doors to describe various locked/unlock door set ups. Then I think all of Category:Editing Switch Effects http://wiki.eduke32.com/wiki/Category:Editing_Switch_Effects should be integrated to the door section.&lt;br /&gt;
&lt;br /&gt;
Hopefully I posted this right.&lt;br /&gt;
&lt;br /&gt;
Cheers - Hank&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Parallaxed_Skies&amp;diff=10589</id>
		<title>Category:Editing Parallaxed Skies</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Parallaxed_Skies&amp;diff=10589"/>
		<updated>2012-04-04T01:43:50Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Correctly Parallaxed Skies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Correctly Parallaxed Skies==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-A)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parallaxed skies present the player with the feeling of being outside, but can be problematic if not constructed correctly. Follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Change the texture of the ceiling or floor that you wish to parallax.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Move the mouse cursor over the area you want parallaxed and press the [P] key. To prevent the space textures from killing you when you walk under them, change the palette value of the parallaxed floor or ceiling (or both) to 3.  To make the walls look parallaxed (used in the space levels to make it look as if Duke looks into space), create several sectors along the sides of the main parallaxed sector, change the floor and ceiling texture to the same texture that the main sector has, and parallax both the floor and ceiling of these side sectors. Then lower the ceiling down to the floor. Take a look at the tutorial map if you do not quite understand.&lt;br /&gt;
&lt;br /&gt;
==Problems And Fixes With Parallaxing==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PROBLEM&#039;&#039;&#039;: My sky is screwed up! It shows one picture, and then to the side of that another, and another, etc. What&#039;s the deal?&lt;br /&gt;
:&#039;&#039;&#039;SOLUTION&#039;&#039;&#039;: The textures that use more than one frame (such as the space texture) usually are the cause of this problem. For example, the space texture uses six textures; the first texture and five after that. When you use a texture such as this *anywhere* in your level, it becomes impossible to have one (and only one) texture parallaxed elsewhere in your map. So suppose I have the space texture somewhere in my level, and I want to parallax a texture that only has one frame. If I try to parallax this second texture, it will show the texture I&#039;m using, the frame after that (a sprite let&#039;s say), the frame after that, etc. The solution for this is basically this: use the same texture everywhere. If you want to just use a one frame texture, you must change *all* the multiple frame sky textures to single frame sky textures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PROBLEM&#039;&#039;&#039;: I&#039;m not using multiple frame sky textures, and it still looks weird. What am I doing wrong?&lt;br /&gt;
:&#039;&#039;&#039;SOLUTION&#039;&#039;&#039;: This problem occasionally occurs upon first parallaxing a sector, and can be resolved by saving your level, exiting from Build, and then reloading your level.&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Parallaxed_Skies&amp;diff=10588</id>
		<title>Category:Editing Parallaxed Skies</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Parallaxed_Skies&amp;diff=10588"/>
		<updated>2012-04-04T01:27:55Z</updated>

		<summary type="html">&lt;p&gt;Hank: /* Correctly Parallaxed Skies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;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.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Correctly Parallaxed Skies==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 2-A)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parallaxed skies present the player with the feeling of being outside, but can be problematic if not constructed correctly. Follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
:STEP 1: Change the texture of the ceiling or floor that you wish to parallax.&lt;br /&gt;
&lt;br /&gt;
:STEP 2: Move the mouse cursor over the area you want parallaxed and press the [P] key. To prevent the space textures from killing you when you walk under them, change the palette value of the parallaxed floor or ceiling (or both) to 3. There are 3 types of parallaxing. To make the walls look parallaxed (used in the space levels to make it look as if Duke looks into space), create several sectors along the sides of the main parallaxed sector, change the floor and ceiling texture to the same texture that the main sector has, and parallax both the floor and ceiling of these side sectors. Then lower the ceiling down to the floor. Take a look at the tutorial map if you do not quite understand.&lt;br /&gt;
&lt;br /&gt;
==Problems And Fixes With Parallaxing==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PROBLEM&#039;&#039;&#039;: My sky is screwed up! It shows one picture, and then to the side of that another, and another, etc. What&#039;s the deal?&lt;br /&gt;
:&#039;&#039;&#039;SOLUTION&#039;&#039;&#039;: The textures that use more than one frame (such as the space texture) usually are the cause of this problem. For example, the space texture uses six textures; the first texture and five after that. When you use a texture such as this *anywhere* in your level, it becomes impossible to have one (and only one) texture parallaxed elsewhere in your map. So suppose I have the space texture somewhere in my level, and I want to parallax a texture that only has one frame. If I try to parallax this second texture, it will show the texture I&#039;m using, the frame after that (a sprite let&#039;s say), the frame after that, etc. The solution for this is basically this: use the same texture everywhere. If you want to just use a one frame texture, you must change *all* the multiple frame sky textures to single frame sky textures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PROBLEM&#039;&#039;&#039;: I&#039;m not using multiple frame sky textures, and it still looks weird. What am I doing wrong?&lt;br /&gt;
:&#039;&#039;&#039;SOLUTION&#039;&#039;&#039;: This problem occasionally occurs upon first parallaxing a sector, and can be resolved by saving your level, exiting from Build, and then reloading your level.&lt;/div&gt;</summary>
		<author><name>Hank</name></author>
	</entry>
</feed>